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VSE markers hotkeys
Is there a way to assign hotkeys to:
Jump to previous marker
Jump to next marker
In the menu marker/Jump to previous marker and Jump to next marker, letters t and J are underligned to indicate a hotkey possibility I'm gessing but I can get it to work. Thank you

Possible duplicate of Is there a hot-key to jump between markers in the timeline?. Once there were default hotkeys for that, but they were removed. You should be able to set your own hotkey by right clicking on the menu>add shortcut.

@Maxime: you should mark questions as answered if you get the help you asked for. I also recommend, that you follow a VSE Tutorial like the great one from Mikeycal Meyers to get started with Video Editing in Blender as most of your question will be answered there.

Hi. Will do. Many thanks for your answers I wasn't able to find elsewhere including Mikeycal's videos. All the best

You can right-click on a Menu entry like "Jump to previous marker" and select "Add Shortcut" to set one.
In the "User Preferences" (Ctrl+Alt+U) in the "Input" Tab you can search for currently assigned Keyboard and Mouse Shortcuts and edit them or add new ones. But for adding new ones you'll need the RNA, therefore it's easier to directly right-click on a Menu entry you want to add a shortcut for as then Blender will add the RNA automatically.


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Blender 3.1 IK Bones Snap Out of Position When Moving Them
This seems more like a bug then anything else, but maybe I'm overlooking something.
I have this coat that I've rigged that has worked just fine in the past, but now it's doing this weird thing where when I move one of the IKed bone chains, it snaps away from where I move it.  Here's a clip, but all I'm doing is pressing  G, moving it, then left clicking:
Coat Problem
Any ideas as to how this could be happening?  Like I said, I've never seen this before, and this same armature has worked just fine in the past.
https://pasteall.org/blend/ad5e20e1228d499fa7291b82bab04118

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

I originally tried to post a GIF or an MP4, but the tools wouldn't let me, so I used the link.  Not the easiest way to do it, but that's what worked.

It looks like it has to do with the bone called Chest Main that is both parented to Main and that also has a Child Of constraint with the target bone called j_sebo_c of the armature called n_root, a bit too complicated for me  :/  Also maybe you should apply the scale of your armature

I figured it out.  I had to apply the mesh's AND the armature's scale while they were both in the rest position.  I also had to make sure all of the child of constraints were disabled while doing so, and then reset the inverse on each by setting the influence to 0, clear inverse, set inverse, then set the influence to 1.  It works now!  I didn't even consider that I scaled the armature and not just the mesh.  Still in the Blender learning process :).  Thanks for the suggestions moonboots!  You saved me again.

source: Stack Exchange

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

sort: votes


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What's wrong with my weight painting?

What's wrong with my weight painting?
I can't figure why this arm is so wrong while the other as no problem.
https://pasteall.org/blend/14693cc947924462bf68488780627205

Hello, please share your file, upload and copy paste the URL it will generate: https://pasteall.org/blend/

yeh sorry i couldn't find how to do it

@moonboots Is https://blend-exchange.com/ not still the preferred upload site?

i don't know, I've been told not to use blend-exchange too much

It may be due to the inverted normals of these faces, it made the parenting go wrong.
As you can see if you select a vertex close to the shoulder, it has been assigned to some vertex groups it should have not:

First thing, as the normals on this part are inverted, select all in Edit mode and recalculate the normals with a ShiftN. Also select all these vertices and remove from all groups:

Now select the armature in Object mode, shift select the mesh, switch it to Weight Paint mode, select all the arm bones (shift left click) and in the Weights panel and Assign Automatic from Bones:

ty moonboots you really are a legend.
how do i Close this thread ?

If you mark my answer as correct (little check mark at the top left of my answer) the question will be considered as closed  ;)

I've edited my answer in order to correct a small mistake

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


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Render object don't show in certain area
This lock of hair does not appear on the renderer in this particular place on the head.
Besides this no new lock of hair in this place on the head appears on the renderer also, but it is necessary to move it to another hair part above the head and the lock becomes visible.
How to fix this?
In preview you can see it, but in the render only a black stripe from the hair under the skin and in the part of head all mesh are invisible.

anyone? someone?

maybe share your file (remove all the useless parts)? https://pasteall.org/blend/


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How to rotate individual instances in GN based on the value in Edit Mode?
I'm looking for a way to rotate individual instances in GN with a collection of multiple objects and access each instance to have more control over rotations while maintaining the procedural dimension of the geometry nodes.
I use a single mesh and place the instances on each point.
I can access individual rotations in Edit Mode when I add a Position node, but it doesn't seem possible to do this with Normal node. Strange.
Then I tested it with splines and the Normal node works with 2 points, but not with just one point. That means I need 2 points if I want to manage the rotation with a spline.
My goal is to manage assets with only one point and give each single instance a specific rotation. We can do that with a collection instance, but we have no power over geometry nodes.

I'm curious to know if you have any idea about what happenings in geometry nodes when I delete some instances some other change also.
In this example, I deleted a few instances without changing the others. This is exactly what I wanted. However, when I delete just one instance, a few others change.

I'm afraid you're mixing a few things here: a vector (Position and Normal) consists of three values, and you're combining all three values into a single float value here, which you're using as a rotation on the Z axis? That can't work like that, unfortunately. Please be so kind and share your blend file with us (https://blend-exchange.com/), so that we can take a closer look and any answer is not based on guesswork. Thank you!

@quellenform Thank you for answering me I put my blend file as an attach file. My gaol is to manage assets with one point and give a specific rotation on each individual instances. like we can do that with collection instance but we dont have a power of geometry nodes.

I'm afraid there's been another misunderstanding here: A point within a geometry has no "rotation" and thus has no normal as long as it is not part of a mesh or at least connected to another point/edge/face. However, a single object has transformation properties that you could use. For example, you could put multiple Empties into a collection, but that would be multiple objects again. Would that be a solution?

Ok, I found another way to solve the problem.
I have separated all assets into individual instances within different groups. So, when I need to delete a few instances of a certain type, I dont mess up other instances.
I wanted to distribute the instances randomly each time I duplicate an empty and if needed (delete it), without changing the instance's index.
However, if you find a simpler or easier way to do it, I'm interested to know.
Thank you.

If you really want to use a single object to affect the rotation of instances you create with Geometry Nodes, then unfortunately single/isolated points won't help you.
A point has no transformation properties like rotation or scaling. A single point that is not part of a mesh has only a position value.
The normals of a point in the case of a mesh result from the way individual points are connected to each other.
Therefore, in the case of curves, you also get a value for the normals, because as soon as two points are connected, a direction can be generated in some form.
But you can solve the task by putting objects into a collection that you can rotate individually, and then instantiate the houses at their position.
When instantiating the houses, you can then transfer the rotation of the objects to achieve the desired result.
Something like this:

Here I simply packed several Empties into a Collection, rotated them manually and in Geometry Nodes I read this rotation with the Node Instance Rotation and transfer it when instantiating the houses.
(Blender 3.4+)

Thanks a lot. I will experiment that technique.


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Is there a way to play/pause the VSE from Blender's text editor with a hotkey?
As many of you I believe, when I'm looking at some footage in the VSE, I often take notes in an external text editor but one could actually use blender's text editor as well. Would there be a way to play/pause the VSE from Blender's text editor with a hotkey? Without having to put you mouse on top of the VSE to use a hotkey, just using your keyboard while in the text editor.
Many thanks

In the user preference > input ... you should be able to

Go search the VSE section and Text editor section.
Copy those shortcut that you want to invoke from VSE into the text editor section.
And you should be able to invoke VSE commands while your mouse is hovering upon text editor's screen estate.

Thanks for your answer. Created a play animation
screen.animation_play
in the text editor with a keyboard shortcut but coudn’t get it to play the VSE while in the text editor

It's working on my end. Look at my modified answer and try again. You want it on text (Global)

Many thanks. Won't work on my end with Alt A or Spacebar or Alt spacebar but works with F16.... Spacebar would have been great as it is commonly used in most editing softwares.

Probably you have to unset another already defined Global Hotkey first that prevents this new one from working?

@ Maxime it's definitely working on my machine, tested it. There must be some blockers on your end you need to remove. Make sure your text (Global) list do not have any command that is using the same Alt + A combination. It should work or else there is a bug going on at your end. Like what Samoth said.

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


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Unwanted edge outside of the geometry

I'm sorry, I'm a blender modeling beginner but I don't know why I have an edge floating outside of my geometry that I can't get ride of. I don't know how it got here. I tried "remove doubles" but that didn't do anything. In edit mode, the edge or the vertices can be selected but not deleted.
Thank you

Can you upload your file?

You have to go into Edit Mode, to be able to delete geometry.

Then, click the selection-box with a line. (Directly below the yellow highlighted line).

After that, you can select the line you dont want and press the "X" key, and select "Edges" in order to delete the unwanted edge.

Many thanks. I had done that but it think there was a bug. Restarted Blender and did it again, worked this time.

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


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VSE editing different frame rates
Is there a way to handle 2 different frame rates in the VSE? 99% of my footage is 24p, 1% is in 25p. My editing is in 24p, audio from the 25p footage is out of sync. If the VSE can't handle it, do you know of another open source software who could do this? Many thanks.

in ffmpeg there are tools such as decimate that will allow you to kill frames "ffmpeg -i input.mp4 -vf mpdecimate,setpts=N/FRAME_RATE/TB output.mp4" // This automatically tries to detect repeat frames and drops them. Commands like these are suggested when trying to drop framerates. I am unsure how to finetune them to fit your situation exactly though. You could followup on the video editing stack exchange with ffmpeg to see. The generic command as written, fill in ur own inputs and outputs though. will give you an idea of how it works though.

So you could potentially use the above with the speed control mentioned below in blender to automate for a myriad of situations. The option that gives you the most control is manually going frame by frame and dropping/increasing them yourself with cuts. Not sure how long your footage is to make that viable or not. Maybe consider using all 3. Another trick is to add a multiplier to your workspace fps. 2x to 48fps for example. Then you half the 24fps with a 0.5 speed control multiplier. This allows wiggle room when assigning the maximum 3 decimal place multiplier for the 25fps, if its needed.

If you can, just separate both into two separated scenes rendered at different frame rates. This will be the case if your final footage doesn't change too often (ideally, one time).
If the amount of footage is manageable, use the speed control effect strip to make both the same speed.
Otherwise, put all your raw 25fps into one large edit and render it at 24fps. Now you can import it into your actual project and edit it like the rest of the video.

Thanks for answering. If you render 25fps footage at 24fps, your audio is not synchronized.

I haven't successfully rendered audio in Blender yet, so I can't tell you. You'll probably have to correct the audio speed manually in Audacity

I haven’t seen this tip anywhere, but people have complained about not being able to cut footage of different frame rates under influence of speed control. Always group together the speed control and video strip into meta strip, because you can freely cut a meta strip without worry. This makes Blender able to handle multiple video clips of differing frame rates with ease even when you’re doing super detailed edits.

Great answer, I used the approach to make a simple addon which solves the problem! Blender 3.0 required.

I assume that your render is set at 24 fps. If this is the case, and your 25 fps strip has audio included, you should see a small difference in length between that 25 video strip and its corresponding audio. If not, you should set your render at 24 fps.
I had a similar problem, having to mix 50 fps strips with 30 fps strips.
According to samblers answer to this question, you could insert a speed effects strip over your 25 fps strip to downspeed it and make frames match with your projects render (and with strips corresponding audio). I think you should set speed modifier to 1.04 (25*100/24=96 - 100-96=4). That should make your 25 fps strip equivalent to the 24 ones. But that math didn't work for me. I had neither time nor necessity to have an awesome quality video rendered, so I just tried different speeds until it looked just well.
Surely someone else can improve this answer, I hope it helps you getting forward with your job.

From what I've seen this is the only route to go in blender. Apply the speed control to the video strip, deselect the generic fit to strip and input the value of the multiplier. So long as the speed control multiplier calculated is within the range of 3 decimal places, this should work fine. You need to be careful when adjusting the  length of the strip once speed control is on it though, they sometimes offset the sync when moved around. If this is an issue, try metastripping the two or just retain the length of the speed control as is and build ontop on the next channel.


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Rectangle select
In edit mode, border select (or rectangle select) adds to the previous selection, so in order to select only the content of the rectangle selection you are going to make, one has to deselect first if something is already selected. As a result it is a lot more time consuming. Most 2D or 3D software I've used have rectangle selections but they don't add to the previous selection by default. If you want to add to the previous selection, simply do: shift + rectangle select. It makes more sens to me but maybe I don't see the benefit of the current settings.
Is there currently a way to remove the "add to the previous selection" part of the rectangle select?

Border select (as I understand it you mean shortcut B) has Deselect feature in the user prefs. Enabling it will always make selecting with deselecting first. See https://blender.stackexchange.com/questions/64249/how-to-not-extend-selection-with-box-select. Personally I got used to deselect everything prior to any selection which depends of course but allows to get rid of changing preferences.


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hardops addon in blender 2.69 ubuntu 14.04
enabled hardops 007 addon just fine when my imac was running osx Yosemite
i try to install it now here on ubuntu and i keep getting these errors... all of my other plugins work just fine.
why ubuntu why!!!!!

Update blender.

Looks like it might be the same problem as I answered here.

Can't confirm, works with 2.76+.

problem solved. simple updated needed. just make sure hardops 007 is updated with blender 2.77 should work fine no special thing needed here.


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Is there a Blender equivalent to switch layers in 2D animation?
So, in 2D software like Anime Studio Pro, there's a thing called switch layers. Basically, you draw artwork on various layers, group them, and can then keyframe switching between them. It's an easy way to lip sync, draw each mouth shape individually and then switch between them.
My question is, is there an equivalent method for 3D modelling in Blender? The project I'm planning contains one character who requires a way to model individual heads with different mouth shapes to lip sync (a la this: https://www.youtube.com/watch?v=F25RKt7DldM&t=9m56s). Does anyone know if this is possible?

maybe shapekeys? http://www.blender.org/manual/animation/shape_keys.html see also something like https://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Advanced_Tutorials/Advanced_Animation/Guided_tour/Mesh/Shape/Sync to get an idea


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Cycles: Load image texture from memory
I'm working with cycles standalone and I'm trying to find a way to use an image I already have loaded in memory as a texture in cycles.
From what I can see, the only way to load an image texture is with the ImageTextureNode, but that seems to only take a path to a file.
Is there some way built in to cycles to allow me to pass in a pointer to a bitmap in memory? My goal here is just to avoid needlessly writing out a temporary file to disk just so cycles can read it in again.

Small addition to clarify: When I say I'm working with cycles standalone, I am using a custom front-end. I'm not looking to get functionality like this through the xml API.

That would be off topic for here, you may want to chat with the devs on irc #blendercoders as I expect the usage of cycles outside of blender is rather small so far. In blender the image selected in the image texture node (chosen from bpy.data.images[]) can exist only in memory and be sent to cycles. From python the image object has a pixels property that points to the image data in memory. You may be able to trace that through blender's code.

If nothing else works, you could creat a virtual disk in memory, and put textures there, even just for rendering. Never tried though.


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Change camera start tracking time / change values
How to make the camera start tracking the object for example in the 80 frame of the animation and stop in 200, and how to do that influence value in "Track To" also changes over time?


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Setup for more "splashy" fluid 2.8
I'm making a simulation of object dropping into the water. In previous version of Blender it gives nice, big effect of splashing and air bubbles around an object. However, using mantaflow surface of liquid is almost untouched and bubbles are really small and rare. How can I make object interact with fluid more intensively (like on the picture below - using 2.79).


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Empty Render Layers node in Compositor
I was trying to make some adjustments in compositing, but Render Layers are not showing anything. In the UV Editor "Render Result" is correct. Re-rendering scene from Render Layers node doesn't help. I have Compositing option on, and Sequencer off. I was searching for solution since long time, but I couldn't find out anything which can help here...

Check "Use Nodes" in the top of your compositing work space

Unfortunately, it didn't help either... I solved this by coping everything to new file and make new render settings. But still I don't know what caused this.

I had the same problem. Copying to new file is the only thing that works.


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How to make scene using only specyfic colors
I want to make my scene in some particular colors (or even different shades of only one color), similar to the picture below.
I was trying to make render black and white and then use postproduction, but it didn't give this result. Can someone help how to achieve that?

It must be possible to change the colorimetry in the Video Editor? Or Compositing?

Possible solutions may be 1-Filmic (from github) has a greyscale look under filmic log transform. 2-Use a color ramp in compositor over a mask on desired passes. (ASC-CDL  node should be enough though) What do your current shader/ compositing setups look like?

In Blender compositing I made only set up to controle mist, some blurs, background, beams, glossy control and some color correction. https://i.ibb.co/rZm07LS/compositing.png, further postproduction was made in other software (photoshop / Aurora HDR)

Up: but I'm not so familiar with these programs so it was mostly fail.


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Rim lighting setup
I want to get effect of rim lighting, similar to this picture:
I found some photography tips which I tried to use but all i got is:
Can someone help me with proper lighting setup?

You could give your object a material with a setup like this. The key is the Fresnel Node. I made the world background pure black, and placed a large (proportionally), and bright area light behind the object at a direct (90 degree) angle.

Here is the lighting setup - just a big area light:

Looks a lot better :) thank you

To get similar results, you need two things:

Increase geometry resolution with Subdivision Modifier
Shade Smooth your model, to get continuous shading areas

(Keep in mind, the referenced photo was also heavily processed)

The exact lighting is a matter of preference, yours (top/bottom) works just as well.

I focused so hard on lighting, so I forgot about the most basic thing...


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Problem with Displacement in material
I just added to my model some fast basics materials to see the preview result. However, it seems that Displacement node in material is curving one egde in strange way. It started to happen after some vertical subdivisions I added to the mesh. This effect is visible on the bottom edge on the render preview:

How can I get rid of this effect?

Displacement will displace the topology, if you only have several faces, it will move them, therefore what happens. What were you trying to do with this Displacement? It looks like you already have a Normal map to fake some bumps...

Displacement works by using existing geometry on the object.
It looks like your building has very little geometry, so only the small amount of existing vertices are moved causing this bending effect. To fix this, just select all of the edges in edit mode by pressing A, and subdivide a few times to create more geometry. As a little note, displacement often works best when the faces on the object are mostly squares.

Ok, thank you all for answers. I guess I will see how big will be final scene and then decide if I should increase geometry, or just don't use displacement at all (just bumps).


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Image broken when render in Video Sequence Editor mode
I have a video and I want to add another audio to it by Blender. But when rendered it happened an error like the image below.

And this is source video properties and rendering settings

This error occurs with some image frame, not at all. What can I do?

Does it only happen when rendering or does it look this way sometimes as well when you scrub through your footage in the VSE? And what are your exact encoding settings?

thanks for your response, the problem happens even when i scrub through my footage in VSE. Furthermore, it only happens to some certain frames in that video, for another video is normal.
Change encoding when render is unsolved!

related: http://blender.stackexchange.com/a/15853/2843

This method should help you: http://blender.stackexchange.com/a/49219/2843

Speculating as we don't have enough information here to be conclusive, but this looks suspiciously like an issue with I / B / P frames.
Specifically, your in point on a sequence with B frames may not have enough information to fully build the frame as the decoder would need to decode both the previous I frame, but also the following I frame. If you have trimmed the strip to be in the middle of those I frames, you don't have enough information and you end up with that half broken frame.
Best advice, as usual, is to never use codecs for editing. Render to an intermediate frame sequence and use those as your footage inputs. This will also increase the quality of the work.

Your helping is useful, but I dont edit frames, I tried to add original video and render it without editing, unforturnaly, the problem is "alive".

Would need more information. If you render a full frame sequence from the original video, does it render properly? Using another tool like FFMPEG?

I bet the Blender-included ffmpeg Codecs won't be able to decode your footage properly. It is mostly the case, when your footage is from a corrupted stream or the I- and B-Frames in your footage are inconsistent and you don't play it back frame by frame but jump between frames back and forth.
Probably you need a better Decoder for your footage like LSMASH (which worked really great for all footage I used so far where ffmpeg had issues). But it's pretty tricky to get it to work with Blender without reencoding your footage to an intermediate format which Blender can read properly. It's possible though with AviSynth and AFSmount with this LSMASH plugin.
So to get rid of this error with Blender try prefetching the whole Footage into your RAM or to render the whole Video without jumping between frames beforehand. (Maybe you have to Open your footage as a Movie Clip, prefetch it completely in the Movie Clip Editor and use it as a MovieClip Sequence in the VSE to make it work)

I added a description of how to do that: http://blender.stackexchange.com/a/49219/2843


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How can I use the vertex groups of an emitter to control the material of the particles?
My use case: I'm using ANT Landscape and the Landscape Tools add-on to generate a landscape with vertex groups pre-assigned for erosion, deposit, water etc. (Landscape Tools does this for you).
I'm then happily using those vertex groups to control the length and density of grass with a particle system.
However it would be cool if I could use the same vertex groups to control the particles' texture, so that the grass turns more yellow where the water vertex group of the emitter has low values.
Any ideas how to achieve this?

Big thanks to Robin Betts for pointing the way.
A solution, using the UV Warp Modifier as suggested by @Nathan here.

Unwrap the emitter to a new UV Map (in case you've already got one).
In the UV editor for that map, select all the vertices, scale them to zero, and move them all to (0, 0).
Create two empties, call them "Empty.from" and "Empty.to", place "Empty.from" at (1,1,0) and "Empty.to" at (0,0,0). Lock their loc/rot/scales as you don't want to accidentally move them.
Add a UVWarp modifier to the emitter as shown:
Make sure the new UVMap is selected and active on the emitter.

If you've already unwrapped the emitter to texture it, you'll have to be explicit about using that older UV Map in the emitter's material.

In the particle's material, add a UV Map node, and check "From Instancer".
Connect the output of the UV Map node to the input of a Separate XYZ node.
Connect either the X or Y output of the Separate XYZ node to the input of a colour ramp (to give you control).
Use the output of the color ramp to control whatever mixing between colors or materials you need.

In creating a demo scene to test this in isolation, I had trouble  getting it to work. It was useful to temporarily add the same uv map setup to the emitter itself (but uncheck "from instancer") and send the color ramp output straight to the output shader. That allows checking the modifier is working without the particles. I ended up having to swap the To and From empties in the UV Warp modifier, but oddly just swapping their locations didn't fix it. TL;DR persevere if it's not working.

[edit] There is a proper solution which I'll add as a separate answer, but since this technique is different enough to have its own uses (like if you want different grass models at the edges) I'll leave it here.
After digging around for a while, it looks like this is not possible. The closest I got was an OSL script using traceset to find the value, but it turns out that Blender OSL doesn't implement traceset.
I did come up with a workaround that more or less does what I want:

Create an additional vertex group (I called it water.edge) on the emitter and assign all vertices to it.
Add a Vertex Weight Mix modifier to the emitter, which copies the original water vertex group to water.edge.
Below that add a Vertex Weight Edit modifier that edits water.edge and applies a custom falloff curve that starts at 0, rises to 1 then falls back to 0. This makes water.edge have its highest values where the water values are intermediate.
Create a new particle system yellow grass, and use separate yellow grass variant particles.
Use the water.edge vertex group to control the density and length of the yellow grass particle system.

Downside is the texture doesn't "blend" from one region to another, but at least I can get dry grass where I want it.

Can you use this trick to get vertex-group info into the emitter, and then 'from dupli' in the particles?

That actually worked! Thank you so much. I'll write up the solution.

Great! Don't forget to credit @Nathan's answer.. it's very handy, until other methods are properly written into Blender, and more people should know about it.


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Camera - follow path and change rotation
I created the camera moving by the curve using parenting and follow path option. However, how to do so that the camera moves on this curve, simultaneously changing the rotation so that all the time it  observes the other object (moving along a second path beside)? I have tried to add "track to" option, but the camera was adjusted completely not in this direction what it is necessary.

Here's how to do it.

Create 2 curve paths, create a camera and a target object and parent each to one curve (CTRL-P, then Follow Path).
Add a Track To constraint to the Camera with the target object set as the target
Set the appropriate axis on the Track To constraint so that the camera points at the target. You may need to apply scale and rotation on the camera and/or target object to get it to work.
The camera's rotation will match the target object. You may need to rotate the target object to get the camera Z axis pointing up. Starting with -Z for To Axis and Y for the Up Axis will get you where you want to be most of the time.

thanks for this tip. looks almost like what I want to have. what has to be selected before hitting ctrl+p and how to select the parent? how to define a second path to follow afterwards? or do I have to extend the path? how to define how fast the camera follows this path?

I solved it by using additional empty objects.

Create a Path
Create an empty Cube
Set the Cube as parent object for the Camera: select the Camera and Cube and then Ctrl-P "Object"
Add object constraint for the Cube by right sidebar "Follow Path"

Add am empty Sphere
Add object constraint for the Sphere by right sidebar "Follow Path" (Optional)
Add object constraint for the Camera "Track to" and select the Sphere (I called it "Camera target"). Also, you must need to use Target Z

Result: you can animate the camera rotation by Y use the Sphere X and Z by the Cube

It's an example of how it looks like:

Blender: 2.8

Just clamp the camera to the path then create an empty and clamp it to the path as well and parent the empty to the camera, animate the camera location and the empty will follow, then add track to constraint to the camera and select the empty

I found a solution, just take the camera and put it at the end of curved path then selected both camera and path using Shift key.
Once selected press Ctrl + P and select follow path. When you press Enter the camera will follow path. The issue is its not following the path, so you do a similar thing to what we did before but you add an empty only this time you place it slightly inside of the path.
Where in this instance the camera is at path end and the empty is slightly to inside the path but near camera. So you select empty and path and click Ctrl + P then follow path. Before you do this make sure timeline is at Zero which places Camera in original position and ensures the empty starts animation from zero.
Once done click on camera then and object constraint called Track to then set the target to empty, set values like Up to Y and to, to -Z
Press Space and you are good to go.


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Passes between render layers 2.8
I have a large scene so I want to render it layer by layer and then combine it in compositor. However, separate view layers are not intersecting with each other (for example if sun is on the viewlayer_1, objects from viewlayer_2 are not getting any light). In previous version of Blender everything was easy to set up in Layer settings, but now I can't figure it out...

I guess I found a solution.
In Blender 2.81+ you need to click on the filter icon and chose sphere icon to make options holdout (it will make the pixels that make up the object transparent instead) and indirect only (object won't be rendered, but it will still render the effects this object has on the other in the form of reflections and indirect lighting) visible. It applies both of them to collection.
In steps:

Make option holdout visible in outliner (as descibed above).
Create new view layer (or layers).
On first layer activate holdout (sphere icon) next to all collections which you don't want to be visible.
Repeat step 3 for other layers (chosing of course different collections to be visible).
Use compositor (Alpha over node) to connect layers.


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Render settings for large scene - fixing render time
I'm not sure about proper settings for my scene (cycles render). I want to balance time of the rendering and the realism, because render takes very long time (f.e. because of used textures, with every modificatior on - like subdivisions etc - there is 560k verts so in my opinion it isn't that much). I am using the pro lighting skies addon for lighting - "morning03" and "cloudy08". In the first version I used glossy shader imitating water, and on the second I added leaves (objects copied with the help of the particle system and weight paint). These are results my previous renders (scenes differ a bit from themselves - one version is priorer and other one is more detailed). Some scenes don't look that bad, but their render time for sure is.
Morning:
Default settings with little modifications:

Other settings (much lower - render time drop to 3h)

Cloudy:
Default settings with little modifications (render time 3-7h)

Have you checked removing or lowering the resolution of the textures of each leaf in the scene? Just to see how much does this speeds up your render. Also, are you using sub surface scattering for the leaves? That can greatly increase any render time. Great scene by the way.

Leaves are created from plane with one subdivision, rest  of the shape is received by shaders  (bump etc).
model: http://iv.pl/images/73558740013624588823.jpg
result: http://iv.pl/images/29896247796253811564.jpg One leaf texture is 632KB size. As regards materials a surface texture is a biggest problem, I received it through texture painting and to keep details of the brush I had to create the very big plain (13000x13000...). Unfortunately I didn't find other remedy how to do it in cycles, only in Game render there is a simpler way...


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Render stucked at 100% with 16/40 Tiles done (2.78)
I have a problem with rendering in Blender - it got stucked on 100%, but only 16 from 40 Tiles were done. Additionaly, it doesn't show number of actually processing samples like it was in the previous versions (maybe it can be set somewhere?). When I hit Esc button after some time to stop it,  in final result it showed me one more title done then it could be seen on preview. It looks like that maybe preview and procentage bar was bugged, but anyway render after this time should be already done at all.

256x256, render on GPU. I set 3000 samples because It is really a simple scene. When I rendered it today it takes +/- 10 minutes. Finally samples number was visible and whole render was done, but progress bar still was stucked on 100% (when only half scene was rendered - near 21 titles). It doesn't hurt that much (render finally worked) but i'm afraid if it is some kind of bug, bigger scenes will not render correctly to the end. It happend to me only in 2.78.


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Noise in reflections on non-focused objects (cycles)
I have a problem with the reflections of light on the more distant objects (drops) in the scene. As it can be seen, camera is focused on front of the stone. Water splashes which are not focused got a noise on their reflections, which is not looking so good. Is there some method to avoid this?
I use gloss filter (0.5), multiple importance, pro-lighting skies addon, clamp indirect (6).
At 1500 samples my render looks this way:

(I know dry stone in water is not such realistic but it is the next step...)
Render consists of three layers in the such composition:

Multiuple Importance for Environment
I do not know how the pro-lighting skies addon works, but enabling Properties Panel / World / Settings / Multiple Importance and highly increasing the Map Resolution might reduce those noises, assuming the highlights are coming from the sky.
Composited Depth of Field
Instead of the real DOF you might try uing the Filter / Defocus node in the compositor.


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Cell Fracture not work
why I get a cube with my model ?
model:

and result:

Thanks

Possibly because your model has non-manifold edges or other similar issues which prevent the Cell Fracture add-on to work properly. You can check for non-manifold edges in the model to be fractured by going in Edit Mode, activate the Edge Select Mode then deselect all (A) and type Ctrl+Shift+Alt+M.
To experiment it load Suzanne and try to cell fracture it; it won't work because of the previously described problem. Now, follow the steps above and you'll see where the problems are. When you have corrected them, try again the Cell Fracture and it should work fine. You may also search for video tutorials online on Cell Fracture for more information on its usage.


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Why is blender using so few resources
Right now I am doing the final render on my light-saber and previously when I would render objects with around 1000-3000 samples depending on the complexity it would take maybe an hour but now blender says it will take 69 HOURS to render this light saber and only uses 2000 samples. My system hardware consists of a GTX 970, 16 GB of RAM and an Intel i7-4790k CPU running currently at 4.5 GHZ .I am just very confused why on the render it says that it is only using around 18.37mg of ram when I have 16 GIGABYTES. I've set blender to high priority in Windows Task Manager and im just confused on why its using so little resources and why is it taking so long to render everything.

You have set it to render 4 million samples, as shown in the top right of that image...that's why it is going to take a while to finish.

Yes, also, a small scene only needs a small amount of memory, and using more will not speed the render process at all

A good render could be set to about 500 samples up to 2000..., above that the difference will not be that much, 4 Million samples will take forever even on double Nvidia Titan X!, check the settings you might have put the wrong digits ..

Possibly related: http://blender.stackexchange.com/q/21154/599

Fixing this should be a matter of setting the sampling back to 2000.  I think you accidentally put in 4,000,000 instead.  It is possible that you have "Square sampling" selected.

Although it could be set to 2000 samples but the squared samples may have been ticked which will lead to the 4M total.


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converting a blender physics simulation into an fbx animation
I have a dynamic paint simulation to create a series of waves. I've baked that animation and now I'm trying to get it into Unity some how. I've tried using the AnimAll extension, however the simulation doesn't affect the mesh itself in edit mode, so it wont work that way.
Any suggestions on how I can make this work?
thanks

Dynamic paint creates textures not mesh deforms, if you bake to an image sequence you should be able to use that as a normal/displacement map in unity.


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Making a cubical array of spheres with a wave through the cube
I am a noob to blender but have some 3D experience. I am trying to make a cube of spheres and then make an animation of a wave go through the cube.
Is there a way to stack particle planes so they all do the same thing? Or maybe its easier to do a cube array...
Is it possible to animate a bezier curve with an array following it?

Starting with a grid or subdivided plane, delete the faces and edges and add an array modifier to get a 3d grid of vertices.

Add a sphere object then shift-select the cube of vertices and press ⎈ CtrlP to make the vertices the parent of the sphere. In the vertices properties enable dupliverts and you will then see a sphere duplicated at the location of each vertex.

Now add a wave modifer -

Here is a sample file
To animate curves you can add a hook to each point and then animate the location of the hook object. The curve modifier can be used after an array modifier to deform a duplicated object along the curve.


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How do I Backup my User Preferences File?
Blender 2.83 crashed because I pressed Ctrl + Z  one too many times (this pitfall is still a thing. At this late stage. Yes). Now one of my more recent User Preferences hotkey changes is reverted to the default. Maybe more have reverted also, but I don't yet know the extent of this annoyance.
I know better than to expect to enjoy a crash-free Blender experience. But at the very least, I want to enjoy a shortcut losing-free experience. So I want to know how to prevent the need to manually rebuild these shortcuts. I know there is a User Preference file somewhere that could probably be re-loaded, provided I had a backed up version located somewhere else. I would create one, if I knew where the User Preference file is stored. But I don't. I don't even know what the exact file I'm needing is called. I'm running Ubuntu Studio 19.10, and I don't know where to look for this file.

the file you need is the usrepref.blend file. Remember to use the search box at the top of the page for common questions. Where is the startup file stored?

Hi. Please try to use existing tags when creating a question. Thanks.

Does this answer your question? How do i copy my user preferences settings and load them into an older version of blender?

Hi, susu. I don't appreciate you assuming I didn't search for questions before asking a question. Because that absolutely didn't happen. At all. I searched for some time, in fact. But thanks for adding something helpful in addition to your admonishment.

Hi, Ray. I would like to know why it's possible to create tags if we are only going to be discouraged from using them afterwards? Especially when they make sense, and ought to already exist.

Hello :). You can backup and sync your settings using the free Blender Cloud addon. It also backs up your startup file, which is nice.

I don't know why it's so easy to create tags. I personally don't think it should be. In general, I would suggest asking a question on the [meta] if you want to suggest a new tag.

So, it is your opinion that tags should not be so easy to create. And yet you seem to believe it is I who should go to Meta to suggest changes to the way the site is structured. Perhaps going to Meta something you should consider yourself also, if you don't like how tags already work. Rather than urging people not to create them, as if they have violated an established norm in doing so. This kind of approach is liable to create both confusion and conflict.

Except for T77774 there is no confirmed bug report for undo that affects Blender 2.83. Please read this guide and post a bug report on the bug tracker.

I humbly apologize,


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Wrong UV island stacking
I have some similar model parts, so I decided to stack them. In the first photo everything is right – one island is laying perfectly under second.

But in photo 2 – some faces of first island are under second, and some faces are above.

Because of that, I got issues with baking (world space normal map in photo 3).

I used UVpackmaster (vertex position with correct vertices), also asked friend to stack it with Rizom, but problem stays.
Any ideas what can cause this?


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Having two different wall materials, with graffiti on both
I am working on an abandoned hospital. I would like to add graffiti here and there on the walls. The graffiti is a PNG with alpha.
I have managed a rudimentary look and feel on a test piece, to be refined a lot soon, but the graffiti seems to make the materials under it transparent too, resulting in this type of image:

So the question is, what should the node system be to allow three materials on one piece of wall?

did you try "mix rgb"? https://i.imgur.com/wpm4q8O.png

That's cool, and I could use that directly, had I only one material on which I need the graffiti to go. However, I have two side by side and the graffiti overlaps them both.
The wall has a noise displacement to mimic stucco on the wall, and the tiles have displacement to mimic tile edges. I think my question is, how to lead out two materials with displacements so that I can add the graffiti at the latest stage.

check this tutorial --> https://www.youtube.com/watch?v=U0ZJyKyAzlA

Thanks sanbaldo, but I am looking for something really basic, not a product like he's using. The thing can be boiled down to this:
In the upper part of the wall, I need a stucco-like material, wiith displacement.
In the lower part, I need a tile that has an image texture of tiles with displacement.
On top of both, I would love to write graffiti, with a transparent PNG image texture.
What I can't figure out is, do I need more than one UV map for this, or can I run everything on just one UV map.

Welcome to Blender Stack Exchange!
The most common way to set this up is to have 2 shaders, one for the wall, and one for the paint.
Then, add a mix shader with both the wall and paint shaders connected. Then, use the alpha output of your image as the factor.
It would look like this:


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Black lines in animation and image render due to motion blur
I am very new to blender, and this is my first time animating in blender. I have followed the BlenderGuru youtube tutorial for the doughnut and have just finished.
However when I render my image or animation with motion blur turned on I get black bars replacing my shadows. when I turn motion blur off and render again, it looks fine.
Motion Blur off:

Motion Blur on:

Any help with this would be much appreciated.

Silly question; Why are you applying motion blur to a static scene?

Because im trying to animate it. the balck bars show up in both the animation and image renders

A wild guess: AMD GPU?


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sculpting tools do not add material
Via Google Translate:
My problem is that the tools in the "sculpture" section don't add material to my object, they just move it, as if it were a sheet. I think there is a problem with that object because I don't usually have this problem, but I can't figure out what's wrong. I have tried to change almost all the settings of the object but nothing seems to work.
As you can see from the image if I try to add some material to the upper part of the donut it only creates a "swelling" if instead I try to add it to the lower part I have no problem

Hello, you need to write in English in BlenderStackExchange, but have you tried to enable the Dyntopo option?

Hello and welcome. English is mandatory language for the site. If you are not comfortable writing in English feel free to use any online translation service.

Ciao e Benvenuto. L'inglese è la lingua obbligatoria per il sito. Se non ti senti a tuo agio a scrivere in inglese sentiti libero di usare qualsiasi servizio di traduzione online.


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why wont the single vertex point method of drawing work now?
Reference picture of rune

I am trying to make the rune inside the triangle i extruded. i already have to 2 ovals for the top part of it made but when i do add mesh, single vertex point, add vertex point it appears but i cant make any lines for the bottom part like i usually can. i have no clue why its not working now. I learned this method was good for making symbols and weird shapes through ctrl+ right mouse click.
I'm still trying to get a handle on blender. Im used to rhino 6

Your third image where you are in Edit mode shows that you're in Face select mode. Switch to Vertex select mode (Red box - hit 1 on the keyboard) and you should be able to see your vertices.

thanks for the help my friend. I did the homer Simpson "D'oh!" when i read my basic mistake. I feel silly now

Easily done! Adding a single vertex in Object mode automatically switches you to Edit mode with Vertex select already set, but after that it's down to you!


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why are my sprinkles so small?
This happened to me before but I don't remember how I fixed it. You can see the sprinkles' original size and as particles. Yet they are so small in the render. I'm guessing it has something to do after the render but what?

I rerendered it and now it works. Do I just rerender it next time it does it or what?

@AndrewPrice How to fix the size of the spinkles?

It looks in the screenshot like you have a keyframe set for the scale parameter of the sprinkles. Changing that should change the size.

@person132 i'm sorry i don't what you mean. Changing what would fix it ?

under render the scale option has a keyframe


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Cannot assign material to object, shows up wrong
So I am trying to make a Roblox GFX, and I made the structure of the person in Roblox Studio, then exported as obj into blender.
I changed to Cycles render before doing anything, then added in my obj. I clicked on the snowball thing (material applier) and clicked material, but it is not right.
It is supposed to look like my character, it is instead neon pink. Here is a picture. I am on Blender 2.79

hello, we can't see your picture, pink means it misses the image texture, so either it is not packed into the file, or you need to plug the Image Texture node correctly

check this answer: https://blender.stackexchange.com/questions/5368/why-are-all-the-textures-in-my-file-pink

Does this answer your question? Why are all the textures in my file pink?

Please vote to close the q so it gets into the review queue @moonboots

I'm guessing you used roblox's addon that allows you to search up the username of people on roblox and import their avatar into the roblox scene. You then exported it as obj because that is basically the only export option.
As you can see if you click on the character and go to the materials tab that there are textures but they aren't showing up.
This is because the material's texture could not be found because the obj exporter outputs only the models with no textures.
If you go into node editor (shader editor in Blender ≤2.8) you can find that the nodes are a bit weird. Just delete them and replace them with an image texture connected to a Diffuse BSDF node connected to a Material Output node.
Go back to Roblox Studio and click on the character. Go through the hierarchy until you find an image or texture and you can click on that an export it.
Then you go to the image node in Blender's node editor and browse for the directory of that texture.

Try to UV unwrap it and than appling the texture.
If you just want to add a material go to the material tab and click add material.


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Facebuilder Rig not working properly
I created a head object by using Facebuilder and joined with a body downloaded from Mixamo. However, when i try to rotate my head, it stays in the same location.
Appreciated if someone can solve this issue.

Hello, have you checked the weights in Weight Paint mode? Also make sure that the Deform option of the head bone is activated. You can share your file here: https://pasteall.org/blend/

The file is larger than 24mb(Approx. 115mb). Can I still upload it through the link?

you can use another platform

It seems your head is not weight painted, so you have to check it out.
Here is what I would do :
Select your armature, go to Edit Mode and find the name of the bones to which your head should be parented to.
Then, back to Object Mode, select your mesh, go to Edit Mode and select any vertex on the head.
Press N, and in the menu that should appear on the top right corner, select item and under Vertex Weights check the weights assigned to this vertex.
If it's weight painted, you should see a value higher than 0 assigned to the head bone. (Ideally, 1 if you want the bone to have full control over this vertex).

You could see this directly in Weight Paint mode but this method allows you to see every weight assigned to a vertex without having to check all the bones 1 by 1.
If the value is 0, then you must weight paint your head.
To do that, go to Object Mode, select your armature, Shift+LMB to select your mesh as well, and go to Weight Paint mode.
Click on the head bone, and all the areas of your mesh under this bone should display colour different from blue.
Then, set your weight on 1, and paint your head.
Once you're done, in the top left menu, under Weight, select Smooth and set how many times you want to smooth it out in the bottom left corner to have a nice transition with the neck bone.


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Cast shadow on hidden object in eevee
Is it possible for me to have an invisible plane but the shadow of a different object still visible on the plane? It is possible in cycles but i dont like the render results because i need screen space reflection in eevee, which isn't in cycles. help Thank you!

I've started with a simple scene, and this node setup (a standard diffuse is currently connected so we can see the default lighting effects)

If you connect the other node setup, you might see something like this, depending on the placement and power of your lights (Note: make sure alpha blend is enabled for the shadow catcher material);

Say you've adjusted this multiple value, but the shadow is too light;

Move this slider up...;

And turn up this value;

Thank you! I'm trying what you suggested, I just have one issue so far, where can i find the Multiply node? If i search for it, there are no results.

Figured it out, its renamed into math. Thank you so much!


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Cloth simulation glitch
Im trying to run a simple cloth simulation in 2.83 but the result is like scrutched up and looks terrible, also it takes like 15 minutes to bake 60 frames. I don't know if it's because of the sewing force or self collision. If anyone can help me, I'd be grateful!

Can you add more info? What is the expected result? What is this? ;-) It's hard to tell from the image. Do you use a pin group? Sewing? What are the settings? Mesh density and collision settings are imported, too. You can share your file here: https://blend-exchange.giantcowfilms.com/

Looks to me the same as https://blender.stackexchange.com/a/186520/29586 due to self-collision. I can't mark it as a duplicate since the related answer doesn't have any upvotes.

(Answer copied from Self Collision - Blender Cloth Sim shrinks mesh as can't flag as duplicate since it has no upvotes...)
Most likely your cloth vertices are self-colliding with their neighbours due to the Self Collision Distance being too large.
Firstly, when running a simulation always ensure the meshes are created at 'real world' scales - eg, for a bedsheet you might assume 2 metres a side (or 2 Blender Units). Ensure you Ctrl+A and 'Apply Scale' following any changes to scale - to ensure the simulation is using the correct scale.
Secondly, reduce the Self Collisions 'Distance' property. At Blender 2.83.2 this defaults to 0.015 metres (1.5cm). If your vertices are closer together you may want to reduce that value.


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Editing Background Music
All,
Let me warn you that I am very new to Blender, so please accept my apologies.
I am editing workout videos for my employer, and one of our instructors has her music way too loud. Is there a fix for this?
Thank you in advance.

If the video is already encoded into a single file with the instructor’s audio and the music, there is no easy way to do this, especially in a software with limited audio capabilities like Blender. There may be something you can do with a script, but advanced audio processing is not one of Blender’s strong suits.
If the video was edited in Blender, however, and you have access to the blend file, you can go to the Video Sequence Editor, select the audio track with the music and manually turn down its volume (by pressing n on the timeline to open the properties panel).
If it was edited in another software, you’ll need to open the project in the software it was originally edited in.


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The edges connecting my vertices are loopy rather that straight. Is it possible do straighten them + if so how can this be done?
I am unable to change the loopy form of the edges and as a result cannot get sharp curves. Also, I believe the problem may have arose after creasing the edges, but am not 100% sure.

In the modifier panel, disable "Adjust to cage" in order to modify the actual vertices position.


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Rendered denoised animation
So I rendered the animation png sequence, then I plugged the render results into the denoiser node and then in the composite node. But it only denoise the last frame of animation. How can I actually get the rendered png seq denoised? ?

Have you checked "compositing" in post processing tab.
Check This

You have to use an image node to load the sequence back in... To make the denoiser working properly you also have to plug in the albedo pass as well as the normal pass... also never ever render to png. Render to exr multilayer and enable albedo (diff dir) and normal or just the denoise passes if you want to denoise in a second step.

How to properly connect the Denoise node in Compositor?, Can't Get New Intel Denoiser to Work on Projects

Does this answer your question? How to properly connect the Denoise node in Compositor?


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My blender textures are only visible when in texture paint, but disappear when in any other mode
I made a cylinder and UV unwrapped it with with an image in the UV editor. I start painting textures and they show up, only to disappear after I go to a mode other that texture paint :/
Also, I forgot to mention, I'm sort of new to blender and don't know how to use nodes and some other stuff.

You can add a new material and apply the texture you painted to it and then you can go to material preview or rendered view to see if it looks good.

Thank you! It turns out I set it to texture image rather than material mode!


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Rotating objects different when using Python
For some reason when rotating a group of objects with a python script (transform_rotate) I get a different outcome than rotating the same group using the rotation tool
Before attempting to rotate I perform a cursor to origin set:
bpy.ops.object.origin_set(type=‘CURSOR_ORIGIN’, center=‘MEDIAN’)

No matter what I try the rotation performed with Python does not rotate around the object Cursor (now at the origin) but round a mysterious point. I have added print screens showing the differences as well as the code I use.
Even if I copy the code output printed after the manual rotation with the rotation tool and run that exact line I get a different rotation
I am performing a single 90 degree rotation around the Z axis
Code:
bpy.ops.object.origin_set(type=‘CURSOR_ORIGIN’, center=‘MEDIAN’)
bpy.ops.transform.rotate(value=-1.5708, orient_axis=‘Z’, orient_type=‘GLOBAL’,
orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type=‘GLOBAL’,
constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False,
proportional_edit_falloff=‘SMOOTH’, proportional_size=1.5,
use_proportional_connected=False, use_proportional_projected=False,
release_confirm=True)

Blender Version: 2.93
Python Version: 3.8.8

Operators in bpy.ops are for interactive use through the UI and should be avoided in scripts because they depend on context. Using them through scripts may yield unexpected results at best, or fail entirely at worst. Manipulate data directly from bpy.data instead.

Thanks to duarte-farrajota-ramos comment. I rotated the objects after parenting them to an empty that was located at the origin


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Exporting animated materials to Unity
I'm using Blender 2.8.2 with the Evee renderer.  I have a simple object, with an animated material.  Is there a way to export the object for use in Unity with the animated material?
I've tried the GLTF exporter but it did not bring across the animated materials.
THe screen shot here shows the rendered material, the animation key frames and the nodes.

UV animation isn't supported by any contemporary 3D file format. It's still possible through a few ugly methods, though.

Use Unity's animation editor to animate the UVs directly inside of Unity. This is easy but not exportable.

Add a bone and drive the UVs through the bones position, and animate that instead.
Make a script that does the same in Unity.
Export the animation and play that instead.

Make sure the way you drive UVs in Blender and in Unity are identical. If you're using the UV Project modifier you'll have to replicate that exact functionality in Unity as well.  This sorta works but is clunky so I don't really recommend it.

Reference: https://forum.unity.com/threads/can-blender-2-8-eevee-shaders-still-be-used-with-unity.645271/
Asking a Unity3D game developer about your question brought me to the conclusion that you can't actually export "animated materials" from Blender to Unity unless you recreate the shader IN Unity/ More info in the link i gave you.

Could you give reasons for it?

Thanks for the link.  I'll look at it and hopefully it will be at least in shouting distance of my current knowledge/skill level.


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Why can't I use the boolean modifier on more that two objects before it fails?
I am trying to take a cube and multiple spheres and subtract each sphere from the cube. I have been using the boolean modifier to archive this, but it seems to fail after just two spheres and the third one just cut out without the embedded spherical shape.
This can be seen here:

Why is this happening?

Try joining all the spheres into 1 mesh and just using that as the boolean object


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How do I mirror what I am doing on one part/side of the mesh onto the other?
I am trying to make a symmetrical mesh were everything I do on one side get mirrored onto the opposite side (opposite axis) side
I came across many tutorials explaining how to mirror what's on one mesh onto another but these are from pre 2.8 and what I neeed is for the same mesh to be mirrored just on different sides.

Basically you need to add Mirror modifier to your object. As mirror center you can use object origin point on any other object by select it in Mirror Object.

You can adjust object origin using Object > Tranform > Affect only > Origins

Yes, I know about the mirror modifier but it only works for me if I select another object for it to be mirrored not the mesh selected, any way to overcome this?

Updated the answer with Affect Only origin adjustment. Also You can create an empty at desired mirror center and set it as Mirror object at Modifier, as mentioned above.


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How do I switch selection method
How do I switch from (for example) select Lasso to Select Box?
I've tried searching up how but I only get tutorials from pre blender 2.8

you can always ctrl + LMB to lasso select and B to box select

With the default Blender Keymap you can cycle the active selection tool with the W key by default, between Tweak Tool, Select Box, Select Circle and Select Lasso.

for left click select that is.

You can also long press on the cursor icon on the top left to have all the options without the need to circle between all of them


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How can I rotate these tracks perfectly?
So I am trying to create tracks for a Tiger H1 Heavy Tank. I've created a baseline for the tracks so far, my only problem is that I want to rotate the tracks around the wheel/tires perfectly while maintaining the same distance from each other.

I could potentially use a modifier for this, does anyone know what's the ideal modifier that I could use to accomplish this?

Also advanced Tank track Rig with simulation here to look into: https://www.blendswap.com/blend/8861

Does this answer your question? How do I make my tank track tread spin?

Related https://blender.stackexchange.com/questions/68923/torus-object-stretched-in-array-curve-modifier


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How can I extrude all faces evenly and scale faces inwards separately?
How can I extrude all of these faces on the rim of this cylinder, and then further be able to scale both edges of the newly formed face inwards?
I am trying to make a part of a wheel to a Tiger H1 Heavy Tank, similar to this part here:
I have already figured out how to extrude all faces evenly, however I'm stuck on how to scale the edges for all of them inwards. The problem is, I can't simply just select all of the edges and scale them, because that turns out very wonky looking!
Here is what I have as of now:

i  to inset, i to toggle individual, Alt + S to move along normal


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Assign Materials based on mesh name
our workflow for a job requires us to import alembic meshes from maya and render them in cycles.
I would like run a script that looks at the scene mesh names and assigns the corresponding material.
If the face sets and corresponding materials import with the alembic, would it be possible to assign materials based on the imported name so that materials can be assigned to groups too?

An answer to the first part of the question :
import bpy

# Replace with your materials
mat_a = bpy.data.materials.get('mat_a')
mat_b = bpy.data.materials.get('mat_b')
# etc.

# Link every mesh name to a specific material
mesh_dic = {
    'mesh_a': mat_a,
    'mesh_b': mat_b,
    # etc.
    }

# Circle every mesh and link if need be
for mesh in bpy.data.meshes:
    mat = mesh_dic.get(mesh.name)
    if mat:
        mesh.materials.clear()
        mesh.materials.append(mat)

Unfortunately I don't know the alembic in and outs enough to answer the second part but I guess this would be possible using this kind of script depending on what information you are able to import from the file.
Source


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Blocky noise texture in blender
How do I go about creating a blocky noise texture similar to the one attached. This was done in After Effects using the Fractal Noise effect set to "Block".
This answer and this article from the blender documentation came really close, but the blocks are still too even and all neatly aligned in columns and rows.

RGB mixing multiple brick textures with different parameters set to Multiply sort of does the trick. Though not sure if that is the best way to go about it.

You can try with a mix of voronoi textures (with randomness = 0).
check this setup and result:


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Blender 2.8 pose mode bones global rotation?
How to change the global rotation of a bone in pose mode so it is always aligned with the y-axis?
Example: I want the bone that controls my character's face to always face forward.
Send help!


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How to make IK target bone undetachable?
So I have a arm, and a IK. The target bone of the IK is called wrist. My goal is to make the wrist bone undetachable from the IK bone.

This is what I don't want. The wrist bone (purple one, is detached from the yellow IK arm bone. I want to make the bone unable to detach. And always stay like this.
.

I think you should parent the palm bone to the target bone (in keep offset mode), but the hand will detach from the arm, not a big problem though

Then the target bone will still be detached from the arm.
What I want: when IK is fully extended, the target can't move away from the arm bone any farther, because that will actually move the arm bone since the arm will always be facing the targer.

yes I know, it doesn't give a full solution, I don't know if what you ask is possible as it generates parentage conflicts

I am trying to make my sword move as horizontal as possible, I don't want is to bounce up and down because that is not how you swing a sword.
Since my sword it controlled by one of my hand bones, and hand bones are all moving with the arm, I want to make my arm as stable as possible.

Do you understand what I mean when I say "when IK is fully extended, the target can't move away from the arm bone any farther, because that will actually move the arm bone since the arm will always be facing the target.", because I am not sure I described it well.

maybe show some screenshots or share just the armature: https://blend-exchange.giantcowfilms.com/


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Following Blender Tutorial gone wrong
I'm very new to Blender and modelling in general, so i was following this tutorial on how to make a Low Poly Character (https://youtu.be/Ljl_QFs9xhE?t=607), at 10:04 he extrudes the vertices down and then scales it inwards to make the shape of a waist, but when i do it, the mirrored parts separate like this:

What am i doing wrong here? I'd appreciate very much if someone could help me.

In your mirror modifier, turn on "Clipping";

When you do, any virt that touches the center won't go beyond it (through the bound of the middle of the model, determined by the origin of the object), and those verts will also "stick" to the center (so you don't rip your model apart when moving or scaling)

Thank you so much, this solved it!

Awesome :D Make sure to mark an answer as the Accepted Answer for future users :)

He is scaling in on the X-axis only. Are you sure you are doing the same?
Try hitting S , then hit X before you scale inward and that should create the same effect


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.obj file imported on 2.82 doesn't consider separated meshes, while blender 2.79 does

as the title says, version 2.82 sees the .obj file as a merged mesh, while if i open it with blender 2.79 it divides it correctly in the different meshes that compose the object and i can select each one of them.
Is there a way, a parameter to set, in order to see the .obj divided structure also in 2.82?
Or is it a not fixed bug?
Any suggestion is appreciated,
thank you very much.

If the mesh parts are disconnected you can switch to edit mode and use Mesh > Separate > By Loose Parts (P > By Loose Parts).

thank you so much @RobertGützkow

If the imported object consists of disconnected mesh parts then you can use Mesh > Separate > By Loose Parts (P > By Loose Parts). In order to move the origin to each separated object use Object > Set Origin > Origin to Geometry.


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Cycles Render CUDA cores usage 0 to 100% spikes slow down render
I spend a huge amount of time rendering and if this is fixable, I would love it. My machine has dual RTX 2070 supers. In the task manager, on the GPU pages, when I set it to show CUDA usage, the behavior is a bit odd. Sometimes it will show CUDA at 100% or near 100%. In these times it renders each square quickly. However, sometimes I get spikes - where much of the time it shows 0% and then will spike to 100%. When it does this it renders slowly (same scene and it just changes throughout the render).

First part rendering slowly, second speeding up.

Beginning and end rendering very quickly, middle slowly.

Good speed throughout.

This is the image I was rendering during the above screen captures. It is a large image - over 5000 pixels wide at 1500 samples.
The speed of each square rendering is directly correspondent to the CUDA usage, so I am curious what is the relationship here? Why does it sit at 0% so much? Can I get it to run at 100% constantly? I use Optix to render, not regular CUDA in the blender settings. I am using Blender E-cycles 2.90.1 because I have stability issues with later versions.

Does this answer your question? - https://blender.stackexchange.com/questions/167254/gpu-usage-on-rtx-2080-ti-20-cpu-10-during-render-optix

Thanks Allen. That link shows the issue with the task manager not showing CUDA usage - you have to change it from its default (3d) to CUDA. I have it set at CUDA - as can be seen in the screen shots in the original question. So that's not the cause.

It's my understanding that RT cores and CUDA cores are different, so we may have a similar problem when using OptiX.  I have no way to test this.  I would take the advice of using a different hardware monitor, however.  Look at temp and total power draw for indications whether the card is indeed going idle.


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How to add objects to tree branches?
Im modelling a tree and I would like to add an object (sphere, see below) to the end of each branch of my tree. Im currently doing it manually but Im pretty sure that isn't the best way.
Does anyone know an easier way to do it?
Thanks
P.S. I would prefer to not use Sapling Tree add-on because I need to fine tweak the tree by hand.

Set the tips as a vertex group and apply a particle system which would be the leaf ball. tweak the randomness to make something that seems natural.

Thanks. Do you know where to set my vertex group as a source of particles? Cant seem to find it...


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How can I distort instances randomly using set position and noise?
I had this idea to make a flock of fish in geometry nodes by distributing them in volume. And to animate it using set position + noise. Looks ok-ish but all instances of fish move together in the same time and in same way.
Does anyone know a way to randomise their movement? Like you can randomize scale using random value, but for set position offset. So that each instance is distorted in a different way.

https://blender.stackexchange.com/a/274486/19307 https://blender.stackexchange.com/questions/245804/modify-instance-geometry-based-on-the-location-of-the-instance/263214#263214

I think you should realize instances to convert instances to mesh and then set offset in set position node:


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When Export from UE4 to Blender as fbx. IK Bones are gone and the skeleton from my character changed
normally I don't ask for solutions and try to solve problems myself, but I'm stuck for several days. I created a VRoid character and first exported it to UE4 with a plugin, then I followed a tutorial https://www.youtube.com/watch?v=fsP68yQHIbs. So now comes my problem with Blender. When I export my character as fbx to Blender. Blender automatically deletes 3 things and sends me a traceback error.
My IK bones are gone, and my skeletal mesh is changed. If I export another character like the ALS V4 Character to Blender, everything is fine.

The IK bones were still present. I just had to rename them. To be honest, I still don't know what Blender deleted and why the traceback error occurred, but at least I still have the IK bones and the other bones. The best part is that the bones are even in the right position. :D


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Python timer to spawn objects in animation?
Is it possible to have objects spawn during an animation using python? I'm trying to spawn a steady flow of rigid bodies.

Is there a reason you can't use particles?

Using animation features would probably be a better solution. Do you have some good reason to specifically use Python instead of anything else for this?

I'm looking for particle interaction so it doesn't seem to work. What would be another method without python?

Basically I want to fill a container with rigid bodies but have them fall into the container in a nice single file line.


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Spawning objects in animation
I'm trying to make a conveyor that drops parts into a box. Is there a way to spawn an object on the conveyor on a timed system so that it can fill the box? I've looked all over and could not find the direction to go.

Some ideas:

Frame X-1: set the object position outside the screen, Frame X: move the object into the screen
Use an emitter to emit the parts (with the number of emissions you can control the frequency of emission) (see image 1)
You can have all the objects invisible and animate the visibility in the timeline using the shader

image 1:


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How to generate fluid particles in geometry bulk
While simulating
a freely falling, vertical, right cylindrical block of liquid water
I found that the particle system generated by Mantaflow only traces the outer surface of the cylinder mesh, even at higher resolution of fluid sim. Subdividing the cylinders bulk didn't help either.
This can lead to aphysical behaviour like this:

fig 1: upon hitting the floor, fluid volume has a hat like shape instead of a solid cylinder
How to generate fluid particles in geometry bulk?
Env:
Blender v2.82a

That is how the fluid sim will look like when you haven't baked it into a mesh yet. Fluid is being emitted from the entire volume, but Blender is just showing you the surface of the liquid volume. Look at https://youtu.be/YdUWqkqcxzw?t=491 for example.

the mesh is roughly a convex hull of the particles right? so if the fluid mesh is being calculated as if there was no liquid in the bulk how does that represent the actual behaviour of a solid block of liquid?

Explaining how the mantaflow fluid sim works is a bit beyond me...but since Blender is open source, feel free to take a look at the source code. Or just bake the mesh and you'll start to see the actual results of the fluid sim.

yeah..my concern was whether the physics would differ if there were particles in the bulk too.


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How do I fix the Cuda out of memory?
I just created a scene in blender with some 3d models, but when I tried to render it, I just got the error
Cuda: out of memory.
The scene is really small, just 5 models, which are not high quality. I got a RTX 2060 Super and when I render, it doesnt even use the whole memory it could. I already checked the settings, its set to unlimited.
So, has someone an idea?

Most likely not what you want to hear: You can not get around this issue. The rendering is limited by the memory of your card and you can not set it to unlimited. If the scene does not fit into the memory, you have to use the cpu. I suggest go through your file and check whether you can save some memory (eg. displacement or subdivision can easily eat up memory).


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Baking textures in blender after switching versions seems to cause displaced UVs
Okay so I am not sure what infos to give here as I barely understand the problem myself now after days of trying around stuff.
What happened:
I am making models for a game in unreal engine right now, made then in blender, textured them using simple shader nodes, then UV-unwrapped more or less clean, baked the textures, mostly diffuse, roughness and normal, exported this into unreal engine, no problems whatsoever.
I did all that in 3.3, then updated to 3.4, and now something is off.

This here now is in 3.4. As you can see, for this normal chair, I used a fairly simple shader for the texture. I unwrapped it, and then baked the normal texture, and the result is visible on the left.
Normally, this would have been it, texture done, export to UE5 and next one.
But now in this blender version, when I plug in the normal texture, this happens

I experimented a bit, and although it seems lie the UVs are perfectly ontop of the baked texture areas, it seems like the texture is projected onto the model in some streched or displaced way. I have no other idea on how to word this out, I also never ran into this problem and so far 5 different people I asked had no clue.
Might be some setting I changed some time ago in 3.3, but if thats the case then I surely dont know where.
Any idea what might cause this?

Maybe the UVs are not correct?

Upload any part of ur mesh or full mesh here, upto you, but both with the material u are baking from and the baked texture, often the error u are describing is on the baking texture side, check for distorition is UVs, scale and many things, otherwise if you want a better help, kindly upload the file or part of it, to troubleshoot it

https://drive.google.com/drive/folders/1btbd73ZTFe4U5PDXnVIwl4bkH07Bpj0v?usp=sharing uploaded the files here, the baked normal image and the basic model of the chair with the UVs I used

Okay nevermind its a bug, I had tried to reimport the model as fbx but not obj, and reimporting the model fixed the problem, thanks for your help still

Reimporting the mesh through obj file format fixed the issue


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How to create an flying island out of 2 landscapes?
So yeah, this is a very specific question.
I wanted to make a flying island (defiently not inspired by CG Geek)
But when I have the landscapes, one for the top and one for the bottom, I cant make them look good together. They are angular, which doesnt look like an island. I tried fixing that with a ring and knife project and then merging, but that absolutely did go wrong

SO what would be the best way to merge these to landscapes together, and so they are not angular?

Have you tried a Boolean modifier (Union)? Then you can remesh and make it rounder in Sculpt mode

I mean, it kiiinda works, but then the edges of the island are very thin, trying to fix it with sculpting completely destroys the geometry, any idea how to fix that?

First step to create an island from the two planes is to select and join both objects (Ctrl+J) in Object mode.
Then check the normals with the Face Orientation overlay. The normals of the upper part should point upwards (blue), and the normals of the bottom part downwards (blue). That is, all faces outside should be blue and everything inside should be red. That's important for the Boolean modifier to work properly.
If it looks wrong, you can flip the normals in Edit mode. Hover the mouse pointer over the mesh and select everything with L (Select Linked), then flip the normals with Alt+N, Flip.
Joined island with correct face orientation
Now add a new cylinder (Ctrl+A, Mesh > Cylinder*) object, in the Adjust Last Operation popup that appears (F9 if you missed it) increase the number of vertices from default 32 to 96 to give it more geometry.
Move the cylinder to the island and add a Boolean modifier to the island. Choose Intersect, and Solver set to Exact. Hide the cylinder and disable it for rendering or apply the modifier and delete the cylinder.

For sculpting, you can use the Remesh button (or apply Remesh modifier with operation type Voxel). This will create a mesh with even distributed vertices. Beware, the voxel size depends on your object size. Save before you do remesh operation because a too small number can freeze Blender and generate millions of vertices. I've used 0.05 m for 2-3 m objects.
Of course, you can also create a square or other shaped island in this way.

It works really good, thank you for the detailed answer, I absolutely appreciate it. Just one thing, what would be the best sculpt tool or the best way to get rid of the thin rim of the island?

Oh, I thought you want to have the rim so thin? You can pull the top and bottom of the island apart to make the edge thicker or make the cylinder smaller. Of course, you can use Inflate brush to make it thicker. Other useful brushes are Grab, Elastic Deform, Snakehook and Smooth brush. Use a lower strength (0.1-0.2) for the Smooth brush to smooth the surface & a higher strength (0.5+) to "melt away" unwanted volume. To add "rocks" you can define a vertex group in Edit mode, and use it with a Displace modifier. Direction can be set to Z-axis to limit deformation only to the height.

Ok I got it, it works perfectly, thanks a lot for the help


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How to bake textures from a sculpted model onto a retop version of that model?
So I have a sculpted model of a cat

And a retop-version of it

And now I want to bake the normal map from the first onto the second model, but 3 Youtube videos later it doesnt work, I mostly get an empty normal map(probably because I have no idea what I am doing)
What are the steps to bake stuff from a sculpted onto a retopologized model?

Low poly model.

High poly model.

Make sure both objects are in the same location. Select the low poly object and create a material. Create an Image Texture node and Normal Map node. Plug the colour from the texture node to the normal map node. Plug the normal into any shader, in this case it's the default Principled BSDF. Use the image texture node to create a new image of any size. Set the texture node Colour Space to Non-Colour.

Now select both objects, having the low poly object with the material attached as the main selection.

Go to the Render Properties panel > Bake. Change Bake Type to Normal. Check the Selected to Active option. The Extrusion slider will need to be adjusted depended the scale of your object. Click Bake.


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How to merge this properly?
Ok, this question may have been asked a few times already but in this case I couldnt figure it out through the other questions.
I wanted to make an flying island like this

And I actually did it and created this thing by merging two landscapes (Blender Landscape Addon), but I literally have no idea how I did it. I just read something about merging and pressed some buttons and it kinda worked.
The problem with this model is, that it has very messy geometry, disconnected vertices all over the places. When I try to recreate it, it does not work, because I can´t figure out how I have done this in the first place.
How can you create an island like this, that also could be shown in the foreground? Is there a better way than just somehow merging two landscapes together?

you could use a mix of sculpt and modeling?

Use the A.N.T. Landscape Generator add-on but tweak the settings until you get an inverted mountain.
Here CG Geek briefly explains what he did in order to create the kind of island you would like to make: https://youtu.be/kQ0x0R_yHrs?t=171

I used that method, but I wanted to try to merge them together in a way that looks like the one in the picture, is there a way to merge them with something like the boolean modifier or do you have to align the vertices manually

I think you could use Vertex Snapping to your advantage. If you want to get a smoother blend after that, try joining both of the meshes, doing a Merge by Distance just to be sure there's no overlapping geometry and adding a Subdivision Surface modifier or a Smooth modifier. You can also try beveling the merged edge loop. Try any of these options and let me know if they work!

I think that works, cant tell, because the problem I have got now is that the landscapes are angular, which causes them to not look like islands. In CG Geeks video his islands at one point dont have this angular shape, did he just cut that off using the knife tool or sth else to change the angular shape?

I am not sure about that.

ok, I will try to figure that part out, thanks for your help :D

No problem! Happy to help.


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How to fix messed up vertices after sculpting a model
I just started learning to sculpt a model in blender. When I was finished and had switched to edit mode, I ran into a problem

A lot of the vertices were messed up like this. The decimate modifier just messes it up even more.

Is there any way to fix this, I am kinda new to sculpting so I have no idea?

There is nothing to fix, you'd have to retopo you're sculpt anyway. https://www.youtube.com/watch?v=CuQzPDs99yM

if you're planning to sculpt it further, you don't need to improve the topology, and if you want to create a low-poly version (aka retopology) you don't need either, so in any case you should not need to improve the topology

You can use remesh modifier or remesh option from properties or any other tool like instant mesh
Mesh at start:

Remesh Modifier:(make sure not to drag voxel size too quickly or blender will crash)

Remesh option in blender:

Result of remesh option:


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How to add a person in a scene with image as planes?
I made this scene and Im not good at making a 3d character so I tried to add a person into a scene with an image texture. The problem now is that I dont know how to make it look like that its a real person and not an image?

(I rendert this at a low sample rate so the fog on the left looks weird because of denoising, just ignore)

besides the fact that the image is jut too bright

what do you mean exactly with lower value, mix shader with transparent? And how do you blur sth in the shading editor?

You don't tell about your setup, do you have lights? Is you image plugged into a Diffuse? In the latter case, put a Color > RGB Curve between the Image Texture and the Diffuse and lower down the first curve. Also you could create a shadow

my setup looks like this https://imgur.com/a/YgRzAO4 I have a light shining on the back of the picture and one in the front of it. Also I use a principled bsdf thing (I didnt change the RGB Curve yet)

so in your screenshot it looks like you've tried the RGB Curve, does it improve? Also you have the Color > Bright/Contrast, you can lower down the Bright value...

it does, but now looks like this https://imgur.com/a/VLkvUO3, there is still a big amount of non-realism in it? any idea on how to fix this

maybe desaturate a bit (Color > Hue/Saturation node), also put a shadow (if it's here it's not very visible)

it is looking better now, how would you do the shadow? just puting a light there doesnt work that well

is it just for a single image? or animation? you could just paint on the wooden pier


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What do I when creating a character and I finished the retop?
OK so Ive been working on this project for 1,5 years now and I was finally able to come up with this

The right one is the sculpted version, the left one is the retopologized version, quad only.
So and now I have no idea what to do next exactly. I first tried to paint the texture on the low poly version, but then I remembered I somehow need all the maps from the sculpted version, and when baking, this happened:

I added the normal from the sculpted version to the retop-version. I suppose I also did the baking wrong.
When you are at this step at character creation, meaning that you have 2 models, one retopologized and the sculpted one, do you draw the textures on the high poly mesh or bake something else and draw on that?
What would be the next step in a character creating process?

now you need to bake the normals of the high-poly to the low-poly, and you should not need the high-poly anymore (keep it somewhere though), but it's hard to guess what you've done wrong with the baking, maybe pack your image and share your file: https://pasteall.org/blend/

Ok I tried again and it looks better but definetly not like it should https://imgur.com/a/CwB4xZv

oh, the blend file is too big btw, cant upload it

or use another plateform and share the link


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Blender uses more ram than my pc has when rendering
When I preview cycles render in viewport, the performance is solid and using 1 or 2GB memory. However when I render, at 128 samples, my pc freezes after about 2 seconds. Also, I have only got 16GB of ram, but the lower right corner says that the memory usage is 17.24GB. I render on the CPU, which is a Ryzen 2700x and I use blender 2.82. The scene is a desert render with an animated person walking. The desert has a subsurface material set to adaptive. There are only about 200.000 faces. Does anybody know what’s up with the ram and why my render freezes?
Thanks in advance

Thank you for the fast reply. I will try that.

Hello :). Adaptive subdivision can send your 200 000 faces into tens of millions and easily take up 17 GB of memory. Tried that last week, my pc still hates me.

Blender will use as much RAM as it needs to render the scene, until your system cannot provide those resources any more.
Usually, when the program needs more ram than installed on the hardware, the operating system will resort to "virtual memory", where the operating system will use a paging file (or "swap") on a hard drive to store the data that doesn fit in RAM anymore, not only slowing things down, but potentially crashing if the paging file is not large enough or gets currupted.
You have at least 4 choices:
Be patient and let the computer work, and crash and start over.
Or simplify/optimize the scene to match the limits of your hardware,
or add more memory to the system to meet your desired output,
or use a render farm or cloud computing.

As to why the specific scene you are trying to render is pushing the computer to the edge, there could be multiple explanations.
Subdividing can easily create a number of vertices that become unmanageable. The size of textures will have an impact on the resources available. Particles and simulations, deformations, moving armatures they also need heavy computing power, the number of samples, the size of the tiles, final render size, denoising and compositing will also need to RAM and CPU time. So start investigating how you can minimize/optimize the scene so that you can get something out of your computer.

I assume your 200000 faces figure is after the subdivision. If so, this sounds like a similar issue to Cycles memory problem.
My understanding is that Cycles may use significantly more memory than necessary when doing a full render unless you tell it to use camera culling. This behavior is weird and I have no idea what is happening, but as the linked question's author said:

I cannot think of any logical reason, why a scene that uses 1GB VRAM in Cycles preview would use 10x as much in final rendering [...]

Enabling camera culling helped for me. Go to Render Properties > Simplify > Culling > enable Camera Culling, select all objects that should be culled, then go to Object Properties > Visibility > Culling > hold Alt and press Use Camera Cull. (Holding Alt means ticking the checkbox will be applied to all selected objects.)

It was caused because of adaptive subdivision (since the camera might be too close and the dicing rate low for render), however, it's good that you answered since it might help others searching


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Half of my video rendered and red line middle of the display
There is no problem in rendered image. When i combine images and make video. So the problem begins when i rendered the animation and it shows up like this. Can somebody explain me why this is happening..?
(i cropped the image because of the size)


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How to fix peak/pinch in one vertex (after subdivision)
I am very new to 3D work, but I have hit a snag in my learning.
I have been researching (google and forum searches) about how to fix this "peak" or "pinch" issue. I thought it was double vertices, but that only fixed the issue on a couple. I have dissolved the vertex and then added the edge back in, which works, but shifts the peak/pinch to another vertex. I have not learned to make curves, so I am guessing that maybe I should do that instead of using planes, extruding, and moving everything.
Could someone offer a recommendation?
Thanks

Suggest start here: https://topologyguides.com/

Try the following and report back:

Verify no duplicate verts

Verify Normals Outside & In

Verify Normals are not bugged by doing the Set From Faces Normals (use F3 to search)

Checked for Clear Edge (Sharp Edge)

Try smoothing Object

Loop cut and added additional loop for potential topology issue...

And as a final check, adjust your Auto Smooth Angle...
Edit I'm adding another check on the list. Sometimes Recalculating normals is not enough and you need to force all normals to be perpendicular (yes they will visually look fine)
Set From Faces in the Shading tab of the Tool Shelf.
What's happened is your normals have got bent out of shape in a weird way that the usual Ctrl + N make normals consistent doesn't see as a problem.

Normals! Thanks a lot. That fixed my issues.


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Why do my automatic weights affect areas that aren't close to the bone?
So I made an automatic mesh with a very similar character and it worked almost flawlessly. The main differences are that the other character had posable lips, whiskers, a bone for a sword sheath and a tail connected to the root.

However whenever I set the Automatic weights.

I have normalized the faces, set the rest position and tried envelope weights.
Does anyone know what could have went wrong? I don't know how to properly make weights from scratch.

maybe try to re-parent but with a T pose?

If you go to edit mode, you can select all the verticies you don't want affected and remove them from the vertex group (the group should have the same name as the bone), that should be a quick and easy fix. But you will probably still need to adjust the weights in weight paint mode.


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Connection of beveled curves
I have a bezier curve with some bevel. In some places I need to have more than two outgoing lines from one vertex, so curve splitted for several segments. Is there any way to make connections looks better?
Currently it looks as you can seen:

But I need something like this:

https://blender.stackexchange.com/questions/57284/it-is-possible-to-extrude-a-curve-to-two-directions/57288

Hi :). This thread could help with the T joint: https://blender.stackexchange.com/q/12081/