text:
Shading showing in material preview but not showing in rendered preview
I'm new to blender. I tried water shading, but the shading is showing only in material preview mode, not showing in rendered mode or in final rendering.
I have checked that it is not hidden the water objects are not disabled in the rendered view
Could anyone help me?

Hello, the Material Preview has some HDRI images that are reflected by glass materials, whereas by default the Rendered Preview has none, so you need to give your scene an HDRI image

Thanks for the comment! Now I understand the underlying mechanism better.


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Add Texture to entire Subsurface-Model [not only to 1 triangle]
I recently started to use blender. My question is: How do I drape my model, which is a mesh of triangles, with an image texture?
If I select the entire object in the viewport it doesnt give me the option to link a texture to the entire model. I only can manage to add a texture to a single triangle.
Here you can see that once I selecte the entire layertree it keeps the one triangle "selected" so that I only can attach the texture to the one single triangle

I hope you get what I'm trying to explain. As I mentioned im fairly new to blender
greetings
Stefan

You should press Ctrl+L to get this menu and select Link Materials.

Then all objects will have the same image. If you want to have only one image showing then go to UV Editing tab

First, select all the objects by pressing A and then press U to get this menu. Simply click on Project from View (Bounds).

I just disabled the Overlays for capturing this image, you will get the final result like this.

I followed your steps but I didnt really worked out for my case. https://ibb.co/RyM9CK6

Did you select everything by pressing "A" before doing "Project from View (Bounds)"?

yes I did, the Image got the same size. https://ibb.co/NZ85fc1 it works to apply the image to every triangle as u explained but I want  1 image for the entire model.

https://ibb.co/bvNkpxM seems like it linked something. once I press "A" it also select the image on the left side in the UV edititng tab but it dosnt apply anything to the surface

May I have your file so I could test it myself?

source: Stack Exchange

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

sort: votes


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IFC 4.0 Import - Can't display model
I'm fairly new to Blender. I got a Leapfrog ground model and want to import it to Blender but after long import time it simply doesnt show anything. I can see that its been recognized by blender because I can see the Layerstructure on the right hand side of the UI.
Is there anything I do wrong? I'm pretty sure its me being a blender rookie because I dont see any issue with the leapfrog ifc model since I can upload it to Civil3D, several opensource viewers, etc.

It's possible that it's too small to be visible. If you left-click and drag the mouse over the centre area where the cursor is, does it hilight more in orange? If so, hit 'S' and drag the mouse to scale the object(s) up. - To add to that, there's just an Empty hilighted in the R/H outliner panel at the moment and hitting 'A' in that panel should select everything there. Then try 'S'caling in the 3D view and see what happens.

please try this: https://blender.stackexchange.com/a/271224/142292

thanks for the fast reply - I appriciate. Unfortunatly it doesn't worked out. It seems like the model is only the crosshair as shown in the picture. I trieded both ideas to fix it but it only scales the crosshair. Is there anything wrong with the IFC Import in Blender? I dont see any corruption with the leapfrog ifc 4.0. As said it works perfectly in every other big player 3D Modelling software but blender :(

So I just solved it myself. And this was the issue: In Leapfrog I was using georeference. The coordinate system I used was NAD83 (USA-California) the coordinate origin starts at +500.000km (X) & +500.000km (Y) this is used to prevent coordinates to become negative. Blender thinks its 500.000km far from the origin and therefore it just didnt display on my current view. TBH I didnt test it out yet, but I'm pretty sure this would be the issue.

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


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Elegant way to select multiple polylines to split/seperate them from the layer
I want to drape and image over my Model (square-like shape) but only the face surface and not the lateral surface. So I need to select the face surface polylines and split 'em from the lateral surfaces. What im doing for now is to "shift select" all polylines itself which is a huge fiddly work :/
My Question: Is there an elegant workflow to select the face surface in a faster and more easy way?

You should use the Knife Project operation in this case.
Here is what you will do.

Add a new plane object and place it wherever you want to select.
Select your mesh and go to edit mode.
Then select that plane by pressing CTRL + LMB
In the last, press F3 to search for the operation named Knife Project.
Enter it.

Thanks for the awesome guide. But I guess I didnt described my problem clearly. I want the entire surface to be draped with the image. not only a square like u showed me with the plane.  Like this yellow marked area. If I hold and leftclick it also select the "side" surfaces so I need to zoom in and select each polyline by its own https://i.sstatic.net/gxTcP.jpg

You should use the `Shader Editor for this.
https://imgur.com/a/uNc9VkH

Instead of trying to select all the top vertices, you could select all the others and just invert the selection.
Since the lateral geometries seems to me more regular than the top one, they should be easier to select.
Select one of the lateral faces, press SHIFTG (Select similar) then choose Normal. Or go to Select>Select Similar>Normal

You may adjust the Threshold if the faces' normals are not perfectly aligned.
Repeat that process for the 4 other faces and then press CTRLI to invert the selection.


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seperation of the blender modes?
I like using Blender, and have used it for various applications. but currently, I find that I am not using ALL of the features this program provides. This got me thinking, would it be possible to separate the various modes that Blender has to offer? (i.e. making geometry, video editing, model animation). I would personally love it if I could only download a version of the video editor, and a version that lets me pose objects. Like SFM (Source Film Maker). as I don't want to worry about screwing up a project by somehow messing with one property that has nothing to do with my current project.
Best wishes!

AFAIK it is not possible. And - just my opinion - this makes no sense. So you would have multiple Blender variations/apps. Each one with different versions and you have to update each one of them (manually). You have to open and close different apps multiple times for more complex tasks. And even worse - because a lot of stuff is in common like cursor handling, rendering, UI ...the sum of all apps would be much bigger than just one Blender version.

it's a bit like Excel - one Excel version for inputting data, one version for creating diagrams and one for calculation...which ... in my opinion makes no sense.

@Chris i agree. this would make no sense.

Apart from the other opinions, it's also completely off-topic here!


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Problem With Jaw Movement
I've been tasked with creating this talking donkey character for a commercial I'm working on.  I've got the basic motion capture stuff figured out (still need to fine tune) but I am stumped when it comes to getting the mouth to open and close properly!  In a previous save file I managed to get it to work after the model creator help me BUT I can't seem to replicate the function after I started with a new rig (based off a motion capture).  I need the lower jaw to open and close as if talking.  The model has a few different objects in it.  The body/face & the jaw with teeth.  I can make the jaw move with a bone and move with the whole body but I can't get it to deform the face when it raises and lowers.  I know I'm missing something very basic (as a background, this is my first attempt at using blender and learning it as I go...not ideal but such is life)
I can provide a link to the files if anyone would care to take a peek under the hood?

Please clarify your specific problem or provide additional details to highlight exactly what you need. As it's currently written, it's hard to tell exactly what you're asking.

To better clarify (per bot suggestion) I need someone to look at my model rigging and tell me what I've got incorrect so I can better animate it.


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Replacing duplicate meshes with instances
I've been working on a large city in CityEngine, and I've imported the roads into blender. The roads have street lamps along them, however they are part of the road mesh and not their own object; therefore they all have their own mesh data, and do not share it.
I have separated the lamps from the street, and they are all individual objects with their own positions, however, the rotation is 0,0,0 for all of them; so I can't simply loop through them and replace the lamps with instances as it would lose the wanted rotation.
I believe I need to loop through the original lamps and find how the mesh data of a new instance needs to be rotated to fit the rotation of the original lamp; then replace and set the rotation.
The issue is I don't know the maths I need to look into or if this has been done before.

You don't show a specific example, but in general the problem comes down to:

Iterating over all objects of a specific type, maybe you can just select the objects you want to modify, and iterate over context.selected_objects.
Finding a unique face, ideally a face that you want to face X or Y axis (be parallel to XZ or YZ plane), maybe because it always has the same index regardless of the applied rotation, or maybe it always has a particular area etc.
Calculating the rotation difference between that face and current vector facing the axis of choice.
Setting the rotation to the object.
Applying counter-rotation to the mesh.
Now all meshes should be the same, so you can just use a single mesh for all the objects, this means p. 5 has to be applied only to a single object, unless, of course, one of the object/mesh pairs was already "good", meaning the rotation calculated for it in p. 4 would be 0.

import bpy
from bpy import context as C, data as D
from mathutils import Vector

if C.mode != 'EDIT_MESH':
    raise Exception("Go to Edit Mode and select the face(s) to point towards XZ plane")

bpy.ops.object.mode_set(mode='OBJECT')
alphaape = C.object
indices = [f.index for f in alphaape.data.polygons if f.select]

def get_rot(mesh, indices):
    normals = [mesh.polygons[i].normal for i in indices]

    # no need to divide by len(normals) or normalize
    averaged_dir = sum(normals, start=Vector())
    averaged_dir.z = 0  # this way the normal is parallel to Z=0 plane and
                        # hopefully perpendicular to Y=0 plane
    rot = averaged_dir.to_track_quat('-Y', 'Z').to_euler()
    return rot

apes = (o for o in D.objects if o.name.startswith('Suzanne'))
for monke in apes:
    if monke is alphaape:
        continue
    dupmesh = monke.data
    rot = get_rot(dupmesh, indices)
    print(rot)
    monke.data = alphaape.data
    D.meshes.remove(dupmesh)  # WARNING! I'm not checking for other users!
                              # - it's safer to not remove and make it an orphan
    monke.rotation_euler = rot

Absolute HERO, I'm still new to blender so this means a lot!


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Unwanted image glitch on can label after shrinkwrapping
Blender newbie here trying to make a can render for a client to visualise a label design I'm working on. No matter what I try the rendered image has a weird image glitch in the label, even though that's not visible in any of the different viewport shading modes. The white areas of the label should be plain white with none of the grey/black smudges.
It happens after applying a shrinkwrap modifier to get it snug to the can. Without shrinkwrapping I can't get it snug, there's either a gap between the label and the can that casts a shadow, or, if there's no gap, parts of the label disappear inside the can despite the sides being perfectly vertical and the shape perfectly round. Any ideas on how to eradicate this would be welcome. Thanks

The "parts of the label disappear inside the can" looks like Z-fighting. In layman terms, it's when two faces with the same alignment are in the same place and the software doesn't know which one to render as being closest to the camera, and instead renders a weird mix of both the faces.
You can move the Z-fighting faces apart by increasing the Offset value of the Shrinkwrap modifier.

If this causes a noticeable shadow, you could opt to disable the shadow for the label object.
First you have to set your preferred render engine, if you haven't already (Blender is set to the Eevee render engine by default.)
Go to the Properties window, select the Render Properties tab. Now select as the Render Engine either Eevee or Cycles.
To remove the shadow of a single object in Eevee:
Select the object, go to the properties window, select the Material Properties tab, go to Settings and change the Shadow Mode to None.

To remove the shadow of a single object in Cycles:
Select the object, go to the properties window, select the Object Properties tab, go to Visibility > Ray Visibility and uncheck the box Shadows.

As you stated, the Shrinkwrap with offset won't a perfect fit as when using UV-mapping to project the label image on the can object, as JeffUK suggested, but it might be sufficient. In any case, hope it helps : )

You could also double up on shrinkwrap modifiers, use one that affects all vertices that has an offset of .001, and then add only the top and bottom ring of vertices to a new vertex group, assign that to another shrinkwrap and set that offset to 0. That way the top and bottom are totally plastered but the rest is offset enough to avoid Z-fighting. You might have to insert a few edge-loops at the top and bottom to hold everything else off a tad.

Thanks guys. I tried most of these solutions and none of them worked. But I did happen opon a solution where I increased the circumference of the bezier circle by 1mm so it was slightly bigger than the can and then used the shrinkwrap modifier and it's worked. I think UV wrapping would be good too but I need to learn that method as it's not a quick thing to do for a newbie!

As you're trying to project an image perfectly over the can, I think a better approach would be to use UV mapping to apply the image directly to the can.
Add a new material to the can called 'label' with the base colour set to your image texture. assign the label material to the faces you want to be the label.
Unwrap the Can's UVs using cylinder project,  then adjust as necessary.

In addition to what others have suggested, you could also simply add a solidify modifier, since paper, is itself more that a 2D Plane.


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Failing to change the active object to a previously saved reference
I try to run the following logic:
import bpy

# Active object is the cube, i selected it manually.
cube=bpy.context.active_object

# Add a sphere.
bpy.ops.mesh.primitive_uv_sphere_add(radius=1, location=(0.5, 0, 0), rotation=(0, 0, 0), scale=(1, 1, 1))
sphere=bpy.data.objects[-1]

# Change the active object to be the cube.
bpy.context['active_object'] = cube

# Add a boolean modifier to the cube with the sphere.
bpy.ops.object.modifier_add(type='BOOLEAN')
bpy.context.object.modifiers["Boolean"].object = sphere

What is supposed to happen here is that I have some object in my scene, for example a cube.
I select it manually with my mouse and then I run the script. what should happen is that a sphere will be added to the scene, the active object will change back to the cube that I saved and then a boolean modifier will be added to the cube with the spere.
This fails with the error:
Error: Python: Traceback (most recent call last):
  File "\Text", line 49, in <module>
TypeError: bpy_struct[key] = val: id properties not supported for this type

I think that the problem is my understanding of how the active object is represented. I would appreciate a solution to that problem and if possible, an additional explanation of what are the bpy.context and bpy.data are.
Thanks.

Your calling way for the active object is not fine. This script will create only one Sphere if there would not be otherwise if you already have sphere it'll not create another one.
import bpy

cube = bpy.context.active_object
sphere = bpy.data.objects.get('Sphere')
if not sphere:
    bpy.ops.mesh.primitive_uv_sphere_add()
    sphere = bpy.data.objects['Sphere']
else:
    sphere = bpy.data.objects['Sphere']
bpy.ops.object.select_all(action='DESELECT')

bpy.context.view_layer.objects.active = cube

mod_bool = cube.modifiers.new('Boolean', 'BOOLEAN')
mod_bool.object = sphere


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changing the active object with python
I have 2 objects in my scene. I only want to do the following simple thing and for some reason every solution I encounter online fails.
I want to iterate over all the objects in the scene. for each, I want to set it active and scale it up by 2. Tried something like the following:
for obj in bpy.context.scene.objects:
    # Here I need some line that makes obj the active object!
    bpy.ops.transform.resize(...)

another thing that I fail to do is add a cube and then a sphere and then go back the cube and add a boolean modifier that specifies the sphere (as I cannot change the active object, it tries to assign a boolean modifier with itself and fails).
thanks.
I use blender 3.4 if it matters.

There's plenty of information in the Blender docs about using python. Here for instance.

For operating on the objects using ".ops.", we can either add objects to the selection set using method object's select_set method.
Another way without disturbing the current context and selection is to override the context temporarily using temp_override
import bpy

for obj in bpy.context.scene.objects:
    # Here I need some line that makes obj the active object!
    #bpy.ops.transform.resize(...)

     with bpy.context.temp_override(selected_objects=[obj]):
        print('Operating on obj',obj)
        bpy.ops.transform.resize(value=(2, 2, 2))

For the second part of the question,
import bpy

bpy.ops.mesh.primitive_cube_add(size=2, location=(0, 0, 0), rotation=(0, 0, 0), scale=(1, 1, 1))
cube=bpy.data.objects[-1]

bpy.ops.mesh.primitive_uv_sphere_add(radius=1, location=(0.5, 0, 0), rotation=(0, 0, 0), scale=(1, 1, 1))
sphere=bpy.data.objects[-1]

with bpy.context.temp_override(selected_objects=[cube], object=cube, active_object=cube):
    bpy.ops.object.modifier_add(type='BOOLEAN')
    bpy.context.object.modifiers["Boolean"].object = sphere

@GalSuchetzky, did this help?


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How do I create a realistic Waterfall?
I had the idea to create a realistic environment with a waterfall but my problem is, that on YouTube there isn’t a good tutorial and with a flip fluids simulation it doesn’t look that real. Somebody know how to make a waterfall?

Try this quick tutorial by Grant Abbitt. There's also this one which uses geometry nodes.

Thanks for the tip

The second link may be more suitable for your requirement as it's quite flexible.


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Why is cycles not rendering the particle system?
In this scene i wanted to render that object as particle system and in the rendered viewport it works but int the final render not
here is the file:

You need to select the particle object (called Circle), go into the Object panel > Instancing, and enable Show Instancer > Render, otherwise it won't show its own particles:

thank you very much it worked!


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Why do so many "photorealistic" shots dont look real?
I see many photorealistic shots but some of them are looking real but you feel that something is off but i don't can figure out what it is
example:

What jumps out to me is that the wall texture is a little too much, and the frame around the door is strange in a couple of ways.

One of the biggest challenges in photorealism is that things often look "too perfect" - imperfections are the key  - things that often get overlooked are things like dust in the air and or/on the tops of surfaces and deformations in things like a floor with a "soft spot", or a desk that isn't quite flush against a wall. Even textured lighting makes a huge difference (example here - https://www.youtube.com/watch?v=bJ56n1CzRbI). Lastly, use some kind of depth of field - eyes and even cameras will start to blur things around the edges of the image -use sparingly, but have some there.


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lsystem: how to scale the copied object
I want to copy an object that I import as .glb and copy it in different places and scale it. I was trying to use the s (scale) but that doesn't work on the object itself.
exec = exec.Exec()
exec.set_axiom("ff~(Cube)s(0.1)")
exec.exec()

I was also trying to use "Set radius" (¤) or "Decrement the diameter of segments" (!) with no effect. Is there a way to do that?

Are you using this add-on? https://github.com/krljg/lsystem

Yes, I was trying it on blender 2.9 and 3.2

I saw in the code that the object scaled is not implemented. I changed the code a bit and added a warping to the next copied object. Pending merge request


text:
Difference between Transform: Scale and Transform: Dimensions
I'm very new to Blender, and I'm confused by scale and dimension. If I create a cube with the scene length unit set to inches, I get a 24" cube. It's 2m if I leave the default units.
If I change the dimensions, it changes the scale. If I change the scale, it changes the dimensions.
I did see this question linked to this question, which links to a 404.
If I look up what Apply means, and it seems to basically mean "make all the non-destructive things you've done permanent a.k.a. destructive."
And it seems that scale is non-destructive but dimensions are destructive.
It's not clear why changing the scale changes the dimensions and vice versa. What's going on?

Object and mesh are 2 different things. An object is a kind of shell that is defined by the mesh it contains and its 3 transformation datas (Location, Rotation, Scale). Even though when you create a new object it necessarily contains a precise mesh, you can later change this mesh for whatever mesh you want, for example several objects can share the same mesh.
Changing the scale of the object is not the same as changing the scale of the mesh:
If you change the scale of the mesh (in Edit  mode), the change won't affect the object scale and it will be replicated on any other object that share the same mesh.
If you change the scale of the object (in Object  mode), the mesh remains the same even though it appears stretched in your scene, it's only the object scale that has been changed, and the mesh won't appear stretched in any other object that would share it. If you take a look into the N panel you'll see that the Scale value is not 1:1:1 anymore. If you want to reset its scale back to 1:1:1, press AltS. If you want to make its current dimenions its new 1:1:1, apply the scale with CtrlA, but in that case it will definitely change the scale of the mesh itself.
Scale will only take into account the scale that you've made in Object mode, while Dimensions will take into account whatever changes you've made, whether it is in Object mode or in Edit mode.
To sum it up, Scale is relative to the object itself while Dimensions is relative to the scene unit.

I would add that the user should always work with a scale of 111 (so scale should always be applied to objects), because if not every measure in edit mode will be wrongly reported, and many functions and modifiers could behave in weird ways. In example: create a cube, set its dimensions of the desired sizes, press Ctrl A > Apply scale.

Thank you for the thorough answer @moonboots. If I could summarize for my own clarity, every object has an innate size based on it's corresponding mesh. You can change the size of the object non-destructively using scale, which is a percent of its innate size. For convenience, you can also use scene units to express a scale change. Once the change in object scale is applied, the coordinates of the vertices is calculated, the "innate" size changes, and that becomes the new "100%". Does that sound about right?

yes that's it   ;)


text:
Donut Tutorial -- How to fix deleted icing
I accidentally deleted one of the downward dripping ends of the icing mesh.
I tried finding my own fix for about half an hour but at this point I would just like to get back to the tutorial.
Thanks for any and all help, stay safe.

hello, how does the mesh look like? maybe share your file: https://blend-exchange.com/

Hi, it should be uploaded now. Thanks, didn't know about that feature.

you need to share the link it gives you   ;)

Oh sorry, of course, haha. https://blend-exchange.com/b/jgD1XYmS
Thanks!

For some reason you've cut a hole here, but you can fill it.
First you have overlapping vertices, switch to Edit mode (Tab), enable transparency (AltZ), select all the bottom vertices with the box selection (B) and press M > Merge by Distance in order to join the overlapping vertices here:

Disable the Propotional Editing option (O), extrude down the edge loops  (EZ) and scale it down:

At last fill the face with F:

This is exactly what I was hoping for.
Thank you for explaining things SO clearly.
And thank you for your time and help. Stay safe!


text:
How do I make my object/camera solve correct? It seems blender can't figure out my cameras focal length
Here's a recording of the current (wrong) object solve.
I have tried adding more markers and even manually changing each weight of each track but I can't get a solve error lower then this and when I look at the motion of the solve compared to the actual motion it's completely wrong.
I the perspective motion model and matched it to the previous frame.
I used an iphone 12 pro's front camera to film this but I can't find the camera settings for it anywhere.

Hello, we can't see your video as it is set to private

I seemed to have forgotten to put the video as unlisted, it's fixed now.


text:
why do my trackers not align properly with in the view port compared to the clip editor?
as you can see in the below images the trackers in the clip editor aren't in the right place in the view port (to see it clearly look at the highlighted marker). This influences the scene and when I try to place objects they don't follow the camera motion
I have followed the appropriate steps to track a the video, but when I pres setup tracking scene and set the right trackers as floor with origin and y and x axis's and scale.
What do I need to do to make the trackers align?


text:
Transfer weights to selected area only
I am currently skinning character with face and I wanted to use plane as a proxy for mouth. My thought was to simply skin the plane with proper weights and then transfer the weights only to the mouth area on the meain mesh. However I cant find a way to do this in Blender. For reference in Maya this would work with simple Copy Skin Weights and selected vertices.

You can select the vertices of the destination mesh, assign them to a vertex group named "Limit Influence", then add a Data Transfer modifier, targeting the source mesh and using the limit vertex group.
Check Vertex Data and Vertex Groups options and press "Generate Data layers" Button, then Apply the modifier (Ctrl A).
You can choose the merging method with previous weights (Replace, add, multiply...) and the copying algorithm (Copy from nearest Vertex generally works well).

Thank you this works pretty well!


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AutoRig-Pro bendy bones issue
I am using autorig-pro addon for rigging and I've encountered issue with bendy bones deformation. After even a slight movement the mesh kinda snaps to create the arc shape which is useless for animators since movement is not fluid and the deformation looks broken. I was wondering if anyone happens to have similar expirience with autorig or if its perpahp more Blender issue ? I am pretty new to Blender rigging so there is a high chance that I just dont know how exactly Blender operates the bbendy.


text:
Linking model for rigging
I am trying to seperate the file with model so that I can update it and not create a mess later. However when I link the model, do the library override so that I can manipulate with it and then try to rig I get this error:
"Operator bpy.ops.object.mode_set.poll() Cannot edit library linked or non-editable override object"
I am using AutoRig-Pro for the rigging process.
I've tried to look for the answers but I couldnt find a single mention of someone linking model and then rigging it... they always only link the rig and nothing before. So my question is if anyone here has some expirience and could offer some advise or if such thing is even possible in Blender ?


text:
Volume Calc, I want to select a part of a mesh and then calculate the volume
I have a mesh, originally it was a point cloud
Its basically a photo from above, of a mine with stockpiles.
I want to select the stockpiles individually and calculate their volumes one by one, I tried using the 3d Print addon, but it keeps showing the volume of the entire map instead of the selected verts i have
I tried splitting them from the original mesh, But it keeps displaying the volume of the entire map. any help?
-Josh


text:
Python commands work in console but not in script
Brand new to blender but not to Python. I have a simple script where I import an STL, translate it, apply physics settings, play the animation, and do a quick render. If I run each line of code one-by-one by copy-pasting into the console it works flawlessly. If I run it as a script it will still render, but either the animation does not play or the render is done on the first frame (object still in air).
I've checked the console output, and there are no errors.
resolution = 1024
bpy.context.scene.render.resolution_x = resolution
bpy.context.scene.render.resolution_y = resolution

#bpy.context.scene.frame_start = 1
bpy.ops.object.select_all(action='DESELECT')
bpy.context.scene.frame_set(1)

# Load STL
model_path = '91292A337_18-8 Stainless Steel Socket Head Screw.stl'
bpy.ops.wm.stl_import(filepath=os.path.abspath(os.path.join('STL',model_path)))
obj = bpy.context.active_object

# Apply initial transformations

#bpy.ops.object.transform_apply(scale=True)
obj.rotation_euler = (random.random()*6.283, random.random()*6.283, 0)

obj.location[0] = 0
obj.location[1] = 0
obj.location[2] = 0.2    # units are wayyyyy off for some reason

val = 1/500
mesh = obj.data
scale_matrix = Matrix.Diagonal((val,val,val,val))
mesh.transform(scale_matrix)

# Apply physics settings to object
bpy.ops.rigidbody.objects_add()
bpy.context.object.rigid_body.type = 'ACTIVE'

# Drop object
bpy.context.scene.frame_set(1)
bpy.ops.screen.animation_play()
bpy.context.scene.frame_set(30)
bpy.context.scene.render.filepath = os.path.abspath('test.png')
bpy.ops.render.render(write_still=True)

# Delete object
bpy.ops.object.delete()
for obj in bpy.context.selected_objects:
    bpy.data.meshes.remove(obj.data)

Why exactly do you need the call to screen.animation_play()?

Long story short I want the object to be lying flat on a surface. The only way I could think of to reliably do this without any complex maths was to have the object fall and let gravity settle the rest.

Okay, well your problem is that when you run this all at once in a dedicated script it runs each line essentially instantaneously, in sequence. So it's not like it's "pressing play" and then letting the simulation run, and then moving to the next line of code, it's pressing play and then immediately moving to the next line. You would probably want to bake down the rigid body simulation to keyframes if you want something more predictable.


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Blender 2.81/2.80: How can I change the color of light of a spot - nodes seem to have no effect?
When changing the color field of emission shader node of a spot light in eevee it seems not to have any effect. This is valid in the node editor as in the light tab.
How can I change the color of light of light sources in eevee?

are you in sold mode or in rendered mode?

Works the same for me in 2.8 & 2.81-

So the answer is: in the light panel. Where my screen-grab shows the blue colour swatch, just under the type-of-light buttons.
I'm guessing you chose 'use nodes' for the light with Cycles as the renderer, if you notice my screen shot does not have the option in the light panel (as I'm using Eevee).
I had to chose 'use nodes' with cycles as the renderer before switching to eevee.
So the nodes should, by rights, disappear / become ghosted or whatever when you switch to eevee, but obviously do not... Somewhat annoying / confusing!
Help menu / report a bug (or a 'paper-cut' or whatever!)


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How can we 'attach' animation nodes to objects?
I want to find a way to attach the animation-node tree with a collection or an object.  So that when I link/append the collection to other scene, the animation node tree also comes with it and functions.

Welcome to stack exchange. As far I know, there is no option/feature in blender 2.80/2.81 to make a collection for Node-Trees of any kind.

can the node tree be attached in an object?

There is no option in the current version of Animation Nodes to attach a node-tree with an object.

OK. Thanks for the clarification.


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Can we Trigger AN with 'Active' camera object location change?
I want to find out a way so that the 'Object' in the trigger is Dynamic, like active camera.
I have tried 'triggers' with object location to limit 'Auto execution' to only when object is moved.
I am basically trying to make LOD system using animation-nodes.

You can use a Scene trigger with the path camera.location.

Oh, great! this solved my problem.  Thanks.

@protonMax Please accept the answer if it answers your question.

How do I create that Scene trigger? I d onot see any trigger  in AN. Thanks


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dark band behind the object
I'm a newbie here, so sorry beforehand if this is a very obvious question.
Every time I render a dark band appears behind my object. When I get out of camera mode, I cannot figure out where this dark band is coming from. If I re-position the background planes, I can get to change the dark band geometry. But I have not been able to make it disappear. Using Blender 2.79

Solved. Just for the record, it was a problem of camera clipping. After increasing the camera clipping end, the problem was solved.

glad you found an answer.  :)


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How to expose an object attribute
how do you expose an object attribute to another object in geometry nodes?
for example:
on the left the main one with geometry nodes and on the right another with another geometry node instancing the first object (on the left).

I made this with these main values of:

I can randomize the look with the seed1 and seed2. but I can't randomize it on another object instancing the current one.
so far I have been out of luck just calling them with attribute nodes.

In short: Unfortunately, it does not work the way you have constructed it.
The problem is that you cannot change the properties of an object once it has been instantiated. An instantiated object is created once, and can then only be converted into a mesh or curves.
So the hurdle in this case is actually to achieve a random value for the distribution of the petals.
The trick is: don't create the single flower as a separate object, but inside your node tree (yes, I know, that's a pity, but there's no other way in this case).
And you can do it this way (I'm talking about the petals here, but you can use the same technique for the flower base):

Create the stem and the petal base on which you want to instantiate the petals (simplified here) distribute it at the places and in the way you like (in this example, simply on a grid).
For the petal base, however, set a boolean value to true with the Capture Attribute node. We will need this value, and also one for the position of the vertices along the X axis, in the next step.

Then use the node Realize Instances, so that you can process your instances as a mesh. But since you have previously given the bloom floor a boolean value, you can now use that to decide where the Distribute Points on Faces node should randomly distribute your desired points.
Since you have all the petals as a mesh at hand in this step, the distribution on each petal will be different.
You can then also use the Z position for scaling and rotation so that the instantiated petals correspond to the desired flower. The "Map Range" nodes help you to change the arrangement of the petals or the appearance.

Here is an overview of the complete node group:

Here is the blend file:

thank you for your efforts answering it.


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How can I use a Noise Texture and Bump node for only specific portions of a model with an Image Texture?
I'm trying to get more familiar with the Shader Editor. I would like to create a realistic steel texture on the character's claw, shoulder piece, etc.. I have an Image Texture I'm using connected to the Metallic part of the Principled BDSF which looks good. The Metallic map is painted so only the metal portions of the model are metallic. But I would also like to combine it with a Noise Texture and a Bump node. How may I go about this?
Perhaps I could use a Mix Shader with 2 Principled BDSF's attached to it? I tried that and it didn't seem to work.
Thank you so much!!!

If you already have a mask texture for the metallic parts and would like to apply bump only there you can use the same texture as mask for the bump. Use a Mix Texture node over a Mix Shader , it is preferable to mix at texture level whenever possible

Would you be able to attach an image of what that would look like in the Shader Editor?

Here's a roughly the same use case https://blender.stackexchange.com/questions/90064/using-an-rgb-map-to-assign-various-shaders-in-a-material

I've tried to apply similarly what they're doing in that post but it only made me more confused. I should iterate that I am a complete beginner with the Node Editor. Can someone please post a new image from them creating a new set up in the Shader Editor for my situation? Thank you...

You should use your metallic image texture mask to mask the bump map input, much like you masked metallic parts.
Assuming you mask is a black and white image, plug its Color output into a Color Mix Node into the Factor socket.
Plug the Color Mix Node result into the Bump node Height socket. From then on use whatever you like as bum maps on both zones.
Assuming you want the non metallic parts without roughness use a solid color. On the other socket use your Noise texture.

This is the result using this silhouette as mask


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How to tile a sculpted plane seamlessly?
I created a test plane that has a size of 1m that I sculpted. In the Sculpting tool settings, I set them like so (I've experimented with Feather off as well):

When I add the 2 below Array modifiers, I noticed the seams are quite noticable.

The orthographic, topdown view looks okay-ish...I still see seams. But then this perspective view looks really bad. How can I ensure there are no seams?

Watching your video, I see that typing the coordinates is not the solution (because X and Y are locked and they're not the problem). Them main problem is that 0.33m is not one third. 1/3 = 0.333333333333333333333... to infinity (you can type 1/3 in the box for the tiling) @NataliaDaLomba

In the Brush Settings > Advanced, try enabling the Original Normal option. (When Locked keep using normal of surface where stroke was initiated).
In the example below I have simplified the Array to a Count of 2 along X :

and in the Brush setting I have set the tile Offset to 0.5 for X and Y (exactly 4 pattern repeats across the surface being sculpted):

Gaps are visible along the array border.
With the Brush Settings > Advanced > Original Normal option checked, there is no visible gap at the array border.

This will not work when we try for a repeat pattern count of 9 when, as in your video example the X and Y Tile Offset are set to 0.33m. This will not give an exact repeat across the surface. 1 divided by 3 is only approximately 0.33 (repeating).

Setting the Tile Offset to more accurate 0.333333m and enabling the Original Normal option does apparently result in no visible gaps (seams) at the array border.

NOTE:
Something I have just noticed is that if the Merge option is enabled in Array modifiers this prevents the surface from splitting at the Array borders during sculpting although there is still a visible seam and that this slight seam is still visible after applying the Array modifiers.
From my very limited experience I would suggest you leave the Merge option unchecked completely then after applying the modifiers, in Edit mode with all selected use the M key to open the Merge menu and choose the By distance option to merge all the vertices that were along the array borders.

This worked!!!! Thank you so much for this thorough answer. My hero xD Also thank you
@DanielMöller for helping :)


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Exported OBJ to Procreate is imported with UV coordinate overlapping
A very simple 3D blender model.  Two cubes.  I use a Boolean difference to create what is basically a square donut.  Exporting that file as an obj to be used in Procreate.  I’ve merged, checked for overlapping, spaced all faces, made sure scale is 1, no materials, no textures, just the generic cubes.  Confirmed that it is manifold.
Is this something peculiar to Procreate or am I missing something very simple.
Thanks,  Mick

I think I found how to do this - you need to UV unwrap your model. I got it to work by selecting all the faces or edges in Edit mode, hit the U key to bring up the UV menu and select Smart UV Project. Then if you export as an OBJ it should work in Procreate. In my example I also had to delete, not just hide, the objects I used for my Boolean modifiers.

Well it seems for


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External Data (i.e textures), not being found by blender
I just got a brand new 2021 MacBook Pro, have the latest version of Blender.
But when I loading an image texture, the object turns pink.
It's not that the textures have worked and are suddenly lost, they are not working initially.
Help is appreciated :)

So, just to understand this correctly: you have for example an Image Texture node in the Shader Editor, click on the Open button, select an image from a folder on your PC, either double-click to open it or use the Open Image button, then the name appears in the node but the object shows pink instead of the texture? And have you set the Display Mode in the open dialogue to Thumbnail? Is the image showing there correctly before opening it? And it is happening with all images or just certain ones?

Hey Gordon, so it actually seems like .jpgs do no work, but I tried with a jpg.webp and that worked with no issues. Is this a thing? Still pretty green to the blender world.

No, I have lots of textures that are jpgs, never had issues before. Strange... maybe it's a bug? Just tested it (latest stable version), no problems. When you say latest version, you mean the stable version 3.4.1 or do you refer to some experimental build? Because then it's never guaranteed that it works without flaws, and you should file a bug report for it. In the menu Help > Report a Bug. Same goes for the stable version of course, because it seems like a bug and not normal behaviour.


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Change material of mesh difference edges
I have a subtraction of two meshes, for the sake of clarity, let's pretend I'm subtracting a sphere from a cube. I would like to change the material on the faces of the cube that were generated by the subtraction. I thought I could use the Intersecting edges output from the Mesh boolean node, but it doesn't change anything

Hello and welcome Alessandro Di Cicco, the out-put Intersecting Edges of the Mesh Boolean select the contour not the surface. So to be able to do what you want you have to use a Geometry Proximity node and Less Than of a Math node like this:

Have a nice day.

Awesome, thanks!


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Preserving surface area while bending
Is there a way to mimic real world bending in blender so that for example a sheet of paper would be having the same surface area as you bend it?

Assuming you're using a plane for paper, not a thin cube, this might help -
https://blender.stackexchange.com/questions/239379/looping-paper-fold-out-animation/240132#240132

if you mean like this:

yes, you can.
Add a curve.
Add a plane and subdivide it a few times.
Add a curve modifier to your plane, curve object: spiral

Animate the location of the plane. Ready.


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How to separate mesh island in an object automatically
I have many models coming with so many islands that I want to separate them automatically. separating it one by one with p by hand is just too much work.
is there any way to separate it automatically? Maybe an script?

If you hit p there is an option "By Loose Parts". Didn't you try it?

Never Noticed that! thanks!


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Alpha texture quality problem (pixelated textures)
So Im pretty new to blender and this question is probably very easy to solve. I am trying to use an alpha texture on a simple cube that measures 2m and have applied a multires modifier to and subdivided 7 times. In the attached picture you can se the alpha texture I am trying to use on the brush and the same texture applied to the object. The problem is the applied texture looks al pixelated and low quality and have no idea on how to fix this.

Your mesh is not detailed enough to be sculpted with so fine details. You could enable Dyntopo to refine your mesh while sculpting. But be careful, this can go high poly very quickly.

Ok everyone I already solved this please don't rush to keep posting answers. So I had to add more geometry to my basic shape in order for it to work ( I added some loop cuts ) and that solved the issue. I appreciate everyone's help.


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Is there a way to remsh it which I choose part?
as you can see, i want to remesh i want section without losing another part details, but I couldn't. even I've tried slice and rejoin using mask tool but failed. How should I do? Is there a way to remsh it which i choose part? oh...damn i'm stucking in this problem for many weeks. Please Show me the way.

Enable Dyntopo instead of remesh. But this will triangulate your mesh.

ㄴThanks for comment!


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Animation Looping to Frame 1 Pose before Playback Completes
For this example, let's say I have my Frame Range set from 1 to 20. On Frame 1 I have a character with their hand in the air, and on Frame 10 they've brought their hand down to the side.
On Frame 11, this character's hand will instantly snap up in the air identical to Frame 1.
If I have a simple 16 Frame animation, and a Playback of 2305, it will continuously loop the Poses without any actual Keyframes after Frame 16.
It only does this on one character in my scene, and on both animations that character has. Neither animation is an intentional "looping" animation.
I've tried exiting and restarting Blender.
I've double-and-triple checked ALL bone layers and scoured the Action Editor for any clues.
I don't use/haven't touched the NLA editor.
Also, for a variety of reasons, I am not at liberty to share the Blend file.

I had somehow added a Cyclic (F-Modifier) to both animations.
For the life of me, I can't begin to fathom how that happened.
If anyone ever runs into this issue:
Open Action Editor (and affected animations)
Select all Bones and Keys
Shift+E > Clear Cyclic (F-Modifier)
Profit


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how to paint on colour nodes
I wanted to add colour to a character I'm working so I created these nodes for a textured colour on my creature but have a few problems (I'm a complete beginner)
Do I need to apply the colour nodes like you would a mesh because it seems to disappear when I go into different tabs

I also need to colour things like the eyes and decided I wanted to just use the paint brush tool as that seems easier so can I use that on top? When I try to it doesn't work and this warning appears

It seemed like my teacher was able to just draw on her sculpt

To paint on an object you need at least 2 things: unwrap your object (you can choose the Smart UV Project mode) and use an (Texture) Image Texture node (with a new image) that you plug into the Base Color of your Principled BSDF. Also use the UV output of the Texture Coordinate:

If you want to keep a procedural color as background, you can plug an image with transparent background (alpha 0) into the B input of a Color > Mix Color, use the Alpha output as factor, and choose the color you want in the A input:


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Is there a list for blender build-in attributes?
Is there anywhere that we could look up the list of build-in attributes on an mesh or object?
for example the object origin?
for use in geometry nodes.

I thought this question was a duplicate but it's more specific on "list of all build-in attributes" so far I know location rotation scale and normal.

This will be fleshed out once the project is officially in the tracks. I'm sure there will be more information in the official doc, or even in the "spreadsheet" project

There will be an attribute search included in blender soon.
source: Blender daily
( https://youtu.be/4pPSsAuM8sQ )

I think the following is what you're after. Keep track of that page as the project progresses:
https://docs.blender.org/manual/en/2.93/modeling/geometry_nodes/attributes_reference.html

I read that page it's missing stuff, "normal" for example is one of them. (on 2/25/2021)
but thanks I'll keep track of it.


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How do I see the texture I've applied to my UV Unwrapped model?

I've unwrapped the model and am ready to paint it, but I just can't get the reference grid to show on the viewport. What am I doing wrong?

You probably forgot to go into Shader Editor and add the Image Texture node & plug it into the Principled BSDF shader node. Press F3 in the Shader Editor and search for Image Texture and add/plug it and then select your image within the Image Texture node.


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Less metallic from a distance
I have a large plane with spots that are metallic. It's made with a simple noise textures and colorramp.
But far in the distance, when the sun is low, it's making some weird flickering reflections when the camera move.
Is there a way to make it render it less metallic when it's far away from the camera? So the distant part of the plane doesn't make any reflections?

you could use a driver - distance from object to camera and drive the metallic value with it

How do you mean driver? I haven't heard of a driver before.

maybe watch some beginner tutorials like this: https://www.youtube.com/watch?v=N8GR9icb51w Essentially drivers change a property (like location, scale or whatever) depending on another property. They are very powerful and if you don't use them, you will miss a lot you can do. E.g. you can move a box automatically on the x axis if you rotate a cylinder on the y axis.

I have looked at it and you are right, it can be very useful :)
However, in this case I can get it to control the metallic by the distance of the camera, but since the camera is moving over the plane, and therefore always the same distance between the plane and the camera.
And if I make it the distance between some empty in the distance and the camera, it affects the metallic on the whole plane, also right infront of the camera, and not only in the distance.

Could you control the metallic based on the Light Path ‘Ray Length’? -  ie, reduce metallic to zero as the ray length gets high.

You could try despeckle in the compositor, but it might not work for this situation

If I understand your situation correctly then this should help - you can use the Ray Length to control the properties of your surface.
Consider the following nodes :

Here the Map Range is used to convert the range of ray lengths (in this case 35-> 48) to a range of Metallicness (1 -> 0) - so anything below 35 will be 100% metallic, anything above 48 will be 0% metallic and anything inbetween will vary between the two.
This produces the following result (with the world the default forest texture) :

Note that close to the camera the plane is reflective (due to being metallic) while away from the camera it's only diffuse (non-metallic). As the camera moves the region of metallic will follow.
This works as the camera ray is projected to the surface and its ray length represents the distance to/from the camera and this is being used to control the properties of the surface.
You can simply adjust the values of the Map Range node to vary the distance, sharpness of the transition (using the 'From' range) and the amount of 'metallic' (the 'To' range). You could pass the output of the Map Range through a Color Ramp to give more control if wanted more control over the transition.

thanks a lot :) that worked...


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Mesh to points selected from material
I have a somewhat simply material made of a "noise texture" and a "color ramp" going from green to blue, making a random plane with grass and water.
No I wanted to see if I could maybe plant grass in geometry nodes. I know how to do this, but how do I get it to only plant it on the green from the material?
If I make a "noise texture" and "color ramp" in geometry nodes, set them to the same numbers as in the material, and to put it to "selection" on a "mesh to points" it seems that this noise is not the same as in the material.
So I somehow need to get the green arial from the material into geometry nodes as a selection/vertex group or something.
Any ideas on this problem?

First of all it depends if you use the same vectors for the Noise Texture in the shader and the one in Geometry Nodes. I assume you might have just done the following: added a Noise Texture in the Shader Editor and plugged it in a Color Ramp for the blue and green areas. Then added a Noise Texture in  Geometry Nodes with the same values, probably used a Color Ramp to split it in black and white with same/similar values as the blue/green ramp. I used it for distributing points and end up with something like this (I've instanced small icospheres on the points):

This definitely doesn't look like the points were only distributed on the green areas. If your setup is similar to mine, the first reason for the discrepancy is, the Noise Texture in the shader without anything plugged into Vector uses Generated coordinates by default - in GeoNodes the texture uses Object coordinates. So the first thing to do is, add a Texture Coordinate node in the shader and plug the Object output into the Vector input of the texture:

Still not looking correct? Then you maybe have a similar plane like I have in my example - the default plane which is one face with four vertices, one on each corner. The problem is, the textures in GeoNodes have to be attached to some geometry. It is a bit like Vertex Paint, the geometry cannot hold color or other values where there is no vertex (i.e. they get interpolated inbetween). So to get a better distribution, you have to subdivide the mesh:

Now you start to see that the points are more or less distributed in the green areas. But the high resolution of the plane is of course decreasing the performance. To make sure nothing is distributed in the blue areas you should probably shrink those (in my example white) parts in Geometry Nodes to have some border around the water.

Hi Gordon... You got it all right :) Thank you so much.. It works perfectly :) Really appreciate your help


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How to trim a FBX animation file?
I have a fbx animation file of a lot different soccer player's movements(downloaded from an asset store), and I want to create smaller FBX files of certain animations(the ones I need).
I am able to import the file into blender and am able to find the range of keyframes I want, but I am not sure how to select and or export and save that specific range as a new fbx file.
I installed blender today, so please be a little detailed if possible. Thank you.

at first select all the objects with A

In case you want only specific objects to be exported, select those objects with Left-click, to add more objects to selection, hold Shift + Left-click

On the Timeline window you will see multiple white squares (keyframes)

By scrolling the MMB you zoom IN/OUT on the timeline
While hovering over the Timeline tab, hit B, a checkered cross will appear allowing for click and drag selection

Select the keyframes you want to delete

For further selection, hit B again and select another set of keyframes

And hit Delete
Then just navigate to File > Export > FBX

In case of exporting only selected objects, make sure you check the
Selected Objects checkbox

Done!
When imported again, you should only get the keyframes from the desired part.

Thanks for reply, but I was looking for trimming an animation file in terms of time. For example, the file I have is around 10 min long but I dont need all that, I only need the animation that plays at the 6th min.

Alright, understand. I edited the answer so it should explain more accurately! ;)


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Blender 3.6 - N and T Menus won't display
Blender 3.6 - I have a number of saved BLEND files - that refuse to open the N and T menus in any of the tabs. There is a little caret at the top that moves from the respective edge where the top of the menu should be - more towards the center when I press the N or T key. Clicking on the caret does nothing. I've tried opening the menus via menu selection - same deal. Any ideas?

maybe share a screenshot of your problem?


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SubdivisionSurface modifier doesn't work properly on new version of blender

On v2.93.9 work fine but ob the new one...

Hello, maybe a problem of GPU driver? See here: https://developer.blender.org/T100964

It's definitely not a general problem of the Blender version, because I use 3.4.1 as well and it works all fine like expected.

@moonboots Thank you so much! Turning off gpu subdivision works good for me. Now I can freely use this modifier again.

As explained here:
Upgrade your GPU driver to fix this problem: https://docs.blender.org/manual/en/dev/troubleshooting/gpu/index.html
You can also fix this by turning off GPU subdivision with current drivers: Edit → Preferences → Viewport → Subdivision → GPU Subdivision


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Water not rendering
I have created a water simulation by using a domain object, an effector object and one inflow and one outflow object. When baked, the animation plays in the Blender viewport just fine. However, when clicking Render Animation, the water just doesn't show up. Here is my blend file : file

You haven't enabled Mesh in the domain object as you can see in the screenshot. Without it, only fluid particles are created but they are not visible in render (unless you assign objects to instance for rendering like in other particle systems). But the real water to render is usually done with the simulated mesh.
If you had set the Cache > Type to Modular instead of All, you could keep your particle simulation and simulate the mesh afterwards. With All you unfortunately have to simulate everything again.


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Beginner: Is there a way to calibrate 2d interpolation without doing it frame by frame?
I'm learning blender and trying out animating with grease pencil with the hopes of creating 2D animations for web (if anyone got any tutorials I'd gladly accept links). When I try to interpolate between two different shapes I get weird behaviour. See this gif. How would I go about changing this animation to behave as expected, with a more natural transition?
Right now I got 3 key frames at 1, 30, and 60 with 1 and 60 being the square and 30 being the circle and then just interpolating between them.
I know of the "To Sphere"-function, the square-to-sphere was just an example, I'm looking for a more general solution if there is one.

How to upload an image to a post

The most important thing in this interpolation is the order and stroke way. For example, if you started drawing something from the right, the second drawing should be done so too. I don't think it works like that in blender. I have not found any tips or tutorials on this. In Open Toonz you have this same feature, plus you can enable guided vector drawing, which shows you exactly the order and way of strokes, and it works good like that. But I am not sure how it fix it in Blender too.


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Box Jelly animation to Collada dae
I need animated box, so it jiggles like jelly. I tried everything I found, but I can not get the solution. I need to export it to .dae (collada), so I would be able to add it to Xcode - SceneKit. I tried to animate it by simulating physics, but collada does not support that, so I tried to animate it with skeleton aswell, but blender collada export does not support skeletal skin animation, so that also does not work. Could you please anyone help me find any solution for that?
I look forward to your answers.

Blender can export rigged mesh to collada. It works fine. Also supports the shape keys.

@FFeller Could you be more specific please? I can not get it working.

If I create a rigged mesh and animate it and export it to dae, then reimport. It works fine.


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Problem with UV unwrap rotation
I have modeled a simple folded carton box. When i UV unwrap the mesh i get a rotated UV. Why? Maybe i miss something?

Tnx so much! It works!

use pin.

in uv editor get 2 connected vert and make them aligned on an axis
then press p to pin the 2 vert.
unwrap model
un pin with alt + p
scale acordingly

"UV Unwrap" will always try to cover the most area possible, so you can expect it to be rotated. However, if you experiment with other methods on a case-by-case basis, you can get (almost exactly what you need in a couple of clicks. Since each face rotat ion offset is a multiple of 90 degrees, I recommend you try Box Projection. If that doesn't look right, I often use Smart UV unwrap, which will automatically align most UV islands with the axes of the canvas. If you have not already learnew about UV seams (identifying the borders of UV islands), you will find everything easier after you learn.


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"No Render output node in scene" rendering a simple animation
I am trying to render a simple animation - a donut sliding across the counter, and
"no render output node in scene" pops up. I have tried everything I have seen online to fix this and nothing works. I am working in Blender 2.8. I would attach the file, but I do not know how.

Open the compositor editor and disable "Use Nodes".

But that turns off all the nodes I set up.

This means you're using Compositing nodes but haven't fed anything to the output node or don't even have one.
Either you don't need compositing, in which case you just open the compositing editor and uncheck the use nodes option in its header, or you connect some output node.
The usual one is the Composite:

A simple one, you just plug whavetver you want to have at the end in its Color input. That's basically a node saying to blender "I want this as a final result". There are plenty of other outputs nodes you can try too. But that's the one you will use more often than not.


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I can't find displacement method
I just recently got into blender and I'm transferring from Cinema 4D. I wanted to play around with the basic material components in the shader editor, but i got stuck at the displacement node. I noticed in the tutorial i followed that you have to enable in the displacement method "Displacement and bump" but I can't find that option in the material settings.

You likely have Eevee as your rendering engine. Change it to Cycles to see what you're looking for. Eevee doesn't support true mesh displacement at this time.

so im guessing I would have to use the classic subdivision displacement deformer method then huh?

You need Cycles rendering engine for the displacement setting.
From your properties panel: Select Scene > Render Engine >> Cycles

After you select the right engine, the displacement properties will be visible and changeable.

Is there any other way I can add displacement without giving my mesh more subdivisions but still using Eevee?

@no_va Not for 2.80 and 2.81 now. It is hard to add the true displacement into EEVEE engine without adding extra vertex content in the pipeline. You still need to add the displacement mod with detail mesh for now.


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Image texture passed through emission shows up in render window, not in camera view, shading window or final render
Good morning,
I'm trying to use an image texture on an emitting material. As pictured in this screenshot, the texture coordinates are generated. Although it shows up in the render window, it does neither in the camera view, nor in the shading window, nor in the final render.

Thank you very much for your help, have a good day.

Alright so I found the answer to my own question. The issue was with camera range ! And it is because the shading mode had camera view activated in the preview window that it did not show there either.


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How to cut open a vertex into two vertices
I want to cut a vertex into two. I would like to obtain a result similar to the picture:

(result obtained manually)

You can select a vertex, put your mouse cursor on the side where you want to have a new vertex and press AltD, then in Edge Select Mode, select the edge and press X to delete:

Many thanks! Just curious, what does Alt D do?

it duplicates the vertex but keep it on the same edge


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In edit mode, how to move a given vertex or group of vertices by a specified value?
I would like to be able to type in a value when moving or rotating a selected vertex or group of vertices. When using the Transform panel, the whole object moves. Is this possible? Thanks.

Have you gone to Editmode and typed G or R when your vertex is selected?

Yes that was it. I added more details in the answer below.

One way is to tweak the value in the pop up window that appears when you press the move or rotate buttons on the side:

Another way is to press G for grab or  R for rotate, then press X, Y or Z to constrain the move or rotation to an axis, and then type your value which appears in the top left corner. Backspace also works.

You don't need to constrain the value. Typing only G or R and then typing the X, Y and Z values separated by a kbd>Tab also works.


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Why is my metallic material not rendering?
I created a metallic material by increasing its metallic property and slightly decreasing its roughness property. The material shows up nicely in the preview. I cannot tell if the render is normal. Should I add more objects to see if they reflect? The cube doesn't look shiny at all.
Here is what my render looks like:

Hello Mary, welcome to Blender.SE. You are using eevee, right? That render engine need require the user to set up some things to achieve photorealistic result. Did you tried to enable screen space reflections, set up a texture for the environment or use baked reflection probes?

https://blender.stackexchange.com/questions/48659/why-does-an-object-with-a-glossy-shader-render-in-black

Your screenshot looks like you're using Eevee. Contrary to Cycles, this is no raytracing engine so many things like reflections, refractions etc. do not work naturally. I'll just say it simply like that, I'm not going to explain technical details here (since I'm not competent enough).
I tried to recreate your scene and your material and this is how it looks like in Eevee to the left (more or less like your screenshot) and Cycles to the right:

In Cycles the reflections are calculated automatically (unless you disable visibility in reflections but we're going to dive into that), in Eevee by default they are disabled. You can turn them on by checking Screen Space Reflections in the Render Properties.
After enabling them the result looks immediately better without even optimizing the settings for the reflections as you can see in this comparison:

Of course reflections look better and more exciting if there is more environment to reflect. So more objects in the scene or an HDRI as background might help to make it look better. Of course there is always room for improvement on the material itself as well, since in real life no surface is perfectly plain smooth and clean, but I'm not going to write a tutorial on advanced shaders here ;)
Just one last tip: when trying to recreate your material I found that presumably you have set the Metallic to something between 0 and 1. You can do that for artistic reasons, but if you're trying to make realistic materials, something is either a metal or it is not - so usually you would use 1 or 0, nothing inbetween.

You can use a light source to test the metallic levels. However if your render has no texture, it'll come out white when exporting. Seems like you've used the node to create the metallic effect but you need to add some sort of texture even if it's just a color. For example, if you use black for the texture, then add the metallic effect, your result will be a metallic black object. Without texture it's just white with no effects.
*Still new myself, somebody else may have better input.

No, you don't need to add some sort of texture. And obviously the sphere and one cube are not white, but some kind of yellow. Anyway, a texture is not necessary for a metallic effect.


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Resizing a model / armature to the same size as another one
Does somebody know a simple way to scale a model and armature to the same size as another? I have a few models that are too large but when i try to scale them down (select all meshes and armature, press S and scale to what I want) to the size of a few other ones and apply, and they end up messed up.

After scaling, apply the armature modifier, then apply scale to both model and armature, then add a new Armature modifier to the model, targeting the armature (weights will remain preserved).
If you have previous animations, every loc value keyframes need to be scaled on value (Y axis in graph editor) by the same exact amount, using the value of 0 as pivot point (2D cursor as pivot, set the pivot to frame 1, value 0).


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Blender render problems
Does anyone knows why my final blender render looks like that? In the preview all looks fine.

Hello, and welcome to Blender SE! This looks like (another) overlapping faces problem. Do you have multiple faces with different textures on top of each other?

maybe you have forgotten to disable the render of another version of your car? Check the Outliner

Hi Please use a title that reflects the content of the question. It should be descriptive but succinct, unique and identifying, summarizing the issue so that users can at a glance understand what your post is about. Use the [edit] link below your post and avoid anything not strictly essential to the post. Remember, your title is the first thing potential visitors will see, and makes your question findable for future users. See "What is the problem with posting an image or link and asking “How do I do this?""

Check your Outliner. An old car you may have been working on may not be visible in the viewport, but is visible in renders only.
In the Outliner, the Eye is for visible in viewport, the Camera is for visible in a render.
In this picture, I have 4 objects.
Camera is visible in the viewport and in a render.
CameraTarget is not visible in the viewport, but is visible in a render.
TriLamp-Back is visible in the viewport, but not in a render.
TriLamp-Fill is not visible in the viewport, nor in a render.

Although you explained the meaning of the settings quite good, if one had exactly this scene and would try to see the effect on rendered images it would hardly be showing the problem... since cameras, empties and lights are always invisble in the render. Well, of course lights would illuminate things which makes a difference and you could make them visible in render if you change their default settings... but I mean, the objects themselves are not visible and would never cause such strange behaviour shown in the question. But I'm just nit-picky ;)

True @GordonBrinkmann, I just picked the most lightweight objects in my scene to show/hide. And then I ended up forgetting I turned the lights off and had dimly lit renders lol

I forgot to disable the Shrinkwrap modifier faces from the render. All works now.


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What is "Custom Nodes" scripting template doing?

I'm playing with Python templates and I can't figure out what running the "Custom Nodes" template does. Can anyone help? Where can I see the result of running it? Which part of code tells me where (which part of Blender UI) the result should be visible in?
Here's the copy-paste of the template I'm talking about:
import bpy
from bpy.types import NodeTree, Node, NodeSocket

# Implementation of custom nodes from Python

# Derived from the NodeTree base type, similar to Menu, Operator, Panel, etc.
class MyCustomTree(NodeTree):
    # Description string
    '''A custom node tree type that will show up in the editor type list'''
    # Optional identifier string. If not explicitly defined, the python class name is used.
    bl_idname = 'CustomTreeType'
    # Label for nice name display
    bl_label = "Custom Node Tree"
    # Icon identifier
    bl_icon = 'NODETREE'

# Custom socket type
class MyCustomSocket(NodeSocket):
    # Description string
    '''Custom node socket type'''
    # Optional identifier string. If not explicitly defined, the python class name is used.
    bl_idname = 'CustomSocketType'
    # Label for nice name display
    bl_label = "Custom Node Socket"

    # Enum items list
    my_items = (
        ('DOWN', "Down", "Where your feet are"),
        ('UP', "Up", "Where your head should be"),
        ('LEFT', "Left", "Not right"),
        ('RIGHT', "Right", "Not left"),
    )

    my_enum_prop: bpy.props.EnumProperty(
        name="Direction",
        description="Just an example",
        items=my_items,
        default='UP',
    )

    # Optional function for drawing the socket input value
    def draw(self, context, layout, node, text):
        if self.is_output or self.is_linked:
            layout.label(text=text)
        else:
            layout.prop(self, "my_enum_prop", text=text)

    # Socket color
    def draw_color(self, context, node):
        return (1.0, 0.4, 0.216, 0.5)

# Mix-in class for all custom nodes in this tree type.
# Defines a poll function to enable instantiation.
class MyCustomTreeNode:
    @classmethod
    def poll(cls, ntree):
        return ntree.bl_idname == 'CustomTreeType'

# Derived from the Node base type.
class MyCustomNode(MyCustomTreeNode, Node):
    # === Basics ===
    # Description string
    '''A custom node'''
    # Optional identifier string. If not explicitly defined, the python class name is used.
    bl_idname = 'CustomNodeType'
    # Label for nice name display
    bl_label = "Custom Node"
    # Icon identifier
    bl_icon = 'SOUND'

    # === Custom Properties ===
    # These work just like custom properties in ID data blocks
    # Extensive information can be found under
    # http://wiki.blender.org/index.php/Doc:2.6/Manual/Extensions/Python/Properties
    my_string_prop: bpy.props.StringProperty()
    my_float_prop: bpy.props.FloatProperty(default=3.1415926)

    # === Optional Functions ===
    # Initialization function, called when a new node is created.
    # This is the most common place to create the sockets for a node, as shown below.
    # NOTE: this is not the same as the standard __init__ function in Python, which is
    #       a purely internal Python method and unknown to the node system!
    def init(self, context):
        self.inputs.new('CustomSocketType', "Hello")
        self.inputs.new('NodeSocketFloat', "World")
        self.inputs.new('NodeSocketVector', "!")

        self.outputs.new('NodeSocketColor', "How")
        self.outputs.new('NodeSocketColor', "are")
        self.outputs.new('NodeSocketFloat', "you")

    # Copy function to initialize a copied node from an existing one.
    def copy(self, node):
        print("Copying from node ", node)

    # Free function to clean up on removal.
    def free(self):
        print("Removing node ", self, ", Goodbye!")

    # Additional buttons displayed on the node.
    def draw_buttons(self, context, layout):
        layout.label(text="Node settings")
        layout.prop(self, "my_float_prop")

    # Detail buttons in the sidebar.
    # If this function is not defined, the draw_buttons function is used instead
    def draw_buttons_ext(self, context, layout):
        layout.prop(self, "my_float_prop")
        # my_string_prop button will only be visible in the sidebar
        layout.prop(self, "my_string_prop")

    # Optional: custom label
    # Explicit user label overrides this, but here we can define a label dynamically
    def draw_label(self):
        return "I am a custom node"

### Node Categories ###
# Node categories are a python system for automatically
# extending the Add menu, toolbar panels and search operator.
# For more examples see release/scripts/startup/nodeitems_builtins.py

import nodeitems_utils
from nodeitems_utils import NodeCategory, NodeItem

# our own base class with an appropriate poll function,
# so the categories only show up in our own tree type

class MyNodeCategory(NodeCategory):
    @classmethod
    def poll(cls, context):
        return context.space_data.tree_type == 'CustomTreeType'

# all categories in a list
node_categories = [
    # identifier, label, items list
    MyNodeCategory('SOMENODES', "Some Nodes", items=[
        # our basic node
        NodeItem("CustomNodeType"),
    ]),
    MyNodeCategory('OTHERNODES', "Other Nodes", items=[
        # the node item can have additional settings,
        # which are applied to new nodes
        # NOTE: settings values are stored as string expressions,
        # for this reason they should be converted to strings using repr()
        NodeItem("CustomNodeType", label="Node A", settings={
            "my_string_prop": repr("Lorem ipsum dolor sit amet"),
            "my_float_prop": repr(1.0),
        }),
        NodeItem("CustomNodeType", label="Node B", settings={
            "my_string_prop": repr("consectetur adipisicing elit"),
            "my_float_prop": repr(2.0),
        }),
    ]),
]

classes = (
    MyCustomTree,
    MyCustomSocket,
    MyCustomNode,
)

def register():
    from bpy.utils import register_class
    for cls in classes:
        register_class(cls)

    nodeitems_utils.register_node_categories('CUSTOM_NODES', node_categories)

def unregister():
    nodeitems_utils.unregister_node_categories('CUSTOM_NODES')

    from bpy.utils import unregister_class
    for cls in reversed(classes):
        unregister_class(cls)

if __name__ == "__main__":
    register()
```

It creates a custom node editor and nodes.

Ok, but where can I find it? I know what nodes are, I'm not new to Blender (probably! :D)

Select Editor type to Custom Node Tree


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Fluid simulation into keyframes?
I'm trying to play fluid simulation in reverse in a dope sheet. I've baked the simulation cache, but the option to bake it into key frames does not exist, it does only for rigid body simulations. I've tried using stop motion OBJ add-on with the same  results. I need it to be in actual scene dope sheet as it plays along other complicated animations (imagine T2 scene where T1000 unmelts from the floor and attacks the victim). Any solution or any workaround short of writing own scripts would be greatly appreciated.

Maybe a script to re-write the name of the files in the cache folder?

Try to use Alembic export and import it back. It will import as mesh cache, you can animate the frame slider there. Though there is no frame interpolation, so bake your sim with fraction timescale


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Colored Normal Map
Blender noob here! I've been trying to bake the normals from my high poly mesh to low poly mesh for hours and keep getting a weirdly colored normal map with a black background. I can't figure out why it's not the shades of purple like a proper normal map. I'm using a cage if that helps.

A "shades of purple" normal map is a tangent space normal map, but you have your space, on the bake settings, set to object space.  Change that to tangent if you want the purple.

Maybe you have flipped normals? You can share your file if you want us to try: https://blend-exchange.com/

Changing to tangent fixed it, thank you!

New problem though: it seems like the bake just doesn't actually run anymore. It says it's done, but just results in a flat purple map with no detail. Any thoughts?


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Proportional Editing Circle of Influence not working with mouse wheel
I am using Blender 3.3 and I cannot get the circle of influence to fluctuate with my mouse wheel or Page Up / Down keys. All I am trying to do is widen a ring band at the top proportionately. I have done this a few times before without issue, but now if I use the wheel it just zooms my item in / out. In addition, if I remember correctly, I just had to highlight one of the vertices around the band, scale it out and it widened the top proportionately. I have searched the web and cannot find anything.

I think it's possible that the circle is simply "too big", so large that it is both offscreen, and influencing your entire mesh at once (in what appears to be "zooming in"). Try scrolling the mouse wheel "up" for what seems like way too much and see if the circle shrinks back to where you can see it on screen.

In order to not simply scroll and hope the circle comes back to visibility, you can check its size: as soon as you have Proportional Editing turned on and activate a tool like moving, rotating or scaling, in the top left of your viewport you can see the tool values like how far you are moving, and with Proportional Editing enabled the first should read "Proportional Size (Smooth):" and then a value in meters. This can give you a hint how far you have to scroll in which direction (the word "Smooth" can be replaced by something else, depending on the selected proportional falloff).


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How can I assign materials symmetrically?
I have a character that I want to assign materials to symmetrically, but it doesn't have a Mirror modifier or anything like that.
Does anyone know how I can do this?

Maybe duplicate, assign a Mirror modifier to the copy?

It's not working, another way?

Oh ok, I've tried with a Suzanne's head and it doesn't work, I'm not sure why, so maybe you need to give a Mirror modifier to the original object then? Also I see that there is a plugin that allows you to symmetrize UVs if you don't want them to overlap + if you have a symmetrical image texture: https://blendermarket.com/products/symmetrize-uv-util

Thank you so much!


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Experience in using a small color range from Image Texture using ColorRamp
So I have this nice dragon:
I want to add scales to it using ColorRamp by taking a very specific color range of orange color from its texture (ImageTexture) and then using Multiply Node to add the texture according to the ColorRamp and inserting it into the Bump Node.

The problem is that because ColorRamp works on black and white colors, I can't get just the specific orange color I need.
Is there a way to get only exact color according to HEX or not black and white colors \ a better way to do all this?

You're almost there. Just throw in a Separate Color node, crunch the Color Ramp stops a lot and use the resulting map as Bump Height:

thank you so much! it's work!


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Fixing Texture stretching with no UVs
So I have a nice dragon that I've been working on for quite some time.
Recently I decided to add scales by the Shaders with a simple Texture image, which is connected to the Bump node (oh, and there is also a Texture Coordinate whose Generated is connected to the Vector of the texture).
The thing is that the texture always looks stretched on one of the axes, like this:
How it looks on the Y axis:

How it looks on the X axis (I want it to look like this on the Y as well):

The texture I'm using:

I don't want to use any UV here, is there a way to fix it? please help me.

Show an image of your shader nodes and we might be able to help. I assume you've applied the scale to your object?

By default the projection will be flat. You could switch the Image Texture from Flat to Box, and play with the Blend option to see if you can make the seams unnoticeable, but it may not work well. The other solution is to unwrap your mesh (Smart UV Project) and paint the texture on it with the Draw brush in Stencil mode


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How can I change the X scale of an object according to a curve?
So I have this object, which is simply a basic mesh with an array modifier and a curve modifier that causes it to create many copies of it along a curve that moves with the dragon's back.

The thing is that I want the further six elements are on the curve, I want it to be smaller as the curve progresses (as if 0 is the last point in the curve and 1 is the first point), so it matches the size of the tail.
I tried to do something like this with Geometry Nodes and it didn't work.
Do you have any idea how I can do this? Preferably it can refer to any element
in an array separately so that it changes only whole panels and does not change in different places in one panel.
Hope that's understandable.

You could use a Mesh Deform modifier but if you plan to animate your object it would make more sense to apply the Array and scale the way you want

You can use a Geometry Nodes system and instance the object you want. And use a Resample Curve node set to evaluated. Using the Spline Paramater: Factor you can scale the instances. The Resolution U in the Curve object's Object Data Properties will decide the resolution.
Setting it to evaluated will give you a benefit of controlling the scale and distribution of the instances. (The other methods will distribute points evenly which can cause a significant gap as the instances are scaled down more and more)
The Align Euler to Vector node will rotate the instances to the specified vector. The particular settings of the node wll depend on the object you are instancing. But the vector will be the normal of the curve.
Since the curve is 3D, you will have to change the tilt (manually) as well.

(Try moving the handles and control points after setting up the curves like this. Then you will know what evaluated exactly does.)

I tried to do it, but the boards don't follow the rotation of the curve, do you know how I can fix it, please?

What do you mean by doesn't follow the rotation? If I understand you probably want them to align to the tangent then. Clarify this part abit and I will make the neceaasry edits in the answer.

Do you want something like this? https://imgur.com/niLrK0N

More or less, but the negative curve is non-flat, so it may be different.


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How i can change the shortcuts for a specific workspace in my case the Sculpting space
I only want change the shortcuts for my sculpting workspace so that the change of my shortcuts are not affecting the other.
In my case I want change the Pan view for only the sculpting workspace the other workspaces should not touch it.

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

You can do this in the Preferences by adding a view3d.move keymap to Sculpt. Here are the steps:

Open the Preferences (Edit > Preferences) and click Keymap on left side.

Scroll down to the 3D View section, and expand it. Then, scroll down to the Sculpt section, and expand it. Finally, expand the Sculpt (Global) as shown below. This (3D View > Sculpt > Sculpt (Global))  is where the keymap should be added to only affect the 3D View while sculpting.

To add a new keymap to this section, scroll down to the bottom of the list where the Add New button can be found. Click this button to add a new none entry. Expand it to be able to customize it. Click the Identifier field and type view3d.move in it. This is the operator that pans the 3D View. Next, customize the button that will trigger the panning. I set it to the E key on the keyboard as shown below.

Now, while in Sculpt mode, holding the E key allows panning the view. This is limited to sculpting.
Note that the middle mouse button panning is still going to work while sculpting in addition to the E key. If you want to remove the middle mouse button keymap from sculpting, there are two options:

Remove that keymap from the 3D View > 3D View (Global) section. This will remove it from all modes which means that this keymap will need to be manually introduced to all modes other than sculpting.

Add a keymap to the 3D View > Sculpt > Sculpt (Global) section that uses the middle mouse button. This will shadow/override the 3D View > 3D View (Global) function.


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Can't get face to Fill
I am newer to Blender (been in Sketchup world for a while) and cannot seem to get a face to fill.
All of the vertices that I select at at the same Z height, so shouldn't it fill in as a flat surface? Been trying ⇧ Shift + Alt to select edges and filling and it only fills part of the area, and also outside of the area.
Basically this is the only hole in the model.

maybe remesh the mesh with the Quad option, select the edge and Alt F to fill?

Are you actually selecting all the vertices you need? Your screenshots don't show that.


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How to separate lines under same curve object?
I have created these lines by watching a youtube video. But now I want to separate each of these lines into individual lines.
How can I do that?

If they're not connected, you can in edit mode press P and select "by loose parts", each line will become its own object.
If they're connected, thogh, you will need to split first and then separate.


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I lost an object i have been working on for hours, how do i get it back?
I have been working on a doughnut almost all day, and when I started making a sprinkle, I suddenly lost track of the doughnut, I've been pressing all sorts of buttons so I'm not sure what I did, but it is nowhere to be found.
I can see it up in the top right but when I click on the name nothing happens.  I'm very new to blender.

With the name highlighted in the top right (click on it so it's "selected") move your mouse pointer back into the viewport area and press the decimal (.) on the Numpad. This should center the camera back on your object if it's visible. If it's hidden, there should be a small "smile shaped line" instead of an eyeball next to it's name. However, if it's "gone" it's not a total loss - one of the best ways to do the donut tutorial is to go until you make a mistake and then start over from the beginning. The repetition makes you more familiar with (and much faster at) blender's features quickly.

Make sure you are not in local view. Go to View > Local View > Toggle Local View or shortcut numpad / (might depend on the localization of your keyboard)

Please press ⌥ Alt + H to unhide, or check if you accidentally moved it into another layer, or switch between object and edit modes.


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How can I use cloth simulation to make a chair cushion with buttons?
I'm struggling to model the cushion for this chair. I have been trying using the cloth simulation to get the cushion+wrinkles, however, I'm unable to achieve a satisfying result with the buttons by using the pinning vertices. And if I level down the specific pinned vertices, I don't get many wrinkles...
Already tried changing vertex mass, increasing pressure, stiffness of vertices...
Blender File: https://drive.google.com/file/d/19IPBr9BeUQxEOcrCTwXFeSU9bVpxAtyU/view?usp=sharing
Any idea/suggestions on how would you tackle this issue?

1) Pins Location

2) Cloth Simulation Config

End result with equally leveled vertices and using pinning

End result with lowered z-level pinned vertices (not many wrinkles as reference photo)

I Feel like I've made some noticeable progress here.
The answer is tweaking the Shrinking Factor, under Shape tab.


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Dynamic NodeGroup Updates: Managing Link Movements with Socket Names
I am working on a certain Add-On, part of which is the dynamic creation of Node groups.
I use the following code to update the NodeTree of each Node when the underlying NodeTree is updated.
         for node in self.nodes:
             node.node_tree = self.node_tree

The thing is when I update the NodeTree, new output sockets should sometimes be created between the old ones, and when I do that, the old links that were connected to the old outputs stay in place. (Although they should go down with the outputs.)
Is there a way to make them move together with the output sockets?
I think it would be wise to do it socket name based, because in my case each socket has a unique name, but any other idea would be welcome.
By the way, I would prefer if the answers you offer do not include the use of the NodeTree where the connected nodes are located, since it will be too heavy for performance to search for it for each node.

The question is not very clear... Could you present some screenshots on what the code is supposed to do?

Agreed, please itemize the case with as specific an example as you can, (preferably illustrated,)  from which we can derive your more general intent.


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How to add Inputs and Outputs to Group Node using Python
So I'm trying to write code that creates a custom set of Nodes for the ShaderEditor.
Code:
import bpy

def create_custom_node_group(self, context):

    node_tree = bpy.data.node_groups.new('custom group', 'ShaderNodeTree')
    node_tree.inputs.new('NodeSocketColor', 'Color')
    node_tree.outputs.new('NodeSocketColor', 'Output')

    group_in = node_tree.nodes.new('NodeGroupInput')
    group_in.location = (-200, 0)

    group_out = node_tree.nodes.new('NodeGroupOutput')
    group_out.location = (200, 0)

    mix_node = node_tree.nodes.new(type= 'ShaderNodeMixRGB')
    mix_node.location = (0, 0)
    mix_node.inputs[0].default_vaule = 0.6
    mix_node.inputs[7].default_vaule = (0, 1, 0, 1)

    link = node_tree.links.new

    link(group_in.outputs[0], mix_node.inputs[6])
    link(mix_node.outputs[0], group_out.inputs[0])

    return node_tree

class NODE_OT_test(bpy.types.Operator):
     bl_label = "Test"
     bl_idname = "node.test_operator"

     def execute(self, context):
          group = create_custom_node_group(context)

          context.active_object.active_material.use_nodes = True

          node = context.active_object.active_material.node_tree.nodes.new('ShaderNodeGroup')
          node.node_tree = bpy.data.node_groups[node_name]
          node.use_custom_color = True
          node.color = (0.5, 0.4, 0.7)

          return {'FINISHED'}

The thing is, when I try to run the script, I get the following error:
AttributeError: 'ShaderNodeTree' object has no attribute 'inputs'
I would love to get help.
(Some code typo are possible, it's because I changed all the names of the methods and such when I copied the code)

Also https://blender.stackexchange.com/questions/306355/adding-modifier-input-with-python-api-in-4-0 and https://blender.stackexchange.com/questions/306861/blender-4-0-bpy-create-links-using-group-interface-new-socket or https://blender.stackexchange.com/questions/308415/accessing-shader-node-group-inputs-and-outputs-in-blender-4-0

Hi, Golden Dragon, I think it's fair to close this question as a duplicate,  pending an edit from you, if appropriate, linking back to the suggestions above, and explaining why they don't apply, if that is the case.

alright, thank you


text:
How can I add custom section panel to the Texture Paint Properties?
I’m trying to add custom panel to the Texture Paint tools on the Properties tab, it’s suppoesd to be a simple task, but from some reason it’s doesn’t really work.
I think the problem is on the bl_context property, When I’m trying using it with other contexts like object it works, but not with the PAINT_TEXTURE.
Code:
class BM_MU_mask_textures_menu(bpy.types.Panel):
    bl_label = "My Texture Panel"
    bl_idname = "PT_SimpleTexturePanel"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "PAINT_TEXTURE"

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

This is a special properties editor, it is drawn both in the 3D viewport and in the Tool properties editor. So you need to register it in the 3D viewport space. You can choose to only display it when you're in texture paint mode with the active object with the operator poll method.
import bpy

class HelloWorldPanel(bpy.types.Panel):
    bl_label = "My Texture Panel"
    bl_idname = "PT_SimpleTexturePanel"
    bl_region_type = "UI"
    bl_space_type = "VIEW_3D"
    bl_category = "Tool"

    @classmethod
    def poll(cls, context):
        return getattr(context, "active_object", False) and context.active_object.mode == "TEXTURE_PAINT"

    def draw(self, context):
        self.layout.label(text="My text")

def register():
    bpy.utils.register_class(HelloWorldPanel)

if __name__ == "__main__":
    register()

Thanks! Is there any way to register it also on the top header bar? like. an icon and a text that shows the panel when you click it.


text:
How can I use convolution matrix in Shader Node
I want to use a convolution matrix so that I can create a Gaussian Blur for the image without it having too much noise.
I saw someone upload it to BlendSwap and also something else here on StackExcange, but I couldn't figure out how it works. (I understood the mathematical idea, but I did not understand how it is implemented with the help of Shader Nodes)
Can someone explain to me how to do it step-by-step?
BTW, if you increase the size of the Kernel, it should increase the quality of the effect, right? Does it have any other effects besides that? (Something to do with accuracy, maybe?)

Does it answer your question ? https://blender.stackexchange.com/questions/97962/cycles-convolution-matrix-kernel

Not really, I didn't understand how it's works, and that's the important part...
I really need some explanation, I guess.

There already is a detailed explanation in https://blender.stackexchange.com/questions/52284/voronoi-cracks-fac.

It's just explain how the matrix itself working, but I didn't understood how it's implemented in the nodes...