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How to fill in the rest of this square with faces
What would be the most efficient way to fill in this square with faces in and around the spiral pattern?

The Fill option (Alt+F) will fill your selection with triangles :
In Edge Mode, select outer edges :
Alt+F to fill with triangles :
Clean by hand if needed :

i want quads. not triangles

haha we all do. But with complex shapes like yours, proper topology almost always requires manual adjustments. Filling with tris gets you halfway.

easier than expected!! THanks alot!

@holybobine: I have noticed that there are alot of Intersect Faces 528 via the 3D-print geometry check tool


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How to create straight lines and tangent fillets in Blender?
How to create the sketch shown including the fillet (red line). I couldnt find a polyline function as was previously the case for version prior to 3.1.
https://docs.blender.org/manual/en/2.79/modeling/curves/editing/introduction.html#set-spline-type
I would like to have this as a cross section so that I can extrude etc Thanks!

In Object Mode add a plane with menu Add or Shift+A > Mesh > Plane

Then go to Modifier Properties and add a Subdivision Surface modifier or do the shortcut by pressing Ctrl+3 to add a Subdivision Surface modifier with three (3) levels. Then click the small down arrow > Apply.

Then press tab to go into Edit Mode and press 3 to switch to Face Select mode. Then select the faces as shown below and press X > Faces to delete the selected faces.

Press 1 to switch to Vertex Select mode and select the vertices encircled in red as shown below then press X > Vertices to delete those vertices. Then press tab again to go back into Object Mode to inspect the shape.

Press tab to go into Edit Mode again and select two (2) vertices encircled in red as shown below then press Shift+S > Cursor to Selected. This will put the 3D Cursor right between those vertices. Then add a circle with menu Add or Shift+A > Mesh > Circle. Set the circle's radius to 0.25m

Then select the vertices EXACTLY as shown below and press X > Vertices to delete these vertices. Press A to select ALL vertices and press M > Merge By Distance. Notice that 2 vertices have been merged. Those are the 2 vertices from the circle and 2 vertices from the other shape. Now they are fused together. Press F to fill in a face if you want. Then press tab to go back into Object Mode.

I think the asker wants to do this from a curve object, it works for converting meshes to curves, but there are too many steps.

@XY oh did i just waste my time hahaha.. thanks for the info.

This is a perfect approach for the cross sections I want to make!!! Thanks a lot for the short cuts too!

@user9106985 awesome! glad it works out for you, steps are a bit long, maybe could have been shorter but this is a good practice session :)

source: Stack Exchange

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

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applying a path curve as a taper object causes my bevel round with defined depth to disappear
I am struggling to apply a taper object to the stem of the mushroom as shown in this video in  parallel to the bevel with round of a defined depth. I have tried the different taper radius options but it does not seem to have any effect.

https://youtu.be/LdpQx1lwfLQ?t=167

hello, please share your file

@moonboots: not sure how to share the file on this platform...

Here's how to share: How to add a blend file

thats a nice feature. File is added. thanks!

fwiw, I have looked at your file and I can't find the problem.  It's possible that you've managed to encounter a bug.  Have you thought about trying a Bezier curve for the taper instead of the NurbsPath?

It turns out it is to do with the units set-up in my model. By default a cylinder (mushroom stem) is added with dimension of radius/depth of 1000m/2000m respectively.
For my 3d print - the stem is only 20mm high. So by entering a large value (5000mm) for the Bevel -> round -> depth, the stem "re-appears".

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


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how to get this twist geometry to start and end at same points as the Bezier curve
I have created some twist geometry using the simple deform tool and now I would like it to follow the Bezier curve from start to finish. However, it seems to overhand on one end of the Bezier curve and shortened on the other end. Is there a setting I am missing? Thanks

can you provide blend file pls?

done. I plan to mirror this to the other side to form a heart.

@user9106985, I've edited, as Nathan says you can enable both Stretch and Bounds Clamp to make the object begin and end at the curve extremities

Apply the Scale and Rotation of both the 2 objects, bring back the vertex radius of the curve back to 1 (in Edit mode: right click > Set Curve Radius > 1). Set the origin of both object to their geometry and put them both at the same location. To make the object begin at the curve beginning and end at its end, you can enable Stretch and Bounds Clamp:

Many thanks for this. I will try it in the next few days!

That works. Thanks!


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Is it possible to fill in this region of mesh using modifiers?
I have a rather untidy mesh in which I would like to fill in as shown attached.
The cross sectioned highlighted with blue lines is a tapered hole that I would like to fill in somehow so that the resulting outer surfaces of the new mesh would be flush with the area marked with black lines?
The 2nd picture just shows the density of edges on the inner red line.
Is there some function I can attempt to use?

Select both edge loops and use "bridge edge loops" operation.  You won't get good topology, but from the looks of it, you're not worried about topology right now.

Thanks for the suggestions. I attempted the select edge loops, somehow it doesn't work. Maybe Blender doesn't know where to go? I will try to select manually. Modifiers are not mandatory.

I expanded my answers, you'll have to play around with various selects and Shift-Select to accumulate the inside (and outside) edges.  Select > Similar > Amount of Faces Around an Edge ... may work.

You have the word "Modifiers" in your title; is the use of Modifiers mandatory for an answer?
I would instead:

for the inner mesh (to continue as a hole), select an edge and then Select > Edge Loops.  Or you may have to play around with Select > Similar > Amount of Faces Around an Edge, and perhaps use ctl:RMB to eliminate your outer grouping.   Or try other Select (like Select > Circle, and slowly add edges).   Once you have the correct edges, I would create a vertex group in case you need to select these again.

Then extrude these to match the desired depth of your hole.

keeping those selected Shift-LMB select in addition an edge on the outer surface and then use Edge > Bridge Edge Loops.

This looks promising and exactly what I need especially creating the vertex group. Thanks!

How do I create a vertex group from the selected edges? There are no options via RMB. The option vertex groups -> assign to new group doesn't do anything.

I have it. One can do it via the "object data properties" on the bottom right corner. I have one final query. You mentioned something about extrude up to a certain point. How is this done. You removed this tip from your initial comment. Thanks

@user9106985 -- once you have the "inner hole" edges selected in Edit Mode, just type 'e' for extrude, or click on "Extrude Region" on the left side transform buttons.


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How to fill in the base of this geometry for printing
I would like to fill in the base of this geometry (red lines) so that it can be printed as a Vase. I thought the boolean operators would work but to no avail. Any tips?

You mean you want that stat shape to be filled in or you want that entire part to be flat and cylindrical?

I want to retain the material within the Star boundary and remove the outside, ie remove the circular boundary.

First of all, you don't need that cylinder for the base, delete it. I suppose you wanted the height of the cylinder as the thickness of the vase bottom. The best thing to do with such a geometry will be the following:

Select the star object and press Tab to go into Edit Mode.

Select everything with A, then convert Tris to Quads with Alt+J. This is not necessary for 3D printing but makes the next steps easier.

Deselect everything with Alt+A, then select the second row of vertices from the bottom on the inside of the object. You can do this by clicking between two vertices in a row and holding Alt. You have to repeat this on all sides, hold Alt+Shift while left-clicking to add selections.

Now that you've selected the inner edge loop, press F to fill the hole with a new face.

Next select the row of vertices below the new face. After selecting the complete edge loop, hit X > Delete > Vertices to delete the edge in order to delete the two bottom rows of faces.

Now select the last bottom row of vertices on the inside. After the complete edge loop is selected, press F to fill the bottom with a new face.

At last, check Face Orientation in the Overlays menu to see if the object shows completely blue faces. Also look inside the vase from the top. If there is anything showing up in red, select all with A, then press sHIFT+N to Recalculate Normals.

perfect instructions! Thanks! The last step was crucial to remove the "Bad Contig Edges" in the 3d-print tool.

@user9106985 Good to know, I had no idea what you needed for 3D printing, I just created a bottom for the vase


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Slicing problem with line project in sculpt mode
I have been, up to now, successfully using the line project to slice my mesh so its flat for the print bed. However, for this model I have getting this "flat area" mesh.You can see it when I rotate the model towards end of gif. Not sure how to avoid this...any tips?
Note: the mesh was created from a displace modifier with a voronoi texture. It has worked previously for other displace modifier/voronoi meshes.

Well, if you look carefully, you will note, that description of the tool says that it projects vertexes on plane, so all geometry is flattened, not (as you said) "sliced". If you want to cut, better use Box trim tool, which "cuts" or "slices"

Thanks for the correction!


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How do I create a curve like Hoss' Hat?

I am still learning to 3D models, but I feel this hat can be a good learning experience for someone who wants to go into Game development. The first model I made I finished the curves but they looked like garbage. If any could tell me the best course of action for these hat curves I would be very grateful!

You should begin with less edge loops. Also, use the Mirror modifier as the hat seems rather symmetrical. Now you could do it with some extrusions, but maybe it's better to keep concentric circle to have a better topology. So enable the Proportional Editing option, drag up some vertices and edges, then inwards. At the end, add a Solidify modifier to give thickness, and a Subdivision Surface to smooth it.

Thank you for your response! As I said before I'm pretty new to 3D modeling, and I'm having trouble getting the hat into the shape you had in your photos, or how you got the cuts you used to make the curves. On top of that, I can't figure out how you used the mirror modifier.

so maybe come back to more basic modeling? There are plenty of tutorials on Youtube. Also, I made the hat that way but there are other ways to do it...


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How to flip without using mirror modifier
I have a model with a yellow red and green color mention just to understand. A Green color base on that a yellow and a red color object are placed. Red color object is to under where i have to place the object. I want the yellow color object to be flip to other side where the red cylinder is located. The problem is the yellow object is made of 4-5 mesh and i do not want to join and make the mirror. I just want to flip that complete yellow model to red cylinder position without joining the parts and without mirror modifier. The reason why i do not want to join is later i have to animate the seperate parts. So is there any quick way to flip or addon so that my complete model can flip.blender file here ......

from the image it seems the yellow part has Y symmetry, so you could simply put the cursor at the base mesh center, then set pivot point at cursor, then select the yellow part (or a duplicate if it needs to be doubled on the other side), and rotate it with R Z 180

Select the green object, press ShiftS and click cursor to selected.

Change the pivot point to 3D Cursor.

Deselect the green object, select the yellow objects, press ShiftD to duplicate the objects and afterwards press R,Z,1,8,0.

Note that the screencaster in the gif above did not display the Z,1,8 and 0 keys being pressed.

Select green object, press Shift+S and choose cursor to selected. Change pivot center for rotation/scaling to 3D cursor.Select yellow object (all meshes) and either press S,X -1 (to scale it by value of -1 on the X axis, which will cause to mirror the object to the other side) or CTRL+M,X (which will cause to mirror object to the other side)

thanks for reply the flipping work but as in mirror other mesh is created with with flip. As i have to some work i have delete the red cylinder and then duplicate the yellow and then ctrl+m,x and then align. Is there any way it directly flip to the position where the red cylinder is present with the duplicate copy.

This flip doesn't create other mesh.If you have another mesh, then you must've duplicated it. If you would do exactly, as I wrote, you would have all yellow object parts exactly on the oposite side of the green base.If you have another outcome, then you're doing something not exactly like I told you or you don't understand something as you should, so I'll add .gif to the answer.

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


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How do I join the vertices of two separate lines

I can't seem to be able to connect these two lines I created using the

It looks like you are trying to connect two separate objects, that won't work, you have to make it one object to be able to connect them.


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How to rotate object along path path
I have taken a sphere and a triangular path. I want that sphere to rotate along the path. I have added array modifier and curve modifier. It has rotate but the sphere lost its shape. I have applied rotation and scale to both object and curve yet to did not get the sphere in shape. How can i fix the issue. Whats missing or is there any other way i can do. Blend file attached .......

see similar questions, like http://blender.stackexchange.com/questions/65943/offset-object-duplicated-along-path

i don't want to animate that sphere. i want to fix that sphere in triangular shape. And not only triangular shape some other shape which have complex twist curve so that the sphere don't loose its shape.

sorry, but look at that answer: it is really similar, you just don't animate it: of course you need many more spheres (real or dupliverted). The point is that you don't deform the spheres but another "invisible" object ( eg. a simple segment), and then "link" your objects to it (eg: parenting + dupliverting)

sorry i didn't get what u mean can u plz show me a demo for my triangular to fix all sphere so that i can get the point how can i fix it

Since you don't need an animation (the word "rotate" misleaded me), you could do in this way:

create a mesh "triangular" segment (33 vertices in my example), and add a sphere

parent the sphere to the segment, clear its origin

enable vertex duplication: any segment vertex gets a copy of the parented object

then convert dupli to real, and delete or hide original object

This only works on mesh segments (vertices), and is very simple: let's see if this is enough.
Here is the workflow applied to your file:

To work on paths (curves) you need to use another approach, more like in the answer I suggested in comments above. It's more complicated, but gives a similar result for any shape you give to a curve (even straight lines or "triangular"). And, can be animated.

Thanks for brief explanation. I i made the model in wrong way. 1 question in mind hope u dont mind it. In the below explanation with my model u have explain. 2 edges the sphere are arrange good way and at the top side the sphere are arrange loose. May i know the reason plz. But what i mean to my question i got the answer about i want the sphere to be arrange in triangular shape

oh, that just depends on spacing of the vertices on each side (I just did a quick subdivision, so all sides have same vertices number, and on the long side the spacing is loose). Just put the number of vertices you wish on any side: you get one sphere for each vertex, anyway. To change vertices number, select all vertices and then press X > and "limited dissolve", you then have only 3 "basic" vertices, and you can subdivide each side as you wish, and retry if needed! Duplicated spheres will always match your vertices count and position.

Also see this answer it could turn useful, too: http://blender.stackexchange.com/questions/7698/how-to-evenly-space-vertices

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


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How to make the grooves shape
Im making computer mouse and i have made the base and i want to make the grooves cut. How can i achieve that grooves cut. Any addon or how it works. Blend file attach
Model base model

Reference image

The fastest way may be using the bevel tool and some simple extruding and scaling operations.

Select the desired edge loop with Alt+RMB, then press Ctrl+B. Drag the mouse to set the beveling thickness and use the Mouse Scroll to set the number of subdivisions. In this case I set it to 5, then hit Ctrl+- twice and scale it a bit (S). This way I created a creasing edge to make the groove look smooth with the subsurf modifier enabled.

To make the smooth t-shaped groove just select the edge loop as pictured below and repeat the beveling proces mentioned above.

To make the recess just select some faces, extrude them inwards (E), then scale a bit (S) and translate if needed (G).

Thanks Im bit confuse both have given the answer and its in detail to whom i vote. Similar to this i have post 1 more question http://blender.stackexchange.com/questions/73501/how-to-make-the-side-grooves

The easy way is: Go to "EDIT mode"
Select the Lines that the groove must follow. After you select all of them, hit Ctrl-B and move your mouse until you get the width that you want.
After seeing your model, I think that you need to remake it. Using Ctrl-B to bevel won't give you the best results because you dont have any Lines that follow the grooves on the sides.
I would recommend making it all 1 mesh and modeling so that there are lines that follow the grooves in the reference images.
If you are worried about applying a different material to the "Black" and "White" parts of the surface, then don't worry. You can just select all the faces you want to be "White" and make a new material for them. Then hit "Assign" on the material tab.

I totally agree with you. His model should be retopologized to change its edge flows (or tweaked using the proportional editing). He may also want to apply the transformations to it. Anyway nice and helpful answer!

Thanks Im bit confuse both have given the answer and its in detail to whom i vote. Similar to this i have post 1 more question http://blender.stackexchange.com/questions/73501/how-to-make-the-side-grooves

@atek if you are wandering which question to upvote then it should be Paul's. My answer doesn't really solve the problem, it just give's some critisisme for next time :).


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Mirror is going in different direction
Im made the half model and when im using mirror modifier its going little bit off the direction it should be.Im using reference image. with the reference image i have made the half model and when mirror the reference image not match. Any suggestion or help Thanks

Without Mirror

Mirror Modifier

Not mirror perfect

Reference image

Hard to say completely as you did not pack the reference image in the blend file, but two things: the rotation around Z should be applied and then you may tune the rotation/position of the vertices (to do that snap the 3D cursor to the object origin and set the 3D cursor as pivot point)

@lemon sorry i forgot to attach the reference image now its update

The point is you have rotated the mesh in order to align it to the reference image.
But this is difficult to do that and to align the mesh with its origin (which is used by the mirror as point of symmetry).
Generally, reference images are rotated and scaled before so that they are aligned to the 3D view axis.
But you can correct it:

Reset the Z rotation to 0°
Snap the 3D cursor at the object origin (in object mode, having the mesh selected: ShiftS then 'cursor to origin')
Enter edit mode
Activate the mirror
Set the 3D cursor as pivot point
Select all the vertices
And try to rotate/move the vertices so that the mirrored part is well aligned and mirrored

Once done, come back to object mode and rotate to check if your mesh is OK comparing to the reference.
Your blend file, a bit (but not perfectly) corrected :

Before using the mirror modifier you need to apply the rotation.

Next set up your background image correctly. The image of the pliers need to be rotated a few degrees.

When you have your background image correct, in Edit mode rotate your pliers to fit.
Also, only half of your circular (axis part) part should be meshed.The other half will be created by the Mirror modifier.

Thanks for replying many be few min you were late to reply.


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Converting mesh object to lamp shape
I have a simple scene here:

I want to convert the scaled torus object to a lamp object. I don't want to use shaders because then it will only emit light from it's surface. I want it to be like an area light emitter if that is possible. Is there any way I can do this?
My question is to convert a mesh object to a lamp object as represented in yellow.

Does an area light emitter also not only emit light from its surface?
if you want to just use an area light, you can create a texture of your circle shape, and then put that into the shader of the area light.

I want the lamp itself to have the torus shape

I still don't understand your reasoning for why you can't use shaders.

@Nate_Sycro27: Your Q is not clear. Please give as more details. Do you want lamp cast torus shape light as in my A or you just want to let lamp be represented in viewport as torus shape? Or torus shape is OK to light a scene, but you don't want to appear in render (as Lamp object)?

Lamp lightning torus shape

Blending can be changed by Lamp Properties > Size


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How to Rig a Character's Spine if the Face is Part of the Body?
So I am watching a course on rigging and most characters are human like with a normal spine and face is separated with their neck.
However, my character has it's face on the body. Here's an example

Is it necessary to include multiple bones for the spine or should I just use one giant bone?
Because they used a completely different face rig to do expressions, but I don't know how I would implement that if my spine is literally the face as well?

Also, if I want to make my character knod yes or no, is that possible to only using one bone? or would I need to create it like my image above then add loop cuts in the areas of my character where he would bend to knod his head up or down?

The number of bones will completely depend on how you want your character to bend, if it is not supposed to bend on its middle, you don't need to create several bone, one will be enough. Also the topology will be important, the mesh will bend if it is able to. As for the face bones (eyes, eyebrows, mouth, etc), just parent them to the spine bone (or, if you have several bones, parent to the closest bone, top bone or middle bone...)

but regarding the facial rig and expressions, will that affect the layout since the facial bones would be overlapping the same area as the spine?

the bones for eyes, eyebrows, mouth, will be parented to the spine, but you still don't need to divide the spine.

@moonboots: i am so happy he doesn't need to divide the spine. This would be very cruel and i am happy you are so heart warming to save the spine!!!! ❤

plus you save the price of several bones and I've heard they were much expensive


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How to make a wavy surface material like this (Chocolate Bar)
I am trying to model a chocolate bar and done everythin except the wavy texture on the surface. Couldn't find a way to make a such wave texture. I tried using 'Wave Texture' but it's too ordinary for the material I want. Here's an example photo of the wavy surface that I want:

As you see it's more random and on the side edges it has a different texture shape.
Can someone help?
My attempt with 2 wave textures:

what does it give with one or 2 Wave Texture? Or you could sculpt?

I edited the post, this result is with 2 wave textures

I'm not sure how to have less effect on the sides, have your tried to sculpt? Here is a try (the details are a little bit too big) https://zupimages.net/up/22/15/gf68.jpg

this looks great to be honest, can you show your process of doing this work?

You can do it with the sculpt tools:
Create a cube, stretch it, subdivide and bevel its edges:

To get a topology that is high enough for sculpting you can either subdivide with a Subdivision Surface modifier and apply, or enable the sculpt Dyntopo option, or use the Multiresolution modifier. With the latter solution, click several times on the Subdivide button, put all the levels at the same value:

Switch to Sculpt mode, disable the Display Fast Navigate option to avoid the glitches when you'll rotate your view:

Begin to sculpt, use mainly the Draw brush I guess, left click to create bumps, Ctrl left click to dig, Shift left click to smooth. With this solution the sculpting is only virtual, you can see your intial shape if you disable the modifier visibility:

Give your object a material with chocolate color and lower the Roughness a bit down. You can add a bit of fake bump, and also create a b&w mask if you want to create some hazelnut sctraches, etc:

Now you can either apply the modifier and you'll have real topology, or keep it and bake the bumps, in that case you'll need to activate the Bake from Multires option in the Bake panel, choose Bake Type > Normal, and also put the modifier's Level Viewport at 0 before the bake.

thank you ser! this is a very clear and good explanation

Late to this, and I think @moonboots answer is the way to go, for one bar. But if you want lots? And all different? This is a more procedural, shader-only approach:

The little reference looks to me like a stretched texture, on the sides

The 'Ripple Control' cluster does interact with itself a little, you might think bits of it are redundant.. but if you play with it, it gives quite fine control, especially over the clipping of the texture at one end or the other.

This sort of result.. (Cycles, Displacement:)

ok but too many bar is bad for health

@moonboots Worry no more! RB Vapochox® are completely calorie and enjoyment-free!


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What is the best way to get rid of those lines?
The lines marked by red circle

Hello what does it give if you right click in Object mode > Shade Flat?

Hello and welcome. Please use a title that matches the content of the post. It should read like a question, be descriptive but succinct, unique and identifying, summarizing the problem so that anyone searching for similar issues is likely to find this. Remove anything superfluous, avoid using words like "this", "help with", "issue" or "question about", instead describe what "it" is. Remember, your title is the first thing visitors see, answers you get depend heavily on it. See What is the problem of asking “How do I do this?"

Please verbally describe what your issue is, be specific and and use relevant keywords. Avoid referencing images or links as alternative to words, try to stay away from vague references like "this happens", "issue with", "like so", which make the post impossible to find for someone using search. Instead describe what "it" is, be descriptive, succinct and detailed. It may not be immediately obvious to users trying to help what you mean. See What is the problem of asking “How do I do this?"

It looks as if your geometry isn't flat in those areas. You could fix this in Edit Mode:

Set your Transform Orientation to Normal:

Select all the faces that are supposed to be coplanar.
Press SZ0⏎ Enter to scale them to zero on their Normal Z axis, which should flatten them:

If the geometry of the object needs to remain the same, you might try smoothing the mesh.
You need to use 'smooth by angle' on object mode.


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Render Looks Brighter Than Preview Camera (FFmpeg Desaturation)
Before switching from filmic to standard worked, but now it doesn't anymore.
Left side is render preview and right side is the final render. Final render is way lighter and even removing everything except my HDRI light, it still shows in render different than in preview
Here's project file https://pasteall.org/blend/0ba76b41e5de46fe8b2cd3349af811ec

https://pasteall.org/blend/cace256febd94147b07086551f263fd7

I can't upload it because it becomes 88mb

https://pasteall.org/blend/7a259cee5e6142f0ab8964a1f6f1f029 try this without hdri. Still shows different colors

use another platform. See my render on the left, I can't see any difference with the preview on the right: https://zupimages.net/up/22/13/2xmf.jpg ... so I'm not sure what's happening for you, it may have nothing to do with the HDRI. What is the image you're showing in your question, a screenshot? Or have you opened the render with a software? In that case it may be a problem of format interpretation?

I'm referring to the render preview and the actual animation that gets saved to quicktime player. The left image is the render preview from pressing F12 and the right is the video from quicktime player that resulted from the finished render

oh ok so it looks like it's loosing its color when you render in Ffmepg4

but if I open the movie in Blender itself it looks fine with no desaturation, maybe it's due to your movie app? see here: https://blender.stackexchange.com/questions/180270/desaturated-video-after-rendering .. is the image on the right a screenshot from your video app?

yes the lighter right image is the actual video, so it makes it difficult to know what color to use in blender if my video app isn't receiving the colors properly.

Yes I can see the problem as well, with whatever video app I use

so would rendering it as images then convert to video solve this or there's no solution using eevee?

it looks the same if you render as images then export as ffmpeg4, I don't know where it comes from and how to solve it, I hope somenone will know

I wonder if this thread is not related to the same problem? https://developer.blender.org/T60947

ok question asked here on blenderartists: https://blenderartists.org/t/ffmpeg-desaturation/1370535

ah so seems like a problem that hasn't been solved for a few years now... :/ so I guess I just need to get a faster comp to render cycles?

oh ok I didn't know it was working with Cycles, good to know

ok so according to lucas.coutin: "You have red values higher than 1, you need to export an EXR image sequence to store those. Any kind of movie file will clamp it." I let you check that  ;) https://blenderartists.org/t/ffmpeg-desaturation/1370535


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Instead of my primary view being the camera itself it is the icing of the donut. And if I try to render it since the icing is the camera it glitches.h
I fixed my original mistake, but then another one popped up. Instead of my primary view being the camera itself, it is the icing of the donut. How can I fix it?

Hello it is hard to understand what you mean, if you mean that the icing is used as camera (?), select the camera and Ctrl 0

Here is what I mean by the icing is used as the camera. (in another picture)

Could you please share your file? https://blend-exchange.com/

In the Scene panel > Scene > Camera, as you see you've selected the object called icing.001 as camera, instead select the camera

See the answer here: https://blender.stackexchange.com/questions/46487/i-accidentally-set-an-object-as-camera-how-do-i-undo-this

Thank you so much. That fixed everything. I feel kinda dumb now.


text:
Does an assimp based importer already exist?
I'm looking for but for now I haven't found one, I'm thinking of writing one, some good reason not to do it?
assimp
It already has a python binding even though I'm not sure the status for python3.

What's the advantage in comparison to alembic?

Hi @brockmann, I don't know alembic, I can't find a page with the list of features, what formats does it support? It seems to me oriented to formats for video productions, assimp is more a game-oriented library

Hi @Alex, Alembic has all features getting geometry and animation from one dcc package to another (open source as well), not sure about game dev though.


text:
Technique or Tool for uniform mesh spacing?
So I have a nice circular array of identical parts (64 in total) on an engine I am building.
I need to push them all out a very small amount from the their center of origin.
Is there a tool or a technique that someone knows, or another post that might help me with this.
I need each to be spaced identically along their normals.
UPDATE:
Thanks to JackDaw, I have formulated a complete Answer for those wishing to do this in the future:
Figured it out. The Icon for only Origins, is called Manipulate Center points in 2.79b.
For people wanting to do this in the future, building on what Jackdaw said:
1. Make sure each object has it pivot where you want it to move from.
2. Make sure the cursor is in the center of the location you want to scale out from.
3. Turn on the Manipulate Center Points (Shortcut Alt+Comma)
4. Select your pivot point (located next to shading method on the bottom toolbar) use median point or 3d cursor.
5. Press S and it will move the objects from that point.
Thank you Jack Daw.
I even made a demo video because this is great to know. Thanks again.
https://youtu.be/RTndO8tfUIw

I think you will need to provide a bit more details about how your objects/parts are organized in the scene... If they still are in the array it should be possible to just adjust your mesh/object/empty so that they move out.
That said... Blender is not a CAD tool so you cannot expect that level of precision.

Not in an array, just an array (many similar objects, equally spaced in a uniform fashion)
Imagine for a second if you will:
Each part is its own mesh.
Each part needs to be distanced from the center point of origin.
Like 64 equally spaced satillites around the earth, they all need to be pushed out one kilometer in their respective directions.

Or simpler, if I have 4 cubes, Cube 1 at 5,0, cube 2 at 0,5 cube 3 at 0,-5 and cube 4 at -5,0. If I want to make them all moved further away from 0,0 by 1, how could I do that?

Since they are located on the same distance from the centre you should be able to use scale from 3D Cursor (placed at centre) with Only Origins set. If you need to an exact distance that will need to be calculated.

Or in Blender 2.79b

The Problem is, I dont want to deform them in anyway. I just want to move them.

If you set Only Origins you should not get any scaling on the objects

How do I do this using blender 2.79? I am not using 2.8 until it isnt in beta.

updated my answer

Thanks Jack. You rock!


text:
Visual Studio can't read submodule definitions in Bpy
OS: Windows
Python version: 3.7.4  (is in path, system wide install)
Blender version: 2.83 (from current source)
Issue: I can't get Visual Studio to show code suggestions past the main bpy level.
I followed the steps to build blender as a python module exactly but I can't seem to get it to work properly: https://wiki.blender.org/wiki/Building_Blender/Other/BlenderAsPyModule
How could I build bpy to work like any other library?
Importing bpy into python console works:

For reference, listing modules in the console shows these modules do exist

Can you confirm that bpy imports Ok into python console. Currently I am having issues with bpy build. Builds fine wont import.   Get this error https://blender.stackexchange.com/questions/90072/importerror-dynamic-module-does-not-define-init-function-initbpy

of more interest would be import bpy  Printing help modules works for me too, but importing doesn't. And without import no intellisense.

Can confirm import bpy works in console as well

The problem was that for some reason the available docs don't work for Visual Studio Community, but they do work for VS Code.
I feel like VS Community just doesn't know where to look for the rest of the definitions bc if you move the entire 2.83 file from bin\Release\ to C:\Python37\, the IDE actually shows some code suggestions but not everything. At this point it's easier to just use VS Code for addon development and VS Community for blender development


text:
Render becomes blurry
So I downloaded a blend from blendswap and here's the issue. When I load it, it's fine. When I render it, it's initially fine. Then there's something like another layer or something added on top of the render and it becomes very blurry. I am working in 2.8 with Eevee but the same thing is happening in cycles. The original version before the "extra layer" or whatever it is as well as the blurry version can both be found below.
EDIT: I've added a picture of the compositing nodes as well.

Try going to the node tree... See if there's another layer being composited on top.  Also, I'd check out the depth of field under the camera settings, and make sure that it isn't messing stuff up...

Definitely not the camera, as I've tried both and there's no abnormal settings as far as I can see. Gonna try the node tree. Thank you.

Glad to help.  Whenever you get these problems, and it looks good, initially, then something weird happens, its usually the node tree.

@ElliotWren Don't post thanks in the comments, instead upvote the answer. If it solved our problem consider marking it as accepted


text:
Leverage multiple CPU cores for video rendering (VSE)
I have a 1950X Threadripper with 16 cores and even if I set the thread count to 16 manually in the performance section, it still only uses 1 core. Have Cycles renderer selected and both user preferences and the rendering properties are set to use CPU. Am I missing something?

What video rendering, VSE or animation sequence render straightly to video file? If it is VSE, then you can't utilize more than one core without spliting file and messing with ffmpeg concatenate command.

If you're rendering video (as Serge suggested) I suggest the Blender Render Controler.

Have a look at GDquest's video on faster rendering using the VSE https://www.youtube.com/watch?v=LJQptYvXAnw

Thanks for the comments was able to get bpsrender up and running!

Thanks for the comments! Figured it out:
I used BPSRender which is the root tool of the youtube video posted above. However it didn't work out of the box; needed to add blender to the system path in Windows for it to work.
https://gitlab.com/razcore/BPSRender
https://pypi.org/project/bpsrender/


text:
Boundary loop of selected faces
There was a couple of weeks before, Blender version which lets you determine boundary loop of seleced faces in edit mode.
I can't find how to activate this addon in todays build.
https://builder.blender.org/download/
Operator was called boundary loop in edit mode.
Could you tell me how to get this ?

Exists in 2.78a.

How come it's not in the latest version?

2.78a is the latest, official release at least

Care to point to an image or a document about the function you are looking for ... boundary loop may seem like a very obvious term to yourself ... but not others.

Are you refering to this?
Boundary Loop
Reference
Mode: Edit Mode –> Edge select mode
Menu: Select ‣ Select Boundary Loop
Select Boundary Loop does the opposite of Select Loop Inner-Region, based on all regions currently selected, it selects only the edges at the border(contour) of these islands. It can operate in any select mode, but when in Face mode it will switch to Edge select mode after running.
All this is much more simple to illustrates with examples:

The steps I took to use Select boundary loop in version blender 2.77

Hit Tab to enter edit mode.
Make sure you are in select face mode.
Select the faces to be converted to edge boundary selection.
Hit Ctrl + E and select "Select Boundary loop"
That's all.

If your command isn't there, make sure you downloaded the official release.

Thanks. I don't have that option in edit mode. I'm using daily build because official release 2.78a is not working wih GPU render in Cycles.

What GPU are you using at the moment? Intel or AMD? Does OpenCL work for you?

I have AMD 7870 and some older core i3. OpenCL does not work for now but there was notice released that it will be fixed in January.


text:
Overlapping two textures on one object
I have one object with texture one it. I would like to mix another texture but only on some parts of the objecs.
Similar what painter does with the brush. He brushes smaller color parts into bigger background.
I hope I explained it. I can visualize it but don't know how to achieve it.
For example I would like that some smaller part of the object has another texture which fits into the brick texture as if it's eroded or torn down.

Please add screenshots to your question to help clarify your question. It's hard to provide help from a brief explanation, pictures/GIFs help a lot.

I hope this image helps.

Have you tried using an image texture or vertex paint as input to stencil between two shaders? Adding a mix shader between two different shaders can help, and you can plug the vertex color into the mix factor with an attribute node using the name of the vertex color layer. Same can be done with an image texture mapped to UV coordinates, or even another procedural texture....

So you want to overlay two textures onto one object, and displace one texture to only show for some parts of your object? This can be done with a mask if you want it to be dynamic, or you can select individual faces your 2nd texture will apply to

Craig D Jones,  FreemoX, I'm not familiar with this vocabulary that much. Do I need to unwrap the model for vertex paint?    FreemoX, how to add the mask ?

Always a good idea to unwrap. But if I've understood you correctly, why not just go to Photoshop or your preferred image manipulation software and edit your texture to contain your 2nd texture? Depending on your mesh, this can be a very time saving and easy way of doing it.

Could you suggest me tutorial for this? I don't know anything 2D.


text:
Modeling spiral inside the square
I have spiral inside the square. I need to subdivide the square in that way to connect the edges to spiral so that I get correct faces inside the spiral.
How to do that?
http://www.mediafire.com/file/9wwyjd3x25uel3m/spiral.blend

Subdivide square once, there will be enough vertices to make quads between spiral and square. You might need to scale square vertices a bit out to avoid stretched faces


text:
Limited Dissolve changes vertex positions?
Carry over from a youtube video comment here
In the video, the presenter manually fills in an example with edges to make faces. A commenter suggested using Alt-F to fill and then Limited Dissolve to reduce the mesh. As this is a video on precision modeling, I was surprised to see vertex positions of the bevels and circles on a simple 10mm plane with 4 holes were changed.  Is there a way to dissolve edges without changing vertex positions?
Blend file for reference; 1 degree + 5 degree dissolves

Edit: Thanks to Robin and taking a second look, I realize now that Blender uses single precision floats instead of double... so that explains my scripts output differing. Don't use 5 degree (default?) with Limited Dissolve and you get great output.

Hi! Well, this is a mystery. I can get no changes of location, only deletions as you would expect, in a diff. output. 2.8, 2.9, your script and mine, all steps.  I've added my script to your file, here, just in case it makes a difference to the diff. for you. If the problem persists, ??

Hey Robin!
Here's my findings: Limited Dissolve at 5 degrees leads to large changes that you can see in the example blend file. 1 degree leads to smaller, but measurable differences. Selecting all but a handful of edges and dissolving them leads to nothing moving (yay!), and of course hand-drawing the lines has the same results.  Reloading the file will lead to differences measured only in floating point values (5th decimal or 100,000th of a millimeter) which is expected with floats.

Your script has better output; I'm happy to stick with 1 degree or less on limited dissolve.

@RobinBetts - if you leave an answer, I'm happy to mark it as the solution. Thank you for your time!

Glad there's a satisfactory-(ish) outcome! You found it.. you can answer your own question, and mark it as accepted, if you prefer. It will be useful to others who run into the same anomaly.

Thanks to Robin, his script, and taking a second look, I realize now that Blender uses single precision floats instead of double. In the first python script, it is printing whatever python thinks (double precision).

Don't use 5 degree (default?) with Limited Dissolve. This lead to original vertices being deleted.
Less than 1 degree limited dissolve doesn't have this problem.


text:
How Do i add colour to this image texture?
I think i have bumped it correctly? I now want to add colour so that the planet looks nice. Also I am having trouble with the image texture after unwrapping and scaling in the uv image editor- not sure how to fix this? As shown in pics. Thanks.
enter image description here
I have attatched a detail of the updated nodes, although I cant see the colour option the same as shown in your multiply nodes.

i think you can do it like in this example. your uv maps must be wrong unwrapped tho.

I cannot seem to recreate your nodes as my multiply nodes don't have the colour option? Sorry I am a beginner, thanks for your help

Instead of your math node set to multiply, use a color mix node like this example set to multiply

@CraigDJones LOL it its a color node, math node node looks almost similar to that one... btw i have a question to u,  i saw that you get a copy for free of bpainter, how can i get one xD?

I was talking about the example OP posted having math nodes instead of color mix nodes like yours - and I do not have a free BPainter, I paid for a year on patreon to support it but now I don't use it, it is not 2.8 ready.

@CraigDJones ok xD


text:
Material reflection goes weird and black from certain angle

I dont want the material of the floor to turn black and weird at certain angles- does anyone know how to fix this and just have the material how shown below
Also having issues whenever I look through the camera- for some reason the world settings etc change as soon as I look through the camera? The angle looks different and the stars are not visible like before.

I guess the angle counts because you've used the Noise as a Bump. Also, what are you calling weird? The Noise colors are weird if you use them raw, but if you plug a ColorRamp between the Noise and the Principled you'll be able to choose some non-weird colors, no?

I mean the black shadow in the horizon. And whenever I look through the camera it cuts the view by half as shown in the last two images

it cuts the view: maybe select your camera, go in the Properties panel > Data > Lens and change the Clipping values?

Sorry I am a beginner- I can't seem to find that in the properties panel when pressing n, or in the camera tab- am i looking in the wrong place?

no, I mean the main Properties panel, not the 3D view properties panel, Properties panel is where you find the Render tab / Render Layers / Scene / etc, on the right by default. If you select the camera you'll have a Data tab with a camera icon

I have added a screenshot- cant find it anywhere sorry for being so useless


text:
need help with material nodes- accidentally tampered with them
Having trouble with blender. I had just managed to make a material on the walls as pictured, iridescent and shiny. I have somehow messed with the nodes and now it has turned black and looks completely wrong. I will attatch pics of before and after and the nodes. Could anybody tell me which part I have tampered with to ruin the image? desperate to get the original material back as I have a deadline tomorrow.
enter image description here

it would be better if you can add your blend file or post pics of your material set up.

sorry they should be there now!!

Try getting rid of that glossy node connected in the volume socket

I have tried that and still not working :(

ok give me a sec. Trying to recreate

Here is a much simpler node set up for you.
Essentially all you are seeing is the noise texture. You dont need all that other stuff.
Also the sockets have to plug into the same color (you can break this rule sometimes, but not in your case.)

You can use something other than a noise texture to have a different type of bump.

Or even better just use this set up since you want shine and bump.

You have absolutely saved me. Thank you so so much you legend

No problem, please mark it as accepted so it helps others, also the bottom node set up is if you wanted a little bit of shininess on the walls.

Sorry one more question before I accept it. How can I make it look more like bumpy shiny glass? I turned the roughness down to 0 of the glossy, and mode to sharp. Hasnt really done much.

updated with new image

also I probably should have plugged that purple bump node into the purple layer weight node to be more correct, but it wont matter much.

amazing just seen this. THanks so much man


text:
Multiple UV mapping problem
i'm new to blender.
I'm a bit confused on the concept of multiple uv mapping.
My workflow:
I made an object, a plane, and I wanted to assigned different materials and UV maps for the cockpit and the body.

I made the seam
Assigned each materials to its corresponding part (the cockpit and body)
Unwrapped the cockpit
Create new uv map
Unwrapped the body

but as I select all, the uv map on the "body" still consist of the body itself and the cockpit

Then when I added texture and using the body and the texture overlapped.
What i want is different uv map and different image texture for each part.
Please help I've been stucked with this problem for 3 days..
Update
I've tried to separate the object, made its own uv maps for the body and the cockpit, and I joined them again. But then each uv map only show the texture assigned to it and not both applied/showed in object mode/texture paint

and when I exported it to obj file and open it on papercraft program, the texture shown is the uv map that set as active for rendering

Welcome to BSE. Make two materials (body and cockpit), one UV map : mark a seam at the materials limit. Unwrap.  Assign the needed faces to each material. Set a texture per material. Adjust each of your UV map part to each texture (they can overlap but each part will be used by one material).

May work (to try) : duplicate the object. Remove the second UV map from the original, remove the first UV map from the copy. Rename the UV map of the copy with the same name as the first UV map. Join original and copy. Remove double vertices. You may now have all in a single UV map and at the same place (not tested, so make copies before trying).

To clarify what @lemon said... You need to give different materials to the cockpit and body, then assign those materials to the faces of your object where you want them to apply. After that, you assign your textures to the materials, select the faces you want to uv-unwrap, and adjust your uv map in the uv editor as needed. Both materials can use the same texture file and be mapped to different areas of it.

@lemon i've done your first advise in the first place, but while I was texture painting, the uv wrap of the other part bother me. As for your second advice, that's not what I want. I want the cockpit and the body have their own image texture, and it means different uv map.
thanks for your help though

@AnthonyForwood what I want is two texture file for each part, thanks though

Robby, there is a misunderstanding : 1 UV map is needed for these 2 materials, and each material correspond to some faces only (assign these faces to the materials in edit mode). Then each material uses one texture. So all is ok (you do not need two UV maps). If you want me to write an answer about it, please upload your file.

@lemon oh I see, but what about those gaming 3d model that has more than one uv maps? In papercraft, it's in pdo file (pepakura) they have changeable texture which has its own uv mapping, so I assume they have multiple uv maps.
https://drive.google.com/open?id=0B8XSilWOVFofQjR2b1VOLTNFZm8
that's my blender file, I really appreciate your help lemon, thanks

oh... ok... just added an answer... but I have a look at your file (tell if the explanations are ok, please, in meantime)

But Robby, your file is good now !! Do you need anything more from that ?

Example : we have a plane and want to 3 materials based on two textures.
Plane parts :

The cockpit : glossy material with texture 1
The nose : diffuse material also with texture 1
The other parts : diffuse material with texture 2

Create your plane
Add the three materials
In edit mode, select the wanted faces and assign them to the corresponding material

Create your UV seams (probably corresponding to the material). You may also have done the seams before the material assignation

Select the wanted parts using the "select" button of the material,
Then UV unwrap

The materials can be defined as you wish (here I used a bake to produce the textures
You can also export the UV map parts separately in order to paint over it in the tool you want (or paint directly here in Blender)

Allright I get it now, and I've figured out the problem on the other program.
You've been very helpful thankyou lemon :)


text:
Create a custom UI for assigning textures to objects
I'd like to create a custom user interface for assigning textures/images to a custom object type. So far I managed to create a file selector. However, I can't seem to find a way to create and update a preview window when another object is selected. As far as I know the preview should be rendered using the layout.template_preview() method. This works sometimes, but usually Blender would crash when I try to use it. (I'm not quite sure how it should be used properly.)
Below is a screenshot of what I have so far. I have left out the preview window because it didn't really work.

The code that I have:
class MM2CITY_PT_facade_storey(ObjectButtonsPanel, Panel):
    bl_label = "Storey"
    bl_parent_id = "MM2CITY_PT_main"

    @classmethod
    def poll(cls, context):
        ob = context.object
        return ob.mm2city.generator_type == 'FACADE' and ob.type == 'CURVE'

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

        if ob.mm2city.generator_type == 'FACADE' and len(ob.mm2city_facade.storeys) > 0:
            storey = ob.mm2city_facade.storeys[context.scene.mm2city_active_storey_index]

            col = layout.column()
            row = col.row(align=True)

            if storey.is_sliver:
                row.prop(storey, "absolute_height", text="Height (Absolute)")
            else:
                row.prop(storey, "relative_height", text="Height (Relative)")

            layout.template_ID(storey, "select_image", new="image.new", open="image.open")

            tex = context.texture
            slot = getattr(context, "texture_slot", None)

            # This doesn't quite work:
            layout.template_preview(tex, slot=slot)

Thanks in advance!
Update:
I've been able to create a preview window by using the layout.template_ID_preview(). However, the preview itself has the same input like layout.template_ID() to change the texture name. Is there any way to remove this input from the preview? See screenshot:

Updated code:
class MM2CITY_PT_facade_storey(ObjectButtonsPanel, Panel):
    bl_label = "Storey"
    bl_parent_id = "MM2CITY_PT_main"

    @classmethod
    def poll(cls, context):
        ob = context.object
        return ob.mm2city.generator_type == 'FACADE' and ob.type == 'CURVE'

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

        ob = context.object

        if ob.mm2city.generator_type == 'FACADE' and len(ob.mm2city_facade.storeys) > 0:
            storey = ob.mm2city_facade.storeys[context.scene.mm2city_active_storey_index]

            col = layout.column()
            row = col.row(align=True)

            if storey.is_sliver:
                row.prop(storey, "absolute_height", text="Height (Absolute)")
                row = col.row(align=True)
                row.prop(storey, "texture_scale", text="Texture Scale")
            else:
                row.prop(storey, "relative_height", text="Height (Relative)")
                row = col.row()
                row.prop(storey, "u_repeat", text="Texture U Repeat")
                row.prop(storey, "v_repeat", text="Texture V Repeat")

            layout.template_ID(storey, "texture", new="image.new", open="image.open")

            tex = storey.texture

            if tex is not None:
                layout.template_ID_preview(storey, property="texture", hide_buttons=True)

This is what I did in the end; converting the Image to a Texture on the fly, and using template_preview for displaying the image and template_ID for the controls below it.
Result:

Panel code:
class MM2CITY_PT_facade_storey(ObjectButtonsPanel, Panel):
    bl_label = "Storey"
    bl_parent_id = "MM2CITY_PT_main"

    @classmethod
    def poll(cls, context):
        ob = context.object
        return ob.mm2city.generator_type == 'FACADE' and ob.type == 'CURVE'

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

        if ob.mm2city.generator_type == 'FACADE' and len(ob.mm2city_facade.storeys) > 0:
            storey = ob.mm2city_facade.storeys[ob.mm2city_facade.active_storey_index]

            # - Other UI code omitted for brevity (see original question) -

            layout.label(text="Texture:")

            id = bpy.data.textures.find('.hidden')
            if id == -1:
                return
            texture = bpy.data.textures['.hidden']

            row = layout.row(align=True)
            row.template_preview(texture)

            layout.template_ID(storey, "texture", new="image.new", open="image.open")

My property class:
class MM2CITYStoreyProperties(bpy.types.PropertyGroup):
    texture: bpy.props.PointerProperty(
        name='Image',
        type=bpy.types.Image,
        update=storey_texture_change)

Whenever texture is changed (which is in fact an Image), this update function is called:
def storey_texture_change(self, context):
    ob = context.active_object
    storey = ob.mm2city_facade.storeys[ob.mm2city_facade.active_storey_index]
    img = storey.texture

    update_image_preview(img)

Which in turn calls this function:
def update_image_preview(image):
    id = bpy.data.textures.find('.hidden')
    if id == -1:
        texture = bpy.data.textures.new(name='.hidden', type="IMAGE")
    else:
        texture = bpy.data.textures['.hidden']
    texture.image = image
    texture.extension = 'REPEAT' # Can be: EXTEND, CLIP, CLIP_CUBE, REPEAT or CHECKER

As you can see, the texture name is prefixed with a dot. This makes the texture hidden to the rest of the blend-file.
I also call the above function from any other handlers where I wish to update the texture, for example when the selected item in the list is changed:
def change_active_storey(self, context):
    ob = context.active_object
    storey = ob.mm2city_facade.storeys[ob.mm2city_facade.active_storey_index]
    img = storey.texture

    update_image_preview(img)

... or when the selected object is changed:
previous_object = None

def msgbus_callback(*args):
    global previous_object

    ob = bpy.context.active_object

    if ob.mm2city.generator_type != 'FACADE' or ob.type != 'CURVE':
        return

    if previous_object is None:
        previous_object = ob
    elif previous_object == ob:
        return

    storey = ob.mm2city_facade.storeys[ob.mm2city_facade.active_storey_index]
    img = storey.texture

    previous_object = ob

    update_image_preview(img)

def subscribe_to_obj():
    bpy.msgbus.subscribe_rna(
        key=(bpy.types.LayerObjects, "active"),
        owner=object(),
        args=tuple(),
        notify=msgbus_callback,
    )

subscribe_to_obj() is called from the add-on's register() function.
I hope this will help someone facing the same issue!


text:
Batches are drawn on top of each other with GPU module
I've been attempting to write a custom RenderEngine for Blender, but have stumbled on a fundamental problem which is preventing me from going any further.
To illustrate the issue I will include an example from the official docs as a small repro:
"""
3D Image
--------

Similar to the 2D Image shader, but works with 3D positions for the image vertices.
To use this example you have to provide an image that should be displayed.
"""
import bpy
import gpu
from gpu_extras.batch import batch_for_shader

IMAGE_NAME = "Untitled"
image = bpy.data.images[IMAGE_NAME]
texture = gpu.texture.from_image(image)

shader = gpu.shader.from_builtin('IMAGE')
batch = batch_for_shader(
    shader, 'TRIS',
    {
        "pos": ((0, 0, 0), (0, 1, 1), (1, 1, 1), (1, 1, 1), (1, 0, 0), (0, 0, 0)),
        "texCoord": ((0, 0), (0, 1), (1, 1), (1, 1), (1, 0), (0, 0)),
    },
)

def draw():
    shader.uniform_sampler("image", texture)
    batch.draw(shader)

bpy.types.SpaceView3D.draw_handler_add(draw, (), 'WINDOW', 'POST_VIEW')

When the example is run, a simple textured plane will show up in the 3D viewport.
However, when I adapt the example and add an extra batch of polygons to the script, this happens:

When the viewport is rotated, the second batch (furthest away) appears in front of the first batch (nearest). It seems they are drawn on top of each other in the order I specified in the script.
How can I resolve this issue?
Complete code:
import bpy
import gpu
from gpu_extras.batch import batch_for_shader

IMAGE_NAME = "Untitled"
image = bpy.data.images[IMAGE_NAME]
texture = gpu.texture.from_image(image)

shader = gpu.shader.from_builtin('IMAGE')
batch1 = batch_for_shader(
    shader, 'TRIS',
    {
        "pos": ((0, 0, 0), (0, 1, 1), (1, 1, 1), (1, 1, 1), (1, 0, 0), (0, 0, 0)),
        "texCoord": ((0, 0), (0, 1), (1, 1), (1, 1), (1, 0), (0, 0)),
    },
)
batch2 = batch_for_shader(
    shader, 'TRIS',
    {
        "pos": ((2, 2, 0), (2, 3, 1), (3, 3, 1), (3, 3, 1), (3, 2, 0), (2, 2, 0)),
        "texCoord": ((0, 0), (0, 1), (1, 1), (1, 1), (1, 0), (0, 0)),
    },
)

def draw():
    fb = gpu.state.active_framebuffer_get()
    fb.clear(color=(0, 0, 0, 1))

    shader.uniform_sampler("image", texture)
    batch1.draw(shader)
    batch2.draw(shader)

bpy.types.SpaceView3D.draw_handler_add(draw, (), 'WINDOW', 'POST_VIEW')

use gpu.state.depth_test_set(mode='ALWAYS') https://docs.blender.org/api/current/gpu.state.html#gpu.state.depth_test_set

@Karan Thanks for your response. I also thought this but couldn't get it to work myself. I tried all the modes, also in combination with gpu.state.face_culling_set(), but I'm still getting artefacts. I wanted to try this with the example RenderEngine from here, but I can't even get the example to run. I even installed Lubuntu on VirtualBox with a fresh install of Blender, thinking it was a problem with my installation, but still nothing happens when I run the script from the text editor. So I wonder if it works for you?

I had to enable viewport shading in the 3D view, my stupid mistake. The example now runs fine, but I'm still not sure how to get rid of the overlapping geometry...

This is what worked for me in the end. In draw():
def draw():
    gpu.state.depth_test_set("LESS_EQUAL")
    gpu.state.face_culling_set('BACK')
    gpu.state.front_facing_set(True)

    fb = gpu.state.active_framebuffer_get()
    fb.clear(color=(0, 0, 0, 1))

    shader.uniform_sampler("image", texture)
    batch1.draw(shader)
    batch2.draw(shader)

    gpu.state.depth_test_set("NONE")
    gpu.state.face_culling_set('NONE')
    gpu.state.front_facing_set(False)


text:
How to make fire flow from one point of an object to another
I have a simple fire scene:
As you can see, it's a ring with fire flowing up from it. How can I make the fire animation start with a small flame that grows, and eventually sets the entire ring on fire.

@cegaton If you edit one of my questions next time please don't misspell a word. Thanks!

Looks to me like  a typo, which you have simply edited and fixed. To avoid this happening in the future,  I would like to know if you are clear on why the edit, ie removal of "I don't care how you all want to do it, I just want it done.", and other occurrences of "I want" "I want"

Quickest way I could work out:
Use a 'screw' modifier on a circle, with an animated angle (and an empty to rotate the circle around), then use this as the emitter. You'd probably want to put it inside your torus object and make it not render.
This works in Blender 2.81a (old smoke sim) and Mantaflow (November 26th 2019 build).
here's what it looks like- https://youtu.be/7h7JBEYuu1Q
And here's the .blend file (old 2.81a smoke sim) to pull apart- https://www.dropbox.com/s/zfctf8g5x31j9iu/FireReveal01.blend?dl=0
I tried using a simple wipe white-over-black image sequence as a UV mapped texture on the emitter/flow object, but both the old smoke sim and Mantaflow ignored it (just got a quarter of the torus on fire that didn't move) so don't waste your time with that!


text:
Boolean operation destroying topology-deleting faces
I am modeling a chair, and I am trying to achieve the rectangular holes in the chair by using a specially modeled boolean object for them. The holes are supposed to look somewhat like this:
Here is what my chair looks like before a boolean:
This is after applying a difference boolean to the chair for one of the cubes, and deleting the cube:
As you can see, the boolean operation deletes faces around the hole it creates. I made the first hole by doing the same thing, but manually creating faces by pressing 'P'. I've tried CTRL+T in edit mode to triangulate the faces, but in vain. Is there any reason for this? .blend here:
I tried deleting those faces, but the result still was destroyed topology.

So, First, you have overlapping vertices.
Select all your vertices with  A  in edit mode and vertex select mode, and Press  ALT  +  M  > by distance in order to eliminate double-vertices.
The real problem is you have 3 inside faces which mess up your boolean operation. Notice how in wireframe view, some faces have a clearer shade of grey. That means there are faces which shouldn't be there. Also note that there are some issues in the leg of the chair, but you will be able to fix them with the same technique :

In edit mode, select faces around the 3 culprits and press  H  to hide them. Then go in face select mode by pressing  3  , and select them. You have to select next to its little dot which may or may not be easily visible. Press  X  to delete, then select "only faces".

When all the culprit faces are deleted, while still in edit mode, press  ALT  +  H to unhide your geometry. Result :

When I tried this, the faces still vanished.


text:
How can I recreate this meme? I want to cast an image over several objects
How was it done? I can make a bunch of rigidbodies and bake the animation, but how do I apply the texture over the rigidbodies? I'm fairly new to blender by the way.

https://drive.google.com/file/d/1EARzmijzC7B3HCoVlSFm9tG92w107MB0/view?usp=sharing

Hello and welcome. While files, images, and external videos or links may be helpful additions they should not be the only way to obtain information about your issue. Don't make understanding your question rely on downloading a file, watching a video or visiting an external site. Use the builtin tools to upload images or gifs, along with thoroughly explaining the problem in written form so it can be indexed and searched for thus helping future visitors with similar issues.

See "What is the problem with posting an image or link and asking “How do I do this?""

create the simulation, the coins will fall on the ground, then select all the coins, switch to Edit mode, Unwrap >Project from View, and put the UV islands over the image

Create a plane for the ground, give it a Physics > Rigid Body > Type > Passive, create a coin, give it a Physics > Rigid Body > Type > Active, give it a material, duplicate (ShiftD) it and put all the coins above the plane:

For the material, create this setup, load the image in the Image Texture node:

Play the animation, the coins fall, when they are all still on the ground, select them all, choose the top orthographic view, switch to Edit mode, press U > Project from View. In the UV Editor move the UV islands so that they cover the image the way you want:

Here is the result:


text:
blender sculpting not smooth
trying to sculpt wood in blender but it's not smooth for some reason, what should I do?

https://imgur.com/a/jTp0u3c I don't know how to add more than one picture to the post sorry

First thing, it looks like you haven't shaded smooth? You may not be able to have a better result with your current topology, in that case you need to use the Dyntopo option, or the Multiresolution modifier

You need more geometry, try dynotopo

Right now you have very uneven geometry. All of the faces on this cylinder are thin rectangle shapes.

When sculpting you generally want to get as even of geometry as possible.
There are a few ways to get this effect.
The "cleaner" way. This preserves perfect quads and edge-loops, can be un-subdivided later etc.
Ctrl+Alt+Click to select all the edge rings.

Then Select > Loops > Edge Loops to expand those along the whole mesh.

Then right click > Subdivide. Change the number of cuts until your geo looks like this. Much more square than before.

At this point you can use a Multiresolution modifier to subdivide it further non destructively. If you use a Multires before doing this though it will just make a mesh with the same issues only smaller.
Multires applied without subdivided edges first:

If you don't care about what the geo looks like long term then you can also just use voxel/quad remesher to even it out at the resolution you want.
Voxel Remesher: Fast, more forgiving, messy geo.

Quad Remesher: Slower, Doesn't work on non-manifold meshes, super clean geo

For a simple cylinder, I think the sculpt mode's remesh is more than enough

Yeah I like to "teach a person to fish" rather than just give them the fish ya know. Help them understand why his issue is happening rather than just tell them what buttons to click.


text:
How to properly texture a character? (Frog Skin)
I can't figure out how to texture the character. In blender, it is possible to draw on the UV scan, but I understand that detailed textures are not created in this way. I learned about PBR materials, but I don't understand how to draw with them.
Please tell me: do I need to create PBR material from scratch? I need to texture this frog. I didn't find any suitable PBR materials in Quixel Mixer. How and where are they created? How do I start texturing?(The model is needed for the game)

In Blender, head over to the Texturing Workspace, click the little plus sign in the Texture Slots panel on the right side, add a 'Base Color', a 'Roughness', a 'Specular' slot etc. and start painting. All textures are plugged into the principled shader automatically, makes it 'PBR'... Welcome to the World of PBR texturing (sounds fancy, but that's it technically).

I would say that there are 2 main methods: painting or procedural, and you can mix both. If you decide to paint, you can even use a real frog texture, in that case the Draw > Stencil brush is really convenient, maybe look into Stencil?

Also you should show a picture of the kind of texture you want to achieve, it will also depend on that

If you want to stay fully procedural, maybe you could try with a Voronoi texture (Distance output/3D/Smooth F1/Euclidean), use it both as the Base Color and as a Bump map. Also give a bit of Subsurface Scattering to your Principled BSDF and put the Specular at 1, here is what it gives:

you are great man.......... <3


text:
Stairs around and up a cone (Spiral Stairs)
Tried using a spiral wrapped around the cone as a curve to make the stairs array follow, but the stairs array either disappears when I try to link it to that spiral curve or it gets crazy :) any help please?

Hello, maybe show some pictures or even share your file: https://pasteall.org/blend/

I couldn't make anything useful for a file or picture.. the stairs disappears when linked with the curve.

yes but if you share your file we can find out what's happening, or please show a drawing of what you're trying to achieve. Generally Curve modifier doesn't work because the origin are not at the same position, or the curve vertices have not a radius of 1

Adding a blend file that show all of your setting might make it easier for someone to see what went wrong.  If you can: (Grab the URL of the question.
Go to https://blend-exchange.com/.
Select the blend file.
Add the url of the question.
Grab the url that results.
Go back to the question and edit it.
Add the new url to the bottom of the post.)

Here is my latest version:  I want to make stairs for this (historic building- Iraq). I made the needed spiral and attached it to the building but couldn't convince the stairs to follow it.
I tried also with (supposedly simpler) version to wrap the stairs on a cone, with no success.

you'll probably find a solution here: https://blender.stackexchange.com/questions/165628/lamp-posts-correctly-oriented-instances-on-a-3d-curve/165691#165691

You could use a lattice object to bend your staircase.
I used a single vertex and a screw modifier to get a spiral :

Then another screw modifier to create small faces oriented along the tangent of the staircase. This will help orient the steps afterwards.

Create your step object and parent it to staircase using CTRL + P

Go into the spiral object properties and enable instancing on faces.

Should look like that :

Create a lattice object, scale it in OBJECT mode so it's slightly bigger than your staircase.

Add a Lattice modifier to the staircase object

Select the lattice, go into EDIT mode and scale the top 4 vertices down.

Afterwards you can disable the spiral rendering in viewport and render :

If you want more usability you can add a shape key to the lattice before editing it in edit mode. Add another one directly after and modify the lattice the lattice in edit mode while the second shape key is selected. You can go overboard since we'll be using the slider to adjust the effect.

You'll notice the steps are instanced at an angle, that's because the vertical faces get rotated by the lattice. Simple solution is to place the lattice modifier in second position in the modifier stack :

You can even add another shape key to tweak the spiral height.

Play with the first Screw modifier to change the staircase :

Inspired by Moonboots :)

Wow, that is beautiful @Gorgious, and the flexibility is great.. exactly what I need. There are some features that I haven't used yet, so it is a chance to get aquainted with. Can I have the file too please?

"Gorgious' Goodness" at work again :))

Thanks :) @SaiebKhalil l Added the file at the end of the answer feel free to dig into it

@JachymMichal Echo that ;)

Hi @Gorgious, thnx alot.. but I found two problems with the stairs so made:
1st: steps are not horizontal, but inclined in the same angle they climb up the spiral. they are more parts cut off a spiral (thick) plane going up than stairs..
2nd is that the distnace between each two steps varies in accordance with the sccaling done on the lattice. both features are not what you would expect from stairs steps
(couldn't find ouot how to put an image here, but it is to see from other images already available in the answer)

In other words, the stairs built is not "user friendly" (but blender friendly :) )
I think the concept is general more or less, to all designs by blender or any other similar software, and the quality of the product is represented by its position between these two factors (user vs software) (or real vs simulated)

Theoretically you could build what you're trying to achieve with Blender, but I wouldn't say it's the most well suited tool to do it :) There is also a time constraint, ie at what point does it look right ?

This answer is inspired by Gorgious' answer here.
First array a simple edge along your spiral, put the edge object origin at the exact same position as the spiral origin, use the Array "Constant Offset" option, otherwise you won't be able to array it. Then give your edge a Screw modifier with an Angle of 0° and a Steps of 1 in order to create planes from each edge. Your curve must have its Shape > Twist Method set to Up.

Create your stair step, parent it to the edge. Select the edge, go in the Properties panel > Object > Instancing, enable Faces. The step should be duplicated on each edge position:

Here is the file:

thanks alot @moonboots. I can't say I understood how does your solution work and the whys and whynots, I could't follow all your steps too, in spite of much time spent. there are always surprises that I don't understand. It seems to me that I have taken a too advanced project for my beginner level :).. thanks again

you're welcome, yes what you ask is not easy even for non beginners imho  ;)


text:
Whenever I upgrade my face rig then after generate rig there is an error and it doesn't show up (Rigify Error)

whenever I upgrade it then generate rig an error happens, any reasons why. Error message: RIGIFY ERROR : Bone ‘jaw_master’ : Mouth corner counts differ...

Adam Janz gives the solution at the bottom of this page:
It comes from a problem of symmetry, you need to reset everything:

In Object mode select the armature, ShiftS > Cursor to Selected
In the Transform Pivot Point panel choose 3D Cursor
In Edit mode select all the central bones (nose, chin, but also head of the central lips,etc) and SX0:

In Edit mode select all the bones and AltR to reset rotations

thanks!! it really helped a lot, one more thing. I scaled the rig at first, to the size of my mesh now when it spawns its small, do I scale it or is it another way to resize it to the same size as the metrig.                                           picture above

Please don't edit my answer if you don't plan to improve it, instead ask a new question as it is a completely different one. If you want to scale your armature and object, don't forget to apply the scale of both afterwards

I apologize, I am a nooby at stackexchange and didnt know I edited your answer also thanks! I was also being considerate of posting too many questions which was another reason, I apologize.


text:
Cycles render is hiding some lights
I'm baffled about this issue I've recetly been having. So I have made a bunch of rooms in blender and all of them have a really big plane set up over them, with tiles, and some of those tiles emitting light. However when I render it in cycles, and this only happens in cycles render, not in viewport shading, as that is fine for some reasons, but when I render, all my rooms are completely dark, like the lights are'nt one except these four lights, I have no clue why..
So here's it in the viewport
and here it is in the actual render, I really don't understand why all but those four lights inside the room with the wood flooring are only on...

Here's a top down view.
And a ss of the material for the light,

Hello, maybe you have overlapping faces? (Z fighting)

How would I remove that?

AHAH IT WAS THAT, THANK YOU!!!!

Hello and welcome. Please don't write in all caps in the title or body of any posts, it is the written equivalent of shouting, is harder to read and may be considered rude. Please use the [edit] button below the post to change you text into regular case.

you have overlapping faces, it's called Z fighting and it makes materials go black in Cycles, you need to switch to Edit mode, select all and press M > Merge by Distance.


text:
how to create wireframe structure for modelling a Tree
I cannot figure out how to extrude a single vertex so as to create a wireframe structure as shown 35secs into the video.
https://www.youtube.com/watch?v=cgiJHxaTank&t=57s
I believe there is an option with a "Single Vert" function somewhere?

Add a simple vert in a mesh object (in Edit mode) and extrude it where you want by press "E". You can also connect two vert by select them and press "F". He used the Skin and the Subdivision Surface modifiers which does exactly what you saw.

Hello and welcome. While files, images, and external videos or links may be helpful additions they should not be the only way to obtain information about your issue. Don't make understanding your question rely on downloading a file, watching a video or visiting an external site. Use the builtin tools to upload images or gifs, along with thoroughly explaining the problem in written form so it can be indexed and searched for thus helping future visitors with similar issues.

What he's doing in the video is extruding E a single vertex. You have 2 main ways to do that:
1- Simply add a plane, go into edit mode Tab, select 3 vertices and delete them by pressing X and then selecting vertices. After that, go back to object mode Tab and on the top left corner click "Object" than "Set Origin" and "Geometry to Origin". Now if you go once again back to edit mode Tab, you will have a single vertex that you can extrude by pressing E.
2- The other and easier way to do it is: Go to the top left corner, click "Edit", than "Preferences" and go to "Add-ons". Search for "Add Mesh: Extra Objects" and enable it. Now go back to the viewport and press Shift+A, under "Mesh" you will find "Single Vert", click that and select "Add Single Vert", what that will do is add a single vertex that you can extrude by pressing E on edit mode.
Both ways will give you the effect you see on the video, but I recommend using the second one as it's easier and will save you a lot of time in the future.

A quicker way to do your first option .. 1. Create a plane 2. M > 'Merge at Center'


text:
It it possible to rotate the material to match the normal of the face it's on?
I've been starting to look into parallax mapping, mostly to recreate some video game materials for a potential animation. I've managed to get it to work when the mesh is in its default orientation, but the effect completely breaks when I rotate the mesh in any way. Is there a way to rotate the "incoming" vector to always match the mesh rotation, or even the face rotation if possible?

The (simplified) shader node setup
I removed some nodes that didn't contribute to the actual logic of the parallax mapping, to make it easier for other people to easily recreate it

The mesh geometry in Edit Mode

The mesh with the material applied (how it's intended to be seen)

The same mesh, but rotated 90° on the X axis

The "value" group input is the scale of the effect, it's currently set to 0.1

you can base the effect on camera position and rotation, but then a question arises why not do the effect in a shader.

This is in a shader, I forgot to specify that. This is a node group in the shader

How would I go about doing the method you mentioned?

https://mrrolord.gumroad.com/l/BlenderPOM


text:
How to make recursive portals?
I want to make see-through portals, as seen in the game Portal, but allow it to have support for portal recursion (i.e. seeing portals through portals)
I'd prefer it to be in the Eevee render engine, and want to avoid using more than two cameras and compositing them together if possible.
Bonus points if light can pass through the portals, but it's not required.

maybe add some links to animations how it should look like?

https://youtu.be/PkGjYig8avo?t=1064 this is ideally what I'm looking for (yes I know it's in unity but I couldn't find anything in blender that wasn't compositing the 2 views and it usually wasnt recursive)

I know I'll likely have to fake passing through them but I'm just looking for the visuals of it at the current moment

Due to the physically based rendering of both eevee and cycles it's really really hard to do this kind of effect in Blender, I'd say its even impossible to do it in real time. You may have better luck by using a dedicated game engine with render textures like Unity or Unreal Engine.


text:
Mirror Modifier Intersection On Small Object
The mirror modifier makes my object intersect with the other side of it which is made by the modifier.
When I scale my object up it fixes the issue, but I need my model to be small with the modifier not applied...
Thanks in advance.
P.S. The origin is at the correct place, and when I apply the mirror it gets fixed too.

Have you enabled the modifier's Clipping option?

Yeah I did, doesn't work either.

maybe share your file or at least this small part? https://pasteall.org/blend/

The issue is at the tip of the knife.
https://pasteall.org/blend/d478683104ea490f80a63bb949a24a2f

it must be the order of your modifiers, what about putting the Subdivision Surface after the Mirror?

Yeah, that fixes the issue.
Thank you very much!

The order of your modifiers messes up the vertices, put the Subdivision Surface after the Mirror modifier.


text:
how can i make a window inside this cyclinder?
when i press fill it adds one shitty plane that I cant subdivide. Why? I am trying to add a window to this cyclindrical building. Please help before I launch the PC out of the window
previous to this, when trying to cut out the window i had a NIGHTMARE trying to cut it out. the topology seemed to get ruined every time- why?! It seems like such a basic task but it was doing my head in. I would press smooth shading on the cyclinder and it would f##ck it every time? Until i added a subsurf modifier i couldnt get past this problem.. I already had plenty of faces etc and tried both quads and tris?
enter image description here

Just FYI, software like blender is what I call "arcane" (complicated) because the 3d modeling space is very complex and we demand software that can conquer these subtle modeling challenges.  My computer is nothing more that an extremely fast retarded child; infinite patience and understanding is required.

yep im learning that, had a long break from Blender and have been quickly reminded of how frustrating it can be when you are trying to perform such a basic task! Im sure it is my fault but things like cylinders just dont seem to work well for me for some reason

Perhaps include an example blend file and someone might point to the exact solution in your case?

This kind of topology works fine in my opinion:

If you're trying to create inner subdivisions, it won't work with ngons, it will just create vertices on the edges. Before:

After:

But it will work with quads (and tris). Before:

After:

Another way to subdivide your plane would be to use the Knife Project tool: Create a subdivided grid, delete its faces only, put it in front of your window object, select the window object, switch to Edit mode, Ctrl select the grid, then Mesh > Knife Project.

Im trying to add a window as pictured, why cant i subdivide the plane?

if it's not a quad it won't create inner edges if this is what your mean

@moonboots ...or a tri, it creates inner edges on tris and quads.

@Gordon Brinkmann, yes you're right, I'm going to add that, but I don't think it fixes his problem

so is there any way to subdivide the plane? il attatch another screenshot of the vertices

yes you can use the Knife Project tool for example

Perhaps what you need is CtrlF, G for Grid Fill:

grid fill didnt work unfortunately


text:
how can i fill this mesh correctly? I need to leave spaces where required
when i press the fill tool i get incorrect results. I tried the Boolean modifier after duplicating the vertices to attempt to cut the holes in the letter 'N' etc but this didnt work. Must be something im doing wrong.. will attach some pictures to explain
EDIT: I JUST NEED TO WORK OUT HOW TO ADD THESE OUTLINES VIA THE FREESTYLE EDGE, I HAVE MARKED THEM AS SHOWN AND TRIED BUT AM NOT ABLE TO GET THEM OUTLINED

Create some edges like that and you should be able to fill the faces and cut off the hole:

thanks for the quick response mate, it worked! the only question i have is later down the line I wanted to do this effect : https://www.youtube.com/watch?v=nr0FAhyeOOk&list=WL&index=32&t=121s
So i can have the outline effect around the graff letters. Will these edges not end up getting the same effect?

oh ok, this is another question, you should find some answer about how to make outline in Blender, I've never done it

@JackJonnyKillick It shouldn't pose a problem, models in the video all have inner edges ;)

If that video is using grease pencil and the Line Art Modifier, no.  Line Art only does outside edges of objects.

thank you all so much, honestly! I will update with progress to see if i can get it to work

seems to go all weird with the smooth shading option? will add a pic

try to activate the Auto Smooth option in Object Data > Normals

moonboots that worked thanks again! I am nearly there, i have the outline but it is missing some details, will add another picture


text:
solidify face same as extrude?

I would like to add a thickness to a face, but solidify is making it same as extrude would. I need to pull surrounding faces as well.
Is there any way to do it? I have hi-poly scan so anything manual is out of question.
Here is the exact case: I need to add thick face to this loop
Thx!

EDIT: Best way so far.
Select edge loop - bevel -delete faces:
you get two parallel loops
Select one loop - fill
Select second loop - fill

What you've got is called non-manifold geometry.

Yes, that's why Boolean don't work


text:
Particles don't "bend" with displacement
I have a soil particle system applied to a subdivided plane. This has displacement modifiers on it to make it look more bumpy and realistic.
As you can see, the particles just stay flat and as such there are some horrible empty patches. I would like the particles to sit on the surface of the bendy plane.

a screenshot of your particle system's settings would help, too.
my guess is you have it set to "emitter", rather than "hair"?

That's actually not correct. I'm using hair emission with rendering as an object. I'll go ahead and attach the blend file now (2.8). EDIT: File too big, so screenshot attached.

Perhaps it's something to do with "use modifier stack"? I've tried this and it doesn't change anything here unless of course it's supposed to and this is a bug.

Several things might come into account. The main two I can think of are:
Wrong modifier order
If you pout your displace modifier after the particles modifier, then it means that the particles are added when the mesh is flat, and only then the mesh is displaced. The right thing to do is first displace, then put the particles on it. Modifiers order matters.

Use Modifier Stack
If you use a subdivision modifier, you might check that in the particle's emission pannel.

Completely forgot about the modifier order, thanks.


text:
Blender transforming quads to tris
So, I started creating a tank, and when I checked the rendered mode, I found that I have tris instead of quads.
No modifiers applied, no anything.
Anyone please help ?
tris:

edit mode (quads):

All geometry is triangulated during render by default. See here how to avoid triangulated look: https://blender.stackexchange.com/questions/46113/how-to-make-all-quads-or-ngons-on-your-mesh-planar-2d

if  you use images make sure you upload them in your post edit. Hot linking doesn't ensure your images stay up.

The problem is most likely caused by the fact your vertices don't align well on the plane of the quad. And the render engine doesn't magically create new data and uses the quad as is ( which is basically just 2 triangles anyways ). If you look at the lower vertex of the quad you can see it's pointing a bit inwards. If you were to divide a quad into 2 triangles you'd see an edge going trough the middle and that's exactly what happens here.
You might want to consider adding more faces to accommodate for slope or change your shape a bit to make the quads vertices more aligned. Or use smooth shading and the normals of the face are interpolated to bend between faces.
Technically @Ween 's answers should work as it aligns the vertices to be on the same plane preventing the triangle bend of the quad.

You can try select all faces and press Space and input Make Planar Faces and press Enter.

no, that didnt help, still have tris. Let me post some pictures.

It focused on biggest faces, and made them planar, but it didnt work perfectly. There are still other left. Tried it couple of times, and it got a little better, but not solved perfectly.


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How do you move a bone in the Blender game engine?
In Blender I can move the pose of an object using:
bpy.data.objects["Rig"].pose.bones["Bone"].location[0] += 0.1

In fact, if I execute this code in the game engine, it does nothing in the game engine, but when I come back to blender the object's pose has moved as expected.
How do I achieve the same thing in the game engine? I want to move some eyes based on a simple keyboard input.
Update:
I have found that I can access, but not update, this value in the game engine with:
import bge
channel = bge.logic.getCurrentController().owner.channels["Bone"]
print(channel.location)

Console output:
<Vector (1.1683, -0.0078, 0.0000)>

Trying to update that value with channel.location.x += 0.1 does nothing in-game though.

I was missing an update call: armature.update()
More precisely, bge.logic.getCurrentController().owner.update() needs to be called after any updates to the armature in order for it to update in the game engine.


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Materials intersection problem (Archimesh addon)
I'm trying to make an interior, and I've got a problem. I use the Archimesh addon. I've created a room with four walls that already have a Wall_material attached to them. I want to change the material of parts of walls next to the shower. I add a loop cut, then add new material to these parts, but the old material does not go anywhere. The result is the intersection of materials. How to solve this problem? Here are the screenshots.
Пытаюсь сделать интерьер, и у меня возникла проблема. Пользуюсь аддоном Archimesh. Создаю комнату с четырьмя стенами, которые уже имеют прикрученный материал Wall_material. Я хочу у двух стен рядом с душевой кабиной, добавив loop cut, поменять материал. Собственно материал я новый добавляю, однако старый никуда не девается. В итоге получается пересечение материалов. Как решить данную проблему? Вот скриншоты.

Looks like you there is a bit of z-fighting. Is it possible you have duplicate those faces?

@Carlo You are right. Checked right now. I had 2 rooms. I don't know why it happened. Thank you so much for your help.

Thanks @Carlo for the advice. I just had 2 rooms at the same place that caused z-fighting.

Glad it helped. Don't forget to accept your own answer if it fully adderesses your needs.

@Carlo Sure. I will do it in 2 days.