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How to create a fluffy tail with geometry nodes?
I came across this model on Sketchfab,

which claims that it was done via geometry nodes in Blender. I've tried to accomplish the same, but so far I wasn't able to get the rotation right.
My rough setup currently looks like this, unfortunately I broke my UV-Map generation at some point and like I said, the rotation is incorrect. I would be really happy to recieve some intel on how the rotation can be established correctly with geometry nodes.

I think you need more info to align the stylized hair plane correctly. You need the normal obviously. The Auto option of the Align Euler to Vector node does a good job most of the time. But the plane can be rotated around the normal randomly & when you tilt it then it points into the wrong direction. It's like you say "hair grow here straight up" (=along the normal). So the plane is facing south, that's just as correct by definition as if it's facing east. To determine the direction of hair growth you also need the "tail direction" (root->tip). The UV map could help, maybe.

To align properly the hair to the surface and to the flow from blue to yellow, we can use 2 vectors : the normal of the surface, and the direction of the tail which is the tangent of the curve. The normal in itself isn't enough to align the hair. Here is an example of rotations to achieve our goal (not actually the same order as my nodes) :

$n$ is the normal vector pointing outwards, $d$ is the direction of the curve, pointing from the base of the tail (blue) to the end of the tail (yellow). In my nodes these vectors come from here :

I also save in the geometry the factor of the initial curve as curveFactor. It is used both to drive the spreading of the hair outwards and in the material to drive the color gradient.
The rotations are done as follows :

I encourage you to disable/enable the 3 rotation nodes to understand what they do. I'm achieving this result by playing with the parameters until I get what I want, so I won't be able to explain more than that.
The Rotate Rotation node (spreading rotation) is especially useful if you want to rotate with local coordinates.
Final result and blend file


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How to animate assembly of DNA bases?
How to animate these DNA bases that are being added one by one .
How to assemble them?
Do we have to do this with keyframes only, or we have any faster method?

Youtube Video [Timestamp: 1:25]
TIME = 1:33 TO 2:00

Hi there : ) While asking a question please don't use all caps as it is considered as yelling and it is rude.

Hello and welcome. Please edit your question and write a short readable title that summarizes the content of the question. Also explain what you are trying to do so that watching a YouTube video is not required to understand what you want

Personally, I would shoot this in reverse. Start with the assembled strand of matching components. and use some simulation to have them drift away.

@RobinBetts, that was my first though, but failed to do it so far... any idea?

@RobinBetts, long time I haven't played with PS... wanted to animate a texture UV but does not work.

Thank you a lot it was my 1st question and I was amazed by the hospitable response, sir, and thanks for correcting my question and suggesting how to ask properly! I'll be careful.

Here is a way to do it, a bit tedious because you have a lot of duplications and NLA strips to move but it works.
Basically the method is to create 3 linked-duplicated bars, create an action for each one that makes it stick to the vertical bars, push these actions into the NLA, link-duplicate these 3 different bars and, in the NLA, move the strips so that it delays the animation for each one.

Create the path, create one vertical bar, give it a Follow Path constraint with the path as Target, click on Animate Path.
Link-duplicate the bar (AltD), in the Follow Path constraint change its Offset so that it's a bit in front of the first one. Repeat until you have a lot of bars.

Create a second bar, put it somewhere above the path, where it can't be seen by your camera at the beginning of its animation, animate it so that at one key moment it sticks to the vertical bar. Then create a last keyframe so that it keeps sticking to the vertical bar until the end of the animation, for this last part make sure that the animation is linear (in the Dope Sheet select the keyframes and press T > Linear)

In the Dope Sheet, press Push Down in order to push the animation into the NLA.
Link-duplicate this second bar, in the NLA, move the second bar's strip so that it sticks perfectly to another vertical bar:

Link-duplicate the bar, create a second animation in the Dope Sheet that makes it stick to the second vertical bar, push the action in the NLA:

Then same thing, link-duplicate this bar, in the NLA move the strip so that it makes it sticks to another vertical bar, and so on:

One method would be to shoot a Rigid-Body simulation in reverse. This way round, the enzyme comes along and tears the nucleotide pairs apart, and leaves them to drift in whatever force-fields you have placed in the scene.

The static 'Base' nucleotides are marked as Passive
The initially-attached 'Hero' nucleotides are Active, bound to the Bases by Rigid Body Constraints.

There are 2 Constraints binding the pairs: a 'Fixed' constraint and a 'Point' constraint. (Header > Object menu > Rigid Body > Connect) Their Enabled properties are driven by the signed distance of the enzyme, so they are disabled when the enzyme is close enough. The constraints both use the same driver function, using self, so it can be copied from one constraint to another:
import bpy

def EzRip(self,x_diff):

    # the X location of the Empty implementing the constraint
    ownX = self.id_data.location.x

    # the X location of the Enzyme
    enzX = bpy.data.objects['Enzyme'].location.x

    return(int((ownX - enzX) < -x_diff))

bpy.app.driver_namespace["EzRip"] = EzRip

(The function is then registered with the file.) The x_diff parameter is set large for the 'Fixed' constraint, so the rigid connection is broken some distance from the enzyme, letting the hero swing on the 'Point' constraint, which is broken when the enzyme is much closer.

Once a single pair is set up this way, it can be AltD instanced down the strip, along with its constraints.
Forces (Wind, Turbulence, Gravity, etc.) can then be set up in the scene, to blow the heroes away once they are disconnected, and background nucleotides can be scattered in the scene.
When played back in reverse, this can be the sort of result:

The simulation is cached in this .blend:

Finally, you did it!

I haven't had much time.. I hope this isn't too late .. and I got caught out by the **ing 'Auto' animate button, for a bit.. :D

thanks a lot, sir!

source: Stack Exchange

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

sort: votes


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Modeling irregularly shaped flower bed
I'm looking to model this flower bed which is a slightly atypical shape. I would quite like it to be as realistic as possible but only have a 4gb nvidia card so realise i might have to balance.

I'm thinking

Draw a bezier curve for the wall shape and convert to mesh.

Extrude in Z and use solidify modifier to get basic shape.

For wall texture, i guess find a image texture/roughness map etc and use that.

For plants I have a Botaniq add-on which generates nice plants

Soil - i'm not sure, probably easier to use an image texture i guess as opposed to a particle system? or maybe a procedural texture might work for soil?

Any thoughts about how to proceed with any steps would be gratefully received.
THanks

I think you're on a good way. I can only advise against using a particle system for the soil. As long as you're not going for little clumps of soil trickling around or whatever, this would be overkill. An image texture maybe with a bump map or displacement if you need more unevenness would be better.

Hello and welcome. Please use a title that reflects the content of the question. It should be succinct, unique and identifying, and summarize what the issue is so that users can at a glance broadly understand what your post is about before opening it. Use the [edit] link below your post and avoid any emojis salutations or extraneous text not essential to the question. Remember, your title is the first thing potential visitors will see, and will weight heavily on their decision to open your question, which will directly affect the number of answers you might get.

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Cloth sim not working clothes t-shirt tshirt gravity
I've modelled a very basic tshirt:

Fully modelled (no stitching), large enough and spaced far enough to not be colliding with a collision body in initial state. Upon playing the timeline the tshirt moves down very slightly (like very minute almost like a frame glitch) in Z and nothing happens, it doesn't respond to gravity, it doesn't crumple, nothing. Ive tried:

Applying scale and rotation, even all transforms on both tshirt and body meshes.
As the quads in the mesh are very basic at the moment and large I tried subdiving 8 times until the quads were small, no difference.
Checked gravity is on in the main Blender settings, it was off but switching it back on makes no difference. Changing gravity intensity or direction does nothing.
Even deleted the body mesh, the tshirt reacts the same exact way upon playing the timeline.
Recalculated normals on the tshirt and checked the body, all normals are correct and pointing outward.
Checked the vertices of the tshirt, there are no duplicates or unstitched vertices, no mirror modifier is active on it, it is one complete mesh.
Changed cloth settings under stiffness and damping, set them to high and low values (zero), no difference.
Increased cloth quality steps, no difference.
Enabled and disabled springs, no change.
Collision quality higher.
Object collisions distance to the lowest 0.001.
Enabled and disabled self collisions.
Changed the vertex masses to numerous numbers, makes no difference.

The only modifier on the tshirt is the cloth one. I really don't know what else to do.
I did try the cloth as panels initially then relying on stitching first but it doesn't work well and still had the issue of it not responding to gravity.
This is a very basic sim, if it ever works I'll need to subdivide it a lot and animate collisions with it (upper arms) to blend with a live plate.

Think I've sorted it, need to tweak the cloth settings to make it more like the material I want, but the main issue was not baking the simulation, gravity doesn't seem to work without doing this.
Also adjusted the collision distance of the cloth to 0.002 and of the collision object to 0.02 outer and collisions seem to be working.


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"separate hsv"-node is giving a wrong output
I have a color with a value of 1 and a saturation of 0.3. But if i connect them to a Separate HSV node, the output for the Saturation is 0.54, and it changes if i change the value.
Can someone explain this rather strange behavior?
I am very confused and will be thankful for any kind of an answer!

example-video on reddit

Oh, this is weird :). Because if you skip the Math node and plug it directly as a color, it doesn't change at all (just as it should)...

I think the separate hsv node I think is working fine, it's the RGB node that gives value difficoult to interpeter....

Which b3d version were you using in making the gif @JachymMichal? I'm not able to reproduce that behaviour in the current 2.92. BTW there are a few recent commits on this topic, so I think they are still working on it: https://developer.blender.org/rBf193b1afb313bcb937a396f09da2b9903a0d2fc3

Hey @Carlo :). I tried all from 2.8 to 2.9. It might've been fixed in recent versions.

BTW I've open a topic on devtalk: https://devtalk.blender.org/t/inconsistency-between-slider-and-color-picker/16920


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Using linked duplicates does not reduce poly count
I am trying to optimize my scene, in terms of memory.
I figured I could use linked duplicates for things like chairs and tables that are the exact replicas.
But I when I turn on scene stats on display, I see face count still go up even after duplicating linked, it is like I duplicated it the typical standard way.

Facecount of linked duplicates only concerns base mesh faces.
If a linked duplicate has modifiers (like Subdivision surface), the facecount still goes up.
To keep facecount down even with modifiers, use Collection Instances instead.


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How to model text with ridges (car badge)
So I've been learning some blender the past few months but up until now I have never really used edit mode or made some hardsurface modelling.
I am trying to replicate this

First I used solidworks to set the correct dimension and make the contour, however I cannot do the bevelled top on solidworks because they are not that regular (at least i do not know how to do it). Simply adding a bevel does not work since the inside and outside bevels are not that regular... so I threw it into blender to try this out.
However hardsurface modelling is not as easy as i tought ... After importing my stl into blender I have this topology

I have cleanned it out using decimate geometry and limited disolve to end up with this

All of them except the 0 looks ok, but when i try to apply a bevel it goes haywire...

Dunno whythat happens... does anyone know an easier way to achieve what I want ? Basically there is an offset centerline on each of the characters (it is not centered it tends to be closer to the inside part of each letter) and the outside and inside bevels must coincide with it.

https://blender.stackexchange.com/questions/64980/how-to-make-a-metal-emboss/64981#64981

The geometry is too tight and the bevel overlaps.
Making the ridge manually might be easier.

Add a line where you need the ridge to be
Move it up
Done.

Start by adding inner edges in your mesh Vertex > New Face (F).
Use triangles if needed.

Then select the inner edges and subdivide.
More complex cases may need manual correction.

OMG that seems so much easier, thank you so much !! Complete newbie here how do I go about creating that line, Ive been using knife cut to trace my lines, how canI do a smooth one that also connects to the vertices around it ?

Hey :). I added more info into the answer.

THANK YOU SO MUCH ! I hope one day I am good enought to return the help !

Glad to be of help :). Good luck with your project.


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Cut advanced object with plane
I'm trying to split an advanced object into 2.
I do have read various articles and question on StackExchange - but I can't simply manage to succeed.
So far I've tried the Bool Tool Difference using a plane and also a box, and also the MACHIN3Tools Mesh Cut.
I've attached a screenshot of the plane I want to use for cutting into the object.

The goal is to have the top of the bust/statue remove completely, and have the bust/statue "closed" - so I can 3D print if with the slightly modified head missing something :)
If I use a box I get the following result, but I can't easily remove the top part, and the bust/statue also looks "open", which won't work with 3D printing.

How can I the easiest remove the top of the bust/statue with a plane or a box, alongside having the bust/statue closed (hope it make sense).

it should work with boolean, maybe share your file? https://pasteall.org/blend/

https://pasteall.org/blend/8b7aa030a58c488abe41b4b8b523a42a This contains the plane I would cut after.

Boolean works fine for me, just rotate your plane 180° or flip its normal: https://zupimages.net/up/22/14/4bdi.jpg

On your image I can still see the plane - that should also be removed. If I select first plane, then shift select object, and do boolean difference I get the following: https://pasteall.org/blend/a60a4632b1bf45a48c774a3eb3fbe1d4. Not sure if that part is "closed", but I also wanted the other part of the bust/statue.

This is what I did: https://zupimages.net/viewer.php?id=22/14/jdtu.png

please download this file, you just need to apply the modifier and you're good: https://pasteall.org/blend/5da6e3b60c4b4542b0ad7f1fed290ca3

Ah, yes - the rotation 180 as you wrote earlier - sorry for missing that. Are the bust/statue closed on the top? Hard for me to see if that is the case.

yes it is, once you've applied the modifier you can remove the plane and you'll see that it is closed

Thank you. If you make answer, I can mark it as solved. Thank you for the help.

The Boolean modifier works fine, just rotate your plane 180° on its own axis or flip its normal, and you'll get that. Then apply the modifier and the shape will be closed.


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Cycles SSS surface colour
I am looking at improving a characters Skin material node setup.
Most of the Node setups I have seen for cycles, including the Arnold Skin port basically involve (not including gloss, bump etc) several SSS shaders mixed together to provide Epidermal, Sub dermal and deep scattering. With the surface colour input on the SSS shader used to provide the various scatter colours.
I do not think this is physically correct. Surely the surface colour for these SSS shaders should be the Diffuse colour not the scatter colour?
Most of the other Non-blender skin shaders I have seen seem to separate surface colour and Scatter colour.
If I plug for instance, a sub dermal colour map into the radius input will this effect the scatter colour of the shader? Or is this input only for vector information?
Or do I need to set the colour input to the diffuse colour - radius and scale to an appropriate value and then use a texture map to mix this SSS shader with other SSS shaders?

Physically correct means that the materials interact with light like they would in the real world. If the shader actually looks like skin is another thing. The skin shader tries to mimic the real world skin. You can't really cut up your skin into layered of shaders, it is a hard thing to do. THe Arnold Skin shader is very good and the port is an accurate representation of it. I would just use the Arnold Port

It's unclear what you're asking. You've got several questions, but none of them are very clear.

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


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Library Linking and textures
I have several blend files with models in them.
Each of these blend files use a common texture.
Each of the blend files are linked into a Blend file with an environment in it.
When I render this environment - is the texture loaded into memory once, or several times?
If im using GPU rendering then the number of textures has to be efficient. If it loads the same texture multiple times I will have to append the objects into the environment rather than link them.
I'm using Cycles.
Thanks.
Oliver

It should be fairly easy to test whether the objects are sharing the texture or not since you are using GPU rendering and the number of available textures that can be used is fairly low.
On this Blender Wiki page, http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/GPU_Rendering , it lists how many textures you can use before failure should occur.
Now do a simple test by Linking a number of objects that is higher than the number of allowed textures.
If everything renders fine then you can be satisfied that the textures are shared.
Also, if you look at the area that is circled in the next image you will see a number '2'.  That indicates how many users of the texture there are.
I would not rely on software info to report this accurately for what you are doing.
Stress testing is really the only way to make sure the hardware can do what you expect from the software.
I tested both Link and Append using the following method.  I added a 4096x4096 texture to two simple models and then added them to a group.  I added a sphere with a hair particle system and added the 'crystal group'.  The number of instances was set to 150.
Next the Particle system modifier was Applied and the scene saved.

Now I shut down Blender to make sure everything was cleared out and used Append to load in all the separate objects, (including the two originals)
By clicking on several of them individually, I checked the Materials texture node for the number of users and also to verify that there was not a tex.001, tex.002, tex.003, etc.  There did not appear to be any redundant textures weirdness either in the nodes or the image editor drop-down.  Only 2 users were reported for the texture node which looked the same for every model.
I now shut down Blender and restarted using a blank scene and this time used Link to load in a the models.
The results were exactly the same, all the objects were sharing the texture and only 2 users were reported by the texture node.  The second user is presumably due to the original crystal models that were also loaded in.
I also watched the OS's memory usage utility to see how much the system memory climbed for both tests.  It was very reasonable so it's fairly certain that there were not 152 4096x4096 textures being loaded.  I'm sure that would have shown as a dramatic climb in memory usage.
The shared .png file is about 8.3MB on disk(compressed) and the total RAM usage for Blender was reported to be about 230MB.  When I started the Cycles Render it hovered around 400-500MB.
If the texture was being duplicated within Blender I'd expect the memory usage to be much higher.
I can't test using a CUDA enabled device since I don't own one but this looks promising for the use that you describe.  I suppose next you could test to see what happens when the objects all have separate materials.

Fairly easy to link 100+ objects from different files? more details on limitations : http://blender.org/manual/render/cycles/gpu_rendering.html#limitations

linking the same object 150 times isn't going to be difficult.

but the same object won't test anything but duplicates/linked duplicates

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


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Mesh bisect with fill doesn't place triangles for the cut surface
My task is to import a closed mesh into Blender, apply Bisect with the fill option, with the desired result being that the new body would also be a complete mesh.
However, the result I get has the bisect face filled with "grey", but no mesh. And an STL exported from that is similarly missing triangles in that area.
Example: Starting STL, a cylindrical cup, imported into Blender:

After applying the bisect tool along a horizontal line (ie: a horizontal plane):

As can be seen, the face that was cut has no triangles. And if exported to STL, that area is missing, with the overall shape not being closed.
Have I missed some option in bisect that properly fills in the mesh? Is there some subsequent step that's needed?

The "Bisect" function did generate a surface at the cut area, though it's an N-gon, STL-export seems to not offer an option to triangulate N-gons automatically.
Solution:
You can select the cut surface in Edit mode with Face selection and then use "Triangulate Faces" in the "Face" Menu Ctrl+F. Or use the direct shortcut, in this case Ctrl+T.
Here an example:

This should do the trick.


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Masking not working in compositor or image editor
What am I doing wrong, where it states "RH" in the RH Alleyway compositor group, there is a wall which should cut off the white circular highlight, for testing purposes I have cut off the circular highlight even more in the image editor with the mask drawn, yet in the compositor nothing is happening. I want to use the mask to subtract from the image (or alpha channel) so it cuts off. This mask will need to be animated or assigned to a track marker to keep the wall occluded by the one in front of it.

Edit 1: I have also tried a set alpha node and plugging the mask into that and it also doesn't have any effect on the layer.
Edit 2: So I managed to get the following mask test working:

The next question is how do I plug it into the full comp, no matter how i've connected it, the circular highlight still shows in full, or not at all, below is how it is at the moment unconnected under the RH Alleyway group:

Alpha Over allows you to layer B over A using either B's own alpha, or C as an alpha:

Whereas Set alpha will allow you to set the alpha of B using C:

Which then requires you to afterward layer A over B, which you can do with another Alpha Over:

Or with a mix rgb node with the alpha button enabled (in blue):

But you can simplify that last setup by removing the set alpha, and use C as the mixing factor instead:

About the Mask node, be careful about the "scene size" option, that means the node is fit according to the scene's output resolution, so if you intend to use it on a picture whose resolution is different, or more precisely isn't the same ratio, you might want to change that option to "Fixed".

Thanks for your help, think I sorted it with the last method, I'm sure I tried it before, maybe my mask area was out of range or something hence it wasn't showing anything.

Glad it helped. Don't forget to upvote and checkmark that answer


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Blender compositing - Rendered composited image is not the same colour depth or type as original composite
Post 1:
I have made a comp (original comp - top image below). I've rendered the composited CG element out as a tif sequence RGBA 16 bit no compression. I've had to do this because there are multiple instances of it, if left as one comp its too much and takes too long to render.
When I reimport the rendered CG element tif sequence back in there's a distinct lack of colour or definition, I've tried changing the colour settings but to no avail (second image, RGBA layer view on top left, new comp below it), even if you look at the RGBA preview it looks more defined compared to the second comp but still way off the original, it looks nothing like the original composited image. If I change the new comp to filmic view transform under the Eevee settings it just greys out the CG element making it appear more transparent and more desaturated, the settings as they are in the below image represents the closest I can get to the original at the moment.
Can anyone please advise?

Post 5:
I've found a work around.
The EXR exported close to the comped look within Blender colour wise, but was still too transparent when re-imported back in for further comp. So I had to layer the original smoke trail underneath the EXR comp and it now looks similar to how it was in the first original comp, and now also renders much quicker.

The best way to store images with transparent glow etc. is using the OpenEXR format. When you set the codec to DWAA there is no noticable quality loss although it's a lossy format and the best thing is, the file sizes are very small compared to PNG and especially 16-bit TIF.
If you input the image as OpenEXR, Blender usually sets the Color Space to Linear and Alpha to Premultiplied by default. This way you're good to go and compositing it over a background looks the same as if you would have composited immediately while rendering the image.
Here are some comparison images, the first is the original render composited directly together. The next is what the saved TIF file looks like when opened in Blender and the result when you Alpha Over it on the background. The last is the EXR version - there is no difference to the first result.
The other thing is, effects like glow etc. who depend on bright emissions that are maybe exceeding the 0 to 1 range of the sRGB colors doesn't even have to be composited before saving to EXR, this was just for demonstration. You can do this afterwards on the EXR since the emission brightness is stored correctly as well.
And the last: the 16-bit TIF file I saved has a size of 3.96 MB, while the 32-bit EXR only needs 136 kB, that's even less then the final composition as 8-bit PNG file with 759 kB.

Post 2:
Thanks for the detailed explanation. I had gone back to the comp to re-export as EXR but the original problem still remains. It also doesn't explain the issue because the original 3D elements and the glows were all rendered out of the 3D program as tiff files with alpha, so a change in file format shouldn't make a difference at all.
This is the new EXR comp, see how transparent it is against the background plate, the colour is better in the EXR but the over aggressive transparency remains which is not present when I export it with the background plate as one comp (see second image below):
This is the comp result if I export directly from my first compositing tree, see how the grey smoke is thicker and less transparent (ignore the duller front part):

This is how it looks if no alpha over factor is reduced, you can see how thick the smoke was originally:

Post 3:
Definitely something wrong with Blender (or the settings within Eevee).
I just tried exporting the meteor layer without any of the glows (hence all alpha over nodes were at the default 1 factor so no transparency on the actual 3D detail, just the usual surrounding alpha). Still the whole layer re-comps semi transparent no matter which colour profile is selected on the input image node or alpha on straight or premult so loss of detail is still present. Doesn't matter if I render as exr, png or tif all with alphas.
I need a solution as the original doesn't render even one frame after ten minutes hence having to break it down into semi comped layers for a second stage comp.
Edit: I've tried enabling the transparent setting under film in Eevee and Cycles and it makes no difference, the layer is still too semi transparent and the setting doesn't change how transparent it is rendered.

Post 4:
Just tried importing in Davinci Resolve, same problem, comp rendered layer is too transparent and colour is blown out, no matter which colour space profile I choose.


text:
Put slices on 2D plane
Related question: How do I create slices of a topographical mesh?
I'd like to separate each slice and put them on a plane to generate a svg or jpg for laser cutting.
Does anyone know how to do it?
Thanks in advance :)
Something like this example picture:

inkscape can be used to convert raster images to svg

Thanks for the answer @ShantanuAryan
I maybe non properly explain my request, did you open the link on top of my message ?
A bug delete the comment above it.
I followed the link procedure and would like to separate each slices and put them on a plane to export it as svg or jpg as said.

ok, so i am assuming you have separated all the slices. you can render out a png image (black bg, white emission on objects), then open the image in inkscape. inside inscape you can trace image to obtain svg and then exoprt the svg to Gcode

Hello @ARNAUD :). What have you tried so far and where exactly are you stuck?

@ShantanuAryan
I no i didn't separate all the slices, that the first thing I want to do.

@JachymMichal
I' m stuck after the step : set the solidify modifier. I would like each slices to be moved individually to place them on a plane I will export after as a svg or jpg.

in that case apply the boolean modifier. do not add solidify. go to edit mode, select all, press p > separate by loose parts. arrange all parts on a plane. Should i write this as an answer?

@ShantanuAryan
I tried that already but when I'm in edit mode the model is not sliced, it appear as a solid/full mesh.


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Can't select mesh
I have this base body pony and i cant select it in object mode.
What do I do so I can adjust it?
if this cant be dun meby there is a way to get it animate?
i mage to grab all other stuff like main, tail, wings, eyes but all of that is mesh so i think i will be abol to put bones inside ones i convert it or what i need to do to do this thanks :-)

Hello :). Are you sure the object isn't just locked from selection?  https://blender.stackexchange.com/a/144962/78972

omg it works thanks :-) wow i did not think to look there thanks

yes thanks for the help


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What are the colored/highlighted edges in edit mode?
There are red and pink edges on my mesh.
What do these colored edges mean? How can I use them?

Those edges have been marked.
There are actually five types of markings you can apply to edges:

Red - UV Seam
Blue - Bevel Weight
Purple - Edge Crease
Cyan - Sharp Edge
Green - Freestyle Edge

You can mark edges yourself from Edit Mode using the Edge menu (Ctrl+E).

Colors in Blender 2.79:

Red - UV seam
Orange - Bevel weight
Pink - Edge crease
Blue - Sharp edge
Green - Freestyle edge

What happens if an edge has multiple markings? One takes precedence for display?

@ajwood Here you go. Six years later, but still :).


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Volumetric Bullet Trails?
I'm trying to create a volumetric bullet trail for a stylistic piece. I'm struggling with how to continue with what I have, which basically amounts to stretching out a glowing noise volume. I assume there's a better way to go about this but I'm unsure. Does anyone with more volumetrics knowledge have any help for me?
I'm trying to go for the trailing go (without an actual bullet inside so it can be re-used for energy projectiles and the like) similar to this stock image I found.

Really, I just need ways to actually shape volumes. I know there's some really crazy stuff you can do with them and I want to help bring out more of that.

I got this effect by applying a bunch of noise textures to a trail shape, animating it by using #frame in the Mapping node X location, added particles at high velocity emitting from the bullet. and so on. My effect is more like 2.5D not a 3D volume necessarily, but the principles are nearly identical. You would just make sure you use 3 or 4D noises and apply it to a volume.
Final Result

Meshes

Bullet Material

Flame Material

Flame Object Modifiers

Flame Object Displace Texture Settings

Particle Material (Though i don't think this did much, i didn't bother much with it)

that's a very neat result :) reminds me of a shuttle re-entering atmosphere :))


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Subdivision surface modifier unexpected result
I have applied Subdivision surface modifier to my mesh, and almost everything works fine, except for the place where I have marked in the picture. why doesn't it follow a smoother, more uniform path?
Thank you.
Without modifiers:

With Subdivision Surface modifier:

https://imgur.com/a/eHmM9N9                  this is what the mesh looked like before applying the modifier.

it looks like you still have a Subdivision Surface modifier?

you may have more then one vertice ther. try selecting all and in F4 look for- merge by distance

@Cimo thank you, but the vertices are ok....

I found out the problem: I had some extra faces "inside the mesh" where they shouldn't have been, erased them and now everything looks fine.


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Render fire simulation without fire being visible in the render for lighting the surrounding geometry
Is the above possible?
I've rendered the fire as a separate pass. I want to now render surrounding geometry acting as light catcher objects illuminated by the fire, but the fire not being visible. As the fire is dynamic its lighting of surrounding geometry will vary.
I know a workaround will be just to use and animate separate lights but this is not what I want to do if there is another option as the work has already been done on the fire simulation.
Edit: example picture added, see following low res render, you can see the fire is illuminating the arms and fingers from the fire illumination alone (you can see pixels on the arm are yellow or orange), when I disable the fire domain from render the associated lighting disappears off the arms. I have just now parented a point light to the green sphere to fake the lighting as a workaround, but if there's a way to do it with the fire I'd like to know.

Please provide images. And if you have an object that is reflective, then is it okay if the fire is seen in that mirror?

Image added with further description, I always render my passes out as separate sequences rather than relying on blenders render layers.

You can use the light path node along with the mix shader and a transparent shader to achieve this effect.
In this demonstration scene, the sphere is casting light on this cube.
This is where you are now

And this is the solution

In this node setup the light path ray checks whether the ray is the first ray from the camera which is hitting the suface. If yes, then it outputs 1 and if no, then zero. Using this as a factor for the mix shader you can change between a transparent shader and the shader you want to.

Many thanks, this worked exactly as required.


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Problem when baking texture use python script
I am trying to bake the Mix Shader Texture and output it as an image. Here is the original object

I use this code.
import bpy
bpy.data.scenes[0].render.engine = "CYCLES"

# Set the device_type
bpy.context.preferences.addons[
    "cycles"
].preferences.compute_device_type = "CUDA" # or "OPENCL"

# Set the device and feature set
bpy.context.scene.cycles.device = "GPU"

# get_devices() to let Blender detects GPU device
bpy.context.preferences.addons["cycles"].preferences.get_devices()
print(bpy.context.preferences.addons["cycles"].preferences.compute_device_type)
for d in bpy.context.preferences.addons["cycles"].preferences.devices:
    d["use"] = 1 # Using all devices, include GPU and CPU
    print(d["name"], d["use"])

obj = bpy.context.active_object
image_name = obj.name + '_BakedTexture'
img = bpy.data.images.new(image_name,512,512)
for mat in obj.data.materials:

    mat.use_nodes = True #Here it is assumed that the materials have been created with nodes, otherwise it would not be possible to assign a node for the Bake, so this step is a bit useless
    nodes = mat.node_tree.nodes
    texture_node =nodes.new('ShaderNodeTexImage')
    texture_node.name = 'Bake_node'
    texture_node.select = True
    nodes.active = texture_node
    texture_node.image = img #Assign the image to the node

bpy.context.view_layer.objects.active = obj
bpy.ops.object.bake(type='DIFFUSE', save_mode='EXTERNAL')

img.save_render(filepath='C:\\TEMP\\baked.png')

for mat in obj.data.materials:
    for n in mat.node_tree.nodes:
        if n.name == 'Bake_node':
            mat.node_tree.nodes.remove(n)

However, the output is pretty strange:

Can someone pls tell me what is going on? Why it looks so dark?
Thanks!
Link to the project: https://drive.google.com/file/d/13J2Us042Ic0nXyFtDXT0anJgBzJy9xnA/view?usp=sharing

provide the blend file

hi, here is the Link to the project Shell

watch this https://www.youtube.com/watch?v=AB24ITZHtuE

Added pass_filter={'COLOR'}
import bpy
bpy.data.scenes[0].render.engine = "CYCLES"

# Set the device_type
bpy.context.preferences.addons[
    "cycles"
].preferences.compute_device_type = "CUDA" # or "OPENCL"

# Set the device and feature set
bpy.context.scene.cycles.device = "GPU"

# get_devices() to let Blender detects GPU device
bpy.context.preferences.addons["cycles"].preferences.get_devices()
print(bpy.context.preferences.addons["cycles"].preferences.compute_device_type)
for d in bpy.context.preferences.addons["cycles"].preferences.devices:
    d["use"] = 1 # Using all devices, include GPU and CPU
    print(d["name"], d["use"])

obj = bpy.context.active_object
image_name = obj.name + '_BakedTexture'
img = bpy.data.images.new(image_name,512,512)
for mat in obj.data.materials:

    mat.use_nodes = True #Here it is assumed that the materials have been created with nodes, otherwise it would not be possible to assign a node for the Bake, so this step is a bit useless
    nodes = mat.node_tree.nodes
    texture_node =nodes.new('ShaderNodeTexImage')
    texture_node.name = 'Bake_node'
    texture_node.select = True
    nodes.active = texture_node
    texture_node.image = img #Assign the image to the node

bpy.context.view_layer.objects.active = obj
bpy.ops.object.bake('INVOKE_DEFAULT', type='DIFFUSE', pass_filter={'COLOR'}, save_mode='EXTERNAL')

img.save_render(filepath='C:\\TEMP\\baked.png')

for mat in obj.data.materials:
    for n in mat.node_tree.nodes:
        if n.name == 'Bake_node':
            mat.node_tree.nodes.remove(n)

Thank you so much! It works. However, the second used image is not baked. Can you pls check the project file I uploaded?
Thank you so much!!!

I used two BSDF and then used a Mix Shader to combine them to generate a rust feeling. Maybe the problem is due to the Mix Shader?

It may be the order in which yo mixed the components, or if you have a Bump node in the stack, that can interfere with the way it bakes normals.


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I have a problem with brush seems to work inverted
There is a problem with Blender, the brushes seem to work inverted.
I deleted Blender several times but it didn't work.
I hope the following video clearly shows the problem.
https://www.youtube.com/watch?v=Nbzt9UwqQos
{edit}
I try the default sculpting scene same problem
Normals are not inverted
I did a Load factory settings
I think the problem is from a bug and I have uninstalled Blender and reinstalled it and the problem still exists

Is that default sculpting scene? Is the face orientation is correct? Have you tried File → Defaults → Load factory settings?

are you sure the normals are not inverted?

Normals are not inverted
I try the default sculpting scene same problem
I did a Load factory settings

The pen was in the eraser position, which caused this stupid problem


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How to make a tie fly up/down with physics
I'm having trouble on how to make a Tie have physics so i don't have to animate the Tie.
Example, if i make the character Jump the Tie should also move/rotate how it should be. (Without animating it) (just like how the ponytailed hair would do if you jump)
Could anyone explain how i should do it/step by step if it's possible.

Hello :). What have you tried so far and where exactly are you stuck? This site isn't meant for full tutorials :).

you could try using a cloth animation and/or use force or wind fields?

Softbody physics works for ponytails and could work for the tie, too. But I think cloth sim is better for a tie because you can pin it tighter

To avoid glitches, I might put softbody on a curve instead and then deform the tie to it.


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Fluid bake explodes and vanishes
I bake a fluid, but after a specific frame, the fluid explodes and disappears.
It's completely normal at first, but after the same frame every time, the fluid loses volume and explodes into just a few droplets, and then nothing.
What I tried
I've tried all kinds of variations to fix it, domain resolution, clearing the cache, turning on resumable and playback, getting rid of collision objects, but despite all of that, the same thing keeps happening and I don't know what to do.
According to my computer, there's still plenty of space for the fluid configuration files to be saved, so I don't think that's the issue.
Video of what happens. Before everything is working as it should, but after there is no more fluid.

Here's the full video on YouTube

Could be a bug.

Does it happen with a new file? Try to delete objects peace by peace so probably some of them cause this, but it really looks like a cache issue. You can also share your simplified file (delete all objects that does not generate the issue) and share via https://blend-exchange.com


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How can I create this imperfection?

I would be happy if someone could recreate this for me or give me tips on how to recreate this imperfection.
EDIT:
I've almost solved the problem, the only problem I'm stuck with right now is that I have downloaded two overlays how can I apply them?

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?""

I've almost solved the problem, the only problem I'm stuck with right now is that I have downloaded two overlays (LINK)  how can I apply them?

The linked B&W overlays can be used as a mask.

You can use it to control roughness/metalness/transmission/color etc...
Or even use a Mix Shader to combine different shaders

Could you also upload the .blend file? I would appreciate it very much! :)

Hi :). Sure, here it is on GDrive

How can I make it more wet? I have a closed room that emits light only from above, but not from the sides.

Hi :). 'Wetness' is mostly about reflections. Play with camera angle to get more reflections, but it won't be easy with only a flat top light ;)

Thanks, will try! :)


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Pinching geometry when using subdivision modifier
This is my first time trying to make an anime girl's head.

Everything was fine until I add a Subdivision Surface modifier and the nose looks weird, I don't know how to fix it.

Is there any solutions to this?
Here's the file:

can you attach your blend file at https://blend-exchange.com

it can be inverted normals, overlapping vertices, inner face...

yes, I just edited the post with the file

@BaoHa as mentioned by moonboots it indeed is inverted normals. Go tab into Edit Mode and press A to select all faces then press Shift+N. Now you can apply your subdivision surf modifier nicely.

@HarryMcKenzie no, it didn't work

ofcourse it will work. you just did it incorrectly :) give me a moment i will add it as answer with attached fixed file.

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?""

Your face normals are inverted. You can see the faces in blue when they are correctly pointing outwards when you check Face Orientation under Overlays. Go tab into Edit Mode and press 3 to switch to Face Select mode then press A to select all faces.

Then go to Mesh > Normals > Recalculate Outside or press the shortcut
Shift+N

Now the face normals are blue and correct and you can add the Subdivision Surface modifier


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Weird shadows appearance in viewport
When trying to add a shadow, it looks like a bug as instead of adding it to the object, the background "cracks" into different-shadow pieces. I use my PC for other design-related programs, and it never happened to me, so I am excluding graphic card issue. I use MacBook Pro Retina 2015. I also added a screenshot of what happens when trying to use shading. Hope you can help me here

This is a bug with blender. Try restarting blender or opening a new 3d viewport.

Nothing is changed :( I tried everything


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What is wrong with my photorealistic procedural chocolate texture?
I want a chocolate texture with that tiny scratches and crumbs (upper left). After spending some time to copy node by node from this example, I can't barely see any difference to the simple one bsdf (upper right).
What am I missing?

HDRI source: HDRI Haven > Venice Sunrise

This node setup isn't really the best to use if you want the crumbly scratched look, if you look at the image that the node setup was posted with the chocolate is very smooth.
You can adjust the black and white ColorRamp going into the roughness of the material to get some smears to show, but it won't really get you any farther than that.
I suggest you make your own material, and use surface imperfection textures for the roughness and bump, that will give you the scratched up look you want.

Oh, and also use the surface imperfections texture as a mix factor for your base color and a whitish one.

make your own material
Thank you @Egorobi . Any hint for a close point to start with? I just found out that the proper term for the smears is "chocolate bloom"


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Can I name an output file from an output node?
When I give a new name to a File Output, Blender ignores it.
It is using this name to create a new folder instead in which it is saving the image. Can I give a name to an output files or can they only be called Image0001?

I see you are using a complete destination path including a file base name and suffix (.png) in the Base Name.   Your probably causing some unpredictable result.   Remove the "3.png" from the Base Name.  blender will automatically add the .png based on your File Format selection.    Note how only pahs are showing in the example in https://docs.blender.org/manual/en/latest/compositing/types/output/file.html

The Base Path field is only used to specify a folder.
To modify the name, use the node's File Subpath in the Sidebar.

And this is the result:

You can't write directly to a "C:", "D:", "E:" drive base root directory in Blender. You need to create a folder. Blender is assuming 3.png is going to be your "root base" folder. This is something implicit Blender does. You can "D:\myFolder\3.png" and it will work. Also, consider changing the number from: "3.png" to "alpha3_.png" Always name your files describing them alphanumerically. Numbers in a sequence should contain "_" to separate the last character against the automatic sequence generated number from the timeline as a good practice.

I followed your advise, but the problem still remains. It is the same also when I add _ to the end of the name.

Hello :). Just tried it, and it seems blender actually can write directly to the base root directory under Windows.

Fantastic, Jachym. I tried it back in 2.83, this was not possible. I am glad someone addressed it.


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Can't scale any object ("No more keyframes to jump to..." error)
Doesn’t let me scale anything across any axis every time I try to it just tells me “no more keyframes to jump to in this direction ”and I just had this issue today already tried re-installing blender

u also can't scale the default cube? can u add a screenshot of the error?

Looks like a weird bug mentioned here on Blender SE, blenderartists, reddit. Restarting the pc seems to help :))


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Beginner’s help - How to make a disk with perfect semicircular edges
I have failed for the last two hours in making a disk with perfect semicircular edges like this image

I was trying to make a very short cylinder and then Bevel upper and lower faces, but that produces an edge with a different curvature than a semicircular edge.

You probably didn't apply the scale to that cylinder, that's why the bevel didn't produce the expected result.

You could think of the discs  as a doughnuts with their tops and bottoms filled in..

Alt - select the midway loops of a torus, created by with the appropriate major and minor radii
V - drag rip the edges and hover-L select the inner faces
X delete them, Reselect the boundary loops
F fill the top and bottom

I added a cylinder with Depth of 0.1m

Tn edit mode tab I selected top and bottom faces.

I used bevel tool Ctrl+B to bevel (with 16 segments) for 0.05m. In the bottom left of the viewport there is a window that allows you to type values by keyboard. If you left click anywhere after beveling it will disappear!

This shows curvature of this disk compared to 64 segment circle with radius of 0.05m.

Thanks to @Jachym Michal for this tip.
We accidentally created some duplicated vertices and edges in the very middle. They might cause problems with rendering. It's very easy to remove them. When we are in edit mode we select everything with A and then press Alt+M and chose By Distance from merge menu. You should not see any change, but duplicated vertices are gone!


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How to create a Wheat Straw Plastic material
I am trying to create this type of Wheat Straw Plastic material and having a short animation where the speckles move. How would be the best accurate form

You may try this setup. You may modify the colors and noise as per the requirement.

Voronoi Texture will also work:

Multiple colors of dots:

Same color but varying brightness of dots:


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When rendering, point light dosn't render
I am very new to Blender and I've made a daft mistake. After rendering fine previously, my renders are now mostly black. I think they're not rendering the point light all of a sudden, like so:

The point light shows up in cycles and I've tried adding a second point light and got the same result.
If anyone has any ideas what I might have done wrong in settings, I'd really appreciate it. As I said, I was previously rendering without a problem. I suspect I've done something wrong in my settings.

I'm really new, other advice I've seen about this, I've not been able to make head or tail of. If anyone knows what's going on, it would be amazing. Thank you in advance!

Could you check your clipping distance for the camera and/or viewport. It seems there's still a light in the first screenshot, the camera is just very close to the wall.

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

Hi! Thank you for taking a look for me. I'm afraid it doesn't seem to be a clipping issue or to do with gloss as far as I can tell. I tried moving the camera back and the issue isn't apparent in cycles, only when I come to render. I'll keep looking at everything.


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Spinning card animation displaying reverse side incorrectly
I'm attempting to create a trading card design in Blender (version 3.1.2) and animate it to spin for 4 seconds. I am importing 2 files, .png files with transparent background, and importing them as planes. One image for the front of the card, one for the back. I placed both of the cards parallel to each other, and successfully animated it.
My problem now is during animation, while it spins, only one side shows, and when it rotates to the back of the card, it displays a reversed image of the same side. I will try to attach some images to better show the issue I'm facing.

Front of the card

Rear of the card

What is displayed as it spins. Notice this is frame 64/120, so back image should be displayed
Edit: Thank you for all of your help and answers everyone! I have tried to implement some of the solutions Robin, Lukasz and Marty mentioned. I added a cube, shaped it into a card form, and aligned my two faces on top of the plane and animated it, however, it seems the problem I'm running into is all three elements rotate around the same axis, so only one face is displaying itself. I uploaded the .blend for you guys to take a peek, thank you kindly and sorry for my poor knowledge of blender, I'm more of a coder than a graphic designer!
https://pasteall.org/blend/efec531fc8cf43ccb4fe43327016f57c

pls upload blend file so we can check it out. thanks

looks like the second card is not being rendered.  If you them in the same position it's probably due to Z fighting.  Separate them by a small distance.  Double check to make sure the card is not disabled in render.

as you can read in the comments and the answer of Robin - we don't know what you did and we are just guessing around what the reason could be. So please improve your answer with additional informations.

Your post indicates you don't mind having an infinitely-thin card?
If so, putting 2 planes in the same place will create a floating-point  contest for the renderer (Z-fighting), as @Marty Fouts has commented.
Instead, you could use one plane, and select the image according to whether its normal is facing towards or away from you, using the Geometry node's > 'Backfacing' output:

If the card has thickness, though, you could give each side separate materials / maybe use the 'Material Index' feature of the Solidify modifier, or use the direction of the normal in the card's Object texture coordinates, to select the image used, in one material.

Or, to make it realistic, add a cube, scale it to give the card a little thickness, bevel it and apply your image textures - one to the front, the other to the back face of the cube. This is time and cost -efficient and gives the desired effect.


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Importing .obj files and rig info file with script
I have .obj files(mesh) and corresponding rig info .txt files.
rig info files have information of joint, root, skinning, and hierarchy of joint.
I want to import mesh and rig info to a Armature and export that to .fbx file
How can I do that?
I'm trying to use RigNet(https://github.com/zhan-xu/RigNet), AI that generates rig info from obj file. This project using Maya to combining result, but I don't have a maya license. (Trial license has expired), so I want to do that on blender.
I am reading blender python API, but it is quite difficult.
rig info file format example
joints root 0.00000000 0.39418566 0.09227327
joints root_dup_0 0.00271110 0.39689678 0.09498437
joints root_dup_1 0.00197620 0.39616185 0.09424946
...
joints joint_22 0.11304832 0.64783418 -0.03318732
joints joint_18 0.29738784 0.41645390 0.07064430
root root
skin 0 joint_11_dup_0 0.2714 joint_11_dup_2 0.2522 joint_7 0.3040 joint_21 0.1724
skin 1 joint_11_dup_0 0.2714 joint_11_dup_2 0.2522 joint_7 0.3040 joint_21 0.1724
...
skin 3913 joint_11_dup_0 0.2714 joint_11_dup_2 0.2522 joint_7 0.3040 joint_21 0.1724
skin 3914 joint_11_dup_0 0.2714 joint_11_dup_2 0.2522 joint_7 0.3040 joint_21 0.1724
hier root root_dup_0
hier root root_dup_1
...
hier joint_21 joint_22
hier joint_20 joint_18

Thank you for reading and answering.

This sounds like it’s not so much about combining two files together, as it is about importing a .rig file into blender. Is that correct?

@TheLabCat Yes, That's more proper expression. I edit question. Thanks!


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interchangeable material options
I created a base template for a bottle that will include different labels, seals, caps, and liquids, and want to have multiple options for each to choose from when rendering.
For example:
Bottle 1: brown liquid, square label, wood cap, no wax seal
Bottle 2: clear liquid, round label, purple cap, wax seal
So my questions are:

Is there a way to stack various materials/objects that can then be selected when rendering?
Is there a process or way to code a process to randomly select traits before rendering?

Here's an example of the bottle

It might depend on how you want to apply these.  For example if you have a Label material applied to only the faces where it would appear, then you can select (or automate) that material, and substitute another material (drop-down) to apply that version to that material slot (they are indexed), is one way.   And yes you could search this area for [python] script that select specific or random materials to a material index.

Thanks! Would this same method be applicable to objects like the cap? You've given great direction on where to start looking for the materials.

Just a couple of easy points.
Be sure to define materials for various parts of your bottle, like Cap and Label.
Assign one material first to the overall object (faces that are not Cap or Label).
Then load up some images for Labels in Texture and assign a Fake User so that the references remain even if not used by a material across a saved file/session.

Assign various vertices/faces to the materials, all others will be assigned to the first material if not explicitly  assigned:

For the label, I used an Image Texture node where I can use one of my referenced images in the drop-down:

And there are certainly python scripts that you can find to assign images to Image Texture node of a material.
example used here:
You'll see a lot of this technique in character meshes, where areas like the head or eyes will be vertex groups assigned to different materials.


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Multiple meshes per object
I'm fairly new to blender but I've write some python to import some old models from triangle data with UV texture images.  Some of the models have more than mesh so each mesh has its own UV texture.
In blender would I create one object per mesh or create 2 meshes under one object (and if the latter - how is that done in python?)

An object in Blender can only have one mesh associated, which can have multiple UV maps (up to 8 afaik, but only one is active). A single mesh can consist of multiple sets of linked geometry however. Edit-mode > Mesh > Vertices > Separate > By loose parts would split each set out into a separate mesh / object. Since UV coordinates and textures are separately stored in Blender, you can have differently textured parts in a single mesh - thus, combining UVs on import might be an option for you.

Ultimately I want to export them back to fbx so I can load them in XNA/MonoGame or Unity or similar. Basically out of the custom format they are in now.

Using one object for each mesh will simplify things for you, I think. Although it is possible to have everything in one object and still use different materials, and use different UV maps, this will probably be more trouble than it's worth, especially if you're interested in using Cycles.
Note: It is possible to put "more than one" mesh in an object in Blender, but it's still treated as one mesh, they just aren't necessarily attached to each other. The "Separate > By loose parts" tool that CoDEmanX suggests takes each contiguous set of vertices and puts them each in their own object. It's convenient if you already have several things in one object that you want to be separate.

Thanks - As Anonymouse says I can probably just parent them to one object then.

Yes, that's exactly the right idea.

I don't agree with this as I used to have issues due to the underlying architecture my import was for... The result was multiple objects forming a base shape, all sharing the same material... these objects basically held specific groups of primitives in the order desired by the architecture, and there was no symmetry to them other than the base shape they formed.

To elaborate a bit on my last comment, think of a cube (12 triangles in a spiral order ), then think of that cube being made of 4 objects each holding 3 triangles.

One mesh in blender can have multiple materials, so you can join your input meshes into one for blender. Simply assign a separate material for each input mesh.

I agree with this, for reasons explained in my comments on Matt's answer.

Alternatively, it sounds like it would be useful for you to import them all as separate objects and then parent one to all the others. That way, the parent will behave as if all of the smaller objects were one object.


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Is it possible to copy a certain property of a certain material to other materials?
Assume that I have materials "Foo_1", "Foo_2", and "Foo_3".
Let's just say, that material "Foo_1" with a alpha transparency value of 0.4 or something. Would it be possible for me to copy this property of "alpha transparency 0.4" to materials "Foo_2" and "Foo_3" (and possibly more)?

You could do this with a python script.

While you can copy many object values to all other selected objects, we can only select one material at a time, leaving us with two options -

Copy an individual value CtrlC (CMDC on osx) and Paste it into the other materials CtrlV (CMDV on osx). Both of these actions work while the cursor is over the value for number, text and colour. Items like checkboxes and popup menus don't copy.
Use python (either a small script or type straight into the python console) to change the value of all or a subset of materials - this question can help with ways to define a list of materials.

While 1 is ok for a small number of materials 2 becomes necessary for larger changes.


text:
Select touching/joined vertices/edges/faces
Is there any way to select touching/joined vertices/edges/faces in edit mode?

There are several ways:

Select at least one element (face/vert/etc.) and press CtrlL to Select Linked.

Press L while hovering over an element with the mouse to select all elements connected to that element.

Select at least one element and press CtrlNumpad + to Grow the selection until everything is selected.

Select at least one face and press CtrlShiftAltF to select connected faces which have the same or similar normal/direction.

If you meant you want to select all elements that are connected to other elements, create/select a single vertex and press ShiftG> Amount of connecting edges (if you want don't want to select edges that don't connect to faces, use Amount of adjacent faces instead), then press CtrlI to invert the selection.
See the manual for a full list and description of all selection tools.

Ctrl-Shift-Alt-F worked perfectly for me. I had to set the Sharpness parameter to 2 degrees as my faces weren't quite colinear. Saved me a ton of pain - thanks!

+1 for Ctrl+Numpad, most underrated shortcut ever

Press B for border select, or C for circle select, or hold and drag LMB while holding Ctrl to make a lasso select.
P.S.: For overlapped elements (if it is what you mean), It should be done in Wireframe display mode, or toggle off the Limit selection to visible button on the 3D View header.

Thank you, this worked for what I wanted to do. Cheers!


text:
How do I extract a color from part of an image and use in keying?
How do I extract a color from part of an image and use in keying?
I want to pull out a rect from the corner, like 10x10 to 100x100 and feed it into the key color of the keying node. This is so I can auto detect if its a green screen or blue screen input.

Just plug the crop output into the Key Color put of the keyer.

@3pointedit I tried that, doesn't work

Perhaps you could add a "scale to scene" dimensions node after the crop? Shouldn't require this however.

You just needed to scale that to the image size


text:
How to copy objects to another blend file
I have my main.blend file opened and running. There I have an operator, by the execution of which temporary.blend gets running in the background (no UI) using subprocess.run.
The Problem:
How can I copy all mesh objects from main.blend and paste them all into temporary.blend via script?
Advanced Problem:
How can I somehow send properties located in the PropertyGroup in the main.blend scripts to the temporary.blend and send some data from temporary.belnd to the main.blend back?

You should try using a pickle file. Basically writing Python data as it exists within the interpreted program to an actual file that can be re-read in.

Great!!! That will work for me! Question about pickle: will the properties stay  if I assign attributes to obj.test and then append the obj into another .blend file?

Yes it should do. You just have to make sure whatever namespace you are creating your object in, is available to the new python script. I'll add an answer with more info.

You should try using a pickle file. This filetype allows us to write a Python object to a binary file that can be re-read into another python script.
A few notes.
You have to make sure the objects that you want to refer to are available in the namespace of the new python file you're loading the pkl file into.
Example:
# /pickle1.py

import pickle

# create a custom object
class UserObject:
    def __init__(self, name, adjective):
        self.name = name
        self.adjective = adjective

    @property
    def sentence(self):
        return f"{self.name} is a big {self.adjective}"

# create an instance of the object and write it out.
user = UserObject("Jake", "Butthead")

with open('user.pkl', 'wb') as f:
    data = pickle.dump(user, f)

Then in another script we can read that object in.
#/pickle2.py

import pickle

# make sure this new file has the same UserObject class imported.
from pickle1 import UserObject

# re-read it in
with open("user.pkl", 'rb') as f:
    jake = pickle.load(f)

print(jake.sentence)
>>> Jake is a big Butthead


text:
Run operator not freezing Blender UI
Problem:
I need an example of an operator that is used for baking image texture using Blender's bpy.ops.bake. I need to have it running modal to prevent Blender's UI from freezing, a progress bar to display the baking progress, and an option to cancel the execution if ESC pressed.

Found the desired answer in Modal Baking Operator by @Carnerio.
Editing my code to fit the needs.
import bpy

class ModalTimerOperator(bpy.types.Operator):
    bl_idname = "wm.modal_timer_operator"
    bl_label = "Modal Timer Operator"
    _timer = None
    _img = None

    def modal(self, context, event):
        if event.type == 'ESC':
            self.cancel(context)
            return {'CANCELLED'}

        if event.type == 'TIMER':
            if self._img.is_dirty: # <--- Wait until the image is marked as dirty
                self.finish(context)
                return {'FINISHED'}

        return {'PASS_THROUGH'}

    def execute(self, context):
        if context.scene.render.engine != 'CYCLES':
            context.scene.render.engine = 'CYCLES'

        self._img = bpy.data.images[0]
        self.report({'INFO'}, "Execute")

        result = bpy.ops.object.bake('INVOKE_DEFAULT')
        if result != {'RUNNING_MODAL'}:
            self.report({'WARNING'}, "Failed to start baking")
            return {'FINISHED'}

        wm = context.window_manager
        self._timer = wm.event_timer_add(0.5, window=context.window)
        wm.modal_handler_add(self)
        return {'RUNNING_MODAL'}

    def cancel(self, context):
        self.report({'INFO'}, "Baking map cancelled")

    def finish(self, context):
        wm = context.window_manager
        wm.event_timer_remove(self._timer)
        self.report({'INFO'}, "Baking map completed")

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

def unregister():
    bpy.utils.unregister_class(ModalTimerOperator)

if __name__ == "__main__":
    register()
    #bpy.ops.wm.modal_timer_operator()


text:
Image could not be saved Python
I create a new image using
bpy.data.images.new(name = "MyImage", height = 1024, width = 1024, color = (0, 0, 0, 1), alpha = True, generated_type = 'BLANK', float = False)

Then I specify filepath:
filepath = bpy.data.filepath[:len(bpy.data.filepath) - bpy.data.filepath[::-1].find('\\')]
# this gives the current blend file filepath but without its name:
# bpy.data.filepath is "C://Users//astre//Documents//MyFiles//untitled.blend"
# filepath would be "C://Users//astre//Documents//MyFiles//"

bpy.data.images['MyImage'].filepath_raw = filepath

bpy.data.images['MyImage'].file_format = 'PNG'

But when I try to save it:
bpy.data.images['MyImage'].save()

The in the console error occurs:
RuntimeError: Error: Image 'MyImage' could not be saved to 'C:/Users/astre/Documents/MyFiles/'

The directory hasn't got restrictions for writing files
I tried using image.filepath instead of filepath_raw but it doesn't work too.
And with filepath.replace("\\", "/") neither

There are builtin python libraries like pathlib for path manipulation.
Don't forget to cast it back to a str before using it with the blender API, otherwise it will throw an error.
from pathlib import Path
import bpy

folder = Path(bpy.data.filepath).parent
image_filepath = folder / "MyImage.png"

print(image_filepath)
bpy.data.images['MyImage'].filepath_raw = str(image_filepath)

You can also do it that way :
image_filepath = Path(bpy.data.filepath).with_name("MyImage.png")

Got it working after changing the filepath_raw:
bpy.data.images['MyImage'].filepath_raw = f"{filepath}MyImage.png"


text:
Adding Shader node to Material - Cannot see it - Python
This is my code from the some operator: (simplified)
def b(obj):
  mat = obj.data.materials[0]
  nodes = mat.node_tree.nodes
  image = nodes.new('ShaderNodeTexImage')
  image.name = "MyImage"
  #here i created a new image node, i can access and change any of its values:
  #this also gives no issues:
  obj.data.materials[0].node_tree.nodes['MyImage']

def a():
  b(obj)
  #gives no issues:
  obj.data.materials[0].node_tree.nodes['MyImage']
  # -> i cannot see this node

a()

I create an image node inside b() and work with its settings there and then use inside a()
The console doesn't show any errors, but when i look into shader editor, there is no image node created,
And it doesn't work even if i write all the code in a singe function
but if i loop through all the nodes and try to find the image node, it says that it exists

The code as currently written does not work, because the obj variable is not defined. Other than that, the script works. It creates an Image Texture node in the first material. Perhaps you are not looking at the first material or the wrong object in the shader editor?

Thanks for the reply, the obj is defined (i just didn't write it here) and the material is also correct, I tested this code in the blender scripting tab, and it works. But I use it when operator executes, a() is called but after the operator finished execution, I cannot see the image node in the material. The console doesn't give any errors

Then please provide the full code you're trying to run, because the issue is not in the snippet you've provided. If you test your example from the question with obj set to bpy.context.object you will see that it works as intended.

Probably the act of redacting your code for this question also fixed the issue. Maybe the issue is related to scope, like name shadowing.

I fixed the issue: it's strange but if I remove image.name = "MyImage" line everything works - I can see the node in the ShaderEditor. Idk why it's like this

Perhaps there's another node with the same name, which is renamed due to naming collision?

I thought the same, but when I looped through all the nodes before adding "MyImage" there was no with such name. Strange, thanks though


text:
Problem: after importing and exporting .nif in Blender, automatic (forced) merging (drawing) of vertices occurs
Need help from experts!
Hello everybody!
Problem: after importing and exporting .nif in Blender, automatic (forced) merging (drawing) of vertices occurs.
All torn (tattered, full of holes) clothes become without holes and tears, the lower part of the fur is rounded and smoothed, the hair turns into long rags.
To display .nif models I use OutfitStudio.
Here's what happens:
Before Blender's .nif import and export changes:
https://ibb.co/c6MBKLq
https://ibb.co/wWZr6C2
https://ibb.co/Thxt21F
https://ibb.co/0B7Cb0y
After changing the .nif import and export in Blender:
https://ibb.co/cDrYbbw
https://ibb.co/cYjV2YS
https://ibb.co/Y26Tvd7
https://ibb.co/4SqqGLm
P.S. The difference is not what to save(export) provided(object data setting) "pose position" or that "rest position".
Worth Blender v3.1.2

Blender has an auto-merge setting.  You can check in edit mode to see if you have it enabled.  its the icon next to the Options menu on the far right of the top menu in the 3D viewport.  Is that on?

Marty Fouts, Greetings!
Checked. These settings are disabled by default.
Provided that it is disabled, forced merging still occurs.
Here is a confirmation screenshot:
https://ibb.co/kqnbsXR

Are there other solutions to this problem?

I've never seen this problem before, so I'm at a loss. Sorry.  There must be a solutions, so perhaps someone will post an answer.


text:
Why are dyntopo and symmetry not in the viewfinder menu bar in sculpting mode? (screenshot)
In all the sculpting tutorials I watch, dyntopo and symmetry are supposed to be in the top right corner of the viewport interface by default, but I don't have them (see picture). Any ideas why or how to add them there by default?

It looks like Blenderkit replaces it.. That's why... Is there a way to turn that behavior off?

It could be a bug, check this thread. but you can turn dyntopo and mirror on also in this menu: Active Tool and Workspace Settings icon:


text:
How do I remesh this model without mass of it spreading out and disintegrating
whenever I add both of them together it turns out like the second picture
also when combined I don't want it to lose detail.

How can I connect this they consist of thousand of faces/vertices with unequal edges.

Hello what do you mean by adding both of them together?

like I want both of the pieces to be merged in sculpt mode with the head connected to the body, meaning that everything is gray instead of the head being red.

also If maybe im just overthinking this process, I decided to casually sculpt with those pieces remaining the same.

@moonboots can you read this new rephrased question I just made

you can create a kind of bandage, boolean with the object, then correct in Sculpt mode?


text:
Why does the texture from my mesh override the other that's separately textured in render mode - cycles

the skin is textured and the eye is textured, how come when I move the eye on to the head the texture from the skin is overriding the eye.

went into cycles mode rendered and I noticed the face overlays the iris of the eyeball.
How would I move this without deleting anything.
also is there a way to make the eyeball overlay and stand in front of the eye.
edit:
with me also thinking this was just a problem that needed to be spotted out with that particular mesh, it's also going on with my new one.

also I noticed this going on inside of my mesh that the eye could probably be reflecting light through the head making it visible on the skin.

Hi :). This looks a bit like overlapping geometry. Have you checked that?

Hey, merged all of the vertices by distance and when rendered same result. I wish this was the answer but thanks for helping.

This is simply because the eye globe is transparent, it lets see the iris, and the iris crosses the mesh of the head:

Is there a way I could make the eye globe non transparent? also thanks !!

sure but you won't see the iris anymore   ;)

ok, as long as it shows in render mode, or maybe you have a better alternative.

I have to say, I have no easy solution for your problem, you should probably dig a hole for the eyes (or enlarge the current hole so that the mesh doesn't interact with the eye ball


text:
How can I get more polycount in the viewport without crashing?
Not really even sure what question to ask? I am working with elevation/heightmap data and converting it into a 3dMesh for personal purposes. My current process is adding a grid with a displacement modifier using a heightmap texture PNG.  My problem is that my texture is massive (30032x24658), and I can't keep the detail I am wanting. I understand that the amount of polygons this would generate is upwards of a billion and that is a bit absurd, but I am looking for a solution whether it be by Blender or another software to keep as much detail as possible in the model without cutting it up. Currently I am having to scale my resolution down to just above 3% (5618x4613 subdivisions)
Note: I know a better PC would help, but I do not have to render this out, but edit mode and exporting is required. Just maybe looking to change some settings or something to optimize.

just my personal opinion here: you should ask in a different way. You should tell us your endgoal and then we can help you. Often you can set higher polycount only for certain areas so in total you will have less, but as usual: it depends... so please give us more detailed example of what you are trying to achieve. And why don't you want to cut it?

@Chris Thanks for the comment. Yeah I've done a ton of research since posted. I'm creating a 3d model of an elevation map to export it to .STL. I only have 32GB of RAM to work with. even set undo steps to 0 and memory limit to 10.


text:
Separating the same material across multiple instances in geometry nodes
I'm trying to separate a procedural wood material across multiple instances in geometry nodes, the issue is that I need to realize instances to fix a stretching issue I have with scaling the instances randomly which causes the material to see all of the instances as one geometry. Additionally I would like to randomize the location of the material for each instance to avoid repeating patterns due to the instances being in close proximity to each other.

You could generate a random value for each instance and use vector math to add that to the coordinates of each instance. Thus not appearing continuous. Would need to see images of what youre trying to do to be certain. But I believe that's what youre describing.

Updated the original post with an image of the project currently, trying to make a wall design with extruding pieces of wood. I'm very new to blender so I will probably need a visual example of what you mean with generating random values for the instances.

For this specific case you can get away without realizing instances - the material just needs to point to the instancer (the object with the geonodes tree), or just an empty in the world origin, and then divide the Y coordinate by an instances Y dimension - floor the resulting number and that's the index of the instance - you can use it to calculate a random offset on the texture (by e.g. multiplying by a big number, and passing to sin function)


text:
How do I move vertices in geometry nodes
I’m wondering how to move vertices without vertex groups.
I’m kinda new to Geo Nodes. So please help!

What is your task? It is depends on that are  you trying to achieve.

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.

You can move individual vertices with the Set Position node and use a condition (e.g. with index) to move a specific vertex as follows:

I can't find the "Equal" node. Btw, I'm using blender 3.2

search for "compare", than change to equal [1]: https://i.sstatic.net/H3461.png

Thanks!!!!!!!!!

You are welcome


text:
Animation doesn't play despite keys being set on bones through python
I gather transformation matrices from different frames from an existing animation, these look different from different frames so it should be getting different matrices.
0 1
<Matrix 4x4 (-0.2682,  0.0946,  0.9587,  0.0826)
( 0.9129, -0.2929,  0.2843, -0.0179)
( 0.3077,  0.9515, -0.0078,  1.1148)
( 0.0000,  0.0000,  0.0000,  1.0000)>
0 2
<Matrix 4x4 (-0.2897, -0.0161, 0.9570,  0.0955)
( 0.9472, -0.1484, 0.2843, -0.0579)
( 0.1374,  0.9888, 0.0582,  1.2448)
( 0.0000,  0.0000, 0.0000,  1.0000)>
14 1
<Matrix 4x4 (-0.3268,  0.0632,  0.9430, 0.0797)
( 0.9379, -0.1011,  0.3318, 0.0645)
( 0.1163,  0.9929, -0.0262, 1.1392)
( 0.0000,  0.0000,  0.0000, 1.0000)>
14 2
<Matrix 4x4 (-0.3418, -0.0561, 0.9381, 0.0884)
( 0.9380,  0.0413, 0.3443, 0.0507)
(-0.0581,  0.9976, 0.0385, 1.2749)
( 0.0000,  0.0000, 0.0000, 1.0000)>
the first number is the frame and the second is the bone. Same bone at different frames have different values. These are used to transform another skeleton at in a loop that alters the timeline and inserts keyframes. But even after keys are on the bones the skeleton doesn't move when animation is played.
for frameIndex, frame in enumerate(sourceKeys):
        bpy.context.scene.frame_set(frame)
        for boneIndex, bone in enumerate(sourceBoneNameList):

         Here I alter the bones

        targetPoseBoneList[boneIndex].keyframe_insert(data_path="location", frame=frame)

        targetPoseBoneList[boneIndex].keyframe_insert(data_path="rotation_quaternion",
        frame=frame)

The bones have keys when I look in pose mode but they don't show when I look at the skeleton object.
UPDATE
Here are two images, the first I key locrotscale on all bones, in the second i have moved the head bone and repeat the same thing. But when going through the timeline nothing changes?

Without knowing what the enumerate is actually returning, I would guess that your calls to keyframe_insert are using frame when they need to use a frame number, maybe frameIndex.  If that's not it your problem is likely in the code that you omitted and replaced with "Here I alter the bones". There's no way to help you without knowing the type of sourceKeys and what goes on in the missing code.

I'm thinking I am keying the wrong thing, right now they end up on the posebones but nothing is shown in the skeleton.

I tried moving the bones and keying manually now but I get the same result, nothing happens when I play the animation despite there being keys on different frames and the bones being in different places.

I have to use pose mode instead of edit mode instead somehow.


text:
Ho do i apply texture to black spots only?
I have managed to combine two textures: i turned one to Black/white and multiplied it with another one and it has been applied to whites areas only. But how do i apply a third texture to black spots only?

what about using the same technique as you did with the white color, but just invert the color before?

yeah, it worked out! thanks man)

Glad I could help


text:
Set edge of an object at a precise distance from another
I'm totally new with blender, and I want to measure the space that is present between the center of an object and a second object:
the first object is a road, and this is its center:

the second object is a rail, and I have to move it to exactly 9,012meters on the right of the y axis of the road:

how can i place it measuring the distance with precision?

right :) moreover measuring it seems to be quite difficult, because i cant select the right place in 3D environment :D i have 4 view (its blender 2.79b) but when it seems i selected the right point, in the other views i see i went too "deep" :D

hope so :) thanks anyway!

Wouldn't typing number when moving object do the work? Is there anything that is not possible to achieve?

well, typing numbers make the center of the rail stay at - let's say - 9m from the center of the squares plain; i am trying to put the left edge of the rail (the extreme left side of the rail) at 9m from the center of the road (orange dot)

One obvious solution seems to be snapping.

Select the road, and put 3D cursor there (Object > Snap > Cursor to selected)
Add > Object > Plane and set  it's size to 9,012 meters. Now we have a measure.
Enable snapping to Vertex > Closest.
Move the rail along X axis and snap it to one corner of the 'measure' plane.
It will be exactly 9m from the center of the road.

New objects appear at 3D cursor. My plane size is 400 mm. Your's will be 9,012 m.

thanks!! i was going mad :)

Glad to be of help :).


text:
Texture painting from Plane to mesh? Like 3ds max
Hey there stack exchange, I wasn't able to find this question or answer so I thought I would ask it because I am so very stuck.
I have been using various methods to create realistic faces but I've found none as good as using a projection of an image in 3ds. the problem is i know blender not 3ds and my friend has to help me a lot in 3ds.
My question is this, in the picture below is there a way I can clone brush or projection paint or take the texture on that plane and "paint" it onto the mesh head behind it. they are perfectly aligned already but nothing I try works.
any help would be very appreciated.

use that texture as a stencil in texture paint mode, thats the only way you can...

Hello :). Perhaps projected UV map could be used here. What other methods have you tried so far?

I have tried many methods, UV project is one of them.
I have seen other posts talking in very short details bout using the image texture node to bake the background image onto the mesh, but the person that answered the quest gave no instructions and was very rude to the other person.
There has to be a way i can turn the backround image to a stencil or bake it direction onto the mesh ?

Does anyone know if there is a way to turn the back round image into a stencil?

I don't know much about texture painting, but this looks like a projected UV map.

Add the image texture to your model
Put the camera in front
Add the UV project Modifier and target the camera

That is an option I can try but it looks very inaccurate for lining up very fine details. I really just want to use the back round image to bake directly onto the mesh. lining up a camera would be very very hard.

Sure :) @Michael 's suggestion is probably better.

Thank you for the suggestion, i just tried it out, it was, difficult to get things to line up, but thank you again.

I want to do what you did with that camera, just using the back round image instead. if that makes sense.

I'm not sure what you mean by 'back round image' :). Perhaps add an image of your result into the original question.

Oh here it is. its basically the reference image you can add into blender.
I can't figure out how to add an image to my post here.
https://i.gyazo.com/efd12ce2408d0e9c59db4d65324c34c0.png

I get it now :). I'm not sure that's possible in Blender. But perhaps someone else will be able to help.

Do you know if there is a way to turn a background or reference image or even a plane with a picture on it into a stencil?


text:
Why is the HDRI reflection different and how do I control it?
My objects have the same scale, but a different reflection area.
Even though the mesh is of similar size, the reflected area is different, so the result is different. I want to adjust the area reflected on the objects so that it is the same for all objects.
How can i control the environment reflections?

Hello :). You're viewing each object from a slightly different angle - hence the difference in reflections.

thanks. Those are front veiw

When using perspective camera, the reflections will never match.
To preview the same reflections, you can use local collections.

Put each glasses into a different collection, but give them the same coordinates (like 0,0,0)
Open multiple viewports side by side
Go View > Collections and choose which one to show for each viewport


text:
Is it possible to create a Voronoi RadialLine?
I could make something similar to Swirl, but I want to make a line towards the center of each Voronoi!
Would it be possible for me to make it?

Current node configuration

I want the texture to look like this.

twirl or radial? it's not clear

Sorry.
I would like to be Radial like in the image
https://i.imgur.com/4sJZ7mK.png

Here, working in Object Space. The Position output of the Voronoi node is the location of the feature point from which the attributes (distance, etc) of the local cell are measured. If you subtract it from the shading point, you get the vector from the feature point to the shading point .. a mini UV map for each cell, with its origin at the feature point.

If you Nornalize those coordinates, you get a measure of direction from the cell origin expressed as XY (all the points in the same direction from the cell origin will all have the same unit vector), so that can be used for radial effects. Here, the vector is used to look up into a Noise texture.

Edit: Working in 3D, and normalizing at every stage, effectively ensures all the points used in the direction calculations are projected onto the unit sphere, towards or away from its center:

..and so straight lines become arcs:

(but this will work only on a sphere, not on any curved surface, and, to work in Object Space, the origin of your sphere-object should be at its center)
Edit 2:
You can animate the effect by scaling the sphere onto which the feature-point is projected:

With this sort of result:

This is the simplest way. To get more specific effects, you may have to extract, say, the Normal Z to work with, which would be a bigger tree.

Thank you! That's pretty close to what I'm looking for!
But when we apply it to the sphere, the sides seem to stretch vertically.
I don't know what the solution is.
https://i.imgur.com/QHSP6Hp.png

It looks a little different from that picture...https://imgur.com/o5VN5il

https://i.imgur.com/CXS57Fq.mp4 I want to adjust the density, like in this video

@InamuraJIN I hope this is something like the effect you are looking for .. see edit, again.

It's perfect! Thank you!!!!!

@InamuraJIN   Great! ... if you'd be so good... could you mark the answer as accepted? It doesn't matter so much to me, but might, when others, newer to BSE, answer a question successfully.

I just learned of this feature! I was wondering if this feature was missing! Thank you!


text:
Can I find Geometry Nodes in Blender 2.91?
I am new to geometry nodes and don't know whether they're in Blender 2.91 or not.
If not, can I add them into 2.91 somehow?

Geometry Nodes are new in Blender 2.92 and implemented in there by default. You cannot load them into Blender 2.91 as an Add-on.

... and if it's learning you're going for, 2.93 alpha makes it much easier. You can use the spreadsheet to get a clearer picture of what's happening.


text:
Seamless UV Texture?
I'm creating a model of a road to use in Unity. The edges need to be able to tile so I can link multiple parts together. I made a UV map and edited it in Gimp. I used the seamless filter in gimp to make the top part of the road seamless, however I'm still getting a line on the very edge. Any ideas on how I can make a better texture for this?
Unity

Blender

Welcome to the site :) Unless you are asking how to make a seamless texture within blender, this question appears to be off-topic because it is not about blender (It's about gimp or any image manipulation program capable of making textures). You might want to try asking over on GraphicDesign.

@gandalf3 Thanks! I asked this on the Unity stack exchange too and also got told it was not relevant so I'll try over on graphic design!

Split your view, so that you can have 3dview and UV Window.
Select Texture Paint in 3d view.
In Uv window, Turn on N Panel and in Display check Repeat.
This alows you to tile your texture.
Now in 3dview, select Clone tool. Choose a point in your textures, which you want to clone. Left click to move the curson at chosen point (Ctrl+Left CLick)  and start cloning your texture to seamless one.
Move your UV layout in uv window, when you want to offset the texture.

Am I missing something? What I got

ohh. it seems that your uv map is not layed out correct.
Seamless only work with properly layed out UVs.


text:
Add object won't work in standalone BGE player with linked objects
Here's my test scene setup:

Basically, the cone spawns objects every 30 frames. So, the sphere is located in another layer, it is present in the scene natively. Everything works fine in both embedded and standalone players. Everything work fine also with the object I appended to the scene.

The problem begins when I link an object from another scene. In this case it is CubeBit2. In embedded player it is perfectly fine.

But when I launch it in standalone player, - it spawns one CubeBit2 at some random location and spawning with the cone doesn't work.

I tested it with another scene where there was a counter and differentiation between linked and native objects, so I'm positive it is not a problem with spawner cone.
Has anybody encountered this behaviour? Is there a way to make linked objects work with Add Object in standalone player? Maybe there is some option I'm missing that should be enabled to make linked objects work?


text:
Cannot assign different textures to the instances of the same object in BGE
I have a certain object, a plane in this case. What I want to do is to create instances of it at BGE runtime and assign different textures to them.
The code for the module invoked at the start
def init():
    '''
    MODULE
    Triggered in the beginning of the game
    '''
    cont = logic.getCurrentController()
    global own, scene
    own = cont.owner
    scene = logic.getCurrentScene()

    for i,texture_filename in enumerate(IMAGES):

        obj = scene.addObject('imagePlane','main')
        obj.position.z = -1000+i*0.01
        createTexture(obj,texture_filename)
        resizeToAspect(obj,texture_filename)

    print(textures)

And the assigning function is basically taken from here and slightly modded, I thought that storing every texture in separate elements of a list would help, it didn't:
def createTexture(obj,texture_filename):
    """Create a new Dynamic Texture"""

    # get the reference pointer (ID) of the internal texture
    #add MA in front of a material name to show that it is a MATERIAL name
    ID = texture.materialID(obj, 'MAimagePlaneMat')

    # create a texture object
    object_texture = texture.Texture(obj, ID)

    # create a new source with an external image
    url = logic.expandPath(texture_filename)
    new_source = texture.ImageFFmpeg(url)

    # the texture has to be stored in a permanent Python object
    # logic.texture = object_texture

    # update/replace the texture
    object_texture.source = new_source
    object_texture.refresh(False)

    global textures
    textures += [object_texture]

The problem is that all the created planes show the same image - the last one in IMAGES list. I presume that they are all linked to the same material and therefore the same texture, and so they read data from the same source, the once assigned the last.
Is it possible to create separate textures for the same material at the runtime? Or maybe I can create separate materials at runtime, assign different textures to them and apply to instances of the plane object? Or maybe there is some other way of applying different textures to instances of a plane?
I've read in this thread that it's not really possible, but maybe this is an obsolete info?


text:
Anyone know why my reflection is appearing noisy/weird
I am trying to create a scene where the reflection of the pumpkin and the lights can be seen in the floors surface, but for some reason when I render it goes weird and goes really noisy. Is there a setting I can change to fix this, as I want a realistic reflection. It even happened like this with the bump map on the pumpkins surface.
It looks like this.

Any help would be great thanks!

How to upload an image to a post

Related: Do EEVEE samples have any effect when rendering?

Without looking at the nodes for the floor it's hard to be sure, but it looks like you gave the floor material a little bit of Roughness, which creates noise that becomes "blotchy" when the Denoiser tries to fix it.
Options you can try:

Set Roughness to zero (unless you really really wanted it)
Increase the samples of your render (if you can wait)
Stop using the built-in denoiser and use the compositor Denoiser instead (if you can't wait AND need the roughness to stay the way it is)

Thanks for the help I will try this, much appreciated!

Let us know if it worked!

It worked thanks mate!

@MarkByford Awesome!