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Align Instances to Normals - Facing Inwards Instead of Outwards
I am new to geometry nodes and have a question regarding how to properly align the rotation of my object along normals. I watched a few tutorials and see that if I want to align something to face outwards along normals I would use this node set up:

Now, I am using almost identical set up, the difference being is that I want to distribute hair on a sphere like object with the top part of that object missing, and instead of a curve primitive I have created a "hair" object out of a curve and converted it into mesh. So I am doing exactly the  same thing as above but for some reason the hair are facing inwards and I just can't figure out why this is happening? Can someone please suggest what could be the problem here. Thank you. (I have tried changing "Align To Euler" axis but it doesn't work)

look closely . it's not the same! yours is set to x, while the other one is set to z. HOWEVER I feel like it's a little overkill to use an 'Align Euler to Vector' node when you LITERALLY have a "Rotation" output (from the 'distribute points on faces' node). Just use the rotation (output of the 'distribute points on faces ' node) as the rotation (input of the 'instance on points')!!!


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Shrinkwrap + Simple Deform Modifier Problem
I am trying to make the letter "A" to sit on the surface of the plane which has active Wave and Simple Deform modifiers on. Initially, "A" and the plane were merged together and the unfolding worked exactly as expected, but now, I want "A" to slide just slightly down the plane as the unfolding happens.
I've tried every single combination that I could think but couldn't find the solution that would make the letter sit on the surface and bend together with the plane correctly.
Please help.

This is what I am trying to achieve:

This is what I am getting:

Hello, maybe it would be simpler to put the A in the plane material?

Hi, if I understood you correctly, by doing that, I wouldn't have the control over A's movement, which I want to slide down

you can move an image texture

to achieve the animation you show, i'm not sure why you want to shrinkwrap the letter, just create your kind of sticker, put the A on it through its material, deform with a curve modifier?

I really appreciate you taking the time to reply. It's not that I want to use the shrinkwrap specifically, I just don't know a better way to do it. Can you please elaborate a bit more on what you mean by "put the A on it through its material". Thank you.

Here is what I see from the animation you show, it can be done with some curve modifiers: https://zupimages.net/up/23/42/nd3z.gif

If you want a letter to be projected onto the surface of a plane, don't use a Shrinkwrap modifier, just use a texture:

As for the effect you show, create as many curves as you have planes, rotate 45° on Z, give your label object a Curve modifier with the curve as Curve Object:

Here is what you give if you move the curves:

If I create a test mesh, subdivide it with a grid and a Knife Project Tool operation, give it the same Curve modifier animation, and a Solidify modifier to give it thickness:

Thank you very much once again for taking the time to reply. In the animation that I am trying to replicate "A" is a separate object because you can see that when the animation starts the tip of the letter is slightly outside the edge of the plane. Although the method you suggested works to unfold the plane it doesn't create the bevel on the letter itself, something that I was looking to recreate.
In the end, creating a high-res lattice and then shrinkwraping it to the unfolding plane and then using the Lattice modifier on the letter worked ok enough to accept the result and move on

If it's a separate object, just use a texture with a transparent background?

Please correct me if I am wrong but using a texture won't give you this effect: https://picallow.com/goal-2/?usp_success=2&post_id=190849&form_id=27
However this is the result I was able to achieve with the lattice:
https://picallow.com/my-result/?usp_success=2&post_id=190855&form_id=27
The bevel is barely visible if at all but it is what it is...

I've given a try with a 3D letter, please see my edit

This looks great! But would the letter not deform if you would try to slide it down? If you could update the final gif with that small addition you got the right answer! :) Thank you in advance

source: Stack Exchange

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

sort: votes


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how to make a cylinder with several segments, from a csv file
I'm new to Blender, even more so in the scripts.
I'm trying to make a cylinder (x,y,z variables) that contains several segments, these are controlled by a .csv file, where I get the depth.  These segments must have color, which will be given by another csv file.  Once the texture is done I want to rotate the cylinder.
inicio, fin, code
0, 25 , A
25, 50, B
50, 100, A
100, 115, B
115, 150, A

For it I have made a circle which I have been extruding, according to the data of the csv file, this in a for cycle, until here everything well, the problem I have is when I want to assign the color (texture) to each segment and the other problem is to achieve the rotation (the angle of rotation is delivered as a variable) since this must be from the point of origin of the first circle.
the code
import bpy
import csv

Lit = [] #anida los datos del archivo .csv

#leyendo data.csv
archivo = ('archivo.csv')
with open (archivo, 'r') as csvfile:
    archivo = csv.reader(csvfile, delimiter=',')

    for row in archivo:
        Lit.append(row)

#coordenadas del circulo
_X = 100
_Y = 50
_Z = 120

#colors
A = ('0.198,0.8,0.085,1')
B = ('0.8, 0.009, 0.010, 1')

INCLINATION = 45

INC = ((90-INCLINATION)*0.436332)/25

DIAMETRO = 2

for fila in range(1, len(Lit)):
    inicio = float(Lit[fila][0])
    prof = float(Lit[fila][0])-float(Lit[fila][1])
    print(prof)

    bpy.ops.mesh.primitive_circle_add(radius= DIAMETRO, enter_editmode=False, align='WORLD', location=(_X, _Y, (_Z-inicio)), scale=(1, 1, 1))
    bpy.ops.object.editmode_toggle()
    bpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={"use_normal_flip":False, "use_dissolve_ortho_edges":False, "mirror":False}, TRANSFORM_OT_translate={"value":(0, 0, (prof)), "orient_type":'GLOBAL', "orient_matrix":((1, 0, 0), (0, 1, 0), (0, 0, 1)), "orient_matrix_type":'GLOBAL', "constraint_axis":(False, False, True), "mirror":False, "use_proportional_edit":False, "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "use_proportional_connected":False, "use_proportional_projected":False, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "cursor_transform":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False, "use_accurate":False, "use_automerge_and_split":False})
    bpy.ops.object.editmode_toggle()

you must create each material and assign that to each segment. please show some code and some of your csv in order to help you+

I have just edited the information, attaching csv data and the code.  Thank you

Could you please clarify the rotation part.

Once the textures for each segment, is to rotate the object completely, for this I must join the segments and then move the pivot point to the coordinate _x, _y, _z, and then rotate, being the angle of rotation with respect to the X axis, the variable inclination, measured with respect to the horizontal, so the variale INC

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


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Can't shade or color my sculpt
I'm new to sculpting, and after sculpting some alien-y kinda abyssal, I'm trying to color it. However, when I change to the shading viewport, it goes kinda transparent, and when I go to the shading tab it freaks out completely. Here's some screenshots (or pictures from my phone, in this case)

You need to clean your keyboard.... To make screenshots in blender use WIndow> Save Screenshot. Photos of the screen are hard to read.

@susu I usually clean up every morning, but it's super windy and super dusty here. Anyway, thanks for the tips, screenshots added.

seems like graphic card issue ??? Does it happen with difault Cube too? BTW to be able add material you have to select the object.

Try updating/downgrading the drivers for the graphics card:  https://blender.stackexchange.com/questions/204297/amd-gpu-material-in-material-preview-mode-and-rendered-mode-is-entirely-gra

In the screen shots you sent it shows you in "Object Mode", you can't paint or sculpt in this mode.

To paint textures you have to go to "Texture Paint", and have the proper setup to paint.
To sculpt you have to go into "Sculpt mode", and a object you can sculpt with

So, at first I thought the issue was with my poly count, even though my computerwas able to render heavier objects before.
After fiddling with the render engines and changing it from cycles, to workbench, then to eevee multiple times, it decided to work.
I don't know if I should just delete the question or leave it here in case someone has a similar issue, so I'm leaving it unless a mod decides to delete it.

It is a common Radeon issue right now.  See susu's previous link.


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particles are blinking for no apparent reason
I have a glass-like shape with a particle emitter inside and a few forcefields to direct particles. That works well. But I can't understand why the emission of particles seems to be blinking or reset randomly?

This only occurs when rendering, both in Cycles and Eevee, but not in preview mode...
Here is a screenshot of the normals as well as one of the material bsdf

Here's the blend file

Have you enabled Motion Blur?

Looks like you have refraction and possibly something strange going on with normals. Can you share your material nodes?

@Blunder No it's not enabled so far. Do you think it would solve the problem ?

@RichSedman I checked the normals on the tetrahedron and all 4 seem to be pointing in the right direction. I added a picture on the post with what you asked for

I can’t seem to replicate that in Cycles using Blender 3.00. What version are you using? Can you provide exact steps to recreate it or ahare your .blend file?

@RichSedman The blend file has been added. I'm using Blender 2.91 at the moment

Could be a total internal reflection issue.  Try raising Total, Glossy, and Transparent bounces under render settings -> light paths

Ray strikes on the backfacing side of a Glass BSDF surface are glossy bounces

@JeffS I can't replicate your flickering but I did notice that you've got duplicated geomety, where each face of the tetrahedron is made up two mesh faces. Such duplicated geometry can cause 'z-fighting' which can cause unexpected behaviour. It is feasible that that is the cause of your problem so try selecting your mesh, going into Edit mode and removing the duplicate faces - you can do this in your case by selecting one Vertex/Edge/Face and then pressing 'L' a few times to select any connected geometry, then 'x' to delete it.

@Blunder I've tried enabling motion blur but it didn't solve the problem

@AllenSimpson I've tried setting all light bounces options up to 100 but it didn't solve the problem

@RichSedman I've deleted duplicate faces as you suggested, but along with all other suggestions listed above, it didn't work (Also, I only have this issue at render, not in preview)

@JeffS sorry, I missed your first reply. The motion blur can cause glitches under certain circumstances. But this is not the cause here. It's the particles. You need to bake them, see the answer below.

@Blunder I've done all as you suggested (bake particles, recalculate normals properly, removed all duplicated vertices, give the camera a focus object, and even upgrade to blender 3) but the blinking is still occuring...
Never gives me any problem at preview though... only at render

I found a solution almost by accident. Apparently, I have an image sequence already loaded from a previos render test, and it interfered with the proper render of the animation. As soon as I deleted it and re-exported, the issue was gone

The blinking is caused by the particles that collapse at several frames (28, 54, 96, 98, etc) for some reason.
To prevent this glitch in the final animation bake the particle simulation first. This is done in the Particle Settings > Cache of the tétrèdre intérieur object. Then it renders without flickering in Cycles and Eevee.

Side notes: The objects in the attached blend file have flipped normals and duplicated vertices as mentioned in the comments. You should correct them first.
Secondly, the camera needs a Focus Object for the Depth of Field setting else there will be nothing rendered.


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Evee/Cycles Particles emission resets/blinks for no apparent reason
I have a glass tetrahedron with a particle emiter inside and a few forcefields to direct particles. Can anyone explain why the emission of particles seems to be blinking or to reset randomly ? This only occurs when rendering, both in cycles and evee, but not in preview...

As of the current writing the question relies completely on downloading a file, the question should contain at minimum an explanatory image or two...

Could you post a link to a rendered video of the problem?

@JeffS gifs work well here...

@Nate_Sycro27 There you go


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How can I make an object use it's animation action at a specific frame in Blender Python script?
I have a python script that runs through Blender and I use it to procedurally animate two figures. I gave the models animation actions which work in Blender, but in the python script how do I tell the objects to add their action to the animation at specific frames?
scene = bpy.context.scene
scene.frame_set(10) #go to frame 10

#assign animation action to object
bpy.data.objects[0].animation_data.action = bpy.data.actions[0]

#play that animation Action on frame 10
help meeeee!

#render the video
bpy.ops.render.render(animation=True, write_still=True)

After help from Sighthound here is the final part of the script that now works, commented to explain why the other stuff needed to be added
#define starting frame
frame = bpy.data.scenes[0].frame_start = 1

#loop through arrays that hold information for which frame to play the action strips on
for data in Datas:
    frame = data['FRAME']

    #set current frame in blender to the frame called for in data array
    bpy.context.scene.frame_set(frame)

    #loop through keys that are nested in data array
    for key in data['KEYS']:

        #if data calls for action_01 to play on this frame...
        if(key == "action_01"):
            #add a new track
            track = bpy.context.active_object.animation_data.nla_tracks.new()

            #name the upcoming new strip with frame appended to keep it unique
            newStripName = 'action_01_' + str(frame)

            #add new strip to the new track with the correct action
            newStrip = track.strips.new(newStripName, frame, bpy.data.actions['action_01'])

            #must set the new strips extrapolation property to none so that all the strips will play in the animation instead of just the top one
            bpy.context.object.animation_data.nla_tracks[track.name].strips[newStrip.name].extrapolation = 'NOTHING'

I think Strips in the NLA are more suitable for your purpose than Actions.
Actions are containers for FCurves/keyframes.
Strips on the other hand are containers for Actions. Strips can be moved comfortably to the desired position on the timeline.
In the Action editor "Push down" you action as a new strip to the NLA editor. In the Nla editor you can drag the newly added strip anywhere on the timeline.
From here on you could toggle and move your strips on the timeline with Python.
Here's a quick sketch:
for track in bpy.context.active_object.animation_data.nla_tracks:
    for strip in track.strips:
        if strip.action == bpy.data.actions[0]:
            start_frame = 10
            strip.frame_start = start_frame
            strip.frame_end = (
                strip.action_frame_end - strip.action_frame_start + start_frame
            )

To add an action as a strip to the Nla, use:
start_frame = 10
strip = track.strips.new(bpy.data.actions[0].name, start_frame, bpy.data.actions[0])

Relevant API Docs:
https://docs.blender.org/api/current/bpy.types.NlaTrack.html?highlight=nlatrack#bpy.types.NlaTrack
https://docs.blender.org/api/current/bpy.types.NlaStrips.html#bpy.types.NlaStrips
https://docs.blender.org/api/current/bpy.types.NlaStrip.html#bpy.types.NlaStrip

Thanks Sighthound, your info was what I was looking for. I had to go through a few more steps to get it working so I'll add the finished part of working script in case it might help out anyone else

Could you please include the 'finished part' as an answer if you still have it?


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VSE 1.5 to 3 Times Faster Scrubbing
I would like to speed up video and audio playback in the video sequence editor. This would help me edit/chop up long videos since then I can hear any funny/important moments that should be in the final version. Final Cut achieves this effect by repeatedly pressing l, and I can still listen to audio when it's been sped up many times.
To achieve this same effect in Blender, I've tried using Power Sequencer and VSEQF as suggested in this question https://blender.stackexchange.com/a/197236/113533.
Unfortunately, it looks like both of these solutions cause warbly audio, making it easy to miss details in someone's speech. This YouTube video compares playback from a 1.75x speedup on Youtube to the first VSEQF speedup (aside from a few frames dropped because of the screen recorder, this is what the warped audio sounds like) https://youtu.be/sCou-A4IBTo.
Are there any other alternatives, or are there some settings I can use to further optimize playback? Thanks!

For long videos there are plenty of alternatives: use a  different video app. Blender is not a flexible or responsive video app. Download Davinci Resolve free and use it to edit. You can press the same L key to play, or play faster, J to play backwards.

https://blender.stackexchange.com/questions/33800 https://blender.stackexchange.com/questions/130326 https://blender.stackexchange.com/questions/7738 https://blender.stackexchange.com/questions/31471

@susu thanks, I think I needed to hear that haha

A bug was fixed in VSEQF, so now it works in 2.91: https://github.com/snuq/VSEQF
Use the numpad 4, 5 & 6 as J, K, L keys for playback speed:

Alternatively Scrubbing can be enabled in the Timeline Editor menu(but I think that'll only affect audio playing when dragging the playhead)

Cool! It wasn't very fair for me to only say "VSEQF is completely broken" so I'm sorry about that. That update fixed the problem I was having in Blender 2.83.5 where clicking anywhere threw an exception if I had VSEQF enabled. I was only able to speed up playback after updating from Blender 2.83.5 to 2.91. Also, pressing 6 twice seems to play the clip too quickly to keep the audio intact. Is there a config file I can noodle with?

If you need to go faster, you'll properly need to enable scrubbing in the Timeline Editor, and drag the playhead around. Image added to the comment above.

I'm okay with how fast I can play the video; however, I'm mostly concerned about the way the audio sounds when speeding up playback. I added a YouTube video to my question to show how the audio gets warped, which is still an unsolved problem.

What you're asking seems to need to change the frame rate. I think in the past some add-ons did that, but changing the frame rate will mess up audio durations in relation to images.

Is such a change impossible to successfully implement in Blender currently? I ask this because other video editors such as Final Cut Pro have implemented this feature and editing still works flawlessly. Keeping the audio from breaking makes this feature critical to my editing workflow, so I would like to experiment with any add-ons that might work, if nothing else.


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How could I use transmission data from another environment texture?
In this setup I made the ship lighting come from a Nishita Sky Texture and the clouds + ocean reflection come from an HDRI by using the Light Path node.

But what's wrong is the transmission/reflection in the ocean. It should come from the HDRI instead of from the Nishita Sky Texture.
Here's how it looks with the setup I showed above (notice all the sand-looking transmissions/reflections coming from theNishita Sky Texture):

Here's how it looks when I preview the HDRI only (it should be like this but with the ship being lit by the Nishita Sky Texture instead, so that I can make the lighting more dynamic without affecting the ocean):

So, how could I make the transmission color come from the HDRI instead of from the Nishita Sky Texture?
I've already tried the obvious stuff, such as plugging the “Is Transmission Ray” output of the Light Path node into another Math (Add) node, but it didn't work. I also tried tweaking the ocean shader: decreasing the Roughness to 0 removes the ugly reflections, but it makes the water look super nasty and over-processed. Any help would be really appreciated!

Hey :). Cheating physics in a physically based engine sometimes introduces more problems than it solves...

Hmm you're probably right, but here's how the sails looked before... really, really flat and boring: https://imgur.com/a/MsEhlOQ

Try LightPaths node for it.

Sorry if I misunderstand your desired setup, but try something like this and let me know if it works for you - It "works" the way I think it should, but I'm not sure that matches what you have in mind. The sky (image) is Nishita. The Cube is default white, the sphere is pure reflective (metallic 1, roughness 0) - the sphere reflects the Nishita sky, except for a bit at the bottom which is picking up a bit of the HDRI texture from the transmission in the "water". And as you can see, the water is picking up the transmission from the HDRI (which has several "reddish" sections).
If this is no good, I'll delete the answer:


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How could I remove these jagged shadows?
I tried removing these jagged shadows with the Shadow Terminator Offset slider in Blender 2.90 but they don't go away even if I crank it at 1, plus I'm getting horrible dark shadows all over the place by increasing this slider that much.
I used an 8K displacement texture applied to a subdivided plane with a Displace modifier. I then added a Subdivision Surface modifier with 5 levels of subdivision, totaling a whopping 10.5M vertices. I also tried Adaptive Subdivision but it didn't work as I left my PC rendering for 2 hours and it was still calculating...
How could I fix this issue?

Shadow Terminator @ 1.00

Full render

Given the images you’ve shown, it isn’t obvious to me that the issue isn’t simply caused by genuinely jagged geometry. Could you provide more details about the structure of your mesh, and possibly upload your .blend file?

Hey, so I'm using an 8K displacement texture applied to a subdivided plane with a Displace modifier. I then added a Subdivision Surface modifier with 5 levels of subdivision, totaling 10.5M vertices. I also tried Adaptive Subdivision but it didn't work as I left my PC rendering for 2 hours and it was still calculating...

It’s really difficult to tell from the information in your question whether what you’re seeing is really a shading artifact or just jagged geometry. It would be helpful to show screenshots of the relevant area of the mesh, and again, possibly to upload your .blend file.


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How could I make a VDB volume not cast shadows?
I imported a VDB volume from Houdini into Blender 2.92 and it creates some weird shadows. How could I make it not cast any shadows? I went into Visibility > Ray Tracing but there's no Shadow tickbox.
Here's the glitch I want to remove:

Here's the render:

If I remove the VDB mesh, the shadow disappears. So yes, it is being casted by the volume mesh somehow. Perhaps by its bounds? I don't know.
Here's the viewport:

Here's the glitchy part without the VDB mesh. No more lines:

Here are the bounds from above. They don't perfectly match with the lines:

Here's the viewport from above:

Can you show me a picture of the correct version? The glitch could be a number of things in the current picture.

What do you mean by 'correct version'?

The version without the glitch. More clearly, the version where the volume is hidden. Possibly also add circling on the problem version to show exactly where and what the problem is.

I updated the image. Now it should be more clear.

The shadows which shouldn't be there are the two lines.

I see. OK, now, where is the volume, and where is the scene light?

I added a picture of the whole render.

The light comes from the right and it's a Sun lamp.

The bounds of the VDB mesh extend roughly to where the lines are.

Wait, I'll add a picture of the viewport.

I see  That is strange. Here’s a diagnostic you could do. Click on the shadow to put the 3-D cursor there, and add a new camera object. Then, use a track to constraint on the camera to point it at the sun. Last of all, go into that camera’s view (use the view menu to set it as the active camera), and switch through the different viewport modes.

I updated the post with more images to describe the situation. Maybe they could help. What do you think?


text:
Diagnosing pixelation in mantaflow fire render
I've been working on a fire composite whose settings keep a persistent pixelation even at high division resolutions and noise upres/strength (working in cycles, blender 2.91).
I have baked the domain as high as 1000 resolution divisions with noise settings varying around 2/2/2 and yet I still get this sort of blocky, blurry, structural pixelation. I'm generally happy with the render/glow/composite, but I feel like I'm missing something as far as how to dial in these bake settings correctly.
From what I've read, I understand the ideal resolution settings are usually capped at a few hundred division resolutions and then adding the detail in the noise, but I'm finding that 300 divisions is not salvaged by noise settings.
Current settings in this most recent take are 600 divisions, noise with an upres of 2, strength of 5. Looking at this, I'm skeptical this is the route since I'm used to the material bake of the fire showing the flame licks a little more clearly pre-render (left hand of the 3d viewport in image 1) rather than this sort of aerosolized fuzz, but I also think the general structure of the flames are actually good in the render, just noticeably low-quality.
One thought I've had: I am working in a 3d scale of about 1 square meter. I notice most examples of this type of flame are done larger, so I'm curious if I just need to break all the rules and just keep going even higher divisions.


text:
fbx model import, polygon surface not OK
I imported this .FBX file.
.FBX file contains a rigged model, no textures.
In 3D view the model looks like it has a grayscale checkerboard on it, every face/polygon has a separate gray tone applied.
When I add a subdivision modifier it looks normal.
Whats going on here?

Hi and welcome :) It is not clear what exactly your problem is without seeing images of the object. Please [edit] your question and add more information. Thanks

Possibly bad custom normals? Try "Clear Custom Split Normals Data" under "Geometry Data" in the mesh tab in the properties editor.


text:
how change background color in the diffuse color mode?
Good day. I only need to display model color in viewport. However, when i enter into display only model color, my background becomes black. I tried to change that color in theme settings, also in editor type, but i have not found that function. Can you help me find where can i change that background color?

This pass is technical, used for checking renders, not for working. If you look up for texture editing with no shading affecting, you should try Flat shading with texture display:


text:
texture becomes very pixelated in the viewport
I have an image that I use as a brush texture. Its resolution is about 8k. The problem is that when I load it, it becomes pixelated in the viewport (there are no problems when drawing on the model). However, what bothers me is that it becomes very pixelated in the viewport, and because of this, it is more difficult for me to work with it. I'm using Stencil mapping to put texture as projection
Please tell me how to fix this.

Can you share your .blend file?

Sorry, I can't, I have NDA. But I use the usual steps

add an image (brush-settings-open)
in tool settings -texture-mapping Stencil.
And the image that I upload as the basis for the projection is loaded very pixelated (it is projected onto the model in the original 8k quality), but in the viewport it is displayed pixelated. I've been looking for viewport quality settings for brush texture  but can't find it.

What happens if you go the the Image Properties Panel > Settings and check View as Render?

Nothing, I've added screenshot with my settings

Have you set Limit size in viewport settings?

no I have it set to off/anisotropic 16/display method automatic(when changing for glsl/2d doesn't help)


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Material in material preview window becomes pale
Good day. My "blush" in material preview window becomes pale, I need it with the same color as it's displayed in solid window with alpha blend. I'm embedding screenshot from shader editor with material settings. How can I fix it?
material preview window

solid window

shader editor

blend file https://drive.google.com/file/d/1mgDzZq4uhJx0obLe9iVUwuW2AJi4Z9Je/view?usp=sharing

please provide blend file

@Chris  I have attached the file above

i would propose you change your shader nodes like this:

Don't use the transparent BSDF but the color for the first shader.
I just hope you don't need this transparency...
result in material preview:


text:
How do I remove the strips on the mesh?
I have recently run into a problem where after subdivisions, my mesh will create these horizontal streaks across the object. Is there any way to fix this?

Your topology creates these stripes:

To remove them, press CtrlE > Un-Subdivide and choose Iterations > 4 in the Operator box:

Then cut an orthogonal edge loop with the knife tool (K to activate, A to cut orthogonally and C to cut through):

No more stripes:


text:
How can I do remove these bumps?
I was watching a youtube tutorial video recently on character modeling, I and decided to try to model a character.
I decided to try to model a crewmate from Among Us, but when I turned my model into a mesh, there were these bumps near the feet of the model. Is there any way to remove them?
Thanks.

Hi, Sam, it would be great if you could include a screen-grabbed illustration of your 'bumps'. Then folks could decide whether they have any idea of what's going on before downloading your file.

The topology is not good, and your mesh is high-poly, which makes any change tedious. You should better work with a low-poly mesh with a Mirror and a Subdivision Surface modifier. Here I just un-subdivided your mesh, kept the top and changed the bottom, it could be a start:


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Cycles Not Available in 2.93
Tried opening an existing project (created in 2.92) in 2.93 and Blender freezes on render.  Then I discovered that when I reset the program to defaults, cycles is no longer available.  However, it is enabled in Add-ons.  Am I missing something?
NOTE: I have tried enabling "filter add-ons" in the Workspace settings, to no avail.  The other topic "why is cycles render engine missing" is not relevant to my issue.

Have you tried resetting the preferences? Or did you go to File>Defaults>Load Factory Settings?

I did, yeah, no effect.  But I found another question about the same issue and someone said to just wait a while and the software would eventually initialize and the problem would go away.  Waited about 10 minutes and viola! No more issue.  Thanks for taking the time to chime in, much appreciated ;)

I don't know how to link to another topic but just in case anyone comes across this... this answered my question:
Blender 2.93 Cycles render does not work


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How to align a Grid to a Face in Geometry Nodes?
I want to instance a bunch of small objects to a grid, where the grid is aligned to a specific face.  What is the best way to achieve this?
I want to align the grid to the green X. This is what I've got so far:

PROJECT FILE
Ultimately what I'd like to do is be able to align my grid onto faces of objects with more complexity. For instance:

That can be a tesselation. But what the grid is supposed to look like if the face is a triangle?

That kind of thing? https://i.sstatic.net/bulTo.png

Crantisz recently reminded me of this video, might become my favorite thing to link under questions: wanting to put a square grid on a triangle sounds like wanting to have 3 perpendicular lines in a 2D space.

@lemon I love that solution in the image you sent, and although it isn't what I'm looking to do at this time, I would love to see the setup for how to achieve that

@MarkusvonBroady My question is strictly based on how to align things to other things in geonodes (i.e. a grid to a face), not how to fit a square into a triangle.  Apologies for any confusion, the answer below nailed it for me.

(Using Blender 3.6.5)
Just to centre and align the grid to a face, you can proceed like this:

1. Use a Transform Geometry node to move and rotate the grid, not a Set Position node that is affecting the vertices coordinates one by one.
2. Get the centre of the targetted face using a Sample Index node set to Face domain and input the Position as value.
3. Proceed the same for the normal, then convert the normal direction to rotation using a Align Euler to Vector node. The Z axis is chosen because it is the grid original normal.
4. For the demo, a constant input is used to choose a face index.

Thank you for this!  I absolutely cannot thank you enough, I have been banging my head against the computer all weekend.  The clincher for me is the Sample Index node which I did know about before and has profoundly expanded my knowledge and ability.  Cheers!

You are welcome. Happy New Year !


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In Geometry Nodes, what is the easiest way to create a surface texture using an instanced object?
Can anyone outline a potential workflow to creating this kind of object (where a texture is repeated on multiple sides) using geonodes?

I can easily do it by creating a diamond and then skinning it to the surface of my object using subdivide > mesh to points > instance on points:

But it doesn't work when the mesh isn't uniform and I'm not sure how to address that.

One of the methods that can be used is UV sampling.
Sample UV Surface node arranges objects on UV coordinates of the mesh. You can use existing UV or do like this:

Whoa, my mind is blown a little.  I can't wait to tinker with this when I get back to work.  Can you share you project file, or show me what your starting geometry looks like?  I'm having a hard time following exactly what is going on there with the grid and the Sample UV Surface node.

Oh, sorry, didn't save it. The screenshot is clear, though. The geometry is subdivided cube with some deleted faces. Scale should be applied

OK I finally dug around with this and learned a lot from it.  Unfortunately, for my case, it is not elegant enough to work as a solution.  There is a strange overlap at every corner and I can't figure out how to finesse that.  This is a tough one for me because I used to use C4D and this kind of thing would be a snap using their Mograph tools (you just use an object cloner and assign your texture object to it with no overlap and viola!).  I'm hoping a more elegant solution will present itself, but I thank you again for helping to deepen my understanding of geonodes. Cheers!

Hi, since there are no more answers to this, for now I'm marking this as correct. I've been playing around with it more and although it does feel clunky, it is a solution nonetheless.  If there was a way to get the size of the face, and then mathematically set the number of vertices accordingly, that would be great.


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Why Can't I Zoom or Slide any more in the Viewport?
This happens to me from time to time and I can't understand it.  There is this invisible boundary I hit where the viewport will no longer zoom in, and I also seem to be stuck in side to side/up and down motion.
I can rotate just fine, but I can't move in the other dimensions unless I zoom back out, which is sluggish but then suddenly comes back alive once I get out of the weird dead zone.
PROJECT FILE
If someone could have a look at my project file and let me know what I'm missing, or if this happens on your machine, I'd be most grateful!

EDIT:
I am re-opening this question because, even though a similar question was posted with many attempted answers, none of those answers is apropos in my case.
For the following reasons:

I am not at the center of the scene.
I have not reached a point where further magnification is not possible (if I hit / to isolate an object the viewport zoomes in further to that object).
I am not inside of an object.
I have tried enabling/disabling all of the viewport options in the Preferences, including orbit around object, etc.

It seems as though, as others have pointed out in that thread, that there is some glitch or setting that clamps the view at a certain point, and I am totally at a loss as to what that could be.
Ideally starting this new thread on the topic might shed some new light on the subject as that thread has apparently already had an answer that is satisfactory to the question- but in this particular case does not apply.
EDIT 2:
My question keeps getting closed but I am once again re-opening it because the other associated question does not address this.  In the attached project file you will see that the viewport can not zoom into the cube (shown in the screenshot) any further past this point.  However, the view is quite far from the cube.
None of the suggestions in the other thread that my question keeps get associating with are relevant to this question, so please whoever keeps closing this question, stop doing that, and let's see if maybe we can find a solution to an issue that is not the same.
EDIT 3:
Why does this question keep getting closed? I am genuinely hoping someone can open this project file and let me know what is going on, and why the viewport is unable to zoom (without a workaround, that is).
Yes, I understand that someone has asked a similar question.  But none of the answers, which are all workarounds, or explanations are relevant to my situation.  Please keep this question open until there is a suitable answer, per the attached project file.  Thank you.

Hello, maybe check this answer: https://blender.stackexchange.com/questions/644/why-does-the-zoom-sometimes-stop-at-a-point

Thanks @moonboots I have read through that whole thread.  In fact, I did so before posting my question.  But none of those answers seems to be acceptable in my case as I am definitely not zoomed in to a point where further magnification is not possible, nor am I at the center of the scene, or inside of an object.  It appears, at the very least, that it may be a bug in my event.  I was hoping that someone could open up that project file and let me know if they experience the same thing.

Hello glen, it's not that the camera couldn't move, it's that you've reached the view plane you're currently viewing the scene from (also the point your camera orbits around)  Select an object and use numpad . (decimal character) to center the view plane on that object.

Hi @AllenSimpson thanks for checking.  Did you open the project file and that's how you came to this conclusion?  Because for me that isn't my experience at all.  No matter what objects I have in the scene, this is the furthest point I can reach.  Which is quite macro, as you can see in the screenshot.

Why View > Frame Selected (key Numpad_dot) doesn't work for you? It's probably a glitch. What do you expect? You also can focus on the 3D Cursor if you check the Lock to 3D Cursor checkbox in the N-panel > View tab > View Lock.

I downloaded your file and your issue is the same as in the linked thread, the solution there worked in your file

Hey @DuarteFarrajotaRamos thanks for looking. Which solution are you referring?  The only "solution" I see that works are workarounds that go against the basic function of the viewport (i.e. isolating the object, doing a dolly move, etc).  But as far as just being able to normally zoom the viewport, I did not find a solution there that works. Please enlighten me ;)

Hey @Blunder, what I expect is to be able to zoom in the viewport normally, without having to use any kind of workaround (which is disruptive to my natural flow).  In this particular case (the project file attached) I am unable to do so.

@glen_candle https://docs.blender.org/manual/en/latest/editors/preferences/navigation.html - perhaps Auto Depth and Zoom to Mouse Position are what you're looking for

@glen_candle What is the first solution presented by ideasman42 in his paragraph titled Solutions?


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In Geometry Nodes, how do I Bend a curve created by the "Curve Line" node?
I have a Curve Line that is converted to points and then the points are used to instance another object.  Now I want to animate the whole object bending and curling.  How do I manipulate the curve?
The issue I'm having is I have already got my scene meticulously set up, and I need to be able to curve the object from exact position of the first anchor point, so that it works with a composite I've built.
Can anyone think of a way that I can make the curve bend and curl from that point?

What about adding animated empty(s) in the scene, retrieve their position with an Object Info node in the GN creating the curve, to move its control points ? You can have them all in a single collection to keep things tidy, if there are many.

What about creating the curve outside of GN, "import" it using an Object Info node inside the GN attached to a single vertex to instance objects ? In this case, control points can be edited in Edit Mode and animated as usual.

The issue I'm having with this is I have already got my scene meticulously set up, and I need to be able to curve the object from exact position of the first anchor point, so that it works with a composite I've built.  Can you think of a way that I can make the curve bend and curl from that point?

Can you manufacture a simplified case with the "first" anchor point, and the curve with its GN modifier attached ? Then could you provide your Blender file using https://blend-exchange.com/ ?

@GlenCandle: please add your last comment to your question so that everybody knows what you have and want. thx.

Hey @StefLAncien thank you for the offer but I don't have time to strip the project down to the basics, I would basically have to start a new project but I am on a crunch.

I think you have to make clear  what you want your interface to the curve to be.. is it for animation, or modelling.. what sort of controls you want?

Noise Offset, Scaled by Z
Assuming you want the bending and curling to appear random and organic like the dancing of a flame, or a string blowing in the wind, you could offset the points of your line with a Noise Texture node. To anchor the line as though it is pinned to its origin, scale the noise vector by the Z component of the Position Attribute of the line. This means that as the Position approaches the origin, the offset will approach 0.0, leaving the line in place there. I have assumed that the line starts at the origin and extends one unit along the Z axis. You could animated the W input of the Nose Texture node to make the string dance like a flame.

If you want the string to curl in a more regular way, like the coiling of a snake or a frog rolling up its tongue, You could look up the math for displacing a strait line into a spiral, and then replace the noise setup with the nodes for that spiral math.

Thank you Fletcher, this is what I'm looking for.  And yeah, I will do some math and make a spiral, I just wasn't sure what the node setup would look like.  I think I can take what you did and sneak in my own solution within your framework. Cheers.


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How to Bevel Edges created by Mesh Boolean node (in Geometry Nodes)?
I have been searching for an answer but none of the solutions I've found are not working for me.  I know the answers here and here (which incidentally is my own similar question) are close, but I'm still stuck.
(Note that when I add a "Realize Instances" node after the Instance on Points node, and then attempt to use the Bevel Modifier, Blender crashes, so I'm hoping that there is another solution.)
Basically I have the following node setup and I want to bevel the edges created by the Mesh Boolean modifier:

Please share your file on blendexchange.com rather than an external site where it won't be permanently available to future users who may be researching the same question.  You can share it via https://blend-exchange.com/ following the instructions there to copy the link on that page. Then edit your question here and paste the link into it.

@JohnEason done ;)

Thanks. Maybe someone here who knows more than me about geometry nodes will be able to help. Incidentally Blender doesn't crash here if I add a Realize Instances node at the end of your node group but the displayed result disappears.

@JohnEason actually, I missed a key aspect of when Blender crashes- it happens when I attempt to use a Bevel Modifier on the object after the Realize Instances node is added.  I will update the post accordingly.

Your problem is not with the Bevel modifier, but with the Power node in the "MODIFY BASE CURVE" frame. It is returning NaN (Not a Number) for Index equal 0 because of the negative sign of the Exponent (meaning a division by 0). You can track this by plugging a Viewer node to the Instance on Points node. You will see the scale is "nan" for the first instance (of index 0). As a first step, just unplug the Scale socket, and it should work (at least it is for me using Blender 3.6.12).

@StefLAncien that is very interesting, I did not realize that was happening.  The problem is that I need my Scale node setup to create the effect I'm after.  Is there a way around this?

You can add $10^{-6}$ to the Index before the Powernode to get rid of the NaN. Nevertheless, with such an expression, the Scale will be "close" to infinity. What seems weird for me... What kind of evolution law are you trying to achieve for this scaling factor ?

@StefLAncien thank you for sticking with me. I'm just trying to create a measured "step" effect where each layer is spaced equidistant from the next, but scaled linearly.  In other words, as the layers go down they get smaller, but linearly like stairs. And I want control over the size of the "stairs".  Does that make sense?  For me the Power node was the way to achieve this but I'm not married to it.

Then I suggest to add 1 to the Index before the Power math node. So Scale will be 1 for the first layer (of Index 0), then it will decrease as the Index increases (0.993 for Index 1, 0.989 for Index 2, ...).

@StefLAncien this was exactly the answer I needed, thank you!  I can't believe it was that simple ;)  If you'd like to make this an answer the bounty is yours.

(Using Blender 3.6.12)
Analysis

This picture shows that, with the original GeometryNodes graph, the Scale of the first instance (with Index 0) is "nan" (see the first line, last column, of the Spreadsheet Editor). This means that the Power math node of frame "MODIFY BASE CURVE" is returning a "Not a Number" value. The reason is that $a^b$ is computed as $\exp{(b \ln{(a)})}$ and $ln{(0)}$ is undefined. Consequently, not only the first layer is not displayed, but this "nan" value is most probably confusing the Bevel modifier.
Correction

The simplest correction is to shift by 1 the Index, so the Scale of the first layer is 1 instead of "nan". It is to notice that this layer is now displayed.
Results

With a Realize Instances node inserted before the Group Output node, a Bevel modifier added after the corrected GeometryNodes modifier is working as expected.
Resources
Blender file:

This was the solution, thanks again!


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Why Won't My Fluid Sim Come Back To Life?
I successfully set up a fluid sim, baked it, and all was well for my project.  But then I wanted to make a change, deleted the cache, and now the domain will not come back to life.
I'm stumped.  So far I've tried:

Changing the Cache folder location
Changing the Resolution Divisions
Changing the Simulation Method
Changing the Flow emitter size
Changing the Format Volume
... and many other tweaks...

I've also deleted everything in the project except for the domain and the emitter, just to make sure I don't have some weird thing preventing the sim from working.  At this point either I'm totally dumb and just have the wrong setting, or it's a software glitch.
Would love if it someone could open this up and let me know what they see:
Blender 3.2 Project File

When I open the file the sim looks, plays and bakes ok. Have you tried changing the Cache Type?

Thank you for opening that up and taking a look, that was very helpful!  Since it is working on your end I realized it must be something with my setup so I reinstalled Blender and now it working fine.  No idea how 3.2 could have gotten corrupt so fast, it just came out, but regardless I'm good now and thanks!


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How To Nudge the Position of Vertices Randomly, in Geometry Nodes?
I have a geometric shape but I would like to make it more 'natural' shaped (like a crystal).  My solution is to nudge the vertices slightly in random directions (along each vertice's local axis), so all the sides become asymmetric.
I thought a Set Position node with Noise in the Offset would do the trick, but it is affecting the mesh and not the individual vertices.
Would love some advice, thanks.
(EDIT: UPDATED PROJECT FILE AND IMAGE)
PROJECT FILE

By plugging the Float 'Fac' of your Noise into the Vector input to Map Range, for any float noise-value V, you wind up with a vector (V,V,V). Plug the 'Color' in instead , play with the scale setting  of the Noise itself, and see what happens.

Thanks @RobinBetts, it certainly does act differently.  However, it still doesn't affect the individual positions of the vertices.  Any suggestions for how to achieve this?

Your sphere is small, Noise is smooth. The vertices of your sphere are all catching a similar area of the texture.. you can try increasing the coordinate-scale of your Noise from 5 to say, 20. Depending on what poly-count you can stand in your final crystals, this might not be the most convincing approach.. to get enough variation, you risk folding the meshes up: getting self-intersections. It depends.. a Voronoi might be worth a look. Perhaps edit to illustrate what you want to see in the end, and how this asset is to be used.

@RobinBetts all great advice, thanks.  Essentially what I'm looking for is a deeper understanding of how to manipulate the individual locations of vertices, using geometry nodes.  Is there a way to sample the position of each vertice somehow, and then affect its position?

Well,  'Offset'  does kind of do that.. by adding your noise vector to each point's existing position. You could offset by some scale of the points' existing Normals?  That would be Noise Fac, again, multiplied by some number, into Vector Math > Scale, with Normal as the vector input, into Offset, again..

@RobinBetts that's a great idea actually, I will try that


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How do I make each Instance (on Points) a different color?
How do I assign a random color to each instance created by the Instance on Points node?
(EDIT: The only solution I've found that would work is to "Realize Instances" as Chris pointed out below.  I want to find a solution that does not require this, if one exists, as converting many thousands of instances into unique objects would kill the viewport memory.)
This is the instance cloud created:

This is the node setup:

The closest I got to separating the colors is this Material node setup:

But I need the colors to be distributed completely at random.  How can I do this?
PROJECT FILE

I would have suggest the approach illustrated in this question (not the answer !) : How to convert a random color ramp material to a simple material for lots of object instances, reading from Blender 4.1 documentation that the Object Info node seems still to provide a randomized value per instance. But I have not checked myself for this version.

Since Blender version 3.5, you have two different options here...
Either you capture individual values in the instance domain with Store Named Attribute and use these values in your shader, for example with a Color Ramp:

Or you can enter the color you want in the instance domain directly in Geometry Nodes and use it in the shader:

Note: If you use the Attribute node in the shader, make sure that it is set to Instancer.

Thank you for this, it is very encouraging.  However, for some reason neither trick works for me, I just get an average of all the colors I'm using (in this case purple).  I will post a link to my new project file in case you'd like to take a look, thanks!

@GlenCandle In this case, make sure that you store the values in the Instance domain (and not in the Point domain).

That was it!  This works and looks beautiful, thanks so much!

@GlenCandle You are welcome!

just add the colored nodes here:

So basically you generate a random attribute from 0-1 per point. Important is the realize instances node.
Then in shader editor, use your generated random value for the input in your colorramp.
result:

Thanks Chris. The question was closed because someone else came up with the same solution in another post I had already found.  I should have mentioned that for memory purposes I don't want to realize instances, which would bog down the viewport with many thousands of objects.  Is there a way to do it without having to realize the instances?


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In Geometry Nodes, how to Loop Cut (or Subdivide along one axis only)?
Is it possible to do the equivalent of a Loop Cut in Geometry Nodes?  I don't see a Loop Cut node, nor a way to subdivide a mesh along a single axis.
Ultimately what I'm trying to do is this: I have a cube that I want to cut grooves in around the x-axis, spaced evenly apart across the length (y) of the object.  My plan is to make more edges and then convert them to curves, so I can sweep geometry along the curves to cut ridges into my shape.
Is this possible with geonodes?
(EDIT: Changed "rectangle" to "cube" - sorry for the confusion)

The thing is, it sounds a bit like this might not be the final result you want to achieve. Is this only going to be done on a simple rectangle? If so then it is quite trivial: Take a Grid, set the size as you need it, set Vertices Y = 2 and Vertices X = n+2 if you want n cuts. But if you just say rectangle as example or placeholder for something more complex which you are aiming for, then this might be more complicated. And maybe if you explain more with screenshots or sketches how you want to use the curves and sweep geometry, maybe other totally different solutions might be better.

Hey @GordonBrinkmann, yes I am actually just trying to figure out how to make a loop cut the same way you would in edit mode, so a rectangle works as an example.  But what do you mean by starting with a grid?

In Geometry Nodes just Add > Mesh > Primitive > Grid. That is a rectangle where you can set the subdivisions separate in both directions. But as I suspected your question seems to be more a typical XY problem... if you don't want a simple rectangle in the end but a general way to do loop cuts, what I explained will not help you at all.

This is very good point @GordonBrinkmann, and you are correct, I'm definitely asking an XY problem.  It's mostly because I'm building a brainstorm design project, not an actual design where I have a specific problem, but a brainstorm design where I can iterate a lot of different ideas quickly and see what sticks.  So understanding how to loop cut in geonodes would help me profoundly, though now that I've spent more time with this I'm realizing it isn't possible.

Also, @GordonBrinkmann I apologize for the confusion, when I said 'rectangle' above I meant 'cube.'  So I was confused when you mentioned the grid because I'm imagining a 3D object.


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Sculpt not showing in Object mode
I Have been Working on a Photoscan and am trying to clean it up in Sculpt mode. When I Switch back to Object Mode all my changes are lost, everything I did in Sculpt mode are all gone.

For example this is what it looks like in Sculpt mode:

But when I switch to object mode it looks like this

Here are the wire frame picture in edit mode
enter image description here

What modifiers (if any) does your object have? Are you using a multiresolution modifier?

No i just imported it in and Started Sculpting as that was what i saw both Peter France and CGGeek Do in both their Youtube Videos on Photoscanning

Please add an image to your question of the wireframe of the object in edit mode.

I have updated my initial post as i did not know how to add pictures to comments

Thanks :) It's better to have all information in the question body, it helps keep the site organized and a good many users do not bother reading the comments to look for information (this is not like a forum).

This looks like a shading problem. Imported models can have custom normals. Go to the mesh properties > Geometry Data and click on "clear custom split normals" if you have the option

@Gorgious Im sorry i am not able to find "Clear Custom Split Normals" is this an add-on that i have to enable?

Nope, if you do not find it, it means there is none and this is not the problem. Just to be sure you can find the setting there: https://i.sstatic.net/k0OS9.png

@ Gorgious Thankyou it worked Thankyou Very much


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Importing shapefiles with other CRS other than Web Mercator and WGS84_latlon
New to Blender.
I have correctly installed and activated the BlenderGIS and the bpyproj addons. The GIS module allows me to add a new CRS searching by the EPSG number when I try to import the shp. However, when I select that CRS, in my case is GDA2020 / MGA zone 56 (EPSG: 7856) and hit ok, Blender returns "Shapefile import fails, check logs" error - upon checking the logs, a Python error pops up which does not help me.
How can I add a shapefile with a specific CRS?
I am using Blender ver 2.90.1 | Windows 10
EDIT: Here is what I do\see:

Thank you

I have tried some shp with that projection and I worked for me. Could you share a piece of your layer ?

@CésarArquero here: https://we.tl/t-8fbMMjGz2B

I've checked your shp and It seems ok. The GIS importation has any problem if you do this:
Check the shp first to be sure about the projection:

To add some elements of reference to this piece, I've created a point layer to get some perspective:

Then I've imported the point into the scene just using web mercator (dont worry for the moment as the projection of these will be ok with your layer...)
CRITICAL PART: Now, I've imported your shp using your CRS...BUT...when you specify other than Web mercator, I mean, a defined CRS (7856 in this case), you have to remove the Scene georeferencing...

...to see something like this:

Doing so Blender has no problem to locate all the elements within the scene. As you can see, they are correctly positioned to each other. Here is just a view of the points and your line (shp):

Thank you, but apart from importing a point shp beforehand (which is out of my scope) I am not doing anything different from you. I do delete the scene georeferencing, yet, it still says "Shapefile import fails, check logs".
I am wondering what am I doing differently from you?


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How to implement Quadratic Bezier curve SDF using Blender's node
Hi There Blender Peeps and Lovers... I need some help.
I tried to draw Quadratic Bezier curve SDF using Blender's node editor. In order to complete this challenge, I referred to the code from Inigo Quilez, and tried to implement it in Blender with nodes, but as you can see, Although the final effect showed some rudiments of curves(The red dot is the control point), it failed overall.

I have checked the nodes several times and confirmed that the failure should not be caused by the connection error of the node. Finally, I compared the output of each line of code in the shader of Godot one by one, and found that the problem may be the square root operation, negative values in Blender The square root result is 0, but Godot is not. It seems that Godot's shader can perform operations on complex numbers, but I'm not sure.
Besides, I don't understand the mathematical principles of Quadratic Bezier curve SDF, but I don’t want to give up. Is it possible to calculate complex numbers using Blender shader or is there another way to implement Quadratic Bezier curve SDF?
And here is my .blend file.

Interesting post... I note that the linked bezier code has a condition for if h>=0.0 and so doesn’t attempt the sqrt when less than 0 - it would be useful to share your nodes as an image so that people could view it without having to download the blend file.

I have found the reason. The problem is in my node tree. You only need to change the multiply node to the division node in the image below. I was so careless and made such a stupid mistake. Thank you for your attention to my problem. Also, Blender can indeed handle complex numbers.

And here is the expected effect.


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Select another Grease Pencil object in Draw mode Blender 4.0
In Blender 2.9x to Blender 3.x, it was possible to switch from one GP object to another while in Draw mode with the right-click selection (so, drawing with left click/stylus tip, and selecting with right click.) It was extremely convenient when working with several GP objects as it can be necessary in some projects.
In Blender 4.0/4.0.2, this isn't possible anymore, and the only way to switch while staying in draw mode is through the outliner. This is quite inconvenient. I have tried looking for the option to change this, but I can't find it.
The "Lock objects mode" option is deactivated as well. I also naively tried adding a RMB shortcut to select a GP object in the draw mode section of the key-binding, but that doesn't work either.
Does anyone have a solution for it?
Thank you very much!

I would like to suggest adding more relative tags such as shortcut, keymap, or selection-tools because personally, I have never heard of the right-click selection that you are describing. I cannot recall any way to switch grease pencil objects while in draw mode for any version of Blender.

@Obfuscate thank you for your suggestion! I have done that. In the older versions of blender, selection was bound to the right mouse click and editing was assigned to the left click (and newer versions allowed to choose)-- and as it happened it was quite handy for GP since the ability to select by clicking was not bound to the same button as drawing/editing.

Selection tools are bound to Edit Mode and switching objects is bound to Object Mode. You would switch modes to use the tools tied to each mode. If you are trying to switch objects in any other mode (Draw Mode) then, the only way is to select the object you want to switch to inside the outliner.

What I really wanted was more information on the right-click selection that you are describing. If the tool or function exists then, it should have a proper name given to it. As subsequent versions of Blender are released, the tool may have been renamed or replaced. I have used the 3.x and 2.9 series in the past but cannot recall this function at all. Which Blender version did you find this tool in? You may need to do some more personal investigation to find out where you encountered this feature. Ask yourself, was I really using Blender?

@Obfuscate I was, yeah, and still am. When initializing Blender, or when going in the keymap section in preferences, you should see that the "select with mouse button" option offers both left and right click as options. Right click comes from the 1.xx versions of blender where this was the default, and has since become an option (rather than default.) Again, I was, am, using blender for work, I know what I'm asking, and the possibility to switch from one GP to the other while in draw mode simply with right clicking was possible before.

I am only trying to point you in a better direction. If the function exists, then you can easily change the keymap for the function or quite possibly duplicate it into some kind of global function for grease pencil objects. As for how, this is definitely a question for keymap experts rather than grease-pencil users.

To be fair, I still think asking for more information is acceptable. Screenshots, Blender version, including relative tags, such as draw-mode, and etc. The selection tool you are most likely looking for is the one contained in Object Mode because it allows you to switch objects. Personally, I have never customized Blender to such a level as what you have worked with so, this goes over my head.


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Generate/Get all keyframes with python
I'm working on a project which requires me to export all keyframes for 1 object (the camera) in a "generated" state, meaning all the control points as well as all the keyframes generated by the interpolation.
I'm not too familiar with python, and this is my first time using the blender API. Is there any way to do this?
Code so far:
import bpy
import mathutils
action = bpy.data.objects['Camera'].animation_data.action
for curve in action.fcurves:
    for i in range(len(curve.keyframe_points)):
        point = curve.keyframe_points[i]
        print(mathutils.geometry.interpolate_bezier(point.co, point.handle_left, point.handle_right, point.co, 100)) # I know the second knot probably shouldn't be point.co here, but I don't know what to make it.

This has the drawback of point.co only being a Vec2, so it only has x and y, and it doesn't account for whatever the set interpolation type is (I could only find the bezier func). I might be thinking through things wrongly though.'
EDIT: New code, although a bit hacky, is better. It seems to provide what I need
import bpy
import mathutils
scn = bpy.context.scene
obj = bpy.data.objects['Camera']
action = obj.animation_data.action
for frame in range(scn.frame_start, scn.frame_end):
        bpy.context.scene.frame_set(frame)
        print(obj.location)
        print(obj.rotation_euler)

Hi and welcome! To which file format you'd like to export? FYI: alembic does a good job usually... Or just a plain text file? If so, how the data should be formatted? Also do you'd like to export key frames only or all frames baked? Recommend add a blend file to your question, preferably using https://blend-exchange.giantcowfilms.com/

Thanks for the reply @brockmann, there isn't really a specific blend file for this, just make a simple animation with the camera and it suffices. As for storing the data, I was just planning on making a simple binary format for it, but right now I'm just interested in getting the data in a python script before worrying about having to save it. I should've worded it better, I don't need the user-defined keyframes, I need the baked frames that are animated in the final render. Specifically I only need xyz locations and rotations for each frame. What is alembic?

Added new code, it seems to provide what I need


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Scaling the object makes it too big, can't seem to align with blueprints
I'm following this video tutorial for making a chair in Blender,.
When I scale up my chair leg like at the end of the tutorial at 18:41 I can't seem to get it right like he does, my chair leg ends up being way too big when it finally fits and it won't fit in the other blueprint's I have.
Does anyone know what might be going wrong?
https://i.sstatic.net/5nrGk.jpg

Try applying your scale with Windows+A or Cmd+A. Also please provide image references in your question.

I've added pictures you can compare with the video. Also, hitting windows+A only opens up some window outside the Blender program, so I'm not sure if that's right.


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how export glass color in blender 2.8
I am trying to export a model with transparent material in fbx format I know that the format does not support different colors and need to after assemble the colors but with the transparent color I can not
shading glass

Settings I tried and failed

Thanks for the help


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How do render times for greenscreen/compositing compare to other Pro Editing Software times (Adobe PP or AE)?
And what times are actually reasonable?
My situation: I edit videos using Blender for a Youtuber that has just purchased a greenscreen.  I like Blender because I already know how to do all the things I need to do, and have zero experience with any other similar programs.
However, for the newest video, rendering to PNG in RGBa is going to take about 10 days for a 10 minute greenscreen video (~35000 frames).  Many of our videos are longer than this.
This seems like an absurd amount of time, so I rented an AWS server thinking it would be a magic speed solution.  So far though I have been unable to be approved for a multiple GPU server, so my home computer (1080ti with 16GB memory) is still faster at about 20 seconds per frame.
So I guess my question is two-fold:

Are these times normal/reasonable for this type of compositing/rendering?
Is this a Blender problem?  The video creator often balks at my blender "it takes this long" stories and is convinced that if only I would pay for a better program, then everything would be amazing and fast.  Is he right?  Please tell me he's not right.  Unless he is.  I guess.

Extra info:  I did try a few scripts for forcing Blender to utilize all of the cores of my PC, and one of them finally worked.  However, the relevant add-on sidebar doesn't seem to be available for the Compositor, only for the VSE.  In the compositor I have to use the normal Render-> Render Animation option.  Also, I'm not sure if I should even be using the core script add-on, or if I should just be using my GPU normally, since I do have it set to CUDA in the options and have a decent GPU.
Task details:  I am sent a split screen 3840x1080 .mkv with webcam/greenscreen on one side, and screen output on the other.  I split off the webcam side as a 1920x1080, make the greenscreen disappear using the compositor, then spit it out as PNG frames so I can overlay the creator/webcam footage over his screen output footage.  (This is my first time doing this and I just did it the only way I could figure out how, feel free to tell me I'm doing something wrong and stupid.)
Also:  Wooot! Finally just got the email that AWS approved me for the 8 GPU instance.  Really curious to see how much faster it goes.  Question part 3:  Is it weird to rent something like that for projects like this?  I just couldn't see taking 10 days every time I need to edit a video.  It's like $7/hr though, which the creator is okay with paying assuming times are reasonable.  EDIT:  Turns out 8 GPUs on a P2.x8large instance gets it down to 8s per frame, compared to about 18s per frame with my 1080ti at home.  Def an improvement but it will still take 3 days, and @7/hr.  This can't be standard, right?  This video is under 10 minutes long.

https://blender.stackexchange.com/questions/148231/what-image-format-encodes-the-fastest-or-at-least-faster-png-is-too-slow might be interesting. It's hard to talk about the issue without knowing what specifically you are rendering.

Thanks, I added a little more info in the post.
I'm not really familiar with much more than the basic tasks I've done with the VSE so far, or the benefits of various output types; I thought PNG was just what you had to render to to use an Alpha channel.  Maybe I'll check out the OpenEXR thing.

Hmm, not sure if anyone will find this useful, but on my computer both Open EXR and OEXR Multilayer options not only take almost 2x as long to render each frame as PNG did, but the transparency is no longer working properly as well.  Still using RGBA but in the .exr's I can see the greenscreen as a brownscreen in the background.  Outputting to PNG with no other changes have perfect transparency, for whatever reason.

Why use blender when there are much better alternatives to edit video nowadays? Try davinci resolve. 10 days to render is not a reasonable time. Blender is a wonderful 3d app, but the video editor is not an efficient tool.

Because I didn't know the difference, I guess.  I tried Resolve when I first started this stuff, but I couldn't get it to work properly on my LInux machine.  It wouldn't recognize the videos and it wouldn't exit full screen mode when open (HUGE dealbreaker).  So I tried Blender instead.  At this point it's just convenient and easy to keep using since I'm familiar with it. Until now rendering time hasn't really been a big enough issue with short videos.  But I guess I have an answer.  Which means I probably have to buy Adobe products.  Which... kind of sucks.


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Switching local Z and Y axis for a bone
I am using blender to import a humanoid model into my unity application. I am currently having an issue in my unity application, I have an external sensor strapped to my leg which sends quaternion data to unity making the humanoid mimic my movement.
The issue I am having is when I lift my leg to the side (SHOULD BE pivot around local z axis) the unity humanoids leg is twisting (pivoting around y axis).
I have tried loads of different approaches to try and swap the y and z axis in my unity application but this just isnt possible using quaternions.
I have decided to see if I can alter the axis on the bone in blender, I basically want to swap the y and z axis so the local z axis is top to bottom and y is front to back.

When I lift my leg to the side I would like the humanoids leg to pivot on y instead of z.
I'm finding it really hard to explain my issue so please feel free to ask any question, it would also be helpful just to know if this isnt possible so I dont waste even more time.
EDIT - Export Settings & Disconnect Screenshot (Refer to Comments)

After disconnecting the parent bones as @Nathan suggested in the comments it seems to have swapped the z and y axis as required but I now have a different issue. When I lift my leg to the side the unity humanoids leg moves to the side but disconnects from the joint.

This is what blender looked like after disconnecting the bones which I wasnt sure is correct

have you already tried 'affect only origins' to reorient the bones? You can also try messing around with export settings, depending on how you are exporting to unity.

Select all bones, clear parent->disconnect.  Switch to normal orientation, individual origins, then r x 90 enter (rotate 90 degrees in X axis.)  The Y axis will then point where the Z axis used to point, and the Z axis will point where the -Y used to point.  You can't make the Z point to where the +Y used to point without flipping the X; this is "coordinate system handedness" (which very well may be an issue with your project, DX and OGL use different handedness.)  Doing your conversions in Unity is possible, yes, even with quaternions, and if handedness is the issue, will be necessary.

@Jay What export settings would you suggest using? I am exporting it as a FBX file.

@Nathan I tried doing what you suggested but I am very new to blender (downloaded it 7 hours ago). I disconnected all the bones from their parents and then using the top options to switch to Normal (Transform Orientation) and the option next to it Individual origins but I'm not sure how to do the next step

@LukeRayner The next option is, rotate.  Hit 'r', hit 'x', hit '9', hit '0', hit 'enter'.  This means, rotate it 90 degrees in the X axis.

@Nathan Sorry I did try that but I didnt have all the bones selected at this point which is why it didnt work before. I managed to do what you mentioned but once I imported the model into unity and made it a humanoid I was receving loads of errors because it couldnt rotate the bone object which I am presuming is because they have no parents.

I have just added my export settings in case they are wrong.

Don't clear parents (alt p) -> clear parent.  Clear parent->disconnect bone only.  You need for them to be disconnected to do what you want, but it's not necessary to fully unparent them to do so.

@Nathan Thank you for explaining that, I managed to figure it out. This has swapped the z and y axis but now when I move my leg it disconnects from the joint, is there a way to fix this? I have updated my question showing an example.

Then don't move your joint.  Only ever rotate it.

Is the image of the bones I added to the question correct? Is looks like I must have made a mistake


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Animation loc, rot, scale and dimensions change in NLA
So I am trying to combine 3 Mixamo animations together in Blender to make one fluid motion. I import the fbxs, set their location, rotation and dimensions, give them names in the dopesheet, make action strips in the NLA editor and if I play them without any changes my animation plays through. It has its jumps that I want to blend from one action strip to another.
As soon as I make any changes to the NLA (adding the blend or relocating the strips) the location, rotation and dimensions change in my animation. I’ve done this with different characters and different actions and the same thing keeps happening. Anyone have any idea on how I can get my separate animations put together to make one seamless animation??

sharing blend file would help a lot...

here's a googldrive of what I have. once you move the action strips, it changes everything about the animation.https://drive.google.com/file/d/1bWAidW4bmO0WbZ6w5hg64ojgd7fFQQVl/view?usp=sharing

[edit] your question and add the additional information there.


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Relationship between PBR texture and mesh normals
I'm using the cloth filter to create a padded wall shape and I've fixed it so that I have mirrored it and formed an array using a square mesh. However, the PBR texture applied has some anomalies at the edges and joins which I assume are related to the mesh

Below is what the mesh looks like. The different resolutions are because I've tried to fiddle it better... its only worked a little bit to improve it

What I am unsure of is how the PBR texture get applied to the mesh and how to prevent stretches in the PBR.
Much appreciated!

Hello :). Aren't the artifacts caused by the Mirror modifier? Too large 'merge distance' would be my guess :)

Thanks for the reply. I thought that might be the case but alas no... I updated the image above to reflect this


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How to export motioned tracked mesh and background video in mp4?
I followed a tutorial (https://www.youtube.com/watch?v=6Vm9Jx1pWv8) to mesh on a picture of mine onto a video however the final part about exporting it does not work. Setting up the compositing as he instructs makes it so the masked mesh is exported and the video background is not (ie the "Render Layers" is shown but the "Movie Clip" is not in the exported mp4.) How do I export the background and mask with the mask overlayed on top of the video?

Some of us will not follow external links to understand a question. Please [edit] your question and show what you have set up on the compositor and explain further what you did and what you expect to get.

For those wondering change Blender render to cycles render go to film in the render tab and check transparent. That might create a new issue I'll edit this answer when I solve.


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Blender object being imported in Unity is invisible
I'm trying to make a very simple object in Blender and export it to Unity. The object is a simple square that has a glowing (neon-style-like) rim (or frame).
What I did was adding square, inserting faces to create an inner square. Then I separated the planes (inner square and outer frame) to assing different materials to them. Then I assinged a material with red color and red emission to the frame (all I can think of to make it look neon-style) and just some black color material to the inner squre.
I selected both objects and exported as .fbx, then imported in Unity. But when I add this object to scene, it is invisible. What did I do wrong?
[I'm very new to Unity and really used Blender for the first time]

Since your plane is in $XY$ in blender, it's actually in $XZ$ in unity if you exported by default values, so you can't see it by its side.
Try change to 3d view and see if this is the issue
Also, it could be mesh normals which determines front faces. Blender renders both faces, front and back but in unity its just front by default, but in this case I don't think it's the problem.

Oh, you were so right! I updated the question so you can see how it looked like. The color of the material made in blender doesn't look the same in Unity. But since I have now two different planes contained in the object, I can create individual materials for them in Unity itself


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Denoise node not working
I'm still a beginner in blender. But I have a question for the rendering options. After rendering a image there is a option to view different layers. One is the View Layer. Another one is the Composite. I don't really understand what these two layers are doing. Can someone explain this to me?

Also why is my Denoise node not removing noise?
@Duarte Farrajota Ramos ♦ has said

Composite is the final result of rendering with all its node, which may include the result of rendering several distinct View Layers. The other listed View Layer will display the result of each individual view layer you have setup in you scene. In this case since you don't seem to have created any custom View Layers it displays only one View Layer which is the default one

But I have a denoise node. But View Layer has no noise. But the Composite has noise in the image. If Composite has rendered all nodes. Why does it has noise? And why does View Layer has no noise? I have uploaded my blend file to pasteall.org the link is in the comments.
Composite:

View Layer:

If you zoom in you can see the difference.

Composite is the final result of rendering with all its node, which may include the result of rendering several distinct View Layers. The other listed View Layer will display the result of each individual view layer you have setup in you scene. In this case since you don't seem to have created any custom View Layers it displays only one View Layer which is the default one

@DuarteFarrajotaRamos so I have a denoise node. But I'm really confused. The View Layer has no noise. But the Composite has noise in the image. If Composite has rendered all nodes. Why does it has noise? And why does View Layer has no noise?

Impossible to say without looking at your setup

Here is the blend file: https://pasteall.org/media/9/9/9963dfb33143503fcd3dcd6e5e875dda.blend

I'm sorry, but I just rendered your file and I honestly can't see the difference between the View Layer combined output and the composite output.  Are you sure you're seeing one?

@MartyFouts I added the images into my post. So you can check the difference. And this is also how it looks like after the render.

This peculiarity comes about because you have also activated OpenImageDenoise in the Render Properties.

The result already denoised by OpenImageDenoise is displayed in the View Layer. In your composite nodes, however, you use the original Noisy Image and denoise it with the node Denoise in the Compositing Nodetree, which is output in the Composite output.
Since you have also selected the option Fast, the result is correspondingly worse than the image denoised by OpenImageDenoise visible in View Layers.
If you instead turn off Denoise in the Render Properties and select Accurate in the Denoise node, the result will only be denoised by the Denoise node and it will look as you expect: View Layer is not denoised, but Composite output is, with accurate prefiltering by the node Denoise.


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Array / fit curve modifier doesn't produce a long enough array to fit entire curve
I've had loads of issues around getting objects to fit and follow the multiple curves in my project. I've searched and overcame every obstacle but one, that I'm aware of lol. I continue to have an issue with the array modifier, using fit curve, not fitting the entire length of certain curves. I have had this modifier work the first time on multiple occasions on brand new curves. However, the curves I'm specifically having this issue with were originally edges of a mesh selected with vertices, duplicated, separated, and converted to curves. Some of these problem curves were joined together as they visually create a continuous line.
As far as I can tell all scale values are 1 and apply scale has been used multiple times between all my problem curves and hasn't resolved the issue.
When using the fixed count fit type, I can push the array past this stopping point, but the array fails to follow the curve past that point. Specifically, the arrayed object just continues straight in one direction.
I literally opened Blender for the first time 5 days ago so this issue has to be a user error. I just haven't nailed down what I'm messing up and the old google machine hasn't produced a working solution. Happy to post my file, I just can figure out how...

If you make a default cube, and a default circle, the default cube is 2 units wide and the default circle has a circumference of 2pi (2 * radius * pi).  How do you evenly array something 2 units wide into something 6.28... units longs?  You can't.  2 doesn't go into 2pi evenly.  So Blender makes 4 of the cubes.  (Differences in yours may be due to unapplied scale, but it doesn't matter; you're not going to get any array to fit any curve exactly.)
As for things failing to follow the curve after its end-- there is no curve after the end.  If you want it to continue to curve, create more curve.  Which you can do by entering edit on your curve, selecting a control, and 'e' to extrude it.
Now, you might find it useful to enable "stretch" and "bounds clamp" on your curves, in properties/object data/shape.  If you do this, any curve modifiers you use will stretch the modified mesh to fit the curve-- so those 4 cubes, 8 units long, 2 units each, will turn into 4 cubes, 6.28... units long, pi/2 units long each.

The curves are large and an exact fit is not necessary.

I've added another image showing the arrays starting point (arrow), where the array stops prematurely (red circle), and the endpoint I'm trying to get the array to reach (green circle)

I decided to redraw the curves. It was easier and just simpler to use the problem curves as snapping points for a fresh bezier to be placed. For what it's worth, I appreciate the info.


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Why is material rendering transparent?
Recently I followed some tutorials and made a project in Blender.
It's just a teddy bear and a donut with a fork I found online and a cup (some from Blender Guru).
The viewport shading material preview looks fine:

Even the viewport shading render preview looks fine:

But if you render it, the teddy bear is strangely transparent. and the icing flakes are not getting rendered.

You still can see a bit brown, but almost all of it is transparent, although the transparency is set to 0 and the icing flakes completely disappeared.
Is it because of the light bouncy thingy or something else?
You can find the Blender File here:

Thanks

Does it work when you render?

This has happened to at least 3 times but seems like I don't remember it at all!
it took me a little while to figure it out.
The issue with the teddy bear is that, You have not enabled show emitter in the particle's section.
Hence the render shows just the hairs but not the bear which is emitting those hair particles!

As per the ice flakes I see a collection called sprinkles in particle selection but it seems to be deleted.
the name in the particles seems like just the cached name!

Thanks, it worked! I copy pasted the donut from another blender file and forgot to copy the sprinkles too.


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Why does the water becomes gray when I move the viewport?
From above works properly

When I move the visual down, it appears gray even in the render

Until it appears all grey

The plane fills the pool entirely, maybe there's some problem with FOV or something like?

can you provide your blend- file?

Ye sure, we transfer link : https://we.tl/t-x3PuQ2Yx9m

Most likely is an issue related to the fresnel or IOR settings for the material (which we now nothing about) and how the background is being reflected on the surface. That gray are is the environment.

What are you trying to accomplish by using Shadow Ray in the light path as fac on the mix shader?

Susu shadow ray is needed for depth of the water, otherwise it seems flat. But seems that without it the problem doesn't occur, but i rly need it. Is there a way to replace it with something else similar?

It looks like you have your Normals pointing in the wrong direction. Check your normals and ensure they are pointing ‘out’ of the water.
With the normals pointing into the body of water it will be rendering as if the fluid is outside a cavity of air. What you’re seeing is Total Internal Reflection as the light is refracted at the surface - the wrong way to what you’re expecting.


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NLA editor issue. Whenever I move another object, the character goes crazy
Multiple people have been facing this problem like Janae Dotson.
My situation is that I have a running animation for a character. I turned this into an action and pushed it down in the NLA editor I also combined this action (interpolation for both actions is combine) with another action that made the character move in a horizontal direction.
My problem is that whenever I move another object the character goes crazy and is flying 10ft above where it is supposed to be. By moving another object I mean pressing crtl alt zero to position my camera.
An important detail is that the character does its running animation but it just does it in the wrong place and is upside down.
Janae's question is the 3rd question for the tag nla

https://drive.google.com/file/d/1C8aC1AKvSa170UYaL-O_EuDn6UM-W8fq/view Here is the link to the file.

Thanks for improving the title susu. My bad.

hello, maybe share your file (at least the important elements): https://pasteall.org/blend/

@moonboots thanks for suggesting improvements :) Just a suggestion though, many newcomers don't realize to make edits, it would be useful to guide them someway. :)

you mean how to put their file in the original post?

@moonboots hey :) Yeah, alot of new users don't realize to and so comments end up with the info... using the magic [edit] link works :)

https://drive.google.com/file/d/1C8aC1AKvSa170UYaL-O_EuDn6UM-W8fq/view?usp=sharing


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Image has no texture even when I added materials
When I tried to render I get no texture.

As shown there.
this problem affects all of my blender files.
So i updated blender to latest version to see if that would make a difference.
But it did not.
Also I don't have a holdout feature
And emission shaders look like this

all of my files render like this regardless of what texture I apply.
Has anyone faced a similar issue?

Looks like your object is set to holdout. Make sure this is unchecked https://i.sstatic.net/5pNQy.png


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Blender is ignoring materials
Blender is completely ignoring any materials This file is a new file and that cube is the cube you get when you first open a new file. I have not changed any settings or added any user preferences. For some reason the cube has no material.
Here is the cube in shading mode.

Here is the cube when rendered.

I have deleted blender and installed the new version yet I still face the same issue.
Is anyone facing the same problem as I am?
Also my file is missing some settings in visibility.

But If I change the rendering engine to cycles then it shows the materials. It seems that Eveee is causing the problem. THis was the same cube rendered in cycles

if you are sure you don't have a problem with your hardware/graphics card, please provide your blend file

The screenshot you show shows the world Properties instead of the Shader Properties. Also, try File<Defaults<Save Startup File

When I use Evee then it won't work but when I change it to cycles then it will work. I think this is an issue with Evee.

Also this file is the factory default file.

Do you have holdout or something on for the cube object settings?

No i don't have the holdout feature avaliable. I have seen a similar post to mine and they told the user to change their drivers to an older one.

AMD graphics card: https://developer.blender.org/T83920 ?

Thankyou so much Brockmann..


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2.92 - weight painting

I've watched the tutorials and it deoesn't work in my case!
I've rigged the chap in weightpaint01. If I join the separate parts of him - the coat -the head - the boots etc. the texturing gets messed up. So I've left them separate.....
(maybe I should join everything ans then texture using vertex nodes?)
He needs weight painting - see Weightpaint02
But when I try this I only get one part going blue - there doesn't seem to be any way to get, i.e. both boots as they are interacting with each other.  WeightPaint03

Maybe I'm on the wrong track here but would be grateful for any advice anyone has time to give

Images can be added with the image icon on the toolbar right above your text

Share your file: https://blend-exchange.com


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Blender v2.91 2D Cursor Snaps
Per title on v2.91 .. is it broken still (in UV Editor)? I tried v2.81 and it also does not snap to vertex. It's also not listed in UV Editors Pivot Point list for unknown reasons. I do see it in Snapping but again .. it doesn't work. The whole concept of a 2D and 3D cursor is rather backwards. I came from Anvil 2D, AutoCad, and Rhino. In AutoCad it's so easy and direct to align one object (be it a 3D solid, a mesh, or some planer geometry) with another object. With mbuttonpan set, middle click becomes a snap menu. So .. select Move command and pick your object .. middle click and pick a snap point for object origin (say an end point) ... go to target object (it can be a coordinate as well), middle click and pick end point .. hit Enter. Done! .. and without perplexing offsets and no ridiculous Closest (which should NOT be default, vertex should be) when you've already defined Origin and Destination points. A variation of that lets you do 3D alignment .. easily. Blender is great at the organic mesh generation and shaping but lousy at some procedural functions. Not sure if 3DS follows the same paradigm as Acad but likely does. So I'm asking if it does work and maybe I don't have something set right?

Hello :). No, it still doesn't work.  2D cursor snapping options are still underdeveloped as of Blender 2.91. Improvements have been suggested here on devtalk and here on Rightclickselect

Thanks. It does work when moving vertexes around but ya .. not with 2D cursor which means that if the cursor isn't exactly centered on the vertex of interest, you will have offsets. Yes .. there is Cursor to selected which is yet another unnecessary step but I guess is the only way ATM to get vertex-cursor centered in UV Editor. No CAD package that I'm aware of nor does Rhino and likely other modeling software use these silly 2D and 3D cursors.


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how to adjust 'ToolSettings.proportional_edit_falloff' in the user interface?
Sorry, total newbie here. Trying to follow Blender guru's make a donut tutorial.
Trying to move just a few vertices on either side by dragging a single node.But turning on smoothing affects too large an area. There is no circle of focus for smoothing regardless of zoom position. Answers given on the video page don't have an effect. F1 help gives a error msg:
No reference available 'ToolSettings.proportional_edit_falloff', Update info in 'rna_manual_reference.py' or callback to bpy.utils.manual_map()
using blender 2.83.12 on  Mac Air, using an apple mouse (virtual buttons and wheel).
Thanks for any help in advance

Have you tried using your scroll wheel? If all vertices move together with the one selected, perhaps the circle of influence (not sure how it's called) is so big it's not within your view. Try scrolling the mouse wheel up for a while.

Using an apple mouse - no scroll wheel, 'scrolling' gives me zoom,pan or rotate with cmd & shift keys. What is you default wheel action when selecting a node?

Switched mouse to one with a wheel. focus now works. Yea!!

Apple mouse does not have scroll wheel. virtual scrolling defaults to rotate and does not allow focus adjustment. Using 3 button mouse with wheel works fine and solves this problem.
Perhaps a developer knows a work around for the apple mouse.
Thanks to Markus von Broady for the tip.
.....
Reattached apple mouse, now the circle appears after the 'G' command. Scrolling the mouse wheel down to bring the focus into range (on screen)
was the correct action it appears. Sigh.


text:
Cutout on overlap from camera perspective
I'm currently working on a 3D model with labels that explain the functions of certain parts. As the end product will be used within a hologram pyramid in the end, the model will be continuously rotating to uphold the illusion of a 3-dimensional model.
However, this rotation yields the problem that some lines do overlap with text during certain frames (seen from the camera perspective - they are not actually overlapping). I've read that that Blender offered a possiblity to render the overlapping parts of the objects automatically invisible? Is this possible and if so, how can I achieve this?
I would appreciate any input and thank you in advance.
For copyright reasons I unfortunately cannot share the entire model - however the following screenshots hopefully describe the problem (the animated object is above and the labels are behind each other in the overlapping situation):

Hello, could you post a screenshot of the problematic parts ? If you can't because of commercial reasons, maybe try with a simpler file or a schematics with paint

Sure, I added the screenshots directly to the question