text:
Checker color in a Node is not changing
I've been experimenting with controlling Blender material via script and I've run into some rather peculiar issue.
In the material I have a checker texture with color input. I want to change the color. I assume it works the same way any other color input works, using RGBA order. So I created a variable with a random number generated and assign it to the color input. In the terminal it seems to be changed, but the color stays the same. I wonder if there is something I've missed.
furnimat_nodes = the_material2.node_tree.nodes
furnimat_1stcolor = furnimat_nodes["TestCheckerTest"].inputs[1]

red = random.random()
green = random.random()
blue = random.random()
color = (red, green, blue, 1.0)

furnimat_1stcolor = color
print(furnimat_1stcolor)

Hello, you want to use furnimat_1stcolor.default_value = color

Oh thanks, works now! Interestingly I had the defaul_value in the furnimat_1stcolor variable like furnimat_1stcolor = furnimat_nodes["FirstColor"].inputs[1].default_value but that doesn't work

Some basic python tutorials might help you.
So, when you do furnimat_1stcolor = furnimat_nodes["TestCheckerTest"].inputs[1], you're assigning a var to point to the input.
And when you do furnimat_1stcolor = color, you're assgining a var again. You're definitely not changing anything in the node.
You need one of these two options:

furnimat_nodes["TestCheckerTest"].inputs[1].default_value = color
furnimat_1stcolor.default_value = color


text:
Reverse Edge Collapse
I am trying to make edges such that parts of my mesh are smooth and rounded while others are sharper. Is there a way to perform an operation that does the opposite of an edge collapse? I guess the problem would be selecting which lines go to which vertex.
Edit:
Start like this:

and change it to this:

Could you please add some screen captures as an example of what you want to do ?

You can 'rip fill', with Alt+V. Once done you'll eventually need to remake quad : select the needed faces and Alt+J.

source: Stack Exchange

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

sort: votes


text:
Smoke Domain casts a large shadow
I am making an animation in cycles render where there is a smoking object over a desert. There is a large dark spot(which is not the smoke) on the object below. Placing a light source near it helps but does not fix it completely, it is still darker than it should be. Additionally the smoke is black and not grey like I intended. I have included a picture to help to illustrate my problem. To summarize the smoke domain(which I made with quick smoke) is casting a shadow on its own and the smoke is totally black. Thank you very much
John

This question needs more info.. like node setup for your smoke. As I tried, Quick smoke domain doesn't give any shadows and it shouldn't because its material should be set to volumetrics (which cast shadow a bit different). See for smoke setup http://blender.stackexchange.com/a/24424/1245

Can you send a image on the node for the fire and domain

I edited the size but thats it. I made a regular cube and applied the quick smoke effect

It's hard to tell what is exact reason for that behaviour. What Blender version do you use? Make sure there aren't any other objects casting shadow around there. Redo the Quick Smoke on a new object; in anyway it doesn't and shouldn't behave like that; possibly (but not necessarily) that's a bug. Check what do you use for rendering - CPU or GPU and if the latter then which one. Upload your file to probably get info about your exact case.

Fixed it! Ambient Occlusion was off for some reason. Thank you all for your help.

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


text:
Import video for editing with multiple audio strips
I'm recording with OBS.
In OBS, I have two options for audio recording, Desktop Audio and Mic Audio.
Each of these are mixed together and saved in the same MP4 with the video which is recorded.
When I open the .mp4 in Blender, both the Desktop and Mic audio have are in the same audio strip.
How do I separate audio sources and import them for individual editing?
I'd like to have game audio, microphone audio, desktop audio (game?), and other programs (Discord, in my case) all as separate audio strips when I pull it into Blender.
Any ideas as to how I can accomplish this?
EDIT: I should add that I've tried sending video to OBS via Dxtory. I've also tried simply recording with Dxtory only, but I do not seem to be able to record separate audio clips for use in Blender.

While you may be editing in Blender, this isn't something that can be solved with Blender.  I do not know what OS you are running, but if you have Quicktime (comes with Mac OS X/macOS), then you can have it select the different "microphones" to record with, one for each.  You could then clap or something and drag your audio tracks around to match it up in Blender.

This question has been asked before and there has been a Bug report which has been closed again, but it's been added to the ToDo list.
So for now I'd suggest you'd use another tool* to extract your multiple tracks into individual files and import them all manually into the VSE.
* like Audacity with the ffmpeg plugin or VLC via its file saving mode, but that's offtopic here...

So I don't know what bug people are facing, but with some more researching, I've found that one can right-click the .avi which is saved from DXTory and click Extract Audio Files. My problem seems to be different from what other people are getting.

You mean in Windows Explorer? Then you have some specific software installed that adds this feature in the context menu of your video files. But that isn't default in Windows. You should be able to switch between your audio tracks in VLC. But Blender isn't capable of importing multiple audio tracks for one video file as for now.


text:
Render goes black
I just started Blender and I have made my model, environment and objects but when I try rendering it, it all turns black. I have searched this problem on this website but none of the answers seemed to help.
Solutions that haven't worked

Turning on Environment lighting
Making the image Local

I have tried accessing the compositor and Use nodes but, it comes up with no nodes. It comes up with nothing.
Please help!

It would be best to upload your blend file or a way to reproduce the issue, it could be a wide range of options.


text:
objects disappear when rendered
I am having a issue when rendering using cycles, objects disappear and black blocks seem to overlay parts of my textures. this seems to happen at various different angles when the camera is moved around the scene.
Screenshots of material and rendered attached.
Any help would be massively appreciated.

It will be helpful if you can upload your blend file to a service like http://blend-exchange.giantcowfilms.com/ and embed it in your question so we can look at it.

Sorry I cant upload to, my blend file is too big

Then try to cut out anything from the file that is unnecessary to the question and upload that. It will be hard for us to diagnose the problem without it.

I'm not quite sure why this causes a problem, but this happens because your 'floor' object is scaled to 0 on the 'Z' axis. Selecting the 'floor' and doing Ctrl+A> Scale will 'apply' the scale, which resets the current scale back to 1 but doesn't change the object appearance.
You can see a detailed explanation of the difference between scaling in edit mode vs object mode here.

You mean resets to 1?

I had this problem before try the following steps to see if it works
turn off the render view in modifiers. When I turned off my multires modifier it fixed the problem. So after you turn it off just turn it back on and put in a new one


text:
Can't animate Z movement for camera
For some reason, I opened blender this morning and created a keyframe via moving the camera higher (z axis). However, when I play the animation, nothing changes from the keyframe before that one to that one. It was working perfectly earlier yesterday. How can I fix this? Thanks.
EDIT: Here's the .blend file:

Please post your .blend file. There are a lot of times when I say, "This is simple, why isn't it working?" and it turns out to be my error 98% of the time. From what you posted it's impossible to tell what is wrong, because by all means, that should work.

Check whether you keyframed location of the camera in the first keyframe before creating the last one. Other than that this should work, so to guess your particular problem .blend file should be uploaded.

I uploaded the .blend.

You have converted key frames to an Action Strip (AS):
NLA Blender documentation
Disclaimer: I'm not so versed in the AS.
EDIT for clarification : From the doc:

The NLA editor can manipulate and repurpose actions, without the
  tedium of keyframe handling. Its often used to make broad, significant
  changes to a scene’s animation, with relative ease.

You convert key frames to Actions for easy reuse. Instead of key framing again or copy and paste keys (for example) of a running animation that need to repeat a couple of times, you repeat the cicle N times using the properies of the Action. Also you can Link Duplicate (Alt+D) an Action, this give you the ability to modify the original Action and all the successive Actions will be modified as well.
end EDIT
It means that all the key frames for the camera are now one Action Script, if you want to modify or add new keys you need to edit the Action Strip be selecting the AS and press TAB, now you can add a new key frame or delete them too.

I remember that the AS will override any key that is not in an action script in Tweak Mode. If  you want to add a new key but not in the same AS, your new key need to be converted to an AS in order to override the last AS. Or look at the properies to define if an AS last key is permanent.

Is green, tried adding by moving camera, keyframe added, camera still doesn't move.

It is the solution. I just tried it with your blender file: Added some more camera movement, clicked on the camera strip, pushed tab, the bar is now  longer (till last keyframe) and is showing my added animation.
Thanks for the solution, need to keep that in mind. Could you explan what's it all about that action strip? (slightly new to blender)

The file you uploaded works for me here.
On opening the file the current frame is 800 where there is no more animation, so it stays stationary for a while until it loops back to the start or I manually go back to the start.

I added a frame at 800 by moving it up, but the frame doesn't have any upwards movement.

Either you didn't add the keyframe or you didn't save it?

I added the keyframe, and I saved it. I put the green line at 800 (I think... the last keyframe) with the camera selected and moved it up with the blue arrow in 3D mode, and it added a yellow keyframe. When I played it, however, it didn't change from the previous keyframe.

Have you tried hitting the "I" button and clicking on "location" to set the first keyframe, then moving the camera upwards on the "Z" axis and once you positioned your camera Hit "I" again and click on "location" again? See if that helps.

Nope, doesn't work.


text:
How to combine Render Layers correctly
I am having a problem with my render layers. For clear illustration, I created a plane and a box. The box is partly beneath the plane. The plane is on my first render layer and the box on the second. Now when I render, the part of the box that is below the plane is shown in black.
I know that the black part of the box is below the plane, but is there a way to cut this part from the image or even exclude it from the rendering?
I hope someone can help me.
Marijn

What do your composition nodes look like?

hi, you should perhaps share some info (or images) of relevant node setuo/render settings...

I added the node setup.

Option 01 - for Cube Render Layer mark Floor Render Layer as Mask Layer

Option 02 - use Z-Combine node to merge them together

Notes: It is good to understand what happened in 2.8x versions ...

Render Layers are almost the same concept
Layers are in 2.8 represented by Collections. Now you are not selecting Collections to be rendered, but you mark collections you want to participate only indirectly - objects are not rendered directly, only indirectly by their shadow or light bounce
Mask Layers are the same concept in therm of just activating collection in outliner

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


text:
How to select a boundary edge and generate an outline
I'm looking for two features in Geometry Node:

Is there a way to select edges and convert them into a curve/solid outline
Is there a way to specifically select edges that are on the border, as in they do not share a border with another triangle.

That's very simple in geonodes, just select edges that have only one neighbor (face):

Testing with a Suzanne with one half removed:

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


text:
Bevel Tool – What exactly does LoopSlide do?

Just for curiosity.
I don't find enough information about this, even in documentation.
I don't see any difference when I use it.

It controls whether to keep intersecting edges perpendicular to the bevel direction.
Loopslide On: gives smoother topology and better results for tight geometry
Loopslide Off: keeps perpendicular edges and even bevel width

When Clamp Overlap isn't enough, Loopslide On can keep the topology in check:

Apart that he asked for the Bevel Tool instead of the Bevel Modifier, I would suspect it doesn't matter for the function. Only that I was wondering myself what this is for... because I can't see a difference either, at least not with the usual bevels I have to create. The functionality you explain in the answer is the Clamp Overlap option...

Oh, I see... didn't look carefully enough on that screenshot... okay it gives smoother bevel results. But it doesn't keep faces from overlapping.

Hey, thanks for the comments :). With Clamp off, LoopSlide still helps to keep the topology better, and overlapping faces low. We're talking corner cases - very tight geometry. I'll rephrase the wording so it's not confusing :).

I was talking about corners with tight geometry as well... with Clamp off, as soon as it starts to overlap, it overlaps, no matter if Loop Slide is enabled or not. In tight corners I cannot see any advantage and especially no avoiding of face overlap whatsoever: loop_slide.gif

Hey, feel free to post your own answer, it's quite possible I missed something :). We're all here to learn, right? :)

Actually I had no idea what this option does until I saw your answer, so I wanted to learn from you :) Since this "moving perpendicular" is the only thing I see, there's nothing (new or additional) for me to answer here. And although you edited it out of your answer you persisted to say it helps to keep overlapping faces low. And I just can't observe this anywhere, if you could give an example for that I'd be glad to learn more...

Hey, I added a gif :)

I really want to know if there is a way of not overlapping faces without clamping... some kind of merging or anything but keep beveling further. What I don't like about clamping is, the bevel stops as soon as overlapping begins. Which means I have to disable it, overlap faces and "repair" it manually. I just hoped you knew something I didn't that would help me.

I am the bevel tool and modifier author. Loop slide does the same in both. It only has an effect if there are unbeveled edges between two beveled edges at a vertex, and furthermore, at least one of those unbeveled edges is in a different plane than the one containing the two beveled edges.
In a circumstance like that, there is a choice where the meeting point of the offset edges from the beveled edges go. (1) it can go at the place that best makes the bevel width match the amount specification; (2) it can go on a non-beveled edge between the two.  The second may be preferred if you don't want the silhouette of the object to drastically change. That second method is what is turned on with "Loop slide".

It's so cool to get feedback from someone who actually worked on the tools we all use :). Thanks.


text:
How do I extrude a cylinder at an angle?
Blender 3.0
Object mode: Add > Mesh > Cylinder > F9 > Cap Fill Type: Nothing => Creates a cylinder open on both ends
Scene: Units: Imperial - Length: inches ... N: X: 0.9" - Y: 0.8" - Z: 1"
Edit mode: Edge Region icon, then Edge select icon > drag mouse over top half > drag yellow dot up.

I know the Z of 109.51 is incorrect.  However, how do I extrude the hollow cylinder at an angle (not straight up)?

One simple way is to adjust the direction in the Extrude Tool menu.

I am unable to drag sideways.  I've tried both Vertex Select and Edge Select.  I'm using Blender 3.0.  I see a Tranform Menu ... do not have a Extrude Region menu.

Hi :). Not sure what you mean by "drag sideways". Simply extrude a bit and then control it using the menu :)

I do not have an "Extrude Region and Move" menu.  Are are you using Blender 3.0?

Yes sir, Blender 3.0 or any other version since 2.8 has this menu. It's pretty vital for precise adjustments ;)

How do I have the "Extrude Region and Move" menu appear?  An icon?  A keyboard letter?

@ttom Take a look at the screenshot. He chose the Extrude Region tool on the left. And of course you have to be in Edit Mode. It's quite handy, although I wouldn't say it's vital ;)

@ttom if you don't see the menu, just follow the link in my comment to enable it ;)

Jachym Michal, I viewed that link.  My bottom left screen is blank.  I do not have that option.

Gordon Brinkmann, When I select Extrude Region, the "Extrude Region and Move" menu does not appear.  What setting would cause it to appear?

Hey :). You probably disabled it by accident. It's in Edit > Adjust last operation

Edit > Adjust works  ...  an important detail!

@ttom sorry about that, it's supposed to be enabled by default, didn't cross my mind it would be missing ;). anyways, good luck with your project :)

If you want a rotation with your extrusion, you could take a look at using the  Spin tool, invoked either by direct AltE  > Spin shortcut, or from the T toolbar, which provides a gizmo. The origin of rotation is initially at the 3D Cursor, but can be adjusted in the F9 'Adjust Last Operation' panel.

Summary: create a dummy face to set the desired angle and use it to set a Transform Orientation before extruding.
Steps:

Select your object
Go to Edit Mode
Create a 4-vertex plane (that you can delete after ward)
Angle it as desired
Make sure the plane face is selected
Add a new Transform Orientation
Extrude the desired vertices on the rest of the geometry using the proper Axis (most likely Z)
Delete the dummy plane

What keystrokes add the 4-vertex plane?

Shift-A Add Plane!

Alternative: use an Edge, Vertex or 3D-Cursor as pivot point
Steps:

Select your edge loop, making sure the active edge or vertex is the one to use as pivot point
set the Transform Pivot Point as "Active Element" (or 3D-Cursor if placed properly)
Extrude without moving
Rotate the extruded geometry

I used the Jachym Michal answer.  Edit > Adjust allows the ability to move the selection sideways.
This sequence works too Edge Select icon (next to Edit Mode) drag mouse over top area, Right Click, extrude edges, drag up and sideways.


text:
Interpolated children hair particles showing up inside mesh
I'm very new to blender and have been experimenting with the particle system for fur. I have this cat model and I've been trying to add fur to it, however for some reason there are some interpolated children that show up inside the mesh and I've had no luck figuring out why this is happening or how to prevent it. There's been similar questions posted in the past but I've not found anything recent for blender 2.9. The hair particles show inside even before any grooming.
I know the topology might not be the best, but I've tried to get it as clean as I can, I've recalculated the normals and check them with 'face orientation' everything on the outside is blue and everything inside is red. I've tried everything I can think of or find online, but for me nothing is working. I'm sure there is something I've missed that's causing this behaviour.

(hair inside mesh)
When grooming, this is causing bald patches in the fur as large sections of fur are inside the mesh. This is particularly bad in the tail and legs.

(bald patches)
I've been able to mitigate the effect a bit by using the add brush in particle edit mode, but it's difficult to make the fur even and consistent.
Any thoughts or advice as to how to fix this would be much appreciated. I've attached the blender file here. Thanks so much!
https://www.dropbox.com/s/qnfaysrb64pjsc5/lion%20mesh%20symetrised%20fur%20V1.blend?dl=0

can u tell us why you don't want or why it bothers you that they are inside the mesh? and maybe a screenshot of that would help us...

Hi Chris, thanks for the comment and sure thing, will add the info and screenshots.

OK it is a bug not considered as a bug :) https://developer.blender.org/T42884 , but check Lukas's answer for possible workarround ... also your post is duplication of this thread here

I’m voting to close this question because it is reported bug (aka TODO).

thanks for all the info vklidu, really appreciate it. apologies for the duplication of threads

Originally posted by developer Lukas Toenne

The problem is the way child particles are interpolated between parents, which does not work well with sparse sampling on thin geometry such as the ears and the throat area (which you modelled as a 2-sided tube). A child particle then often has to select parents from the opposite sides of the object, with diverging normals, which give it an unnatural direction.
Possible solutions/workarounds:

Add more parents! This reduces cases where parents with conflicting directions are interpolated. Ideally the distance between parents should be less than the thickness of the geometry.
Use "simple" instead of "interpolated" children. This not as smoothly distributed, so it may not be an option, but they avoid the interpolation pitfalls.
At least for the throat area: remove the particles on the inside, assuming you don't want a furry throat anyway. This will make children only interpolate between parents on the actual surface.

In the future we may want to implement nicer surface-distance methods instead of using the current euclidian distance for interpolating (see e.g. http://peterwonka.net/Publications/pdfs/2009.EGSR.Cline.PoissonSamplingOnSurfaces.pdf). This should solve many currently problematic cases, but it's not going to happen with the current particle system.


text:
Is there a way to retain an Add-On's preferences when updating the Add-on?
I have a couple of preference properties (string, boolean, float) in my add-on and they all have a default value in their defining statement.
When I install an update to my add-on, the previously modified settings are not saved and the default values are used instead.
Is there a way to save the settings before the update and restore them afterwards?
Or do I have to get rid of the default values from the properties? (That would be not so good.)
I was looking at the application handlers but I could not find a handler for add-on updates.
Does anyone have a best practice method for dealing with add-on preferences? Thanks in advance.
Update: here is how my add-on settings are defined:
class PREF_PT_Preferences(bpy.types.AddonPreferences):
    bl_idname = __package__

    pref_library_path: bpy.props.StringProperty(name="pref_library_path",subtype="DIR_PATH", description = '...', default=Library_Location)
    pref_local_lib_path: bpy.props.StringProperty(name="pref_local_lib_path",subtype="DIR_PATH",description = '...', default="")
    pref_stage_height: bpy.props.FloatProperty(name ='pref_stage_height', description = '...', default=(240), soft_min=0, soft_max=1000)

Really important question. I would like to know the answer as well. Maybe you could let the readers know, how you are updating the addon?

Sorry, I forget to mention that: I let the users install the add on, explicitly asking them not to remove the older version before the installation. The add on has the same name and installs over the old version. The update works fine, just the user modified preference settings are lost after the update.

I have an idea for a ridiculous hack. In the register portion of your addon, check for a custom attribute, that persists (like on the window_manager). If it doesn't exist create it and make it store the addon preferences. If it exists, copy those values to the addon preferences.

Interesting idea. Thanks. I still hope that there is an "official" way of dealing with this. To be honest, I was lacking the time to check other add-ons from professional programmers how they do it. It's not so easy to follow others code (I am a beginner developer) and it would be less "painful" if someone who knows this well, would explain it properly.

So, I check my addons and this is the default behaviour. The settings are not overriden. Are you defining your preferences in a class, that inherits from bpy.types.AddonPreferences with :-properties?

I updated my original post with the definition code.

There is no official way: https://projects.blender.org/blender/blender/issues/71486

I faced the same problem working on addon of mine, and the solution was to save them in a .env.

Download dotenv using pip install python-dotenv

Create a .env file in you addon main directory and add the default preferences to it.

Read the .env file using dotenv, like this:
 from dotenv import load_dotenv, find_dotenv

 dotenv_file = find_dotenv()
 load_dotenv(dotenv_file)

You can now retrieve any value from the .env using:
 from dotenv import dotenv_values, find_dotenv
 dotenv_file = find_dotenv()
 config = dotenv_values(dotenv_file)
 return config["YOUR_PREFERENCE_KEY"]

If you want to override the setting you can use the set_key function like this:
 from dotenv import set_key, find_dotenv

 dotenv_file = find_dotenv()
 set_key(dotenv_file, "YOUR_PREFERENCE_KEY", "YOUR_PREFERENCE_VALUE")

Hope this helps. Just make sure the user's .env doesn't get replaced with the stock one when updating.


text:
How to cut a face into an object
I am trying to find a way to cut a face into an object. If I delete the faces it just deletes it, and doesn't cut through the object.

Hello and welcome. Please use a descriptive title, everyone here has questions and wants help

what you want is not clear, are you trying to replicate the object in the first picture?


text:
Supersplat Compressed .ply Support
I'm getting an unknown error when trying to import superplat compressed .ply files. Is there any way to do this? Some of these .plys compress to like 10% the size of a regular .ply.

There's no mention of compressed ply files in the Blender manual so presumably the importer doesn't support them.


text:
Imported Object (.obj) linked to existing objects in Scene
I am importing an object to an existing scene made up of objects in Blender. When i bring in the new object..it comes in selected (highlighted). I click away from it to unselect it. Then select it again and press G to move it to somewhere else in the scene.
The problem I am having is that this imported .obj object moves some (but not all) of the other objects that were preexisted in the scene before the import. I don't want this. I want my imported object to move independently. Please help.

Hello, could you please show a screenshot? Have enabled the Proportional Editing option (top bar)?

I just now was able to prevent it from happening by making the other objects unselectable in the outliner panel. Thank you, however, for your willingness to help.

Mmh it's still not clear what your problem is

https://blender.stackexchange.com/questions/5198/nearby-objects-wont-move-independently https://blender.stackexchange.com/questions/27394/why-cant-i-transform-faces-edges-or-vertices-without-transforming-the-whole-o/27395#27395


text:
Is there a way to simplify/correct this mesh?
I imported these slats as .OBJ files from a Rhino model. They are primarily simple rectangles with some having mitered ends. They have what appear to be extra vertices near the ends. When I apply the shade smooth operation or modifier it deforms the slats based on these additional vertices. Is there a way to simplify/rebuild the geometry without needing to recreate it? I have hundreds of slats and would like to do the operation in bulk. I am noticing that all geometry I imported from the Rhino model has this issue.

Are you sure the geometry is actually changing? See this documentation on what Shade Smooth & Flat do.

Select all with A, then X > Limited Dissolve, and perhaps adjust the angle in the tool options at the bottom left. Although the default is 5°, if most angles there are 90° or at least a lot more than 5°, this should not be necessary.

Oh, and I forgot to say, maybe there are vertex duplicates and so on, after selecting all and before you use the Limited Dissolve, you can probably try M > Merge > By Distance.

@TheLabCat The geometry is not changing. Thank you for the clarification.


text:
The problem with the boolean modifier
Task: to make a small bulge in the cube in the shape of a part. When using the modifier, the cube's surface does not behave as it should, and no distinct bulge is obtained. Normals seem to be fine. I made the details from curves and then converted them into a mesh.If necessary, I can attach a file, just tell me how to do it.

You probably want the modifier to be set on Union if you want to add the shapes. Also, try setting the solver to Exact if you have issues with Fast. https://docs.blender.org/manual/en/latest/modeling/modifiers/generate/booleans.html

could you please share your file?


text:
Render a simple cube and access the image in python
I want to use bpy's API in Python to create a cube, render it, and access the rendered image as a numpy array (without save/load tmp file on disk). However, the image rendered by the following code is all zeros.
import bpy
import numpy as np
from PIL import Image

# Clear existing objects
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete()

# Add a cube
bpy.ops.mesh.primitive_cube_add(size=2, location=(0, 0, 0))

# Add a camera
bpy.ops.object.camera_add(location=(5, -5, 5), rotation=(1.1, 0, 0.785))
bpy.context.scene.camera = bpy.context.object

# Add a light source
bpy.ops.object.light_add(type='SUN', location=(5, -5, 5))

bpy.context.scene.render.engine = 'CYCLES'
bpy.context.scene.render.resolution_x = 640
bpy.context.scene.render.resolution_y = 480
bpy.context.scene.render.resolution_percentage = 100

bpy.context.scene.render.use_compositing = True
bpy.context.scene.use_nodes = True
tree = bpy.context.scene.node_tree
links = tree.links

# clear default nodes
for n in tree.nodes:
    tree.nodes.remove(n)

# create input render layer node
rl = tree.nodes.new('CompositorNodeRLayers')

# create output node
v = tree.nodes.new('CompositorNodeViewer')
v.use_alpha = False

# Links
links.new(rl.outputs[0], v.inputs[0])

# render
bpy.ops.render.render()
render_result = bpy.data.images['Viewer Node']
pixels = np.array(render_result.pixels[:])

width = render_result.size[0]
height = render_result.size[1]
image_array = pixels.reshape((height, width, 4))
print(image_array.shape, image_array.dtype)

image_array = (image_array[:, :, :3] * 255).astype(np.uint8)
image = Image.fromarray(image_array)
image.save('cube_render.png')

How can I solve this problem?
System info

Ubuntu 22.04
Python 3.10
bpy 4.0.0

This has been asked several times. There is an old question with a few answers: https://blender.stackexchange.com/q/2170/107598 -- duplicates: https://blender.stackexchange.com/q/311308/107598, https://blender.stackexchange.com/q/88432/107598, https://blender.stackexchange.com/q/323646/107598


text:
Stretching fabric
I'm quite a beginner in this, but I've been using blender for quite some time now for my artwork (2d paintings). I was attempting to achieve an effect of an object sitting on top of a fabric in a way that stretches it. (like in the picture below- so the little stones stretching the fabric) so far unsuccessfully. Anyone have an idea of how to go about it? Thanks in advance!!

Paul Gonet's answer is a pretty good one, however it can become computationally expensive. If you are planning on animating it, it is most definitely the way to go, however if you are not, I would imagine that sculpting the verts/edges either with proportional editing, or possibly just using the scuplting tools would be a better fit.

Hey Rick! I do not intend to animate it, i'm only interested in getting a high res image. your idea worked brilliantly. I'm a novice at this so I did not even consider sculpt mode but went straight for cloth simulation which I normally use. It does require a bit of practicing and I find it to be less compelling than what the cloth simulation achieves, but for now it is sufficient for what I need. so thanks again!

Although I guess you may achieve it animating shape keys, while running the cloth simulation I think there is an easier method that fakes it.

Add a plane and model the pattern of the stretches. Add a Subsurf Modifier to it and smooth it. Enable the Collision physics for it. It'll be the ground.

Now create a new plane (it'll be the fabric) and subdivide it few times with W-->Subdivide. Apply transformations to it (Ctrl+A). Use shape keys to stretch it (use proportional editing for mesh editing). Add a Subsurf Modifier to your fabric, enable Cloth physics.
EDIT: You don't need to use shape keys for this- just transform the fabric's corners (G), though shape keys give you ability to experiment with the final fabric shape, as you may tweak it very fast.

Press Alt+A to run a simulation. Then pause it, apply the shape keys and Cloth Modifier.


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Tracking Footage has dissapeared
I tracked some footage and set up the scene and it still appears when I switch to camera mode but when I render there is no background I don't know what option i have unchecked by accident.


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Particle emitter not rendering but particles are rendering
Okay; Im rendering a shot where the ground burst open, so I have a grass particle simulation on my ground. There is a large column of dirt that shows up in my rendered viewport but disappears when I click render. The strange part is, the grass particles still show up. The object doesn't have rendering disabled and, under particle settings, rendering emitter is definitely enabled. Weirder still is that when I disable the particles, the object will render. I have the exact same particle settings on other objects in the scene but they render just fine. Also, the duplicate setting are set to none and I have no clue what's going on. HELPP MEEE

Can you upload a .blend file to Blend Exchange?

Please show a Blender screen capture with the 3D View and the Particle Panel in Blender.

@atomicbezierslinger I added a screen capture

UPDATE so I decided to try duplicating the object and moving it to another layer and NOW ITS RENDERING!!! I'm really confused but I think it's just best not to question it... :/

Please know that Blender has elaborate settings .... you can choose to render only some layers which is a convenience at certain times.  Its also easy to view different layers by intention or the random hit of the main keyboard numbers.  All the flexibility of Blender allows for some misadventures.  It is easy to lose track of all your actions especially in the beginning ... and ever after in using Blender. If this is a consistent problem do address it.  If it only happens once, consider the issue addressed.  You will have many other issues in Blender to consume your time.

You may want to put your own actions as an answer so people will immediately know you have some solution.

The Render Layers active panel may be inspected to make sure you have the settings you desire.  If I could place a picture in a comment I would.

Could you upload your blend?

UPDATE now it doesn't render again- I didn't change anything besides baking the particle sim. Is this just a bug?

UPDATE I freed the bake and now it's rendering again- somehow baking the grass particle sim made the dirt not render. Not sure that this is a permanent fix but I hope it will last this time

UPDATE Now not rendering AGAIN!!! IM SO CONFUSED!!!!!!


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Create edges between objects' nearest points with Animation Nodes

I'm able to create edges between vectors in a random point cloud (the cubes), and the points on a spline. But the connections are not optimal - I assume they're matched up by index - and thus overlap messily.
How can I draw optimal, shortest-distance connections between the point cloud (cubes) and points on the spline?
Bonus points if each point cloud vector is matched to a unique point on the spline (ie. each spline point is connected to only one point cloud vector).
I suspect a KD Tree may be a good approach, considering it has a 'nearest point' function, but my few attempts weren't successful.

i think the node which are you looking for is "Find shortest path". This should help.


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How do I create a subtle flipper motion?
I would like my flippers to move in a way similar to the front and back flippers in this video.
https://www.youtube.com/watch?v=2252Nxzet6U

How should I approach this problem?

Maybe you should be more precise what problem you're struggling with. The text below the video says it's a full rigged Ichthyosaurus with a swimming cycle. Do you have problems rigging your flippers? Or creating the swimming cycle? And what is exactly the problem or do you want a complete tutorial on rigging and cyclic animations?

+1 to Gordon's comment ... please ad more details otherwise you risk closing your Q for not enough details or clarity. Also next time don't base your question on external links, that can be broken in a future, it means not helpful for others to learn from your question. This site is meant to be a knowledge base. Thank you to keep this site useful.

version Modifies
Even this site does not support this kind of question and I fully support Gordon's comment ... I did similar kind of simple motion without armature ...

add a Plane along Z axis, divide it by Ctrl+R and assign Wave modifier. If you want keep a head static use Weight Paint to define how much modifier should affect the Plane and use automatically created Vertex Group in modifier.

than for your fish model add Surface Deform modifier > Target your Plane and Bind

so his head is moving and he is opening and closing his mouth....

@vklidu Yep, nice and quick solution. But with regard to Chris' comment and what we said about lack of clarity... this creates a "subtle flipper motion" overall like mentioned in the title, but "to move in a similar way" like in the question... the original video also has individual movements of each flipper and the head etc.

@vklidu Yeah, and I said it's nice and easy and upvoted it, so why do you get offended so quickly? And sorry for the "discussion", I sometimes have a faint hope that also OPs read comments and get a hint out of it how they can make things clearer.

@vklidu I addressed you for the first sentence, "nice and quick solution." The rest was to addressed to nobody in particular, just a general wondering about what to do if someone wants more movement like in the video. For example I can't really see if the flippers do some very subtle up and down and maybe even slightly cycling movement... and I wouldn't know how to do that with the answer.


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how to make a clay-like physic simulation?
I'm trying to make a clay pressed by a rotating glass(like pic 1), I've tried soft body but it looks like a rubber ball(pic 2). Is there someway to simulate the clay-like texture?
what i want

my animation

Soft Body - Mass zero, Edge > Pull zero, Bending 1
To make sticky flat surface in contact with glass I duplicated collision object (glass) moved a bit lower (parent) and used for Boolean modifier (type Exact).

I also animated Sphere location to get better shape.

Anyway (when I see result) you don't need to use simulation, for such thing you can just animate a sphere's scale and boolean modifier.

thanks a lot!!!

may I ask another question?I've set the soft body like you told, but the sphere bobs all the time, is there something I  got wrong?

I don't know what "bob" means ... But these sims are very sensitive on topology .... If you use  more dense mesh (more vertices) result is totally different.

(sr for my English),the sphere vibrate like a jelly ,not a stable object:  the GIF

oh its the sphere to close to the plane, it worked ,thanks a lot!

You can set Edges > Plasticity to 100 so it will permanently deform. This way you don't have to end the simulation on a specific frame.


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Grid material that extends with mesh?
For clarification, I am trying to create a Supergrid:

Put a 2m x 2m grid texture on a mesh.
When I move or scale the mesh, the grid will increase as the mesh does
(the 2m x 2m does not stretch or distort, but instead increases the number of lines which represent the 2m grid)
The grid is shown equally on XYZ faces of a mesh.

A bonus would be changing colors, as boxing out a whole level in one color could be confusing.

Details:
I was trying to set up a grid material(s) for blocking out game levels.
A short effort to make a simple material seems to have drained my day without a solution,
if anyone could help I would greatly appreciate it.
Something similar or exactly like Supergrid for UE4.
Skip to 1:10 for basic function.
https://m.youtube.com/watch?v=NxUq_rD8PVM#
I was trying to use a grid node created by Anton Nevesolv.
https://m.youtube.com/watch?v=gsZoJBeAWGc
Though, this might not be ideal for creating the desired results?
If we take the above grid and use it in a cube material node,

then attach the Object socket of a Texture Coordinate node to the vector of the Grid node,
then use the eye dropper on the Texture Coordinate to assign a plane as the mesh that will represent the ground of a level,

This seems to work similarly to what is happening in Supergrid for UE4.
However, the sides of the cube becomes lines instead of a grid.
The same things happens if you use an image of the grid.
However, if you change the texture coordinate from Object to UV, we get a nice grid on all sides of the mesh, but now it wont slide in relation to the ground plane, and it also distorts when scaling the mesh.
Any help would be greatly appreciated. I have been trying for hours and I don't see a solution in sight.

This will work for mesh with planar surfaces aligned to the world axis.
That can be this kind of settings, based on world coordinates as input:

It adds the object location to object coordinates so that the result is sensible to the mesh location. Then, it takes a cross product with the normal, in order to avoid limit values to appear when calculating the grid (you'll can test the difference, using it or not).
The grid itself is just a comparison to some value, of the fraction part of the scaled coordinates. More precisely, if the value is around 0.5 (again to avoid limit cases we may encounter if comparing to 0 or 1).

Edit

If you want the grid to be stable from the object position, change the input like that (the object location is substrated from the surface location in world coordinates):

Is you want the grid to be aligned to the object (if its origin is in a corner), change the node group shifting it 0.5/scale (see below on left).
And to avoid limit cases, keep only one positive test (below on right).

Updated blend file:

Thank you so much! This looks exactly what I am looking for.
However, when I try to recreate or Open the blender file you generously provided, the cube is white. Any Idea of what might be happening?

Should not be white. Or does it appear in solid mode? (or your blender version is not 2.9?)

2.9 fixed it! Thank you so much! I posted this question in a few different places. If you don't mind, I would like to credit you in those places by posting a link to this solution. I wonder if there is a way to replicate this effect (having the grid expand when a mesh is scaled or size changed) by using the local object. That way when a mesh is moved around the map, the grid will always represent the scale of the mesh. (Example, a 2m x 2m cube. No matter where you move it, there will be a 2x2 grid on it. If scaled by 2.0, the grid will now show 4x4.)  I can't thank you enough!

@Shinyu, yes. Connect directly the object texture coordinates to the cross product input (so shortcut all that comes from the object info/location part). About other places you've posted the question, ok, for me, of course, np and thank you.

I connected the Object of Texture Coordinate to Cross Product. This break the link with the Object Info, Add, Vector Transform. Does shortcut mean remove these three connected nodes? It seems to work by doing the above, but perhaps I'm not seeing a problem I will run into later. I also saw similar results by just changing Vector Transform options to Point,  World, then Object.

@vklidu, done. Edited the last part according to Shinyu comments. Though, I should add more explaination about some points. Will try to do it when possible.

@vklidu, the thickness is given by the "epsilon" entry of the node group (it is in no particular unit, just to tune)... or half the size of the final grid line and dependent on scale.

@vklidu, there is no problem with your comments. You are welcome to write them in my opinion. So thanks! : ) (I still have to add some explanations for the zfighting issues...)

@vklidu, by the way, I think this tricky one may interest you https://blender.stackexchange.com/questions/199977/only-show-whole-dots-that-arent-obstructed-by-mask

For now based on image texture. Cube is scaling in all axis from corner, for that texture coordinates are assigned to Empty object.
Empty object uses Location Costraint of Cube to keep coordinates in corener when Cube is moved. (Ussually I parent empty to object , but in this case scaling would destroy texture proportions.)

The grid itself - I didnt check OP reference, but I will. I wanted to make it easier for me, but at the end the crucial part was to mix image on sides of Cube without UVmap. It is not a problem let texture project from three sides and mix with Multiply, but issue raised when cube started to scale - it changed the color of shorted face = result of mixed textures. So I created node mask (stored in Node Group) for sides in XYZ and thouse I used for mixing.

This is also amazing! Any idea why I am getting strange white glare?
https://ibb.co/TP4Q0Wx

Looks like a nice solution! I think a sketched explanation of how it works, even if it seems obvious to you,  would really improve the answer?

@vklidu, do you also have this kind of issues with your blend on your computer? https://i.sstatic.net/amywM.jpg . Most of the "complicated" things in mine were about get rid of this.

@vklidu, here both Eevee and Cycles causes the problem. This is some kind of z fighting in the face normal axis. That's why I've used a cross product (which eliminates the vector componant that is along this normal). Will try to explain that in my answer when possible (will ping you when done).

@lemon Ha ... also Shinyu was referring to that (I missed his screen), yes seems like a z-fight. Can you check updated blend? Should be fixed. Just from couriousity. Since I could see that only in Cycles I'm not sure what others see. Thanks

@vklidu, this one has no zfighting for me. Great! Have not yet look at it closely to see what you have changed (I will). BTW, this could interest you as in the same aim: https://blender.stackexchange.com/questions/112843/how-can-i-make-my-procedural-brick-texture-map-correctly-to-both-a-cube-and-cyli/113922#113922

@lemon Thanks for reply, I just changed "Treshold" from zero to something low (0.0001) And thanks for the link I will try to use it :)


text:
Converting a model with lots of planes to solid
I bought a model, it's exactly what I need (a massive mining facility) but on closer inspection it's 50% made of planes, even girders. I need to use this with back face culling. I turned it on in blender to see how bad it is, and about 40% of the model disappeared.
I'm getting a good enough result in using solidify with default options, 1cm thick seems to be fairly unobtrusive. Ok, so easy, just click on objects and add the modifier once at a time. But, the whole site has 20,000 objects, every stair tread and bolt is an object. At that rate it's almost easier to recreate the whole model from scratch.
I multi-selected 10 stairs, hit solidify and only the first one is affected. I'm sure there is a better way of doing this but I don't know what it is. My blender is stock 3.0.0 no plugins.

You could write a python script to add the modifier to all meshes. There are some other answers here in the Blender Stack Exchange showing how to add a modifier to all meshes. For example this one: https://blender.stackexchange.com/a/86262/118

Another approach you may want to investigate is to "Recalculate Normals". This could maybe fix the back face culling issue. Check for example this video for an explanation: https://youtu.be/7sK2pDByXOE --> Also this approach you probably need to write a python script to execute the "Recalculate Normals" for each mesh.

@OldChippy I didn't understand why you need Planes to Solidify (especially Bolts), can you attach a screen? Anyway ... Select all objects with one object Active (bright orange) add modifier, search for Copy Modifiers to Selected ... If you need to share some modifier parametr - right click above and choose  Copy to Selected. ... For Back Faces- yes, check the Face Normal Orientation.

Hi guys, the problem is not the normals. This is to be rendered within unreal engine. It'll only render one side of planes, and for things like vertical girders where all sides are visible then I can't just flip the face.This is the model I'm working with. 2 million polygons,20 collections consisting of 20,000 individual objects. Python script might be viable I'll have a poke around with the python example provided. I'll try the full 20,000 objects first. Adding 1cm to everything might not cause problems, otherwise I'll have to check the object types before applying it. Kind thanks!

@vklidu Excellent suggestion. Out of the box the code solution whe told to apply solidify instead decided all objects it processed. I have a long histoory in coding and I was about to dig in to the object model... but that would defocus me from my goal. I tried your solution and it worked great. It still means a whole bunch of work for me, but at least I can be selective about what gets the treatment. Some of the planes just won't better and need normals facing the right way so I can just hand pick everything that needs to be see from both sides. Kind thanks for the suggestion!

@OldChippy If you expect more help please share just a part of problematic part of your model to see issue ... solving it by solidify doesnt sound good :) especially for heavy scene you double data. If you say a lot of planes ... speaking in terms of imported model, it can be just you need to Merge vertices by Distance ... or something else trivial. Without sample I still just guessing what is going on. With sample we could probably already solve your issue.


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Text doesn't appear in render. (File attached)
New to blender. Created a 2D animation. Text doesn't appear in render. File attached. Please help.

The text objects and the grease pencil drawings lie in the same plane. Visibility is therefore depending on the drawing order, also Z-fighting may occur. I would suggest to move the text slightly along the Y-axis in order to position it in front of the grease pencil drawing. Another approach is to change the Stroke Depth Order for the grease pencil objects from 2D Layers to 3D Location. This seems to work as well, although Z-fighting may still occur.

Moved it. Works. Thank You rjg.


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How to shrinkwrap maintaining plane ratio?
Right now I'm projecting subdivided plane onto "wavy" mesh by using shrinkwrap modifier. Thing is that shrinkwrap modifier is not maintaining plane ratio. Is there any other way to project plane onto deformed surface? (while maintaining distances between vertices of that plane)
Here is current result:

You may be interested in the remesh modifier or the standalone program "Meshlab".

@Leander how this comment is useful here?

The proposed tools project quadbased geometry onto uneven existing geomtry. Isn't that someting that you want?

You can also try the cloth simulation.


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How can I unwrap a mesh like this
I have this mesh which is supposed to be edge of the roof of the building, I have marked seams like shown in the picture but the textures are appearing streched I don't know why I have applied scale and rotation, I have also tried cube projection, cylinder projection and smart uv unwrap but nothing seems to work

Hello, it's very hard to understand what your mesh looks like, plus you don't show the UV map, could you please show more or even share your file? https://blend-exchange.giantcowfilms.com/

Hi, I have added the blend file now

it looks like if you apply the mirror and use Conformal instead of Angle Based mode (once you've unwrapped, in the Operator box), it works fine. Angle Based seems better for organic objects, Conformal for angular ones.

Sorry nothing is happening in my project when I do that

weird, perhaps try Unwrap > Reset, then Unwrap again?

As Moonboots has already suggested use the Conformal method when unwrapping.
Then In the Object Data Properties panel > UV Maps select the Leak UV map and click on the little camera icon to make it the active UV map.


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Boolean difference modifier not working on a custom mesh
I'm trying to cut away a curved part inside a custom mesh with the help of a cylinder but the boolean modifier doesn't seems to work, When I try it with another  inbuilt meshes it works I have applied the boolean modifier on the custom mesh and then selected the cylinder for boolean

I think Andrew's anvil and donuts give us the most of our work here... (just a little comment as it is in comments... ; )

Concretely, you should add some picture of your modifier settings or upload your file using https://blend-exchange.giantcowfilms.com/

I'ts a default boolean modifier with difference and cylinder selected as object

Sometimes, boolean fails. Is the cylinder close shape? Have you tried to change its threshold a bit? Again if you could upload the file that could be fast to know.

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

I have uploaded the file

You have doubled vertices into the anvil: go in edit mode for the anvil, select all and alt+m to merge by distance.

Thanks, It worked!


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Denied access to blender add-on
I am learning how to create an add-on for Blender, by watching this tutorial:  https://www.youtube.com/watch?v=uahfuypQQ04
But when I try to run it with blender I have this message:

"Access denied: 'c:\Program Files\Blender
  Foundation\Blender\2.80\python\Lib\site-packages\pip' Consider using
  the --user option or check the permissions."

The code:
#_init_.py

    bl_info = {
    "name" : "Bruh",
    "author" : "JP",
    "description" : "Simple Test Addon",
    "blender" : (2, 80, 0),
    "version" : (0, 0, 1),
    "location" : "",
    "warning" : "",
    "category" : "Generic"
}

def register():
...

def unregister():
...

import bpy

from . test_op    import Test_OT_Operator
from . test_panel import Test_PT_Panel

classes = (Test_OT_Operator, Test_PT_Panel)

register, unregister = bpy.utils.register_classes_factory(classes)

=
 #test_op.py

import bpy

class Test_OT_Operator(bpy.types.Operator):
    bl_idname = "view3d.cursor_center"
    bl_label = "Simple operator"
    bl_description = "Center 3d cursor"

    def execute(self, context);
        bpy.ops.view3d.snap_cursor_to_center()
        return {'FINISHED'}

=
#test_panel.py

impot bpy

class Test_PT_Panel(bpy.types.Panel):
    bl_idname = "Test_PT_Panel"
    bl_label = "Test Panel"
    bl_category = "Test Addon"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"

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

        row = layout.row()
        row.operator('view3d.cursor_center', text = "Center 3D cursor")

Does anyone know a way to give this access or solve this problem in any way?

You don't have the required permissions to install a package using pip. When does this error happen?

Hi. What do you run that gives this error? Please include any relevant code that you are using that creates this error. Also, please edit the title to be specific to the problem you are having.

@rjg - It happens when I try to run the addon for blender, I press ctrl + shift + p and select Blender Start, then I select where is blender and It opens, but VSC shows error after a few seconds

@RayMairlot First really thank you for helping me with my grammar and formatting. I edited my text so that it is correct and put my codes into it. Also I tried to be more specific with my title, I hope it is more clear.


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Is there a way to create a bas relief in blender?
I have been exploring creating a bas relief in Blender with z depth, but I don't like the results, I want something like Relief Maker.

Since we have no idea what "Relief Maker" actually does or what its result looks like we can't answer that! Add an image of the result it produces and the source image that it's derived from and someone here might be able to offer a suggestion.

I would try to A-increase the image contrast; B-create a smooth modifier; and C what happens...

https://blendermarket.com/products/bildeform
Look at this, It's an addon that I just found for Blender, it seems to give very good results.

Displacement works by displacing each vertex by an amount corresponding to the texture's pixel value, the displacement's midlevel property serving as an "origin" from which interpret the texture's values as displacement amounts, and then the displacement's strength property serves as an amplitude multiplication.
Those properties need to be adapted to your texture, and to your end goal. When done right, and with a correct texture, it should look ok:

The fact that your resulting mesh have a huge gap and then minimal height difference lets me think that your midlevel isn't correct. By default, it would be at 0.5, you set it to 0. If your displacement texture was made with a black background, it would work, so I guess it isn't.
I can't tell which value you should use without the texture, but one way to find it exactly is to open your texture in the image editor, and hold down  RMB on the color that is your base. You should see its value in the image editor footer:

Put that as your midlevel, then adjust the strength to how big the effect you want. But bear in mind that it really is the texture that dictates what strength the displacement can take. If the texture's values aren't plenty enough (typically using 8bits images instead of 16 or 32), you will easily get steps of height or steep pikes everywhere. Or if the values are incorrectly spread on the value spectrum, you will not get the deformation you want.
That being said, Hence, make sure your texture is as high of a bit depth you can. And if the height difference doesn't go as you like in different areas, you can always edit the texture itself. Or, rely on shader-based displacement, where you can do some slight changes on the texture with nodes before feeding it to your material's displacement:

Don't forget to enable displacement in the material option, and set the texture's color space to Non-Color.


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How to Mesh Boolean a collection of objects using Geometry Node
I would like to know how to do a Mesh Boolean of a collection of objects in Geometry Node. Based on the picture, I want to hide those cylinders by placing them on the box, but it has an error "Instances in input geometry are ignored". I hope you can help me. Thank you.

Did you try to Realize Instances on these instances ?

How to do Realize Instances? @Lutzi thanks

I think the issue is the Instances input, unlike Object Info that which is Geometry input.

Shift+A > And type "realize", you should get this node first

It worked! Thank you so much Lutzi


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Why is my world texture not appearing?
So, I am trying to apply a texture to my world but it is not appearing. It is appearing on the cup's shadows though. Can anyone tell me how to fix this?

I fixed it by going to Render > Film and unchecking Transparent.

Transparent is turned off by default, so you have to deliberately turn it on. Why did you turn it on if you want to see the background or if you don't know what effect it has?


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How to rotate/flip faces of a mesh after split edges with geometry nodes?
I'm trying to animate the faces to flip (180 degrees) from front to backside of a mesh with geometry nodes.
I have tried this setup (and others) but can't get it to work. Can someone please help me in the right direction, thanx.

In order to flip a face, where flip means rotating by 180°, and end up with the mesh looking the same way afterwards, you need to find a line of symmetry to rotate around. For icosphere's equilateral triangles, any height (line between center of base and corner above it) will do. Since only direction of this vector matters, you don't need to find center of an edge, as all heights go through center of the face. Therefore taking the offset between the center of the face and any corner will give you a valid rotation axis for the icosphere's tris:

Imgur mirror (SE image hosting has problems)

wow, much simpler than my setup

@Crantisz Yea I'm lazy

Evaluate on domain instead of capture attribute will make it more clear.

Thank you so much, really learning here.

Thanx again for your setup, beginning to understand, I'm struggling with getting the axis. How would you get the Axis of a face from let say a low poly model (suzanne monkey)?

@dcvz not all triangles are symmetric... You can cheat and deform the triangle while you're rotating it, but the solution will be different than for an icosphere.

How would you get the axis of a face from a UV Sphere or torus or any other mesh (that's made up of squares)? Is the normal an option?

@dcvz for UV sphere's quads (those aren't squares!) you could find the offset between the center of first horizontal edge and the center of 2nd horizontal edge. However UV sphere also has triangles and for these you would do as in my answer but specifically pick the pole vertex rather than any vertex. For a torus you could sort edges by how much they span in the angle around torus' center, and take those parallel with radii to do the same as with horizontal edges with a UV sphere... Any other mesh: again, you're not guaranteed to work with symmetric triangles or quads!

Well, you have to specify axis and rotation center.

It is quite easy with center. Just calculate the center for each mesh island:

For axis, it is quite hard, because it involves topology nodes. For each triangle, subtract one vertex from the center of two others to get axis:

Thank you for you setup and explanation.


text:
How can I Flip Face with Proximity Node?
Need a little help setting up my geometry nodes. I want to animate a color change (different colors on front and back side of a face) for a low poly mesh (now an icosphere) from left to right. How can I control Flip Face with a proximity node?

For flipping individual faces, the Split Edges node is not necessary - flipping does not rotate the face itself so that vertices change places, it only rotates the normal orientation. If you needed it for any other reason, feel free to put it back in.
Now for the solution, just check with a Compare node if the Distance is below a certain threshold value and if so, use the result as Selection for the Flip Faces node.

That was exactly what I wanted, thank you so much for explaining.


text:
How do I click on a texture in the shader editor and switch textures simultaneously in the UV editor and image editor?
How do I click on a texture in the shader editor and switch textures simultaneously in the UV editor and image editor?

You must unpin the currently pinned image to allow it to change


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Object inside glass disappears at certain angles (Cycles)
Ive been working on this perfume bottle which has a glass BSDF node + transparent BSDF node but when looking at the object from the front, the inner "liquid" disappears. Why does this happen and how do I fix it? I have tried enabling Screen Space Refractions and changing the blend mode to Alpha Blend.
Side Angle

Front Angle

Glass Material

Perfume Liquid Material

Could you provide your Blender file using https://blend-exchange.com/ ?

First thing I'd do is to go to the render options and increase the light path number of bounces, especially for volume, transmission and glossy.

Hi all, thanks for the help but I solved the issue by remaking the object awhile ago so I can't update on whether these suggestions worked or not, but will keep it in mind if I ever encounter this issue again


text:
How do I use the compositor to render with different color management profiles?
I'm using several scenes to render several images at the same time with the File Output nodes in the compositor. I have different Color Management settings in my scenes. Yet when I render my images all of them use the Color Management settings of the scene I am currently in.
How do I make the Cycles Compositor use the Color Management settings of the scene that is used in my different Render Layers?

AFAIK the Color Management is tied to the scene. A scene may be composed of different layers, but they won't affect the Color Management.

I am rendering from three different scenes in the composer. They all have separate Color Management values.

I'm using curves to use negative values for some complex matrix calculations.

Instead of having multiple render layer nodes for each scene in the one composite setup, you can setup each scene to render and save it's own file output using it's own colour management settings.
You can share your compositing layout in each scene by creating a group that contains all common nodes, each scene can have the same group added to it's composite nodes, then each scene connects it's render layers and file output to the group sockets.
You can then use a python script to render all scenes instead of manually rendering each scene.
import bpy

for scn in bpy.data.scenes:
    bpy.context.screen.scene = scn
    bpy.ops.render.render(write_still=True)

This should be the accepted answer as it can be done within Blender.

I am reasonably sure this can't be done from within Blender. This is a design flaw in that baking colour transforms isn't dealt with in an optimal manner.
You could however save your images as scene linear and apply the transforms using other tools such as the command line tools from OCIO.

I'm having some very exotic color management settings. Linear won't do.

Linear isn't a colour space; it can be considered a base upon which all other transforms can be applied. That is, if you save as a linearized EXR, you can apply precisely the same transforms as you are seeing in Blender directly from the OCIO configuration.

I need negative values. I can't get them out without Blender color management

Good gosh. What are you using negative values for? The only time negative values are relevant are to tell you when something is out of gamut. As a general rule, they should be avoided like the plague.

I'm doing math. Don't worry, I know what I'm doing.

Outputting the image in OpenEXR using Raw keeps the negative values for me.  I'm outputting world space coords and reading them in for a 2D game.


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How to change the order of a custom function added in the dropdown menu in the header region in 2.81 with python
The duplicate post doesn't address the items in the dropdown. Only the bpy.types. The dropdown isn't part of that.
I'm have added a custom function to the face dropdown in the header region when in Edit mode. by appending to bpy.types.VIEW3D_MT_edit_mesh_faces
How do I change the order of my function in the dropdown list?
Here is a similar question but is addressing a different part of the UI.
what it looks like now:

what I want to see happen (doctored image):

The script so far:
bl_info = {
    "name": "Custom Algo",
    "blender": (2, 80, 0),
    "category": "Face",
}

import bpy

class CustomAlgo(bpy.types.Operator):
    """Custom Algo"""
    bl_idname = "face.Custom_algo"
    bl_label = "Custom Algo"

    def execute(self, context):
        print("Pretend that you have done something sticky with that face")
        return {'FINISHED'}

def menu_func(self, context):
    self.layout.operator(CustomAlgo.bl_idname)

def register():
    bpy.utils.register_class(CustomAlgo)
    bpy.types.VIEW3D_MT_edit_mesh_faces.append(menu_func)

def unregister():
    bpy.utils.unregister_class(CustomAlgo)
    bpy.types.VIEW3D_MT_edit_mesh_faces.remove(menu_func)

if __name__ == "__main__":
    register()

The answer is still the same as the question you linked: You can either prepend or append or do one of the workarounds listed.

I think the existing answers are not clear. The accepted answer has dead links in it... A clear and well structured answer would be useful. I am voting to reopen it.

@Školstvo, you can re-register the whole menu in an add-on. You can right-click Blender's UI in some places and choose edit source to find out stuff like this. This menu is copied from source.

Right clicking anything in Blender 2.8 doesn't really do much of interest.

Sorry, I completely forgot about this

Sweet, didn't know about that.

I thought that re-registering a complete menu would mess up other add-ons trying to add stuff to it, but it seems to work when I test it even if I have one addon with new menu and another appending to it and in fact it's on a header that I have completely rewritten in another addon... I am not a professional programmer and lack in-depth knowledge in the area so there might be other problems with this, but I can see none at the moment.

@Ray Mairlot     The workarounds don't really work for items in the dropdown list. When I hover over the existing items I see a reference to the operators that are activated by the elements, No reference to the elements themselves.

My tip is accept you can, easily,  either append or prepend to layout.  Whether  inserting layout  between operators in a menu's draw method or layout between menus (let's call it a menu not a drop down list) in a header's draw method (the dupe, now with a links fixed answer) the methods needed to achieve this, including code injection here https://blender.stackexchange.com/questions/57214/rearranging-elements-of-a-panel  are IMO not worth the hassle.  Instead spend your time on  the "script so far"


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How do i create low lying smoke (similar to Zootopia), in blender
Hello Blender community,
I am a huge fan of the Disney movie Zootopia, the amount of physics and detail really drew me into 3D animation and design. Although I always had an interest in 3D technologies, designs, animation, etc. This movie really pushed me into getting into making 3D stuff, and learning Blender.
Anyway, as a learning experience, I decided to take multiple different 'animating techniques' of the movie and try to replicate in Blender.
The scene I'm trying to replicate? The Limo scene, specifically the low, lying smoke.

I have analyzed this scene many times and I have concluded on some of its properties

It lively collides, with the characters, meaning that it is not a textured material, it is most likely mesh based.
It has a lower temperature value than other objects, which is why when the characters breathe, an amount of fog appears (This is because the movie was designed in the Hyperion Renderer, I don't really need this, but if you know how to make this please let me know)
It is somewhat fluffy, although not cloud-like. When a mass of this smoke comes together, it makes a fluffy looking mass.
It is affected by gushes of air, when Judy (the bunny) lands on the ground, a gush of air extrudes the smoke around her. Sudden movements have this effect as well.

Now I'm pretty sure that making this is in Blender is difficult or even impossible, considering that Disney has their own proprietary rendering engine named Hyperion and they can drop smoke in within a couple of clicks. And they have HUGE render-farms that can render these details.
But I just wanted to know if it is possible. As I may be getting an internship for Disney Animation, I need to know this stuff
UPDATE:
So, I see that using a still frame from the movie to demand something that needs multiple frames, is pretty stupid
So feel free to study this clip:
https://www.yahoo.com/movies/zootopia-clip-fur-skunk-170000173.html
(and if you haven't seen the movie, do yourself a favor and please have a watch)
Also, I would like to know, how to smoke kind of 'flows', the way that it lies low to the ground moving. Not just stuck in place similar to how Cycles does it.

I've tried really simple smoke in Blender and here is what I've got:
Gif with sample
You just need to play with smoke temperature and domain height.
Sphere is nothing more but smoke collision.
UPDATE:
Here it is how to make it:
Gif steps
If you need more info just specify what you want.
Sorry that I didn't cover timeline for sphere animation.
UPDATE 2
Smoke.

Create a simple plane. Shift+A > Mesh > Plane
With still selected plane go to Physics tab then select Smoke and set smoke type to Flow. Next change the Temp. Diff. to -0.01. It will keep smoke near the ground and even after collision smoke will very slowly descend.

Create cube Shift + A Mesh > Cube and position it as you can see in picture below. It must be a little wider then our plane. So scale it a little S. This cube will be our smoke domain.

Having selected cube go to Physics tab, select Smoke then smoke type Domain.

First thing you want to change is Resolution, I've set it to 64. Higher values gives more detailes to our smoke.
Secondly you need to check Smoke Adaptive Domain, this will only calculate domain where smoke actually is.
Next check Smoke High Resolution. This will add more details to smoke. Set Resolution to 2 and Noise Method Strenght to 1. Lowering Strenght gives us smooth smoke.

Now save your file and go to Smoke Cache in Domain options. Choose File Format > OpenVDB (this is optional).
Now you can Bake or just hit Alt+A to start animation. Second option will be slow trough te first loop.

As you can see nothing happend which in this case is good :) Now let's make some...
Noise.
We will create collision object and little bit of turbulance to give this smoke a life.

Create Turbulance - Shift+A > Force field > Turbulance and set Strenght to about 0.5. This option is totally up to you. you can even skip it. What it does is it create some air movements in our domain and based on location (room, outdoor etc.) you will want to adjust position of it and strenght.
Create UV Sphere - Shift+A > Mesh > UV Sphere. In Tools tab select Shading as Smooth. Position sphere in a corner of our domain and right above plane. Check on your timeline if you are on frame 0.

In Top ortho view (sphere selected) hit I and choose Location. Now you can go to frame 50, move your sphere and again hit I and choose Location, and repeat this step. You can also select Automatic keyframe insertion (red dot under the timeline) and do this little faster. See gif below.

With selected sphere go to Physics tab then select Smoke and set smoke type to Collision and Collision type > Animated.

That's it! You can now bake it and play it. Should look like this:

There is still many to do. Smoke texture, lighting, correct density and so on.
If you want I could try to make it but I'm not really good at it.
Here is the blend file:

UPDATE 3

Here I've changed Turbulance to Wind. You can adjust wind speed and noise.
If you want to make it fluffy try higher resolutions. I don't have render farm and 64 is max usable/testing for me.

"Play with the settings" isn't really an answer.  Please add some more details as to what exactly you did.

I've just lowered smoke temperature to something little above 0 (~0.1-0.2) and changed domain height in edit mode. That's all. If you need something really specific, show me the scene (not screen) and I think I could follow you trough all steps. I don't know how skilled you are in Blender so it's hard to elaborate.

(FYI I'm not the OP.)  Please try to add some more details to your answer (with the edit button).  Things like screenshots and details of what settings to use and how they affect the result, as well as how you set the domain and objects up would improve the quality of your answer.

@PGmath ok, I'll do this when OP tell me what he need. I'm new here as well ;)

@LukeD , you might take a look at my answer here: http://blender.stackexchange.com/questions/60776/rigging-multiple-meshes/60792#60792 . BlenderSE offers the possibility to add images to imgur, so there is no need to use links to other sites. Small steps and a little more text is also more helpful than just a video without sound. You also might want to add licecap or a similar screencast tool to your tool setup.

@metaphor_set Thanks for advice! I'll use those in my answers. I'm new here ;)

Yeah, me too, more or less ;-) Three months are quite short.

3 days here :P Even when I post right answer the way I post it make it minus. But that's ok, I think ;)

@cegaton thank you I couldn't find how to add .gif here. I'll update my answere tomorrow with proper assets. I hope that my method still is usefull even besides the way of presenting it.

Hello, everyone in this flame war
I have updated the question, in the hopes that it will help get a better answer.
Sorry, for starting a war down here.....

It's not a war, they want to maintain quality of BlenderSE and I'm noob here...

Sorry, but I still don't understand, how to make the smoke, can someone please explain EVERY step. and also the keyboard shortcuts (i need work there)

I'll make a proper tutorial tomorrow for you. With every step and shortcut :)

I think this update is better explained ;)

That does help, but i think you need to see my re-purpose to see

https://drive.google.com/file/d/0B5iD7B6s82uJZ2oxSkdHNGtBam8/view?usp=sharing
I am trying to have the glowing water, come in from the background and the low lying smoke come in from the sides......But I want the smoke to be like the one in Zootopia. The fluffy, naturally moving kind.

Let us continue this discussion in chat.

This is ridiculously nice. Quick question... Do you think you could use a smoke sim very similar to this to render ink bleeding out via capillary action onto a paper using dynamic paint? Very impressive. Would love to see a render.

@troy_s please provide some sample (video will be the best) and I can try it. Probably the best way will be to make new question. Just mention me there in comments.


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How can I make a mesh have holes during segment creation
So I have a quite complex mesh, I usually use SketchUp to create my meshes, however, I have a project where the only software I can use Blender, and any of the Adobe Suite (2014 CC)
I am trying to make a mesh of this image:

I made it transparent and converted it to a DXF, which I could import into Blender by activating an input type in the Add-ons.
After converting my 'curve' to a 'mesh', I worked on creating a 2d segment with holes where they belong (inside the shape and letters).
However, after multiple different methods of digging inside of Blender's User Input options, and even switching over to Maya controls. I always end up with creating a segment that makes a face INSIDE the unwanted areas:

Can someone please tell me of a way to create the faces without including the unwanted areas, it is depressing since someone has already done this before and was outsourced: Outsourced 'SEA' Recruiting video, with a 3D model of the logo
I know I have the solution in sight and I imagine that I am not far off from actually making it happen, I know what do AFTER this and I have been stuck at this part for the last 2 days.

If i understood the question here is the answer
Import the autocad file
Convert to Mesh
Press W key to Remove doubles
Press delete and select limited dissolve
Press Alt+F to fill the faces
Once again press delete and select limited dissolve
Select the Faces and extrude and Press Ctrl+N to flip Normal

I am sorry I am getting confused as you move between the different modes.....

where are u confuse the steps are written above follow that

I meant in the gif, I am using the written description

the written steps and the gif file are same so read and follow the step by step. if u have confusion just let me know

Alright I got it thank you so much....I ended up making it without limited dissolves to have a higher poly count

If the answer is useful click the tick mark for others


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Extremely weird normal baking
So I am pretty new to modeling. I made this high poly model and then tried to print it to a low poly version using the following bake settings.

But every time i bake it, it returns this mess:

I have tried splitting the UV without using smart unwrap, turning the ray max distance up and down to many different values and have tried tweaking the extrusion setting, even though the entire high poly model is encapsulated by the low poly.
I then started to think the problem was with the high poly model and the decimate modifier i used, so i decided to copy paste the low poly and add some divots onto the top face to see if that was the problem:

Yet this is what i got:

Why is this happening? I have baked normal maps before on other models and have never come across such issues, in fact, all of them turned out perfectly. But for some reason this one model just does not want to work.
On top of the info I have typed, my normal texture is 2048x2048, but i have tried with higher res, giving the same results. The normal texture is set to non color and linked to a normal map. The texture itself is set to 32 bit float:

I would like to post more pictures, but i am unable to do so due to my non existent reputation.
Any help would be appreciated! I'm pulling my hairs out with this one!
File is available at https://drive.google.com/file/d/17oCP5v-Vj8qDjau7Uyxm1kQz6a21JGaM/view

@vklidu Thank you so much for your quick response! Using a cage has worked wonders to get the normal details right! However, I am still getting some very weird artifacts on the baked normal map...

Tweaking the max ray distance seems to alter it, but I can't ever make it disappear.
Here's my files:
https://drive.google.com/file/d/17oCP5v-Vj8qDjau7Uyxm1kQz6a21JGaM/view?usp=sharing

A link to a file would be helpful.  Suspects here are intersecting high and low or flat shaded low, but can't tell from just the pics you have.

Added a link to the files in answers :)

So the first thing we notice upon looking at your low poly is that the normals are backwards:

I can see that by enabling face orientation in overlays.  Backwards normals means it will shoot the rays the wrong direction, and that it will read the normals as modifications to backwards normals.  Let's fix that, by recalculating normals in edit mode (select all vertices, then ctrl n is recalculate normals for me.)
Now, let's look at your high poly and low poly on top of each other.  To help us distinguish them, I've given the low a purple viewport display color:

We notice that the high and low poly intersect.  That's no good.  The rays will be shot from the low poly, along the low poly's normals, in a single direction, and if the high poly encloses the low poly, then those rays will hit the backside of the high poly and we'll get totally wrong normals.
This is what extrusion or a cage is for, to set this distance.  There's another way to do this, which I prefer, because it gives us more visual information, which is to use a temporary displace modifier instead.  This is exactly the same as using ray extrusion.  Let's do this; it will show us why you need to use a cage, rather than ray extrusion:

I duplicated high and low so we can see both sides.  I'm using an equal displace on both copies of the low; we can see what we get when we'd use an extrusion of 0.52.  (Well, it would be 0.52, if you had applied scale; not sure, with unapplied scale.)  It doesn't completely enclose the high poly.  But if we made it any bigger, the legs and the the rim self-intersect, and maybe intersect the the high, which is something we don't want.  So yes, we want a cage.  So let's look at your cage, again coloring it to help us see, in conjunction with your high poly:

The cage is almost there.  You've raised the top.  But we still see Z-fighting all over the place.  Exactly at the same spot as the high isn't good enough for Blender.  We'll have to extrude this very slightly, which I'll do by selecting all and using shrink/fatten operation.  We want to see none of the high poly, but we don't want to see any self-intersection either.  If needed, we could do this on a per-vert basis, but doing it evenly along all verts with the cage you've provided works here, since you've already done the top.
There is one other thing we want to do, which is to change the table to smooth-shaded, clear all sharp edges, and turn off autosmooth.  I've written about why this should be done several times elsewhere, most recently at How to bake a high poly, smooth cube onto a simple, sharp cube? .  The short of it is that if we use sharp edges-- flat shading-- then some of our rays are going to miss the high poly.
Of course, your cage, as a duplicate of you low poly, had backwards normals, so we probably want to fix those, and get it set as smooth shading as well (although I'm not totally sure it matters.)
When we're all done with that, we can bake, with almost your settings.  I'm going to set Max ray distance to 0 (which actually means, infinite, not zero).  With a proper bake, max ray distance should almost never be used.  It will stop rays when they get long-- but through the steps we've taken, we've assured that every ray is hitting the high poly, and that they're hitting the correct side of the high poly.  Which is what should be done with a bake.
After all that, we get what we expect:

I'm displaying my normals on a zero roughness glossy shader, which will let us see our normals much more easily to check for problems.  Looks good to me here.  At first, that normal map image looked wrong to me, and I rebaked, and rebaked, and then I saw, ohhhhh, object space, not tangent space :)
Note that your low poly is made out of several different distinct meshes that intersect each other.  At these intersections, we should expect some minor artifacts, especially when using texture filtering.  To fix these, we'd want to redesign our low poly to be a single, manifold mesh.  Here, it doesn't seem like those locations are going to be noticeable, so I think you can live with the artifacts.

Thank you, so, so much for this really in depth answer. I have read it all a couple times and its extremely helpful! This whole time i thought the low poly model had to intersect the bottom most face of the high poly model... I will apply it once i get back on my computer. Again, thank you! Wish i had higher reputation to up vote your answer haha. :)

@Adryll Thanks, I'm happy to be of help to anybody that's willing to read anything a couple of times :)  Those are my fave peeps.

Extrusion is definitely good way to go if highly overlaps lowers.
For simple example ...

Extrusion 0

Extrusion 0.4

... but what works in one part of your model could fail in another. For more complex meshes you can try Cage (mesh that works something like extrusion, but under your control).
Try to change environment lightning or switch to simple diffuse shader to see effect and Strength of Normal Map should be smaller than 1 like here 0.5 is maximum I see change ... sometimes 0.1 is also fine.


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Particle system
I am working on a particle system and a force field.
When it is time for the particles to move to the force field, they actually do move, but a few of the particles remain behind.

Why's that?

what does it give if you bake the simulation?

Hello and welcome. Please use the [edit] link at the
bottom of your question (https://i.sstatic.net/lXFuK.png) and add
more information on how you set up your project.
Add images that
might help us understand your scene and settings. Also, make sure to take a proper screenshot HERE

I baked it and it gave the same result

maybe share your file? https://pasteall.org/blend/

Hello and welcome. Rather than take photos of your monitor post actual screenshots instead, see How to take a screenshot. Photos are harder to read, because we have to guess if we are looking at a external interference like reflections or smudges or Moiré patterns, hardware issues such as a malfunctioning display or connection, a software level bug or driver malfunction, or an or actual artifact or issue with the model itself.

I have uploaded the file at pasteall.org/blend . The title is motion balls

https://drive.google.com/file/d/1OUZq08tFmvpxjrC2Zh5DjgkLlQelKZG_/view?usp=drivesdk  here's the link to the blend file

Your file is protected, use Blender Exchange or Pastel to upload your file

  here you go

Sorry for my edits ... Suggestions - Keep only elements that matters (produce the issue) in your blend, in some cases it helps you find issue, it also helps others to understand to your file (we see it for the first time and it is quite hard to know what we are looking at. Same for screens keep them clear as possible (mp3?). And yes, we were asking for more screens of your setup, but particle setup is very long and you have also a lot of other elements ... so generate screens for all of that would be killing. For such thing a blend file is the best. Thank you for your effort and welcome :)

It is (as ussuall) Cache issue ... Delete Bake never really worked for me. The only way I know to get cache overwriten, is to change Number of particles (+1/-1).
Since you use Emit from Volume > Grid you can't change that, but if you change Distribution to Jittered with particles Number like 100 and Bake ... all sim is fine (in term - how force are set).

Thank you. Would try that out now

Changed the distribution to jittered and set the number of particles to a 100 and baked, still the same.

Since you can see it is not happening in my file I don't think I can help ... Tested also with collision sphere, because it partially looked like some particles were "catched" by sphere inside due penetration that is happening sometimes for quick movement.


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View UV seams over creased edges
I'm currently UV unwrapping a model with creased edges. The problem is, when I mark UV seams on the same edges that I have creased, the edge is only highlighted in purple, for the crease, but the red highlighting for the seam does not show up. Example:

In the above picture, both indicated edges are seams but the bottom one does not have the red highlighting. While the seams still work when I unwrap, it is really inconvenient to have to remember where I put them.
Is there some way I can either change the draw order of these two overlays or make both appear at the same time?

You will need to alter the code used to build blender to make it draw the highlights differently.
You can however toggle the display of each highlight separately, so you only see one at a time. In the 3DView Properties region N you can find the mesh display panel -

Note that the mesh display settings are unique to each object, not a global setting.


text:
Ctrl+Shift+T not working in shading tab
I am trying to follow a youtuber's tutorial on how to add textures to the asset folder, but only get the directory window which is shown on the left.
I did it once, but something went wrong (basically all the selected files were combined in one texture node and couldn't get it separated) and decided to do it again, but I can't get to the original open window when using the shortcut, Ctrl+Shift+T
Blender won't allow me to drag and drop the texture to either the main window or node window. How do I get to the window where I can select "Principled Texture set" again?
I am using Blender 3.6.2 and Windows 11 and node wrangler already enabled

Hello, you're probably talking about the Node Wrangler addon shortcuts? You need to enable the addon first

Hi there, that is already enabled

Please add a link to the tutorial! You can right-click the video at the place where you want the tutorial to start from and choose "Copy video URL at current time". That way we don't have to watch the entire video to see the part you're talking about.

Here is the link to the tutorial: https://youtu.be/nlfX3cL1BZk

weird, make sure that the cursor is over the Shader Editor window when you press the shortcut?

Yes, the cursor is over the window while pressing the shortcut

@moonboots & Richie: Guys, a quick glance at the screenshot shows, the Shader Editor is empty, nothing mysterious here...

I think there is a bug in Blender that's causing all sorts of problems, unless there's something wrong with my computer

If Gordon's answer is not good, maybe check your shortcuts?

@Richie as Gordon has pointed out your Shader editor is empty. You did not even add a material, then how do you expect the shortcut to work. Click the New button first.

@Henry McKenzie, there is a sphere in the middle of the screenshot I posted, and even when the node is added as per Gordon's screenshot, the shortcut doesn't work

In your screenshot there are no nodes visible in the Shader Editor. Even worse: it says "New" at the top, meaning there is no material at all. First you have to create a new material, otherwise there is no nodetree which you could add nodes to.

+1 it's funny nobody realized there is no material in his editor. it's empty.

He also has the World selected in the Data properties area rather than the Material so he's in the wrong section to add a material there!

@JohnEason Since he is going to use the shortcut in the Shader Editor where you can just as easy add a material nodetree as you can in Geometry Nodes by clicking the "New" button, it is completely irrelevant if he is in the World Properties tab, because the sphere was the the last selected object as you can see in the 3D Viewport.

@HarryMcKenzie Well, I always try to look for hints in the screenshots if there are some, because I think always asking for a file upload is not worth the fuss for such simple things and a waste of server space.

@GordonBrinkmann Fair enough, but I thought I'd mention it in case he was expecting to see an added material appearing there.

@JohnEason Why should he, he's not even realized there is missing one. I'm sorry for being sarcastic

@GordonBrinkmann That's true! I'll try not to be so picky next time :^)

@JohnEason ...and if he clicked "New" in the Shader Editor and later realizes he's in the wrong properties, switching to the correct ones will then show the material. Whatever. The question was why does the shortcut not work, and this is totally independent from the properties.

Sorry for this, as you can imagine, I'm a total noob at this