text:
Why does the uv texture looks blurred?

 I have UV Mapped to my model. Why does the texture look blurred?. May I know where I'm going wrong? And how can I get a good result with UV Mapping. There are 2 images attached: one is the model showing the blurred image and other is the image attached on my model.

@Timaroberts sorry im weak in node so i do not go in nodes section. Its normal texture uv mapping a blend file attach.

This has nothing to do with a node setup. You used "Project from View" instead proper UV unwrap your mesh. These are very basic things you clearly need to learn if you want to succeed in 3d modeling.

can u help me how can i and what wrong im doing with my mesh unwrap.

There are literally thousands of videos and websites out there which do that way better than we can here on BlenderSE with our limited space and time. As I said, it's a very basic task, just look for "UV mapping" and "UV unwrapping". The next step would be "Texture Painting" to reduce the seams. Oh, and one hint. I do have as much desire to write tutorials for "u" as "u" have the desire to use proper language.

Basically your texture is not "blurred", it's "stretched". This happens when the quads in the UV map are not regoular. Start with selecting an edge loop of your mesh, Ctrl E "Mark seams" then U Unwrap. In the UV/Image editor you can check how much regoular are the quads. As UV unwrapping is a sort of artwork, you will have to practice and search for tutorials for have a better understanding of all techniques involved.


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Modeling based on a reference image
I'm learning modeling from video tutorials. I need help and good and strong tips that need to create my reference model not this any model I make. I take the reference image and in the properties panel of the 3D view, I adjust the setting side view top bottom extra. Then I take a cube and start drawing with the vertex and loop cut and subsurface modifier.

I make the side view good way, but when I start making the other view it confuses me and my model looks odd or shapeless. I have attached my model that I made in side view, but when I come to the front view and start matching as I did with the side view its getting shapeless. Can I get strong, good tips on how to make an accurate model from a reference image.
Here is my blend file:

Please post your blend files here. I moved it for you this time.

yes sorry the page was not loading so i have attached from google drive thanks for uploading

I cant see your reference image. If you want to pack the image with the .blend file, you need to go to
File > External data (at the bottom) > and choose "Pack all into .blend
This will stick the images into the blend file for others to see.
Now you question seems a little vague, you seem to be on the right track. There is nothing inherently wrong with your model. Stick a mirror modifier on there and keep working and you'll be done in no time.
If you don't like how your model looks compared to the image, look at the image and say, "How is my model different?" Then change it.

source: Stack Exchange

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

sort: votes


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Why solidify modifier extrude extra edges
With the reference video Im making the sofa. I have made the handles and when im trying to add the solidify modifier. I have add the images 1st image is the normal without solidify and 2nd and 3rd image with red mark are the images after solidify is added.  I have align the vertex also. Yet to not get the better result. The handle not solidify outer side like offset as seen in the video. Whats wrong with my basic mode.

enter image description here

You model as duplicate geometry and overlapping faces at the bottom.
Either:

Enter edit mode and press W > Remove Doubles. You may have to increase the Threshold value in the tool shelf, or
Manually delete the duplicate faces at the bottom of the mesh, then close the gaps.

i have check there are no doubles and normal also in correct direction outside

I have checked and there are doubles

Duarte is right,
its a problem with the mesh.

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


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When I'm texture painting, how do I know which texture i'm painting onto?
Is the UV/Image editor window supposed to automatically change to the active texture or something? Or is there another way blender indicates which one you're working on?

Is it supposed to?

Hi i updated the description to clarify.

The best way to control which image receives paint strokes, is to select it in the list of available paint slots, which can be found under slots in the toolbar.

This works with both Blender Render and Cycles. If a UV/Image editor is visible it will get updated to show the active image.

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


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How to move an object along given normal after applying rotation
I know that one can move rotated object along one of the normals' axis by G + Z + Z (or whichever desired axis). I also know that after applying rotation, a face or edge can be moved in similar manner in edit mode. But if you selcet all of that object elements, it can only be moved along its general axis (which is different fro the default world axis, because the rotation was applied and the values of XYZ were reset to 0).
My question is, how to move an object along one of the normals of that object, in object mode, after ctrl + A -> apply rotation. Let's say I have an object, I cut out and duplicate a piece of it, I then apply rotation and want to move it along one of the titled / rotated normals of that object. For the life of me I cannot figure this out.
Any helps is greatly appreciated. I am not uploading a blender file, because I do not think it is necessary in this case, but I will if it is needed.

do you mean that you want to create your own axis? you can do it selecting at least 3 vertices then ctrl alt space, and in the bottom horizontal menu bar you'll see this new axis appear as one of the Transformation Orientation axis. You can manage these new axis in the N panel > Transform Orientations.

CTRL ALT space - I had no idea I can do that. Brilliant, thank you, that is exactly what I needed. This forum is amazing.

You can create your own axis selecting at least 3 vertices, then ctrl alt space, and in the bottom horizontal menu bar you'll see this new axis appears as one of the Transformation Orientation axis. You can manage these new axis in the 3D view properties panel (enabled with N) > Transform Orientations.

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


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Importing/exporting animation into Blender using Collada
Have an issue with importing/exporting animation into Blender using Collada.
Steps taken:

Export character from Mixamo with simple walk cycle in .dae format
Import file into Blender.

The result is the mesh getting distorted.
https://imgur.com/a/24lXGW0
Stuff I've done:

Quaternion rotation
Changed to blender render (apparently, cycles was giving an issue)
Clear scale, rotation, normals, etc
Zero coordinates
Not use better collada (didn't work trying to use it)
Baking animations using recommended settings
Default settings from export and every other setting
Exporting the animation/skeleton purely as .dae
Pretty much whatever I could find online, blender stack exchange forums/etc

Nvm, turns out it's a collada bug. Sent a bug report to the devs.
https://developer.blender.org/T56516

I'm having the exact same bug with the same set of meshes that you were using. I saw in the bug that theoretically it was already fixed, but it seems that the bug is still happening using latest blender release. Was the bug ever fixed?


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How to color object based on roughness?
I'm very new to blender so apologies if this question doesn't make that much sense. Anyways I'm working with tumors and I'm trying to find a way to color them like a topographical map (the end result would look similar), with the blue being the smoother/flatter areas, and red being areas farther from the main surface. Does anyone have any ideas?

Look into the Sharpness output of the Geometry node

Could you give a closer definition of 'roughness', or 'protruding'? Possibly an example?

@RobinBetts I reworded it

One approach to this might be to use Dynamic Paint and Vertex Colors to create a proximity map between your surface, and a smoothed version of it. I imagine this will be for visualization and illustrative purposes, there's nothing calibrated about it. The method assumes quite high vertex density.

Derive a base surface, from which, heights will influence color

In this example, I used AltS to scale the original mesh down along its surface normals, and a Smooth Modifier. (The smoothed object you can see in the illustration is a copy; the one actually used is inside the original mesh. If you make your copy an instance using Alt D, the you'll be able to adjust it conveniently, while viewing its effect.)

Under the physics tab of the properties panel > Dynamic Paint, make the original mesh a Canvas, with settings as shown:

(.. you have to click the '+' next to the 'Paintmap Layer', to create a Vertex Color layer in the object)

Under the physics tab of the properties panel > Dynamic Paint, make the smoothed mesh a Brush, with settings as shown:

(You will have to tweak the 'Paint Distance' parameter, in particular, to get a good range of tones.)

Give the original mesh a material whose color is influenced by the tones in the Vertex Color layer, here left with its default name of 'dp_paintmap' (As you can see I haven't set the range of tones up perfectly, here)

and this is the sort of result:

Other options include combining this map with Sharpness as suggested by Duarte, or inverted normal Ambient Occlusion, to emphasise higher frequency (sharper) surface details, or thinner protrusions.

If you want to visualize something like surface roughness based on the mesh geometry I think there's no native way to do that in Blender.
Baking a displacement map of a high detail object to a smoothed version and exporting it, you could try image processing to calculate a representation of the local roughness. The resulting image can then be used as a texture in Blender.
As an example I used this “marshmallow” with regions of vertices randomized with different intensity.

The result ended up to look like this:

As a first step I created a rough UV map of the object followed by scaling it down and moving the UV islands a little bit apart as the baking will add some pixels of border around each island.

I duplicated the object and applied some iterations of smoothing – without reducing the poly count as I would like to reuse the UV map. The smoothed object is shown offset to the right in the screenshot, but would remain at the original position.

In Blender Render mode – which makes it easier to bake displacement maps – I create a new image with 2048×2048px, select the high detail object, shift click on the low detail version, go into edit mode and bake the displacement map in the render tab of the properties panel. Make sure to have “selected to active” checked and add a bit of margin.

I saved the image as grayscale and wrote a script for Python with numpy, scipy, matplotlib as well as scikit-image installed.
import numpy as np
import matplotlib.pyplot as plt
from skimage.morphology import disk
from scipy.ndimage import convolve

im = plt.imread('displacement_map.png')
im[im==0] = np.nan

k = disk(10)  # kernel shape is circle of radius 10px
              # should not be larger than margin of displacement_map

im = np.absolute(im - np.nanmean(im))
roughness = convolve(im, k, mode='nearest')
plt.imsave(fname='roughness_texture.png', arr=roughness)

The image roughness_texture.png that should be produced by the script can be added as a texture for the material of the object. By default, the colormap will be the purple to green viridis, but it can be changed to one of matplotlib's other color maps by requesting it in the imsave function. Alternatively, you can use a grayscale color map and use Blender's color ramp node to change the colors within Blender afterwards.
plt.imsave(fname='roughness_texture.png', arr=roughness, cmap=plt.cm.gray)

I'm hooked.. could you describe what the contents of the disk is, that you've convolved over the height map? (I'm not  familiar with skimage.morphology, though it looks as though I'll want to be.. )

@RobinBetts disk is a (square) numpy array with a 1 everywhere closer than radius to the center and 0 everywhere else. Basically it generates a circular mask. By convolving an array with ones in it over the image, the result is an array with the values being the sum of the local (10px radius) neighborhoods of each original pixel. Normalizing the array, i.e. disk(10) / disk(10).sum() would result in a filter with the mean of the local neighborhood – which technically would be a little bit closer to the definition of the surface roughness, but I didn't look at the numbers anyway.

It would be great to have a convolution node in Blender.. so you could filter procedural textures..I  guess it would have to be part of the Texture system, which has always seemed a bit out of kilter to me, really belonging to the internal renderer? Which is going anyway? I don't know how it's going to evolve...


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How to draw distance lines to a central object?
I am doing research on tumors and am trying to figure out a way so for every satellite tumor there would be a line marking the shortest path to the surface of the main tumor. Ideally the magnitude of the line would be displayed as part of any rendering. I am planning on animating it so it would go 1->2->3. Below is a simplified sketch of what I am trying to describe (note: the actual thing would be in 3D).

Sorry if this question is strange, I am very new to blender. Thanks!

maybe explain what you want to illustrate with a drawing, and if it needs an animation what would be the different steps

Use animation nodes.

@moonboots I added a sketch

Have a look at the Measure it addon it is included with blender.

This doesn't provide the distance info but will provide 'rubbery lines' between satellites and central body and has been done in the 3D window.  The distance information can be calculated separately and overlaid via the video editor later.
Rubbery lines -  (Rendered with OpenGL)

Add the central sphere, then one satellite.
Add a Nurbs Path and rotate it to align roughly between the satellite and sphere and so it's Edit arrows are pointing to the sphere.
Bevel it with a new plane (scaled down to suit) so it forms a rectangular pipeline. (see Bevel below)
Give it a material slot and saturated colour to avoid shading.  Remove specular.
Set it's origin point to the satellite end.
Select the satellite, then use shift-S to set the 3D cursor to the satellite's origin point. (Cursor to Selected)
Select the line and use SH-S again to set it's origin point to the satellite's OP.   (Selected to cursor)
The line will be now be rotating from the satellite's origin point.
Give the line/path a constraint --> Track to --> the Sphere. (look at sphere)
Goto Edit mode and select it's sphere-end control point.  Press CTL-H and select "Hook to New Object".
Back in Object mode, pull the new empty (hook) down to the center (or surface) of the sphere.
Parent the Hook-Empty to the sphere. ("Keep Transform")
When the sphere moves, the line should maintain a connection between the two objects.

-================-
Add a new satellite.  Duplicate the line and move it down to near the new satellite.
Select the satellite and press SH-S --> Cursor to selected.
Select the new line, press SH-S again --> Selected to cursor.
The rest of the line's properties are inherited so that's all that's needed.
Repeat the procedure for each new satellite.
-=================-
If the satellites need to roam about also, simply parent each line to it's respective satellite. ("Keep Transformation") (Child=line)
-================-
Bevel -
This is just an ordinary plane scaled down to suit the resultant cross section size of the path.
Add it, size it, then convert it to a curve with ALT-C.
Got to the path, select the plane in the "Bevel Object" slot.
The plane can be rescaled anytime to adjust the cross sectional size.


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How to separate in object mode?
I have successfully separated two rings out of a UV sphere using "separate" (Y key) option in Edit mode. But as soon as I switch to Object mode, there is no separation and the objected is treated as one. What can I do to separate it in Object mode for real?

You have made two different meshes but they are still parts of the same object. To make a new object, go back in Edit mode, select the separate mesh with L, then press P > Selection, this part will be a new object.
By the way, to create a separate object you don't have to separate the part of the mesh with Y or V, you can just select the part of the mesh you want to separate, then P (separate) > Selection.

Gotcha. I first selected my mesh separated it using Y and then did the Separate by Selection. It was Compulsory to first separate the object or else the object got embedded/fix/stuck into the mesh and after that, I even couldn't Select that part of the mesh.

you don't have to separate the part of the mesh with Y or V, you can just select it, then P (separate) > Selection


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Set range of keyframes for motion tracking
I'm trying to make a scene with camera tracking and I need my camera to move from left to right. As a result, some of my trackers get "lost" when they are near the edge of the scene. I want to ask if there is a way to set a range of keyframes for each tracker to use and then stop working.
When a tracker gets too close to the edge of the screen instead of stop tracking, it starts to move in weird ways, as if it is still trying to track the given point in the video.
The image bellow shows that weird movement of the tracker:


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How do I simulate only part of a object as cloth?
Is it possible to make just part of an object cloth? So for example, I've modeled a trench coat, but I only want the loose bottom half of it to be a cloth simulation. Can I do that?

You might be able to use Pinning and Vertex Groups to do that

Yes. Use the Pinning vertex group in cloth settings. Any vertices with full weight of 1 will not be affected by the simulation. Partial weight will be partially effected. It is common to use a slight weight gradient for it to work smoothly.

lol, beat me to it

vanishes like a ninja


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blender crashed twice during long render, how to detect and remedy reason for crash?
I am brand new to Blender. I'm running Blender 2.8 on Ubuntu 20.04. I've been working through an explosion tutorial. I have a simple-but-glorious explosion using only a single emitter and I've been able to successfully render it at 20% of its original size (original size is 1920x1080). This takes about an hour to render 45 frames.
Blender has crashed twice now trying to render it at 40% of its original size -- this takes about 4-5 minutes per frame on average. The second time I babysat it as it worked, watching the amount of memory used in the Blender Render window and in the bottom right of the main Blender window. Blender does not appear to be using all that much memory. The machine has 12GB RAM, about 8GB of which stays free during the render process. Blender's bottom right status says Blender is using about 95MB of RAM. The Blender Render window says the max memory is around 55MB. The computer seems to have plenty of memory that is not being utilized.
Blender happily rendered from frame 5 to about frame 39 before I stepped away from the computer. When I came back, Blender had crashed and disappeared. There is no blender.crash.txt or test.crash.txt that I can find anywhere on my file system. I am only trying to render frame 5 through 50 -- but I'd like to make sure I can render this at its full 1920x1080 size.
I know there are ways to work around such a crash but I'd very much like to know what the problem is. It takes so long to run the render before the crash happens so reproducing the problem to see if I've fixed it is going to be prohibitively time-consuming.
I don't think the issue is related to the graphics card because, AFAIK, my old GeForce GTX 470 doesn't speak CUDA:
$ nvidia-smi
Mon Apr 12 10:15:04 2021
+-----------------------------------------------------------------------------+
| NVIDIA-SMI 390.141                Driver Version: 390.141                   |
|-------------------------------+----------------------+----------------------+
| GPU  Name        Persistence-M| Bus-Id        Disp.A | Volatile Uncorr. ECC |
| Fan  Temp  Perf  Pwr:Usage/Cap|         Memory-Usage | GPU-Util  Compute M. |
|===============================+======================+======================|
|   0  GeForce GTX 470     Off  | 00000000:02:00.0 N/A |                  N/A |
| 40%   58C    P0    N/A /  N/A |    506MiB /  1216MiB |     N/A      Default |
+-------------------------------+----------------------+----------------------+

+-----------------------------------------------------------------------------+
| Processes:                                                       GPU Memory |
|  GPU       PID   Type   Process name                             Usage      |
|=============================================================================|
|    0                    Not Supported                                       |
+-----------------------------------------------------------------------------+

I have a GTX 1050 Ti on the way.
At any rate, is this a memory problem? A bug in Blender? A graphics card issue? I think the Blender bug seems most likely because blender doesn't seem to use much RAM and the graphics card doesn't seem to come into play.
**EDIT: **
I saw this note in the docs:

More logs can be obtained by running Blender from Command Line and using --factory-startup --debug-all flags. See Launching from the Command Line and Command Line Arguments.

and decided to try:
# launch blender from terminal
blender --factory-startup --debug-all > ~/trash/blender/debug-output.txt 2>&1 &

I ran the render gain and it looked mostly normal but crashed again. Most of the output looks normal, but the last line seems important:
blender: /build/blender-RL3axj/blender-2.82.a+dfsg/intern/cycles/kernel/../kernel/kernel_accumulate.h:690: ccl::float3 ccl::path_radiance_clamp_and_sum(ccl::KernelGlobals*, ccl::PathRadiance*, float*): Assertion `!"Non-finite final sum in path_radiance_clamp_and_sum!"' failed.

EDIT 2:
I attempted the workaround I linked in my post (rendering one frame at a time as PNG file) and apparently there's something in my blender file that is causing the problem. This looks like a bug or a corrupt file or something. Rendering this one frame:
blender -b "/path/to/explosion3.blend" -f 37

Triggers the fatal error. These are the last few lines of output:
Fra:37 Mem:68.17M (0.00M, Peak 68.43M) | Time:01:16.95 | Remaining:01:41.59 | Mem:54.20M, Peak:54.32M | Scene, View Layer | Rendered 31/84 Tiles
Fra:37 Mem:68.17M (0.00M, Peak 68.43M) | Time:01:20.55 | Remaining:01:39.83 | Mem:54.20M, Peak:54.32M | Scene, View Layer | Rendered 32/84 Tiles
blender: /build/blender-RL3axj/blender-2.82.a+dfsg/intern/cycles/kernel/../kernel/kernel_accumulate.h:690: ccl::float3 ccl::path_radiance_clamp_and_sum(ccl::KernelGlobals*, ccl::PathRadiance*, float*): Assertion `!"Non-finite final sum in path_radiance_clamp_and_sum!"' failed.
Aborted (core dumped)

I don't know anything material about the offending part of the cycles path-tracing engine, so am not sure what calculation is running into (I assume) precision issues internally to yield non-finite values, but a quick google turned up this post with a similar stacktrace: https://developer.blender.org/T76238 It suggests you might be able to avoid the crash by increasing the relevant number of light bounces.

@NeverConvex I ran across a bug report here which was apparently resolved by using a different version of blender than the version installed using the Ubuntu Software installer (i.e. sudo apt install blender). The Ubuntu 20.04 default is Blender 2.82 (sub 7). I tried that same one-frame render command with Blender 2.92.0 downloaded from the Blender website and it rendered the problematic frame without complaint. I'm trying to render every frame now with the workaround and am optimistic.


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How to turn off force fields for rigid bodies?
How can I switch off a certain force field for only some of my dynamic rigid bodies in the scene without keyframing “Dynamic” and have the objects which were affected by force field still interact in a dynamic way with the ones that weren’t.

With particles, a force field affects particles that are on the same layer. Can you separate your objects by layer?


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Model keeps printing hollow
Hello!

First off, I'm a huge noob to blender, this is my first few months with a new program.

I'm having trouble printing my model. It's a fully formed mesh, completely connected. But when I go to print it, it becomes a hollow, spaghetti nightmare. Is there anything I should do to it before printing? Maybe an increased solidify modifier?
It doesn't matter if I print it bigger or smaller, there are still completely missing faces, and everywhere from the knees to the neck are totally hollow.

Thanks!

Can you link us the mesh please? https://blend-exchange.giantcowfilms.com
Also you may want to run through a checklist such as https://www.shapeways.com/tutorials/things-to-keep-in-mind If I had a guess I would say there may be some illegal geometry.

Hi, welcome to the site, could you add some pictures or a link to your .blend file to the question to clarify the problem?

There is a 3D Printing addon included with blender that you should enable, it may help find the issue. I expect it may be the face normals, in edit mode select all and press Ctrl-N

Thank you guys for your help! Turns out I had an unnecessary inner shell that needed deleting. I fixed it by removing doubles and inner faces, as well as cleaning some illegal geometry. Thanks again!


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I'm Making Volcano Eruption and the Splatter Texture Always Repeats, Why?
I'm trying to make a volcano eruption modeling like in CG Geek Youtube Channel. The guy who teaches in CG Geek is using 2.79 but I'm using 2.8 and I'm doing exactly the same things with the guy but
when I want to this result:
I'm getting this wrong result.
While my rocks texture works well, my lava texture is repeating
like that:

I don't understand what am I doing wrong??
Here is the CG Geek Node Editor:

And my shape editor:

I used two UV map like him also, but I don't know what is the problem. Is that about shape editor?
Thanks for your advice and helps.

Hello and welcome. Using all caps is considered rude

Do you even have a UV map connected to the vector input of any of your texture nodes?

Yes, I have but I solved that problem. I think I needed to add an attribute for the texture that repeats. I added an attribute and named it with the first UV Map which has the correct shape. And it ok now. Thank you for your interest my friend @Sazerac


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i can't center the object - invisible side
I can't center the object ( house ).
It's like if there would be an invisible side to it.
I tried to set the center to the Geometry, and to the Center of Mass, but it doesn't go to the right place.
I tried to change the pivot.
I used CTRL + SHIFT + ALT + C
I tried SHIFT + S
I tried the Set Origin
I'm running out of options.
Here is the .blend

Hi. Please use http://blend-exchange.giantcowfilms.com/ for blend uploads as it is more permanent.

Are you sure you were selecting the actual mesh and not the parent, which is an empty?


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Trying to make a tutorial which uses a Python Script to change textures in Blender
I followed this tutorial https://www.youtube.com/watch?v=iG8nz4djQdI
The script creates a new domino mesh, and puts a random texture in each domino.
I typed the script and created the texture, but don't manage to find the Offset to properly place the textures on the dominoes.
Here is the texture: it has an offset of 21, which is the half size of the distance between each piece:

Here is the CODE:
    #STEP 1 CREATE THE MATERIAL AND APPLY IT TO THE OBJECT

import bpy

# MAKE SURE RENDERER IS SET TO CYCLES
bpy.context.scene.render.engine = 'CYCLES'

#STEP 2 REFINE MATERIAL

# CHOOSE IMAGE TEXTURE
image = bpy.data.images.load('/Users/sebba/Desktop/DominoesTextureStrip_Dif.png')

# PUT MATERIAL ON OBJECT
def setMaterial(ob, mat):
    me = ob.data
    me.materials.append(mat)

# RUN MAKE AND SET MATERIAL COMMAND
def run(origin):
    dominoMat = makeMaterial('dominoMaterial', (0.4, 0.6, 0.8))
    setMaterial(bpy.context.object, dominoMat)

#STEP 3 REFINE MATERIAL

# import random

import random

# Define which group of objects will have the domino texture applied to them
Group_List = bpy.context.selected_objects

# Create the domino material
def makeMaterial(name, diffuse):

    # delete Current Materials
    obj = bpy.context.active_object
    mesh = obj.data
    #for i in range[len[mesh.materials]]:
    for i in range(len(mesh.materials)):
        bpy.ops.object.material_slot_remove()

    #NEW MATERIAL
    mat = bpy.data.materials.new(name)
    mat.diffuse_color = diffuse
    mat.use_nodes = True

#DELETE ALL CURRENT NODES
    mat.node_tree.nodes.clear()

#ADD DESIRED NODES, SET VALUES, LOCATIONS AND CONNECTIONS BETWEEN NODES
    texture = mat.node_tree.nodes.new(type = 'ShaderNodeTexImage')
    texture.image = image
    mapping = mat.node_tree.nodes.new(type = 'ShaderNodeMapping')
    # HERS IS 0.42855
    mapping.translation = random.randint(1,30)  * 0.375 ,0,0
    mapping.rotation = 0,0,random.randint(0,1) * 3.14159
    coordinate = mat.node_tree.nodes.new(type = 'ShaderNodeTexCoord')
    diffuse = mat.node_tree.nodes.new(type = 'ShaderNodeBsdfDiffuse')
    glossy = mat.node_tree.nodes.new(type = 'ShaderNodeBsdfGlossy')
    glossy.inputs[1].default_value = 0.15
    mix = mat.node_tree.nodes.new(type = 'ShaderNodeMixShader')
    mix.inputs[0].default_value = 0.12
    bump = mat.node_tree.nodes.new(type = 'ShaderNodeBump')
    bump.inputs[0].default_value = 0.2
    bump.inputs[1].default_value = 0.1
    output = mat.node_tree.nodes.new(type = 'ShaderNodeOutputMaterial')
    texture.location = -500,500
    mapping.location = -900,400
    coordinate.location = -1100,400
    diffuse.location = 0,400
    glossy.location = 0,200
    mix.location = 300,200
    bump.location = -300,200
    output.location = 500,300
    mat.node_tree.links.new(diffuse.outputs[0], mix.inputs[1])
    mat.node_tree.links.new(glossy.outputs[0], mix.inputs[2])
    mat.node_tree.links.new(mix.outputs[0], output.inputs[0])
    mat.node_tree.links.new(coordinate.outputs[2], mapping.inputs[0])
    mat.node_tree.links.new(texture.outputs[0], diffuse.inputs[0])
    mat.node_tree.links.new(texture.outputs[0], bump.inputs[2])
    mat.node_tree.links.new(mapping.outputs[0], texture.inputs[0])
    mat.node_tree.links.new(bump.outputs[0], glossy.inputs[2])
    mat.node_tree.links.new(bump.outputs[0], diffuse.inputs[2])
    return mat

x = -1
# ENSURES EACH DOMINO HAS IT'S OWN RANDOMLY GENERATED FACE
if __name__ == "__main__":
    for obj in Group_List:
        x = x + 1
        bpy.context.scene.objects.active = bpy.data.objects[Group_List[x].name]
        run((0,0,0))

NEW .blend file, with NEW simplified code edited:

NOW: 2 things happening:
1) I don't manage to find an offset so that the textures are aligned for all dominoes. I've tried, numbers between 0.01 and 0.5, and when one is good, the next is not, which doesn't make sense.
2) Then when I run it with 2 or more dominoes at the same time, gives a new Error ( the console is Empty and the for loop is fine ), but seems to work ( although still has the wrong offset ).
OLD errors (fixed) following the help of everyone:
1) Gives error "location: unknown location: -1" in line 72 (old line number)
I copied the path to the image from the image properties/Get info.
2) I edited the script with all the changes. but i still get an error. Python script fail. look in the console for now. In the console there's nothing. and I believe it has to do with the for loop, Group_List is not defined. but I checked the tutorial, and I don't see it anywhere. Any ideas?

Can I suggest you don't concatenate scripts end to end like above.  Either make 3 scripts, or meld into one (recommended in this case) and have one import bpy ,one  def setMaterial(...)  etc etc,  and one if name == "__main__":  per file.  Also new issues lead to a new question, rather than editing the OP and making current answers redundant.

@batFINGER, thanks for your advice. i simplified the code, and rephrased the question.

Still loading the image twice.  Get rid of the object, mesh and material removal code from makeMaterial  so it does what it says and just makes a material, not remove all materials from context object as well.  If you want to clear all materials make a method to do that, and pass it the object.  .  Is run() nescessary, be easier to read if expanded where called.  Lastly scene.objects.active = obj in final loop.

I still didn't manage to find the proper offset. I modified the texture so it has an offset of 21 pixels at start and end, and in between pieces you have 42 pixels. Is this correct? Any ideas?

@sebseb The video you link to is private.

“Unknown location: -1” is typicallly an indication that you’ve got mismatched brackets or quotes - so Python finds itself somewhere it isn’t expecting.
In your sample code there’s a missing close bracket on the line :
dominoMat = makeMaterial('dominoMaterial', (0.4, 0.6, 0.8)

Add an extra “)” at the end. I’m not at a computer at the moment so I can’t check if there are any other typos but that one is likely to be your problem.
EDIT
As @batFINGER spotted, there’s also a missing “:” from the end of :
def setMaterial(ob, mat)

Well spotted @batFINGER - added to answer.

@Rich Sedman, thanks guys, I edited the script with all the changes. but i still get an error. Python script fail. look in the console for now. In the console there's nothing. and I believe it has to do with the for loop, Group_List is not defined. but I checked the tutorial, and I don't see it anywhere. Any ideas?

@sebseb At 6:47 in the tutorial is shows the script and it apears different to yours - there’s a definition of Group_List between ‘Choose Image Texture’ and ‘Create the domino material’. I also spotted another difference - theirs has ‘import random’ at the top.

@RichSedman, thanks a lot Rich. I got it almost working. Please, see new edit, with .blend file. ( i tried to pack it, but was huge, so the texture is separated ). 1) I don't manage to find an offset, and 2) If I run it with 2 or more dominoes gives a new Error (console).


text:
Copy Cycles ViewPort Color from Shader Automatically
The original working code is here. Works fine by clicking a button (btn), it copies the color from the displacement to the viewport.
http://blendervisionpro.blogspot.be/2014/12/copy-cycles-color-to-viewport.html
I would like to do it automatically without having to click the button (btn).
So I tried to do an "update" but doesn't work. (onChange).
My level of python is nul. But I can see it detects the shader color: variable cyColor and assigns it to the viewport: obMat.diffuse_color = cyColor
At the bottom of this post,
https://stackoverflow.com/questions/41021920/blender-python-onchange-event
I see @sambler edited a function called onChange of Map type:
but I don't know how to make it work onChange of Displacement (Shader) color.
I don't even know if the function I created "def update_viewport_color" ( exact copy of the execute function ) is even correct.
        bl_info = {
 "name": "Copy Cycles ViewPort Color from Shader Automatically SBB",
 "author": "BVP source blenderartists.org/forum/archive/index.php/t-357610.html",
 "version": (1, 0),
 "blender": (2, 6, 4),
 "location": "Material > Settings > Copy Cycles Color to Viewport",
 "description": "Copy Cycles ViewPort Color from Shader Automatically SBB",
 "warning": "",
 "wiki_url": "",
 "tracker_url": "",
 "category": "Material"
 }

import bpy
import mathutils

class CopyCyclesColorToViewport(bpy.types.Operator):
  '''Copies Color of first Cycles node with Color input to Viewport Color of the material'''
  bl_idname = "object.copy_cycles_color_to_viewport"
  bl_label = "Copy ViewPort Color from Shader"
  bl_options = {"REGISTER", "UNDO", "INTERNAL"}

  @classmethod
  def poll(cls, context):
    return context.active_object is not None

  def execute(self, context):
    if context.active_object.active_material != None:
      obMat = context.active_object.active_material
      if obMat.cycles.id_data.node_tree != None:
        for node in obMat.cycles.id_data.node_tree.nodes:
          for nodeInput in node.inputs:
            if nodeInput.type == 'RGBA':
              cyColor = mathutils.Color((nodeInput.default_value[0], nodeInput.default_value[1], nodeInput.default_value[2]))
              # prevent the color from being too dark for viewport
              # by using a minimum HSV Value of 0.1
              cyColor.v = max(0.1,cyColor.v)
              obMat.diffuse_color = cyColor
              # update=update_viewport_color
              break
    return {'FINISHED'}

def update_viewport_color(self,context):
    if context.active_object.active_material != None:
      obMat = context.active_object.active_material
      if obMat.cycles.id_data.node_tree != None:
        for node in obMat.cycles.id_data.node_tree.nodes:
          for nodeInput in node.inputs:
            if nodeInput.type == 'RGBA':
              cyColor = mathutils.Color((nodeInput.default_value[0], nodeInput.default_value[1], nodeInput.default_value[2]))
              # prevent the color from being too dark for viewport
              # by using a minimum HSV Value of 0.1
              cyColor.v = max(0.1,cyColor.v)
              obMat.diffuse_color = cyColor
              break
    return {'FINISHED'}

# HOW TO CALL THE FUNCTION ABOVE ???
# ONCHANGE OF COLOR DISPLACEMENT (SHADER).
# update=update_viewport_color

def btn_draw(self, context):
  if context.scene.render.engine == "CYCLES":
    layout = self.layout
    row = layout.row()
    row.operator("object.copy_cycles_color_to_viewport")

def register():
  bpy.utils.register_module(__name__)
  bpy.types.CYCLES_MATERIAL_PT_settings.append(btn_draw)

def unregister():
  bpy.types.CYCLES_MATERIAL_PT_settings.append(btn_draw)
  bpy.utils.unregister_module(__name__)

if __name__ == '__main__':
  register()

For more recent versions of blender may need to use bpy.types.CYCLES_MATERIAL_PT_settings rather than bpy.types.CyclesMaterial_PT_settings

Could use method used in answer here and run it as a modal operator, instead of a button you have a boolean switch that runs it (sets every timer tick.. if necsessary)  or switches auto off.

@batFINGER isn't it possible to run it with the onChange example I provide? => onChange trigger function "def update_viewport_color ". So, there are no buttons to click? with the modal I'll have to click a button on the modal window, correct? My biggest problem is that my level of python is so low (nul) that I don't understand everything that happens, nor I know how and where to call the onChange event.


text:
Freestyle Line Set not Showing in Blender 2.79
Similar problem as in this other post:
Freestyle line is not showing
Freestyle Line Set should be in Render Layers ( Properties ), but is not Showing in Blender 2.79
Based on Blender 2.79 manual it should be there. Do I need to activate something. I already activated an addon called: FreeStyle Line Style SVG Export, but that didn't help.
https://docs.blender.org/manual/en/dev/render/freestyle/parameter_editor/line_set.html#edge-marks

How is your question different from that one? Did you try to use answer provided there? How about posting some screenshots of the settings?

@Mr Zak, thanks for the suggestions. I posted a screenshot of my Render Layers Properties. My questions is different due to the fact that I mention the version of Blender in which it doesn't work, and the manual for the same version showing that it should be there. but I just don't manage to figure out how. Besides, that post is 1 year old, and noone will look into to try to solve it.

Got it solved, thanks to this video by Blender Nerd ( Thanks ).
https://www.youtube.com/watch?v=6ItWP3lGBGY
Basically you need to first enable / activate "Freestyle" in the Properties > Render Tab.
Then you can go to the Properties > Render Layers Tab and you'll see a new section called: Freestyle


text:
How to Copy ( CTRL L ) Object Data to Many Objects while keeping all their Transforms ( Location Rotation & Scale )
I'm trying to build a roof with shingles.
I start with one shingle, and make 3 modifiers: 2 arrays and 1 mirror.
To reduce file size and mesh vertex I apply the modifiers, then I want to copy Object Data from the main object ( shingle ), to all the other identical objects ( object instancing ).
The problem is that it copies the location, therefore it piles them all.
When I test with simple cubes, see blend file.

The main object is the RED cube.
The array cubes are the BLUE ones.
and a new created cube is the GREY one.
It works fine when I copy Object Data from the main object, to the GREY. The grey object stays in its location.
but when I do the same thing with the BLUE objects, they pile up.
I tried to APPLY all transforms, and same thing. ( CTRL A ).
How could I "reset" the BLUE objects like if they were newly added?
I saw a similar question here but based on what I just said, there should be an easier solution.

If you want blue cubes to stay in their position after you link their mesh data to the gray cube, you need to reset their origin to their individual centers.
You can use that devil shortcut Ctrl+Alt+Shift+C for that.
I hope it is what you are going to achieve :)

Here is your .blend with this "fix" applied.

thanks a lot Jan that was exactly what I wanted to do, and it works perfectly.

I am happy I could help :)

Now I use this technique for everything ;o)


text:
When I do this UV unwrap the cube becomes transparent and shows vertical and horizontal lines
When I UV unwrap the cube, and place a logo/image in it I get 2 things:
1) the Cube becomes transparent. How can I keep the diffuse not transparent. I used the transparent node to get the alpha from the logo.
2) I also get some weird vertical and horizontal lines.
Any ideas?
Is this the way to do this? Is there a better way? any links to tutorials?
Here is the blend file:

The lines are most likely a problem with the image Alpha channel. However, the Blend file you uploaded does not include the image - you need to select 'Pack' in the UV editor to pack the image into the file before you upload it. However, load the image into an image editor and check the Alpha channel to ensure there are no lines or other noise present. Also, set the Image Texture node to 'Clip' rather than 'Repeat' - this way the other 5 UV faces (outside the UV boundary in your image) definitely won't be picking up any content from the image.
As for the cube becoming transparent, you do realise that you're using a Transparent shader for the red shading...? Replace the Transparent shader node with a Diffuse shader node and it will no longer be transparent.

Thanks a lot Rich, it worked perfectly. The lines, where because in the mix shader I had the diffuse on bottom, and it need to be on top, and the transparent on bottom, what made it work.


text:
Custom user path?
I remember watching a Blender Today sometime last year where Pablo was showing off a new feature where you could change the location of your user path, but for the life of me I can’t find that option in any of the most recent versions of Blender (including 4.0 beta). Unfortunately the feature was in some random feature list he was going through so I don’t even think I could find the video again without rewatching a year’s worth of Blender Today videos.
For clarity, this feature would allow you to change your user path from the default (on windows)
C:\Users\myname\AppData\Roaming\Blender to something else like C:\MyStuff\Blender
And yes, I’m aware you can effectively do the same thing with symlinks but I’m looking for this feature specifically, as symlinks will not work for what I need to do.
Thanks in advance if anybody has the answer!
Edit- my question was closed due to similarity to this question:
Can I change default folder to save startup file (startup.blend and userpref.blend)?
But I'm asking for something completely different:
In RECENT (ie: 3.5+) versions of Blender there is supposedly an officially supported way to change your user path through the Blender interface, not by installing a portable version and changing command line variables, editing environment variables, or creating symlinks. I'm asking for information on THIS specific feature.

Anytime there's a feature added to a version you want to find, look at the release notes here.
I haven't heard of that feature being in Blender itself, and I guess it would have been in the File Paths preferences otherwise (see File Paths — Blender Manual).
One indirect way to at least not use the default user/system folder is to make your installation portable.
Portable Installation
According to Installing on Windows — Blender Manual:

How to Make a Portable Installation
To keep all configuration files and installed add-ons in the executable folder, create a folder named config in the LOCAL directory of the unzipped folder.

You are supposed to do that for the zip download version of Blender on Windows, but I think it works with other installations too. In addition, you can manually copy your addons and preferences there.
It so happens that I created a script to do just this a while ago:

Open the blend file with the Blender you want to make portable, and run the script in the script editor, and it should do the trick. If you use Window > Toggle System console, it should show you in more details how it went.
That being said, Blender does use environment variables to decide where to store things, and you can use your system's tool to affect these.
Environment Variables
I have never used this for anything other than OCIO configs, so I am not 100% sure of it actually working for the rest. But according to:

Blender’s Directory Layout — Blender Manual
Command Line Arguments — Blender Manual

You can edit your system environment variables for the user or the whole system, or make a script that runs Blender with a specific environment variable.
The available environment variables are:

Variable
Description

BLENDER_USER_RESOURCES:
Top level directory for user files. (other BLENDER_USER_* variables override when set).

BLENDER_USER_CONFIG:
Directory for user configuration files.

BLENDER_USER_SCRIPTS:
Directory for user scripts.

BLENDER_USER_DATAFILES:
Directory for user data files (icons, translations, ..).

BLENDER_SYSTEM_RESOURCES:
Top level directory for system files. (other BLENDER_SYSTEM_* variables override when set).

BLENDER_SYSTEM_SCRIPTS:
Directory for system wide scripts.

BLENDER_SYSTEM_DATAFILES:
Directory for system wide data files.

BLENDER_SYSTEM_PYTHON:
Directory for system Python libraries.

OCIO:
Path to override the OpenColorIO config file.

TEMP:
Store temporary files here.

TMP:
or $TMPDIR Store temporary files here.

The way to change environment variables is different from one system to another, so I just show examples with Windows and anyone else knowledgeable with other systems can edit my answer to add the rest.
On Windows
I think the safest option would be to create a text file, rename it with the ".bat" extension, then write the following inside:
Set BLENDER_USER_RESOURCES=C:\my\user\ressources

START "Blender 3.6.5" "C:\AppInstall\Blender\stable\blender-3.6.5\blender.exe"

This will set an environment variable and run blender with that environment variable. It doesn't impact the system whatsoever, hence is safe.
If you really want to change your system's settings, then you need to open the Environment Variables editor. To do so, hit  and search "Environment Variables", it should quickly give you what you need:

Click that to open the System Settings, and from there click the Environment Variables button.
From there, in the top portion reserved for the current user (safer than system), click New, set the name as per Blender's documentation above, and set the path as the one you want.

Click Ok for the three windows to validate. A reboot might be necessary.


text:
How do I texture paint on the surfaces after I added an image texture and tiled it using UV unwrapping?

I want to texture paint on the surfaces without affecting the textures already set up. If I create a new texture of 1024x1024px size and start texture painting, I notice that blender draws on all the different 'tiles' of the texture that has been applied previously to the surface.

If I straight up go to texture painting and start painting on the surface, this is what happens.

Create this kind of node setup, 1 being a b&w mask that you need to paint in order to separate texture 2 and 3, plug 1 into the factor of the Mix Shader, paint 3:

And as pointed out by Gorgious, "you can also initialize texture 3 (painted on) with all pixels set to alpha = 0 and use the alpha output as a mask instead of an aditional mask texture".

You can also initialize texture 3 (painted on) with all pixels set to alpha = 0 and use the alpha output as a mask instead of an aditional mask texture

I did that and it still paints on separate tiles of the texture instead of the whole face. https://ibb.co/X4GtvNc

it depends on how you've unwrapped your mesh I guess


text:
Is there a way to make the liquid stick to a mesh ? Instead of sliding off
I'm trying to animate a chocolate pouring on top of an ice cream which is rotating and moving. I tried all sorts of settings on the liquid mesh but every time the ice cream makes the slightest move, the liquid just slides off like it has no stickiness at all, the hydrophobic behaviour is very high so to speak. Now there is an option under viscosity (Surface Tension) which is suppose to control exactly the hydrophobic property of a liquid, but I tried it at all sorts of values and didn't see any difference whatsoever... What am I missing here ?
Settings:

I parented the domain to the cone because if you scale up the domain, the simulation doesn't work...
The problem:
The topping just slides off every time the cone makes slightest movement

I played with some settings and got it to look like this at some point which is somehow keeping it together but I don't know how I achieved that because I wanted a better result and I messed up again... I cannot go back to the same settings:

what strength for viscosity did you use? without seeing any of your settings we can just guess around...so please improve your question and show us all of your fluid settings (domain, effector and geometry/inflow)

https://blender.stackexchange.com/questions/187019/piping-cream-through-a-piping-tip https://blender.stackexchange.com/questions/48669/how-can-i-make-a-fluid-simulation-liquid-become-gooey-or-viscous https://blender.stackexchange.com/questions/240517/how-to-make-delicious-homemade-ice-cream/ https://blender.stackexchange.com/questions/45374/how-can-i-model-ultra-viscous-dripping-wet-objects https://blender.stackexchange.com/questions/79683/simulate-a-sticky-fluid-in-blender https://blender.stackexchange.com/questions/125023/how-can-i-model-something-that-behaves-like-molasses/125041#125041

Please show your Blender scene  as a Blender screen capture.  Some questions which could be answered by a clear screen capture (.png).  Which fluid simulation solver? Blender?  If not Blender can you copy and paste the text describing viscosity.  Blender native fluid simulation has two viscosity settings.  Neither of them use the word hydrophobic, but rather force is the concern.


text:
How Does Blender Voxel Data Work?
I've been looking online for a long time, searching for documentation on the subject of Blender Voxel Data.  So far, I know that Blender uses many file types, including the .bvox file type.  For the .bvox file type, I have found that it uses ASCII characters to load in density values, starting with the dimensions.  For example, a data set with dimensions 64,64,64 would save into the .bvox file as:
@@@
However, only the density values are saved.  The data set I have is formatted as follows, where dd is a density value:
xx yy zz dd
xx yy zz dd
My python code strips each line and takes only the density values and uses pythons pack struct to pack the values into a .bvox file. This works fine, but I am wondering how Blender knows where to put the coordinates of the densities?  Each density value has to be at a specific point, and how does Blender know where that point is?  And also, is it possible to specify my own coordinates for each value?

Without looking at the code my first guess would be an ordered list from point one to point xx. If you always increment through x,y,z in the same order then the density values will always correspond to the same position.

I think that might be a good explanation. But I was looking into the mapping tab on Blender, and found some things on coordinates.  What does that do?  Can I manipulate it to set my own coordinates?

The only mapping panel in blender I can think of is in the texture settings. This determines what calculation is used to get the colour of a specific point, I don't think it will make a difference for voxel data unless you are using a colour ramp. As for the mapping options in particle textures I don't know what effect it would have.

Possible duplicate: http://blender.stackexchange.com/questions/3676/setting-voxel-coordinates

First off, that's not ASCII; this is merely a misinterpretation of the raw data. The actual format can be figured out from Blender source files render/intern/include/voxeldata.h and render/intern/source/voxeldata.c together with blenlib/intern/voxel.c. The format is used for 3-dimensional textures.
The header is read by read_voxeldata_header(), and consists of four ints: the X, Y and Z dimensions, as well as the number of frames. There's no code to handle endianness nor size variations, so the files aren't portable across platforms. Most current platforms will store these as 32-bit little endian.
Next come the frames, in order. Each frame is also stored in raw memory format, as X*Y*Z floats; this will typically be IEEE 754 single precision (32 bit) values.
Within each frame, the order of the voxels is defined in the sampling functions. They use a macro named BLI_VOXEL_INDEX to perform the lookup, defined in blenlib/BLI_voxel.h. It shows that the order is along X axis first, then Y axis, then finally Z axis.
The raw 8-bit format is similar, but has no header, and uses only 8 bit fixed point values; the voxel value is databyte/255.0. This requires the actual dimensions of the voxel to be entered in Blender.
The image sequence format simply uses a layered group of images, along ascending Z axis. The pixel data gets averaged into a grayscale voxel texture.


text:
Using a captured attribute in geometry nodes
I'm trying to change the thickness of a curve based on how far it is from initial point.
But, even if I capture that length and confirm in the viewer, it is still not usable.
Below, I used "Capture Attribute" to get the length. But when I use it on the object I want to resize as a profile curve, it just fails. Not sure what I am doing wrong.

I've also tried Attribute Statistic, but it gives the same number instead of per point:

Even though there is a working answer, just a quick note on why your setups didn't work: in the first nodetree (by the way, you said you captured the length but it's the index) you get a list of values and try to plug it in the radius of a single Curve Circle. One circle can only have one radius. Only after it gets extruded along the curve with the Curve to Mesh node there are multiple control points which can get a list of values as radius assigned to them.

The second nodetree with Attribute Statistic node, Length gives a cumulated length of the spline per control point. On a spline with e.g. length $l$ and $n$ points, the value at each control point with index $i$ is $l$×$i/(n-1)$, so the sum of all lengths of all points altogether is $l$×$(n/2)$. On the Attribute Statistic node you used the first output, which is the Mean output. The mean (average) value of a sum of values is the sum divided by the total number of values, which gives a single value as the result. This single value you get at each control point in the Viewer node.

You can use 'Set Curve Radius' with a 'Float Curve'.


text:
Is it possible in blender to change the dimensions of a downloaded 3d model in .blend format or .obj format in blender using python scripting?
I am totally new to blender, I have downloaded a 3D model of a humanoid and am able to see it in blender. I want to change its dimensions and size in all perform editing on by changing its size, height, arm width, length, etc.
In a more clear picture of the question, suppose i have 5 persons whose 3D model I have to make automatically, so I want to change the dimensions of that humanoid to match the body measurements of these people. If I can mark those points manually on the humanoid and define parameters of shoulder width, arm length, height, etc and just input the values then my project can go a little forward.
The model I am using is attached in this link,
https://free3d.com/3d-model/rigged-male-human-442626.html
Please if anyone can tell me if it is possible to edit the model by defining certain parameters through python scripting. I need it as an add on for my project. And i just need to know how can i do that rest i shall experiment and do.

The language used here does not make much sense. You need to re-form the question in a clear and easy to understand manner and give it a descriptive title. Maybe start by describing what results you need and then tell us about what you are struggling with to achieve them.

I don't think it's possible from a regular model you created or got by others. You would need a parametric modeling tool, which blender itself is not. You could alter some part of the mesh (or armature) by code, but that would create heavily distorted model, not what you wish to have, You probably need some tool like MakeHuman (and then import the model in blender), or a blender addon like Manuel Bastioni Lab. Those tools create new characters parametrically, and you can maybe automate them, but that's matter for another specific question, for sure.

I will be waiting for the clarification of the question and will do my best to edit my answer accordingly because the question is really poorly formed, however if you need a way to generate different human characters quickly defining properties and measurements of their body parts, you will definitely find ManuelBastioniLAB add-on interesting. It is a free and very well designed tool for parametric human character modeling.

First of all thankyou for extending a support hand sir, I am looking forward to develop a python script that could make changes in the size of the current 3d model according to the parameters I input for height, shoulder width, stomach width, etc, and these parameters would be some calibrated parameters varying from person to person. In all I want this 3D model to be edited using a script automatically such that it changes its built and size according to the body structure of the person under study.

You should edit your question and rewrite it in a more understandable way without grammar and spelling mistakes with this information included and a descriptive title if you want to get more answers. I do not know how else I could help you. ManuelBastioniLAB does exactly what you describe. You can have a look at MakeHuman software as well.

I checked ManuelBastioniLAB and currently working with it, also I am able to set those values of measurements with Python scripts, but I am still not sure whether it could be beneficial for my project or not because it has got a lot of object properties and the measurements we are inputting in it are also different, I wanted to adjust it to look like the person under study, but how will I caliberate so many measurement parameters it is having.

But thanks alot, as per my request and need you suggested something very good


text:
Blender 2.8 - Issue with "shadowing" effect at UV material edges in Eevee
I've noticed this issue in Eevee (and Look Dev) but NOT in cycles, where I've UV unwrapped a section of my model, used exactly the same shader nodes where the two materials would meet, but there's a strange shadowing effect outside the edges of the UV unwrapped area.
Is there a setting to fix this that I am as yet unaware of? See screenshots below. First one is the Eevee viewport render (you can see the edges of the unwrapped area), the second is the Cycles viewport render - with no issues.
Thanks for any help!

After removing Subsurface Scattering, the issue of the shadowing was resolved, but I would like to keep subsurface scattering. My question still stands as to whether there is a setting that will get rid of the shadowing effect?

I added arrows to the Eevee image above, as it may not have been clear where the issue is happening. Click on the image to see it full size. It is not about jagged shadows. I can max out the cube and cascade size, click soft shadows and they are still there. As I said in my last comment, it's something to do with subsurface scattering. I have a feeling it's a current limitation of the Eevee render engine, but maybe someone knows something I don't.

My bad, I've completely missed the issue. Does this also happen when you don't apply any texture?

Yes. Confirmed.


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How to visually disable ("hide") Smooth Shading in Edit Mode only?
In Blender 2.8, is it possible to visually disable Smooth Shading ONLY in Edit Mode? I want the surface of my model to soften in Object Mode or render preview, but at the same time, when I enter Edit Mode, the surface stays "low poly".
As an example, there is an option within the Subdivision Surface modifier that allows you to visually disable the modifier within Edit Mode. Is there something similar for Smooth Shading?
Thank you.


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How to bevel correct way

I have made the svg file and imported and then converted to curve.
As i have make with the red is my original mesh and the below is unmark bevel mesh.
I want my mesh to be bevel from the center and it should not created space or gap as seen the below mesh. The mesh should make bevel from the center mark in green.
Im i doing correct way or is there any other way or how should i make the bevel without creating gap or space in middle of mesh.
As the mesh is present same shape should be bevel from the center.

result

Reference image

The green curve is not strictly "in the middle" of your figure, so I can't see how an algorithm could figure out where to place it. Probably for this task it's easier to build two curves and create faces between them (if your goal is to get flat bevel).

Thanks for replying i have added the reference image that effect i want on my mesh

Related question: http://blender.stackexchange.com/questions/58457/how-to-make-a-bevel-on-text

@Carlo Thanks for replying I want to know how the center line appears. In the below image as u show he has converted to mesh and then deleted faces and then connected the faces. And what he did not get and how the center line came and he pull in z axis. i have same problem i want to raise from the center can u plz clear me

@atek I didn't 'convert to mesh' it was purposefully modeled by hand to do so easily. If you notice it has a quad-based topology with 4 sided faces only, so it can be easily loop cut.

@DuarteFarrajotaRamos can u give me the best solution for my mesh how can it work a best bevel maybe similar as u shown in the .gif of text

Start from one of the ends of your shape, and trace over twice by hand , once for each side of the curve. Draw two lines with a mesh object with the same amount of edges for each side, so that they can later be bridged together, and have a quads only topology. Then you can loop cut and place an edge at the middle.

I will try and a request if i get a reference .gif how it works will be thankful

You want to make sure that when you are using bevels you don't want any ngons  on your model. These are faces that contain more than four vertices.
In this situation sense you are trying to only bevel the center of the model try using the inset tool.
This can be accomplished by the "I" key while you have the desired faces selected.
Here is a link for how to use the inset tool from the Blender documentation.
https://www.blender.org/manual/modeling/meshes/editing/duplicating/inset.html

Thanks for replying with the option i have got a fair result. I have attach the result and i have a reference image (gold) that effect i need on my mesh.

Oh if you are trying to generate text in blender there are two way you can go about it. You can either use the create text tool which gives you a bunch of different tools to work with including a bevel tool for the text.  Or you can create a plane then extrude that plan into the desired shape. Then inset the plane to get the beveled look.

above mr carlo given the link Thanks for replying I want to know how the center line appears. In the below image as u show he has converted to mesh and then deleted faces and then connected the faces. And what he did not get and how the center line came and he pull in z axis. i have same problem i want to raise from the center can u plz clear me http://blender.stackexchange.com/questions/58457/how-to-make-a-bevel-on-text

If I can be honest, I don't know in short. Though it was something that seems very practical and it really frustrated me I couldn't figure it out, there must be an add-on somewhere for it,
Though I think I may have come up with an alternative solution. If I can make some assumptions, it is important that you manipulate a curve not a mesh....You are not using it for a path and only for geometry... and you will be converting to a mesh at some point...
If this is the case, this file may have a solution that is not correct but may work, I have split the curve into two separate curves with two 'vector' aligned 'handle' at the points of overlap. Also manually added a curve to create the position required for a bevel.
So now all you have to do, is convert both curves to a mesh (You can join the curves if you prefer), Join the two objects together with Ctrl + J and then remove doubles, and now you will have a line of polygons at the exact point you want a bevel, just select them and raise appropriately.
https://www.mediafire.com/folder/hhdz4v4fnhbwh/Assisted_Files
(make sure you keep the vector aligned handles exactly overlapped, keep the resolutions exactly the same and do not edit the 'bevel curve' without altering both, I would delete the internal curve on one of the objects if you want to edit it's position, re-seperate it and then attach it exactly to the other curve object or add hooks/handles to edit both curves simultaneously (would you like me to do this for you?))
I hope this worked for what you intend to achieve, unfortunately unless I know the exact reason you want this feature I cannot give you a more suitable way to achieve it, this was just my best solution so far. I do want to investigate more, this does seem to useful.
Show less

can u clear it little bit more with images or .gif


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Why there is no light coming inside from the window
I have made the model with Archimesh addon. I want light should produce voulmetric type from the window inside the room. I have used spot as light source and strength as 100 default. But there is no light coming inside the light. What setting im missing so that light should transparent the glass windows.

Please read this question. You will need to change the material accordingly for better results. In the future, please provide images of materials when you have material questions.

It sounds like you are following the new tutorial from Andrew Price. Perhaps you should watch it a bit more carefully. http://www.blenderguru.com/tutorials/interior-architecture/

@Timaroberts, Ezra and cegaton, Just want to ask If i add a normal glass material y there is no light inside. Why there is so many plugin and plugout for complex material is ok just for a glass material let light come inside.


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Why boolean modifier not working
Im using a boolean modifier and the face are correct yet the difference operation not working on it. Im making 2017 and i want to cut the 0 with the shape as u can notice in the image and blend file attach. Plz let me know whats wrong with my model

I have changed the Solver to Carve (in the Boolean modifier settings ) and now it works. But I don't know why it doesn't work with BMesh, sorry.
I think this type of model could be easier to make by drawing its shape from the top view (using curves for example) and extruding it.

But it did not cut all the way making a hole just the upper part is cut

You should clean up your 2017 mesh first. There's ~294 doubled vertices. If you delete the '0' upper and lower faces, recreate as ngons, then boolean 'cut', it cleanly punches out the middle.

@JanKadeřábek yes ur right the carve is working not the mesh and why there is negative vote may i know reason

"Fix my blend" questions are frowned upon here because they are of little use to future readers. Instead, well-developed, general questions apply to many situations and are far more useful.

While I didn't downvote, one more possible reason is that this question was asked a lot times before. With the culprit - do not use Ngons and double vertices with Boolean. Those are generally bad things, but they are even worse when combined together with Boolean.

@MrZak thanks u not downvote but the reason here is removing double and its cutting with carve and not with mesh why. whats the reason behind it

The reason for why it's not working is already stated above by @Leorex and me -  doubles and Ngons (faces with > 4 verts). Remove them, then recreate new ones / fill with quads. Then BMesh will work as well as Carve.

The blend file provided has already had some Boolean operations applied. Both the 2017 and cut meshes have some doubled vertices and the 0 has overlapping faces.
You should always ensure clean meshes before you attempt Boolean operations.

By deleting 0's upper and lower faces, removing both meshes' doubled vertices ( Mesh > Vertices > Remove Doubles ), then recreating the upper and lower faces, the Boolean operation is applied cleanly. The convex ngon works fine in this particular case.
Don't forget to hide the target Boolean object to see the results.


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How to give the bevel emboss effect to mesh
 I have created svg file and imported in blender. I have 2 layers named front and back. Back layer i have extruded but front layer i want to bevel with the reference image (gold). I want front layer to get that effect. How to achieve and what settings i have to make to get effect.

Answer your question dude...

@VishalKumarSahu if you have the answer plz go ahead


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How to equally divide spacing between a set of objects?
I have 5 different objects with different sizes. I want all the objects to have equally divided spacing between them. The red lines marking the spacing between them are big and small. How can I get equal spacing between them?

@atek Please remember to search the site first to see if the question has already been asked.

@ray thanks for replying there are 7 links and all have .py extension which file to download and install  https://svn.blender.org/svnroot/bf-extensions/contrib/py/scripts/addons/oscurart_tools/

@atek As the answers says, Oscurart Tools comes with blender, so you don't need to download anything. Also, comments regarding someone's answer should be on the answer itself, directed to the person who answered.

@RayMairlot its not working i have attach .gif image

As I said before, if you have questions regarding that answer, please place them under the answer, not to me. It is explained in the answer that the selection order is important, which there isn't much control over when using box select.

Hi, I just replied your question below my anwer there. :)


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How can I get a smooth rounded shaped normal map?
I'm new to blender 2.8, and practicing how to bake normal maps right now.
In this picture, I was trying to bake high poly cylinder to make a low poly cylinder look smoother.
I just follow this youtube video(https://youtu.be/0r-cGjVKvGw), but when I baked it, these weird kind of edge things appear in the normal map.
Changing ray distance or cylinder size doesn't work, what is wrong and what should I do?
p.s. sorry for bad English XD

How does the low poly look when rendered? Tangent space normal maps give transforms of normal values relative to the face normal, if the face normals are not smooth then it doesn't follow that the normal map will be either.

Tangent space normal maps give transforms of normal values relative to the face normal, if the face normals are not smooth then it doesn't follow that the normal map will be either.
In this case it looks like your face normals are discontinuous on the cylinder's 'curved' edges, and thus so is the normal map. This will probably render fine.
If you do want a continuous normal map, you could set these faces to be smooth shaded on the lower poly.


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Why are my render results not coming out the same as viewport?
When I render my scene, it renders the solid view shading instead rendered view shading.
How do I fix this?

Use OpenGL Render instead:

It renders what you see in 3D-Viewport.

Blender 2.80 beta doesn't bring this function back, it might become available soon.


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restricting movements to x,y,z for the handicapped
I know that when you want to restrict movement or scaling to a certain axis you hold down the keyboard key corrresponding to the axis that you want isolate but I have a problem I am handicapped and only can only use 1 hand to move the mouse.
Is there any other way to restrict which axis you want to operate on?
It would also help if when you select move or scale the direction arrows are displayed. It seems that the arrows become visable only occasionally. Is there any way to get them to show?

The middle mouse button can do the axis snapping while holding it in translating. I will personally recommend using Blender 2.80 since the interface is more comfortable and consistent. The Gizmo will be a lot easier for mouse only usage

Also you can press G X and then move the mouse - all with one hand.

You don't have to hold down they key, just press it once. So you should be able to do it with one hand.
The arrows/gizmo appears if you select the move/rotate/scale tool from the toolshelf (top left). That should allow you to control your objects using just the mouse.

You used to be able to draw gestures to control movement too, but I think that has gone now. This add-on looks like it might help in your case, but I haven't tried it myself: Gesture Ops

I was hoping that a single press would work but it didn't for instance if you hit the X key it still comes up as the delete dialog.

It works like you want it to, if I understand you properly, if you use the single key accelerators to initiate the action. So press 'g' to grab, then press 'x' to limit movement to the x-axis, then press 'x' again to limit to the local x-axis. Similarly, for example, press  's' then 'y' to scale in y-axis or 'r' then 'zz' to rotate about local z-axis, or whatever you want.


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How could this looped animation be made in Blender?
I was watching Six Major Paris, and noticed a looped animated background they use for shoutcasters' scene, and just wondered how it made using Blender?
The looped animation is here:
https://youtu.be/mX-N4aIBrXQ
Thank you

I'm voting to close this question as off-topic because it is not about Blender

I think there is a plane, and some low-poly meshes that are changed by some shapekeys

sorry, i was meant to ask about how to build something like this in blender

If the link goes down, then the question will not make any sense. Please edit it to illustrate it with pictures and detailed explanations.

Hmm... the way I would make an animation like that is to have a plane with an object poking through it. The object poking through it would then have a number of shape keys assigned to it and I'd slowly cycle from one shape to another over the course of the animation using the shape keys.


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How do I put a drawing or image above the texture of my material in blender cycles 2.8
Basically if I have this texture
and I want to add the blender logo. How do I do it?


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Blender 2.80 Python Addon Creating
I would like to write an Addon for blender 2.80 with python 3.7 but I can't find any tutorial or other material for learning how to do.
I have used the template in blender for creating my base Addon and it work but now I want to add option panel with 2 o 3 input text and 2 or 3 button for the option.
Can anyone help me please?
With the documentation that you give me I wrote this code:
bl_info = {
    "name": "Simple Add-on Template",
    "author": "Marco Mameli",
    "location": "View3D > Add > Mesh > Generate",
    "version": (1, 0, 0),
    "blender": (2, 80, 0),
    "description": "Starting point for new add-ons.",
    "category": "Add Mesh"
    }
import bpy
import bmesh
from bpy.types import Operator
from bpy.types import Panel

def add_pointcloud(self, context, naming):
    # qui scrivo i miei calcoli
    obj = context.active_object
    mycollection = bpy.data.collections.new("MyPointCloudCollection")
    bpy.context.scene.collection.children.link(mycollection)
    me = obj.data
    bm = bmesh.new()
    bm.from_mesh(me)
    bmFaces = []

    for face in bm.faces:
        faceLocation = face.calc_center_median()
        print(faceLocation)
        bmFaces.append(obj.matrix_world @ faceLocation) # la @ è il prodotto vettoriale
    for vertex in bm.verts:
        print(vertex.co)
        bmFaces.append(obj.matrix_world @ vertex.co)
    me = bpy.data.meshes.new(obj.name + 'Mesh' + naming)
    ob = bpy.data.objects.new(obj.name + '_PointCloud_' + naming, me)
    ob.show_name = True
    bpy.data.collections['MyPointCloudCollection'].objects.link(ob)
    me.from_pydata(bmFaces, [], [])
    me.update()
    ob.select_set(True)

class OBJECT_OT_add_PointCloud_with_noise(Operator):
    """ Create a Point Cloud """
    bl_idname = "object.add_pointcloud_with_noise"
    bl_label = "Add Mesh object that represent a Point Cloud"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self,context): # operazioni da eseguire
        # MAI METTERE IL CODICE QUI DENTRO DIRETTAMENTE
        print("Sono in with noise")
        add_pointcloud(self, context, "with_noise")

        return {'FINISHED'}

class OBJECT_OT_add_PointCloud(Operator):
    """ Create a Point Cloud """
    bl_idname = "object.add_mesh_pointcloud"
    bl_label = "Add Mesh object that represent a Point Cloud"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self,context): # operazioni da eseguire
        # MAI METTERE IL CODICE QUI DENTRO DIRETTAMENTE
        print("sono in no noise")
        add_pointcloud(self, context, "no_noise")

        return {'FINISHED'}

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

        scene = context.scene

        layout.label(text="Pointcloud option")

        row = layout.row()
        row.prop(scene, "frame_star")

        layout.label(text="Big Button:")
        row = layout.row()
        row.scale_y = 1.0
        row.operator("object.add_pointcloud_with_noise")

# creo il bottone da aggiungere al menu di blender
def add_pointcloud_button(self, context):
        self.layout.operator(OBJECT_OT_add_PointCloud.bl_idname, text="Generate Point Cloud",
        icon='PLUGIN')

# creo il link al manuale
def add_pointcloud_manual_map():
        url_manual_prefix=""
        url_manual_mapping = (("bpy.ops.mesh.add_pointcloud", "editors/edview/object"),)
        return url_manual_prefix, url_manual_mapping

# Options panel for addon
class OBJECT_PT_add_PointCloud_properties(Panel):
    bl_label = "Properties Layout"
    bl_idname = "SCENE_PT_layout_PointCloud_properties"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "scene"

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

        scene = context.scene

        layout.label(text="Pointcloud option")

        row = layout.row()
        row.prop(scene, "frame_star")

        layout.label(text="Big Button:")
        row = layout.row()
        row.scale_y = 3.0
        row.operator("render.render")

classes = (OBJECT_OT_add_PointCloud, OBJECT_PT_add_PointCloud_properties, OBJECT_OT_add_PointCloud_with_noise)
def register():
    for cls in classes:
        bpy.utils.register_class(cls)
    bpy.utils.register_manual_map(add_pointcloud_manual_map)
    bpy.types.VIEW3D_MT_mesh_add.append(add_pointcloud_button)

def unregister():
    for cls in classes:
        bpy.utils.unregister_class(cls)
    bpy.utils.register_manual_map(add_pointcloud_manual_map)
    bpy.types.VIEW3D_MT_mesh_add.remove(add_pointcloud_button)

if __name__ == "__main__":
    register()

When I run the script the Addon is created correctly but not work how I want. In fact the panel is not added if I do not insert draw function in my operator and the first operator is not recognized. How can I fix this?

I was also investigating this, found the following:
https://docs.blender.org/manual/en/latest/advanced/scripting/addon_tutorial.html

Also have a look into: https://blender.stackexchange.com/questions/57306/how-to-create-a-custom-ui

In order to create 2.8 addons it seems that there must be a prior use and understanding of 2.7+ python API.
Although you can always read the documentation for the conventions and the 2.8 addons structure and follow any older tutorial. AFAIK operators and most of the core stuff remains the same as many other new things have been introduced, you might be careful with add-on s registration and manipulation, but beside that this should work for now.
check also this:
https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Python_API


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Move along track in blender game engine
I have a problem with making a game like Sonic Rivals. As you see in the game Sonic tracking his way from down to up and from right to left. In the game, I'm just pressing right and left and Sonic chooses his way but in the blender game engine nothing helps me. I tried track to prop and constraint, can you help me please


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Bone rotation behaves differently to object rotation
I have a problem understanding the rotation of bones. While objects are rotated around their axis as expected bones seem to behave differently (Even when the objects are parented).
In the first picture you see the sample object once with bones and once with separate objects. You can also see that the rotation angles are different while the result is (more or less) the same. However for the first bone and the respective object the rotation angles are both 0.

This picture shows the rest pose.

For my export script I want the rotations of the bone to be like the object rotations. I use quaternions but for understanding the problem better I displayed euler angles in the pictures.
Thanks in advance!

There are a few issues here:

The orientation of the bone at rest is not the same as the object. By default, the Y axis on each bone is along the main axis of the bone (i.e. the direction the bone is pointing). As blender uses Z-up as its standard coordinates, this most likely corresponds to the z axis on your object.
Your object pivot point (the orangey dot when it is selected) does not match the pivot for the bone. This may, but not necessarily, cause differences in the rotations.
Euler rotations are not path independent, and as a result there are multiple ways to end up in the same orientation. Euler rotations are essentially a number of ordered rotations required to reach a given orientation, but there may be multiple ways to reach the same orientation. In this case try copying the values from the object to the bone and see which results you get.

Sorry for the duplicate comment, I accidentally posted and could not edit anymore.
@Sazerac
Thanks for the quick answer.
2. Is the pivot point the same as the bone's head? In this case it is set correctly and the orange dot is something else. Maybe that's the origin of the armature.
3. When using quaternion's the issue stays the same. When I assign a Euler angle or quaternion of the object to the bone the result is different.

@soerensen can you add a picture of the objects in their rest positions (clear all rotations) alongside the bones in their rest positions? That may shed some more light on this

Maybe i did not make myself clear enough. The left object use an armature, the right object is actually three separate objects. I attached a blend file where I used parenting so the location is the same as the bone head/tail's location. https://www.dropbox.com/s/5mgv2eexgcewajc/armature_test5.blend?dl=0

@soerensen I am aware of that. Ctrl-R will clear rotation on an object and pot it back in its original orientation. In this case the up axis for the object is Z, while the up axis for the bone is Y.

Thanks for the tip with the axis. Do you have any idea what the reason is why they changed the axis for bones?
I also found out that you can display the axis for both objects and bones in the properties window under the display tab for the object/armature, which is very helpful. So I assume a rotation with -90 degrees around the X-Axis should give me the right rotation. But it somehow doesn't (sorry I could not post the result as it was too long):
q=Quaternion(( math.sqrt(0.5), -math.sqrt(0.5),0,0)) #rotation with -90 deg around x axis

q*Quaternion((0.653,-0.271,0.271,-0.653))


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Dashed lines (made with Freestyle) are rendering inconsistently
I have a mesh that I've warped into a landscape (using a Displace modifier and a depth-map image). I've then gone into edit mode for that mesh, selected the edges running in one direction, and selected "Mark Freestyle Edge".

In this way I'm able to render those edges as solid lines using the Freestyle feature. I'm also able to render them as dashed lines.
However, some dash values result in inconsistently sized and spaced dashes, and I'm unable to find a behavior pattern that would explain it, nor or a fix to correct it. Can anyone help?
Edit: To knock things back to a more basic level, here's a simple mesh with 300x300 divisions and 10:20 (dash:space) lines applied to the edges running left-to-right. You can see that even that has problems, though in this case the dashes remain the same size but the spacing gradually seems to get out of whack.
And here's the same mesh (zoomed in) with 2:4 lines applied. In this case the dashes seem to be different weights.
So here's a test file for you (note that all this is happening inside Cycles):

And here's the result of that test file when I render it using the default render settings:

As you can see, the line spacing is inconsistent:

Update May 5th, 2017: As per TK's suggestion I changed line 1009 of 2.78/scripts/freestyle/modules/parameter_editor.py so that sampling = 0.1 and this was the result:

Still some oddness in there, but much much better. Perhaps his permanent fix in the next official release will resolve that. Thanks TK!
Thank you.
Dunstan

What happens if you do a test disabling the displacement? It could be due to the effect of the modifier.

Thanks for the suggestion. I'd already applied the displacement to that mesh and so couldn't undo it. Instead I made a new, simple mesh and updated my post with a couple of examples of the problems I saw with that.

The reported issue seems due to a bug in Freestyle.  In the case of the latest 2.78 release, there's a line of code shown below at line 1009 of 2.78/scripts/freestyle/modules/parameter_editor.py:
sampling = 1.0

Decrease the assigned value to 0.1 for instance, and you will get much more consistent dashed lines.  I will fix the bug so that you won't need to change the code starting from the next official release.

Thanks so much! I've updated my post with the results of changing that value to 0.1. It's not perfect, but it'll get me where I need to be for now. I'll fiddle around with that value some more when I get time and see what happens. Thanks again for your help.

I can't get what you show in pictures above:

But I could be doing something different...? You could share your file on http://blend-exchange.giantcowfilms.com/ so we can use the same exact geometry.
I wonder if it could be some kind of this effect, instead: https://xkcd.com/1814/ :D

Thanks for helping me out! If you look closely I'd say that your dashes also don't line up with each other, though it's a bit hard to tell. I've added a test file to my question and also included screenshots of what it looks like when I render using the default render settings.