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Unselected object is rendering in preview although eye is disabled - blender 2.79
Although my plane is hidden, (eye disabled in outliner), it does render in the preview render when it shouldn't be happening.
I could create a new file and append the objects if it's merely a glitch, but my scene is way too big. I haven't been able to solve this issue on my own.
I attached my blend file.
Thank you for your help.

Please upload your demo file on Blend-Exchange and [edit] your post to include the download link.

You could add some images to let us know how you are setting up your blend scene. And more info, the more, the better

Please do share, as suggested, otherwise we don't have enough to go on.

I added more info as suggested

From your image, it looks like you have "Preview active render layer in viewport" On, and because of that, it's giving you a preview of your final render. The option is below your viewport to the right, very close to the corner, after the pause simbol/ button ( the double "II") Turn it off and see

Maybe something broke in your file  When I open it, it doesn't even display anything in the render settings:

It keeps showing hidden objects, even new one I make myself.
A way to fix it is to make a new clean scene > select all with A > X > Delete.
Then File > Append (or ⇧ ShiftF1), navigate to your file, go inside its Objects folder, A to select all, and ⏎ Enter to confirm.
This way you have a new clean functional file:


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Cannot read file / Operation not permitted 2.79
I can't open files from Blender 2.79. It says:
cannot read file  /  operation not permitted
when i click to select files in dropdown, it doesn’t open.
I can edit / select objects in my files but I can’t select textures to apply, access files
Blender has been asking as of very recently if i wanted to let blender access my desktop where my blender files are located. I went along and accepted so far, but today I didn’t accept and cancel because I wanted to figure out what it was asking me this since it never did before (maybe because I have the cloud storing them?). This is when the issue occurred of not being able to open files from the blender application, saving the same file (or else it saves with @), can’t select any files, textures.
So I am able to open them from selecting the file in finder and opening by finding the blender application. But once the file is opened in Blender, then again it doesn’t let me access files in the dropdown list, select textures. It saved the file with a @. So I try to worked with that file saved with @, but I have the same issues.
I download blender 2.79b but I have the same issue.
I use Macbook 11.6.7
Thank you for your help.

Have the permissions on the files changed at all? It sounds like Blender thinks you don't have read write access on these files anymore. It might be related to you storing them on the cloud. Also I'm not sure I understand what you mean by "it saves with an @" can you post screenshots of that so we can see what you mean?

I found a thread on the subject:  https://developer.blender.org/T94696. But I  haven't seen any solution. It's related to the folder permission dialog to access my desktop (very recent, I never had these permission dialogs before). Just out of curiosity, I didn't allow access. The desktop folder is the only folder I don't have access to. I have removed all blender files and applications and uploaded both 2.79b and 3.0 and the same issue happens for both. I have no access to my desktop folders where sits all my blender files. I have Macbook Big Sur 11.6.7. Thank you for your help

Solution: preferences>security&privacy—>privacy> on the left tab, files and folders> find the app on the right tab and check the folder.

Glad to hear you found the solution! You can post answers to your own question and mark it as solved, that way it removes it from the unanswered questions queue and other people can use this info down the line if they have the same question.

source: Stack Exchange

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

sort: votes


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When Video editing, importing a .PNG, how do I remove the outer edge artifact/black line that appears when resizing the image?
Thank you to whomever is reading this. I began using Blender in May of 2020 expressly for video editing and just recently began tinkering with 3D.
I have been making images in InkScape and exporting them as .PNG files to be used in Blender Video editing. When there is transparency involved the outer edge of the image will become a black or white line visible through whatever it Alphas Over. I have searched for existing Q&A for this question and I have been unable to find anything specific to this problem that applies to video.
The only solution I have been able to come up with is to crop 1 to 3 pixels off the image in all directs. This stretches the images slightly. When I am trying to use piece of a photograph this noticeably distorts the image.
Thanks again.
Edit: Great idea wilks, thank you. Here is a render of my most recent issue. Each of the 6 "I am..." name tags is a separate image sized to 720 x 1290 with a transparent background. I removed crop from the bottom right image that reads Forgiven and there is now a white line running through the top left and top centers images. The images the white line does not appear in are in higher number channels and my understanding is they are effectively in front of bottom right name tag.

OS: WIN 10 64bit
CPU: Intel i5-4570 CPU @ 3.20ghz
GPU: GeForce GTX 760
RAM: 16GB
Edit: Thank you susu for the suggestion. GIMP exported the images without generating a border. makes me wonder what the difference between them is.
that said if anyone comes up an inkscape solution that would be awesome...my brain is about full, not sure how many new programs I can learn :)

hi, could you post a screenshot of what you mean?

Try exporting as a different format (not png).

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


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Blender 2.9 Mantaflow - fluid weird behavior
I am receiving very strange results with Blender 2.9 fluid simulation - even though I am only trying to achieve an effect of the cup falling on the side, the fluid flows in the air unnaturally, and too quickly. Can you help me figure out what I am missing? I'm already trying to figure it out second day in the row, have checked all possible guides on Mantaflow, and searched many pages looking for the answer without any success. I'd be really grateful for someone to point out where I am making a mistake.
Please consider I need this exact scale to be applied (as my scene is being created in regards to real dimensions).
Feel free to check the .blend file here.
Thank you for your help!

I am facing a wall on the way through the 3-month long project. I would sincerely appreciate any advice.

Thanks for your help. After a third day of experimenting with the settings, i've found that the "effector" object thickness has to be increased to prevent too fast collission with the fluid. Issue has been resolved.

The "effector" object thickness has to be increased to prevent too fast collission with the fluid.

Hi thanks for the answer. Could you elaborate on how to do this? Perhaps add an image showing where in the UI


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How to create this (tornado or electric) shader in blender? please help me
How to create tornado or electric effect?

Hello, is it supposed to be animated?

See https://blender.meta.stackexchange.com/questions/2449/what-is-the-problem-with-posting-an-image-or-link-and-asking-how-do-i-do-this

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

i tried but im a intermediate please help me

there was a similar question here: https://blender.stackexchange.com/questions/34377/how-can-i-create-light-streaks-in-cycles/247850#247850 ... I've added my own solution that may answer to your question


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how would you go about to recreate this edge texture? (sawed off wooden edge)
I have not been using blender for quite a while and tried to recreate this texture with displacement maps, but have not gotten that far. How would you proceed? I have tried weight painting and using voronoi textures but didn't get the results I was hoping for!
Thanks in advance
this is my last render:

UPDATE: This is my updated render. Still trying to figure it out, especially the authentic sawed off texture.


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Sandbag modelling
just after some tips to model or sculpt a wall of sandbags realistically (ie not looking like a bunch of pillows). Especially where there’s creases pinching at the tied off area, and how to model the tied off area itself. Polycount isn’t a massive issue, as this will be for 3d resin printing.
Also how would you go around making the wall itself to make sure the sandbags look realistic in the sense that they sag a little and also easily follow a certain shape (eg like the curved wall below?)

Thanks in advance.


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Sculpting brush quality issues
I'm trying to add details to a model that will be 3D printed and I'm using a 4k alpha brush but it's too pixelated unless I use 10's of millions of polygons. Is that right?
ie with the back of Suzanne's head as a test, I've used a Multires modifier at Sculpt level 6 (2 million polygons), then 7 (8 million polygons), then 8 (32 million polygons).

Do I really need that many polygons to get the detail quality I'm after or am I missing something?
Thanks in advance.

Unfortunately yes, you need quite a lot of polygons to get a good resolution(32M is overkill tho). Make sure the mesh has even quads, or there will be some areas with much more geometry than others, which will result in a high polycount for nothing. Also you can try using dyntopo so you only add geometry where it's needed.
And don't forget to shade smooth

Thanks, I went with Dynotopo and it came out alright on my 4k resin printer, I know on a 6k or an 8k it would be even better and I'm trying to future proof it too.
Thanks again.


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Animating scale of Inflow object doesn’t work
I'm trying to make fluid slowly become a trickle and then stop (ie not animate the "Use Flow" button). I'm a mid level user of fluid simulations.
So following this tutorial https://www.youtube.com/watch?v=MqFF0keVmCY&ab_channel=BlenderSecrets I see you have to animate the scale of the Inflow object over time. But I did that with my file and the flow doesn't change (even though I used a tiny scale).
Here is my file https://pasteall.org/media/e/e/ee86d1421f3a68010d64dba204bc6821.blend if you want to check it out (from frames 1980 - 2080, since I use this in another large scene).
Have I missed something?
Thanks in advance.

UHM....don't know whether you have your own renderfarm with hundreds of servers, but you have a resolution of 600 with 31x21x8 m....to be honest: try this on a simply and easy to bake project. This should work. But i would not try this for the first time on such a massive project...just for fun i tried to bake 2 frames...needed 2 minutes -nobody wants to wait that long just to help you. (ok, i don't want to, maybe others are more patient)

I just tried out with default cube, added quick liquid and changed the flow behaviour from geometry to inflow.
Then i keyframed the scale of it and got:

So yes, this works. Why yours doesn't work - i don't know and because i don't want to bake yours for 2 hours (maybe the resolution is even too low? -> because your inflow is already tiny and you scale it down even more), i cannot help more. But maybe you also try it with default cube and quick liquid yourself, if this works and you did the same to your big project, i would guess that it might be your resolution.

Ok thanks, it's actually for a re-enactment animation of a pipe bursting at a factory, so the pipe was pretty big and wanted to keep real world dimensions.


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Slow down a particle system on a path?
Hey there I have particles following a path.
I want them to follow the path at a constant speed until they are about 90% along the path, and then I want their speed along the path to slow down to a stop at the end of the path.
Is there a way to do that?
I tried this https://blenderartists.org/t/how-to-slow-a-particle-system-down-2-8/1152711/7 but it didn't seem to work.
Thanks in advance.

You need to explaint more about your settings, add some screenshots too. the lifetime option works for that, but maybe with more info someone could suggest a different option

you misunderstood what the guy explained in the link. The average/abolute speed will slow down, not just at the end. You can try to reach the effect with force fields.

As I understand it you want to slow down the already born and moving particles. The method described in your link (with changing the lifetime) only slows down the particles born from the moment of lifetime change on.
To make it work in the way you want it, you need another force field, as @Chris suggested, like Drag for example. The problem is, if you're using the Curve Guide force field where the speed is controlled by the particles' lifetime, Drag will have no effect.
In order to make it work you need to set the force field on the curve to Force with a negative strength to attract particles, and choose Shape > Curve. The result will behave a little different than the Curive Guide force field, maybe you have to play around with it to get the desired movement.
But this way you can place a Drag force field somewhere on the curve with a Max Distance setting enabled to limit its influence on the particles.


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Limiting splash area for fluid simulation?
Hey there I have a burst pipe simulation I need to do for a client but I need the splash on the ground limited to here in this first image.

But it’s spreading out too far to the domain edges and filling up.

Is there someway to limit the splash on the ground?
Thanks in advance

have you tried with an Effector object?

if you don't know how to handle the effector...let us know. Unfortunately we don't know how experienced you are. If you don't write that you are a beginner, the answer will be very short... ;)


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How do I enter numbers to enter size dimensions?
I have a cylinder on the Plater.  Where do I enter a size dimension numbers?

A search has many hits with advanced info.  I'm seeking basic info.
I have viewed Changing Specific Cylinder Radius or Diameter in Blender 2.9. I'm using Blender 3.0.
The Transform does not provide dimensions either.

Just press N, then on tab "Item" you can enter dimensions.

Instead of pressing N you can click with the mouse on that little arrow pointing to the left.

N works.  Is there an icon for the mouse?

yes, i updated my answer


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How do I de-construct a model for a prosthetic?
I found this on a website similar to Thingaverse.

How do I remove the internals to end up with the outside shell (in this case the finger skin)?
The intent is to create a prosthetic, that looks like a finger, to replace part of a finger.  The finger stub needs to fit inside the prosthetic.
Is there a way to copy the outside layer?  Then the inside could be deleted.

The .stl and .blend files can be downloaded from https://temp.foxping.com/

I am not sure what you are asking here, nor where you encounter an issue. Could you edit your post to better explain what you expect to do, what you have tried so far, and where it doesn't get you where you want?

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.

Are you asking how to remove the gory part?

https://blender.stackexchange.com/questions/43150/removing-internal-geometry-before-3d-printing


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How do I cut and separate part of a cylinder shape?
I created this image, then added a plane to indicate where to cut.

I had tried Loop Cut, but that changed the angle of the top section.
How do I cut at the location of the plane?  Later I plan to delete the plane and separate the top portion from the bottom portion

--- Allen Simpson procedure:
I select the plane:

I hold shift and select the cylinder:

I have to sweep the mouse over the entire cylinder to select it.
I do not see the Plane with a dark orange outline and the Cylinder with a bright orange outline.

--- Chris procedure: After numerous attempts, did not work for me.

--- With Loop Cut, I can place loop at the correct location and angle.
What command cuts?

Ever tried the knife tool?

I tried the knife, but did not get a straight line.  I was unable to get out of the knife mode ... right click and left click did not stop the knife mode.  Selecting other icons did not work either.

There used to be a fast way to do this with the plane itself using booltool.  This function appears to be broken right now.

We can still do this fairly easily you just need to follow a couple of additional steps.  Start with the setup in your question and enable the Bool Tool addon from Edit -> Preferences.

First select the Plane, and then hold Shift and select the Cylinder, so that the Plane has a dark orange outline and the Cylinder has the bright orange outline.  In other words the Cylinder is your Active Selection and is the object that will be operated upon.
Press Ctrl + Numpad - or use the F3 function search to look for Bool Tool -> Difference.  (Two operations will be listed, select the top one.)  The result should be:

Now use Shift + D to duplicate both the Cylinder and Plane.
Select the second Plane that you just created (Plane.001), press Tab to go into edit mode.  With all four of the plane's vertices selected, press Alt + N and select Flip to flip the plane's normal.
With this step completed, you have reversed the effect of the Difference Boolean on the second Cylinder and should be left with two separated pieces.

You can select both Cylinders and apply the Boolean Modifiers if you desire.

Afterwards you can delete the planes as they are not useful anymore.

(Bool Tool used to do all of this automatically with the Slice operation, but since... I think the introduction of the Exact Solver this function is broken.)

I've added comments to the original post ... not resolved.

https://docs.blender.org/manual/en/latest/editors/3dview/modes.html You were in edit mode instead of object mode.  My post isn't that detailed

select your cylinder in object mode, than press TAB to enter edit mode

choose viewpoint -> left

tap on Knife

click one time with your knife positioned on the upper right so you get this:

Tap on C so that in the status bar appear C: cut through (ON)

now move your mouse left of the cylinder and up or down as you need like this and click:

Press RETURN

click here to get back to selection mode :

now move your view so that you see the cylinder like this

and change to vertex select mode by clicking here:

now select two vertices of the top circle ...

and choose select edge loops:

now deselect that single vertex by holding CTRL and clicking on it:

then press x and choose vertices:


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How do I initiate a Loop Cut?
I am attempting to cut a cylinder with Loop Cut.

How do I cut and separate the top from the bottom?
I have tried the knife.  Cannot get a straight line.  Hitting Enter does get out of the key mode.  But it marked only half of the cylinder. How do I mark the entire cylinder? (It appears LoopCut does that.) And how do I get a straight line?

Loop Cut works correctly. It places a loop at a location and angle on an item.
Is there a single command that cuts? We would end up with two items.
Then I take one of the two items and join it with a different item.
Are there simple commands to perform cut and join?

You already got answer in your last question: https://blender.stackexchange.com/questions/247244/how-do-i-cut-and-separate-part-of-a-cylinder-shape

Similar question, but a different approach.

Activate the knife tool with K, press C to cut through, cut, keep the new edge loop selected and press V to separate. Then, as John Eason says, put your mouse over one of the 2 parts and press L to select, and P to separate as a new object if necessary.

When I enter K nothing happens.  Ditto for entering C and V.  Where should the mouse be to initiate?

Are you in Edit mode? Please share your object: https://pasteall.org/blend/

In the Edit mode ... see initial post.  When I enter K, a knife appears.  Nothing else changes from initial post.

you need to left click and drag, C to cut through, then Enter to validate the cut

The key is Enter.  Thanks.  It marked only half.  How do I mark the entire cylinder?  (It appears LoopCut does that.)  And how do I get a straight line?

@ttom As moonboots said, C to cut through.

if you mean orthogonal, it's A (since Blender 3, previous versions use others shortcuts)

If you've successfully used the knife cut and you then want to separate the top and bottom, select the loop that you've just cut by ALT-clicking on it and hit 'V' to rip the top and bottom parts. Then in face mode hover over a face in the top part and hit 'L' to select it. You can then either hit 'P' Separate Selection if you want it to be a new object or just drag it around or delete it if required.

I have not successfully cut using the knife.  Only half of the cylinder is marked with a knife.   How do I mark the entire cylinder ... with a straight line?

@ttom Z to cut through until 2.9, then it is C since 3.0, maybe it's your problem? Also C to cut orthogonally became A since 3.0

If you look in the bottom status bar while the knife tool is activated it shows the hotkeys you can use and the status of them at the time.

When I rotate the cylinder, only half is marked. The backside is not marked.  And it is a crooked line.

So none of the shortcuts i gave worked? It should be Z or C. If not please share your object

The file, "Cylinder.blend", can be found at https://Temp.FoxPing.com


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Z-Buffer render gives unexpected results
I'm rendering blender's z-buffer to an image using render layers under compositing in cycles, but I'm noticing unexpected results.
Here is an example of a typical z-buffer render (not from blender). A flat plane will appear as a vertical gradient:

Here is blender's render of its z-buffer. A similar flat plane appears as a radial gradient:

I'm not quite sure what logic blender is using to represent depth. Is there a way to make blender's z-buffer behave more typically, where each pixel of the buffer represents the shortest distance from the camera viewing plane (the plane defined by the camera's normal)? If not, is there a way to get blender to render a scene like that without using the z-buffer?
EDIT: Here's a .blend file that demonstrates the z-buffer's strange behaviour. Hit render and it should show a radial gradiant on a flat plane.

Couldn't reproduce, everything works as expected. Add more information or upload your file.

Cycles - is a path tracing render. It's mean that the distance in z-buffer is real distance between the  plane and the camera, because it calculated by measuring a light path traveling from the camera to the plane in every point of image.
If you want fake z-buffer, you can chose default "blender render", and you will see your expected result.

It does make sense that it's radial if you think about the distance from the camera:

It should be more apparent with wider lenses as well. If you were to use depth pass for something like fog or smoke or volumetric effects, this would not give you any issues and in fact it is even more physically accurate. I would say it might be hard to perceive the difference in practice.
If you had some reason for staying with Cycles and needed to render the other type of depth pass, you could render it in a separate render layer with a material override using z axis of camera's texture coordinates controlled with some maths nodes to scale(multiply) and move(add) it:

Since it's emission shader it does not need many samples to render so the added render time should still be reasonable.


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Easiest way to cut out outline from mesh
How do I cut an outline/silhouette out of a mesh?
I.e.

remove all interior vertices inside the outlining shape
create new vertices/edges around border of outlining shape

Example:
Here is Lake Nyanza (outlined in orange)

I would like all the vertices inside the shape removed, and the last edge of the borders ending at the point of intersection...

...and the new border to be the lake shore

Tried:

Boolean modifier:

This results in some very unusual faces (see below).

Edit --> Select All --> Knife --> Ctrl+Click on outline --> Knife Project

This seems to do nothing.

Boolean difference (despite removing doubles/recalculating normals)

I'm assuming both your meshes are 2D planes here.
Knife project is a bit finicky, You have to go into edit mode on your base mesh, then select your "lake" from the outliner, then line up your view to the direction you want to cut, then use the Knife Project tool, it helps when they are not on the same plane to get the best results. It won't remove the inner verts though, you'll have to do that manually.
As for the boolean modifier... The lake will need to be a 3D mesh, it will need some thickness, use a Solidify modifier on it. You will get best results if it is not on the same plane as the base mesh, in other words, the base mesh will need to be "inside" the lake mesh, also the lake mesh will need to be manifold. If your base mesh has no thickness, then this will cut a hole in your mesh using the Difference operand. You can then apply the boolean on your base mesh, remove the Solidify modifier from your lake, then move the lake to be in the same plane as your base mesh, join them together with CTRL J and go into edit mode and Merge by Distance. This is the simplest way to fill the hole, especially if your lake has multiple "islands" of vertices.
I recommend you duplicate both your meshes and work on the duplicates in case you mess it up you'll have a backup.
I hope this helps you.

It worked, but it boggles my mind that there is not a simpler way.


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How to apply displacement modifier on globe with mask?
So I have a globe, made with this texture that I am using as a mask.
I wish for the land to be extruded outwards slightly a la this exactly like this question (see below), with the oceans either completely transparent or excised.  Wireframe too (but I can probably do that on my own).

How do I go about doing this?  Maybe I am missing something, but mine looked like a very spikey sphere when I tried to do a displacement modifier.  I tried several tutorials/SO questions, and I am embarassingly more confused than when I first started.
Thanks for any help you can provide!

Update #1
Right, so progress has been made!  I tried susu's suggestion (again) and unlike the first time it worked!
One last thing:

How do I increase the "height" of the displacement?  I.e. extrude "outwards" or normal to globe's origin.

E.g. like in the first image above (see how NE Brazil/Eastern Spain has what appears to be a ~50km vertical cliff, as it would appear to a person).

Given the level of detail, I would imagine that the edges need to be smoothed, possibly significantly crisp?  If so, how does one do that?

So complex topography, e.g. the Chesapeake Bay/coast of Norway would not look like a ball of rubber bands/M.C. Escher having a stroke.

Without "ocean" visible

With "ocean" visible

Materials

Outliner (might be helpful to experts/hapless noobs stumbling across this in the future):
 - Scene
   - Camera
     - displacement globe
       - displace sphere
         - globe displacement material
       - Modifiers
         - Subdivision

     - solid globe
       - solid color sphere
         - globe solid material
       - Modifiers
         - Subdivision

     - Sun

     - wireframe globe
       - Sphere
         - globe wireframe material
       - Modifiers
         - Subdivision
         - Wireframe

(as you can see, 3 spheres inside each other, with displacement sphere extending outwards.

First Attempt
globe

materials

https://blender.stackexchange.com/a/14720/92768

I tried that before and it went horribly wrong (so wrong that I could not replicate it and I wish I'd taken screenshots).  Tried again and it worked fantastically; post has been updated to reflect this.


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Blender model completely white after exporting (.fbx)
I'm pretty new to Blender and Unity (started yesterday), and I am having some trouble with something.
Basically, I want to use this model in Unity (pretty much transferring it from one game to another) but for some reason the model is going completely white after exporting as a .FBX file. You can see it is white in both 3D Viewer and Unity, so it looks to me like an issue on Blenders end? The textures and materials are porting over to Unity without any issues though.
Because of how the model works in Unity I can't just add new shaders to it because it affects all faces on that axis. I want to keep the individual colours of the surfaces.
Based on what I can find from sifting through the mountains on information online, I'm pretty sure I'm doing everything right? I've tried so many different things, but I'm at a total lose here.
I'm happy to provide any and all files as necessary, including the original file being used in Blender, the .blend file, and the .FBX file.
Any help would be greatly appreciated.

what are those materials on your mesh? And how did you export it? Are you sure that your settings are default in export? Because you can easily try that if you add default cube, set its color in principled bsdf to red color, the fbx will be 100% surely with red color, If it won't there is something wrong set in your export or in your material

@MikoCG I used the export settings as outlined on this webpage:
https://blenderbasecamp.com/how-to-export-an-fbx-to-unity-from-blender-with-textures/
As for the materials on the mesh, I don't know. Like I mentioned above, the model is actually from another game. That game lets you export your creations as a .glb file to use in other programs like Blender, which is what I am doing.

okay can you share your blend file with that glb or glb itself?

@MikoCG I've included the .glb, .blend, and .fbx files: https://drive.google.com/drive/folders/1jB-XxTKBp7FbvQiRujo8sXmMj3SCedc9?usp=sharing

Well, you are using Vertex colours, that's something different than regular color, check these sources : (Unfortunately I don't have unity on workstation so I cannot check it myself) https://stackoverflow.com/questions/48312958/showing-a-model-with-vertex-painted-colours-in-unity and this https://forum.unity.com/threads/import-vertex-color-from-blender.244293/ and this https://blender.stackexchange.com/questions/82725/export-model-with-vertex-paint-to-fbx

@MikoCG thank you so much! One of the threads you linked to had a YouTube video link which, in which a guy created and shared a script for vertex shaders. So now the colour is showing up! My only problem now is the script doesn't contain the normals, so the studs have disappeared. Thank you anyway!


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Texture paint only right in Solid mode, becomes broken in render mode, Anyone know what's wrong?

anyone know what is wrong with it? (first picture render mode, second picture solid mode, third picture nodes)

Maybe it's because you've created 2 UV Map, switch to the other one?

if moonboots comment doesn't help, please provide blend file

I don't know how to put the blender file here, but here's the file from google drive https://drive.google.com/file/d/1bmTLD_-TK45F22kD7GYjOPnsVISHh6sY/view?usp=sharing , and also I've have tried using different UV Map but it's still the same.

Problem solved! I used the wrong nodes it should be flat not box. Thanks guys!


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How to copy shading maps but still be able to change materials?
I'm creating a little meat man, and I want to have his body use mostly the same shading maps as his head, but with a different texture for me to paint his splotches on for his body. When I copy the nodes over from his head to his body then try to change the texture for me to paint the new splotches on, the texture for the head changes as well. How do I create a new instance of the same nodes so it doesn't change the shading nodes for the head when I change the ones for the body?

Create a new Image Texture node and paint with the head texture on it? Because if you paint the image texture onto itself, you'll alter it of course

I clarified my question with more images, so you can get a better understanding of what I meant.

When I copy the nodes over from his head to his body then try to change the texture for me to paint the new splotches on, the texture for the head changes as well

All we see in your screenshot is one material containing a node group and a material output node.
You do not explain either what you mean by "copy the nodes" (do you make a new empty material and copy-paste nodes there, or apply the same material to both objects, or ...?).
We do not know what you mean by "change the texture", we don't even see the "texture" in your material.
It's a bit hard to tell exactly what's going on and how to do things if you don't give enough information. But we can explain some principles:

Blender, like any other software, stores different types of data, with each different types of information and ways to interact with each other.
Data is shared. In many ways, you can have the same data used in many places. Which can be a huge save in time and resources. But understanding what are the different levels of data and how they interact with each other is important to correctly use it.
Materials are a data block, which contains Nodes and their inputs. Hence, if you can have one Material applied to different object, any change in that material's nodes their inputs will impact all the objects on which that material is applied. Conversely, if you want similar materials across objects but with slight differences, you might want to make individual copies of the material instead of just calling the same material over.
Node Groups are also another data block. Nodes and their inputs inside a Node Group are stored in the Node Group data block, so they propagate in any instance of that Node Group in any material.
Images are another data-block, which (among other things) can be called in an Image Texture node. Any change made to a specific texture will be propagated in any place where you call that texture.

Since we don't know how your Node group is made inside nor what is your "texture", I can only assume you may or may not have an image texture somewhere inside your Node Group. In which case:
If you need a different texture for the body, not only you need to create a new Image data block, but also a new Raw Meat Node Group data block to load that different Image, and also a new Material data block to use the Raw Meat Node group that uses the new texture.
Which brings to a question: are you using the Node Group correctly? Usually, Node Groups are made to be handles from outside, at the Material's level. If you need a texture, usually you are meant to plug it to the Node Group's inputs in the material, not enter inside the Node Group itself. Partly because of how data sharing makes reusage increasingly tedious the lower you go.
So two options: revise how you use the node group in the first place, or do everything the hard way.
Revising
Again, hard to say without seeing the node group and how it works insisde and how you use a texture in there. But a wild guess would be that somewhere inside there's an image texture you painted, and is plugged to some parameters that are also exposed in the node group's inputs. If so, unplug that image texture without breaking the existing connections, bring that image texture node to the material level, and plug it to the node group's inputs.
Then, all you have to do to reuse that in the body is:

Assign the same material to the body
On the body, press this icon to make a duplicate of the material:

Press the same duplicate button in the Image texture node
Paint the newly created texture as you wish.

Advantage of this is that it's easier to reuse the data, which is quicker for you, but also for rendering, and uses less memory.
The hard way

Assign the same material to the body
On the body, press this icon to make a duplicate of the material:

Press the same duplicate button in the Group Node
Enter inside the Group Node
Press the same duplicate button in the Image texture node
Paint the newly created texture as you wish.


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My renders in cycles are always black. Can anyone help? SOLVED
EDIT: I figured out the problem. I was going to view>viewport render image as I always did in eevee, and I was supposed to go to Render>Render Image. Problem solved.
I'm having trouble with my renders in cycles, they always end up coming out pitch black. When I do renders in eevee they're fine, but in cycles for some reason they're always black. Can someone help?
I have checked:

The object nodes being hidden or disabled for rendering and they are not.
The lights are disabled and they are not
The surface and environment filters are disabled and they are not
If there was something wrong with the clip distance of the camera and there was nothing wrong there that I could tell.
There was only one camera so I wasn't using the wrong camera

I don't know how to check if the compositor node is connected to the output and couldn't find any tutorials on how to check so I couldn't test that one.

[Link to the file][7]
[7]:

Please provide some screenshots of your problem (and of cycles render settings).
Also, your blend file is almost 300 MB, so this is a bit chunky as the only source of information. You should duplicate the .blend file and remove all unneccessary objects, textures, assets, etc.

There are no clues in your file, please share a screenshot with the rendering process

I'm sorry I'm new to this whole thing and I don't know exactly what I'm doing with rendering, I just hit view>Viewport Render Image and in Evee it just pops up with an image.


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Python - Blender Get selected Object in order of Selection
I'm wondering if there a way to get an object selection in order of selection.
It' seams that Blender sort objects by keys, but the selection order is important for my tool.
Is there a way to do that ?
I found many topic on other forum from 2015, I'm wondering if now we could do this ?
EDIT :
A bit of Context :

I have 4 Attributes on each objects ( marking front / back / right /
left )
I want to compare 2 objects together, see if the Right
Attribute match the Left Attribute of the other Object
I want my
first selection to be the Object you compare too At the end I'm
returning :
Object 1 Front value ==  Object 2 Back Value
Object 1 Back value ==  Object 2 Front Value
Object 1 Right value ==  Object 2 Left Value
Object 1 Left value ==  Object 2 Right Value

the result is the same if I compare the first to the second or the second to the first, it's just more user friendly to know My first selection is the base and the second is the one I compare to the first.

related: https://blender.stackexchange.com/questions/108725/know-object-select-order-in-python

maybe it would be a better idea to tell us your "end goal". Often people just concentrate on one problem which might be solved in an easy other way so we might be able to help you with your "big" goal...

You're right, i updated the main topic so you could understand what's i'm trying to achieve here :)

Use get_ordered_selection_objects()
import bpy

def get_ordered_selection_objects():
    tagged_objects = []
    for o in bpy.data.objects:
        order_index = o.get("selection_order", -1)
        if order_index >= 0:
            tagged_objects.append((order_index, o))
    tagged_objects = sorted(tagged_objects, key=lambda item: item[0])
    return [o for i, o in tagged_objects]

def clear_order_flag(obj):
    try:
        del obj["selection_order"]
    except KeyError:
        pass

def update_selection_order():
    if not bpy.context.selected_objects:
        for o in bpy.data.objects:
            clear_order_flag(o)
        return
    selection_order = get_ordered_selection_objects()
    idx = 0
    for o in selection_order:
        if not o.select_get():
            selection_order.remove(o)
            clear_order_flag(o)
        else:
            o["selection_order"] = idx
            idx += 1
    for o in bpy.context.selected_objects:
        if o not in selection_order:
            o["selection_order"] = len(selection_order)
            selection_order.append(o)

def selection_change_handler(scene):
    if bpy.context.mode != "OBJECT":
        return
    is_selection_update = any(
        not u.is_updated_geometry
        and not u.is_updated_transform
        and not u.is_updated_shading
        for u in bpy.context.view_layer.depsgraph.updates
    )
    if is_selection_update:
        update_selection_order()

def register():
    bpy.app.handlers.depsgraph_update_post.append(selection_change_handler)

if __name__ == "__main__":
    for f in bpy.app.handlers.depsgraph_update_post:
        if f.__name__ == "selection_change_handler":
            bpy.app.handlers.depsgraph_update_post.remove(f)
    register()

oh wow...Thank you so much i'm gonna try this :O

It's not a perfect way but I hope it will help you

I didn't have the chance to test it for now ! I will soon but thanks a lot ! even if you feel it's not perfect that so kind of you and i'm really thankful for your help :)


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Find "Type" of Object / Collection
So i'm working on a addon.

I'm creating Collections in the process and this collections (name) are store in enum ( so the user can load and unload it ).
I'm using collection name to find the collection, but if the user change it it wont work anymore.
So i could create an attribute on this collection, like : {addonname
: Collection  Name}
But that mean every time I'm loading the addon ( or every time the
user is changing the name of a collection ) I had to check on all
collections in blend file to refresh my enum. That's feel dirty to
me.

The Question is : Is there an other way to reference a collection ?
(I'm still new to python and Blender so there is probably things I don't think of  )

bpy.props.PointerProperty(type=bpy.types.Collection) ?

I'm not sure to follow ?
You're suggesting to use a PropertyGroup on a collections ?
But if i create a this , all my collection will have a PointerProperty right ?
then how can i find without looping into all of them which one is the one ?

Unless you have hundreds of collections, looping over all the collections in a file isn't really computationally significant, and if you have hundreds of collections chances are the bottleneck will not be looping over them. It may seem dumb but that's often the way to go. They're stored in dictionary data structures meaning access is pretty fast all things considered

In Blender 3.1, my solution is to create a string property on my special collections.

Loop into all collection of the scene searching for the Property and Value

The Value is an encoded key, so the user is not suppose to touch it but he can change the name of the object / collection / special item.

I have lot's of collections in my tools, but I'm make sure that I clean the unused ones and store data into json (to be able to call them back if needed).


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I have 32 gig of ram and blender 2.8 becomes sluggish and jittery and becomes unresponsive when I load a scene with 3,332 objects and 1.4M triangles?
I have 32 gig of ram and blender becomes sluggish and jittery and becomes unresponsive when I load a scene with 3,332 objects and 1.4 triangles ?
I forgot to mention there are over 900 armatures in the scene.
My computer: HP Pavilion 690
AMD Proc Ryzen 3, 2200G
Radeon Vega Graphics 3.5 GHZ
Ram 32GB
Also when checking the processes there appears to be a memory leak associated with Blender. Once I close and reload the memory is released.
Please advise.
Thank you.

If you have 900 armatures and 1.4M tris, I suspect you're probably trying to do a lot more armature deformation than you can get away with.  I believe CPU (probably single threaded) is limiting factor for armature deformation.  While a memory leak isn't unlikely, you should also consider the memory used by your undo buffer.

Thank you for your response, it has confirmed my suspicions. Can you tell me roughly how many objects, triangles, armatures, blender 2.8 can function within a single scene, without loosing performance?

No, because 1) the answer is 0, you start to lose performance the instant you do anything and 2) it depends on what you do, there are a thousand things that can be going on a file and they act differently from each other.


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how to get 2d bounding box(x_min,x_max,y_min,y_max values) from IndexOB output of RenderLayer node in Blender compositor?
I'm doing synthetic data generation for AI training. I need to render lots of images a scene, and giving the 2d bounding box value of each object in the image(assuming that all object in the scene will show up in the image). By setting up pass index for each object and enable Object Index form output-passes--data panel. with compositor nodes and a python script i could achieve it.

Here is the code:
import bpy
import numpy as np
import json
import os
def getVisibleBoundingBox(number_of_instances):
# build pass index list
id_list = [n for n in range(1,number_of_instances+1)]

# initiate a dict
gt = {}

S = bpy.context.scene
width  = int( S.render.resolution_x * S.render.resolution_percentage / 100 )
height = int( S.render.resolution_y * S.render.resolution_percentage / 100 )
depth  = 4

#op =bpy.context.scene.node_tree.nodes['Render Layers'].outputs['IndexOB']
pixels = np.array( bpy.data.images[-1].pixels[:] ).reshape( [height, width, depth] )

pixels = np.array( [ [ pixel[0] for pixel in row ] for row in pixels ] )

for id in id_list:
    bbox = np.argwhere( pixels == id)
    #print(bbox)
    if len(bbox) == 0:
        return None
    else:
        (ystart, xstart), (ystop, xstop) = bbox.min(0), bbox.max(0) + 1
        gt[id] = str(xstart), str(xstop), str(height - ystop), str(height - ystart)

#print(gt)
return gt

getVisibleBoundingBox(7)
This uses a viewer node to catch the IndexOb data and turn it an image, and turn the picture into number array to get the 2D-Boundingbox for each object.
The thing is, when i run this script(within this scene) in background mode. The viewer node image won't be available. So i'm looking for a way to get the 2D-Boundingbox info directly from IndexOB.

I am in the same situation, rendering images in the COCO format. I've resorted to saving the pass to file using the compositor and then loading it, even if this negates the advantage of keeping the data in memory and the speed boost of using the gui-less dedicated workstations.
While python render pass access has been a feature request for well over a decade now, the essential "viewer node workaround" is not intended to be used for that purpose; and this problem thus not an issue

@IsmirEgal. I didn't quite understand, how do you "save the pass to file using the compositor" and how do you reload to get the 2D-boundingbox data? Because once i store the IndexOB as image output, then i reread this image, every pixel will be[255,255,255] value. That means i could not know where is my each objects in 2d image space.

Python access for render ID pass data using files

The "file output" node needs to be set to export data in raw SRGB without any further adjustments.
Data is expected to be in the float range of [0..1] and gets mapped to the
8-bit-range [0..255] - every ID above "1" will thus experience clipping. To solve the issue in your comment, divide them by 255 first.
Make sure that the "Dither" under "Scene"->"Post Processing" is disabled.

After rendering, the ids in the resulting file can be verified with an image editor.

(I am working with an animation, so the image itself is just plugged in the "composite" node because it gets saved anyway - depending on how you render, you may have to add a second file output.)
After determining the name and path of our ID pass file, we can load it in to memory. Aside from now having to multiply it by 255 again, the access is similar to using the viewer node and should not affect the rest of your code.
index_file = "ImageIndices" + str(bpy.context.scene.frame_current).zfill(4) + ".png"
index_file_path = "C:\\tmp\\ImageGenIndices\\" + index_file
bpy.data.images.load(index_file_path)
pixels = bpy.data.images[index_file].pixels
idMask = np.multiply(np.array(pixels[:])[0::4].reshape((height,width)),255).astype(int)

(the last line discards the unused color/alpha channels, but aside from the multiplication it is identical to your code)

Thanks in advance! i'm trying out:)


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Geometry Nodes: Mimic miter joints: Set Curve Point Radius based on vertex angle?
I wanted to use curve to mesh to add thickness to lines, but in this case I would want miter joints, or adjust corners at sharp angles to keep line thickness uniform. This might be achieved by setting the radius of curve points, and I imagine geometry nodes could automatically find the angle between a point and its partners and set the radius based on that.
I'm using a workaround using endpoint selection to automatically adjust for objects that are all square angles.

Do answers such as this one help? It would also help to know if your miters are in 2D or 3D

Thank you, this would count as an answer, works perfectly.

Hi, @madscribbles.. glad that's a fix! Since no answer is required here, I think it's fair to close this out as a duplicate. If there's any problem with that.. edit for a re-open. Thanks.


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Trying to make a curved sausage
I'm new to blender and I don't know how to make a sausage with a curved shape. Can anyone help me? my problem is with the creation of the shape. I cant make the round shape of the sausage in the extremes, I dont know wich mesh to use and how to modify it so that it takes that shape. thanks

A reference would be helpful. You should find this useful.

Curve modifier
A common strategy is to model the object straight along an axis, for example the X axis in the following example:

And to add the object a Curve modifier pointing to a curve-type object that is capable of bending the object accordling to the given curve. Notice that the choice of the deformation axis is coherent with the model main direction.

The biggest advantage of using modifiers is the flexibility that they provides as you can freely modify the bending till you decide to apply it. The bending curves remain distinct objects, and can be customized/changed leaving the other as it is.

Note: for good deformations, you'll need to provide enough polygons to the object and sufficient resolution to the curve

yes about the curve modifier i know, but my problem is with the creation of the shape. I cant make the round shape of the sausage in the extremes, I dont know wich mesh to use and how to modify it so that it takes that shape

Give a look at https://blender.stackexchange.com/questions/26890/how-can-i-make-a-pill-shape-capsule for an understanding of how to build a capsule object and edit your question to add all the information about what exactly you would like to achieve.

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


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How do you stretch an object from multiple vertices using a python script?
This object here is supposed to a be a model of a p orbital in chemistry. I wish to cause it to elongate and widen at one end and narrow down at the other. Is there any way to do it that doesn't involve altering every vertex to get the required shape. This task will be handled by a script.
One method I thought of is a way of linking adjacent vertices for relative movement. Being a beginner at Blender, I have no clue if this is supported or not.
Thanks
Edit1 : Reason for requirement: This orbital is intended to stretch and deform like an electron cloud under the influence of an electric field. I was trying to model this behaviour using the script. For example, after each alternate frame, stretch the orbital 'x' amount to model an increasing electric field.
Any suggestions of a different approach to this is more than welcome.

Why do you need to do this with a script? there are ways to do this without scripting it all manually. (warp modifier)

@David I apologise for not mentioning it in the question, I shall update it right away. The reason is this orbital is intended to stretch and deform like an electron cloud under the influence of an electric field. I was trying to model this behaviour using the script. For example, after each alternate frame, stretch the orbital 'x' amount to model an increasing electric field.

It'll be something like this, assuming Icosphere at origin.
Note: you have to start in Edit mode for some reason, otherwise it throws an error.
import bpy
import bmesh

obj  = bpy.data.objects['Icosphere'] ## set name
mesh  = bpy.data.meshes['Icosphere']

bpy.ops.object.mode_set(mode = 'EDIT')
bm  = bmesh.from_edit_mesh( mesh )

minX  = 0
corners  = obj.bound_box
trans  = bpy.ops.transform

for corner in range(len(corners)):
  x = corners[corner][0]
  if x < minX:
    minX  = x

for v in range(len(bm.verts)):
  vert = bm.verts[v]
  if vert.co.x == minX:
    vert.select_set(1)
  else:
    vert.select_set(0)

trans.translate( value = (-5, 0, 0),
                 constraint_axis = (False, False, False),
                 constraint_orientation = 'GLOBAL',
                 mirror = False,
                 proportional = 'ENABLED',
                 proportional_edit_falloff = 'SMOOTH',
                 proportional_size = 2 )

trans.resize(value = (0.3, 0.3, 0.3),
             constraint_axis = (False, False, False),
             constraint_orientation = 'GLOBAL',
             mirror = False,
             proportional = 'ENABLED',
             proportional_edit_falloff = 'SMOOTH',
             proportional_size = 2 )

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


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Blender texture baking fail
I'm new to blender so please bear in mind that I might be stupid with this. But I am making my first object in blender which is a cookie, and I am trying to bake the texture of it into an image, but it doesn't bake the whole texture, only two small parts of the objects colors. I have tried looking up a similar problem but I can't find anyone with the same. Also there is no preview of the object in the image before baking, so I can not see what is supposed to show a cookie, it's just black. I attached a photo of how it looks once it's baked. What I did was, as I've learned, to select the object in object mode, switch into edit mode and bake the texture into a new image. When I look at other people doing the exact same thing they do not have this problem. Please help!
You can download the blend file here if you want to look at it:
https://mega.nz/#!5iJnyLIS!vIOr2gj1Tjh6ikJEfuPeiKTM5YakuR5nZsKJbOKINNM
Regards,
Becca
After finished texture is applied:

First of all, you have to check Selected to Active in Bake properties (Image below). Second, you need to have the plane, on which you want to bake the cookie UV unwrapped (go to edit mode,open UV/Image Editor window, select the texture on which you want the cookie to be baked, press U and choose Unwrap). You also need the plane to be in front of the part of the cookie, that you need to be visible. So in this case, on top/in front instead of bottom/back. Then you need to make sure, that in Distance property you have appropriate number. Looking on your scene, I think that 1-2 would be enough. Next, in object mode, you need to select cookie, then Shift select the plane and press Bake.That should do the job.Also if you need to bake only color, without shadows and lights, choose Textures in Bake Mode.

Here you have shown step by step, what you need to do

Thanks for your reply. I tried it all and it still does the same thing. I also tried the whole process in a new blender file with a simple sphere and that works fine. Which leads me to believe the cookie is somewhat wrongly created? I attached a download link to the blender file in the topic so that you can try it yourself if you want, maybe you'll see a problem I can't see with my cookie. Thanks

The cookie is fine. The plane however is wrong. First of all you need to apply scale, then unwrap it, remove material from it, cause it's interfering with the bake. I added step by step .gif, what you need to do.

Thanks, I'll try and see if I can keep up with the gif. By the way, the plane in my blend file is actually a plane from another object (a shelf), which I've hidden, I just hadn't done anything about the plane of it. So I understand why it could be wrong, I just thought it wouldn't matter much what the plane was like as long as there at least was one, but I guess I learned something new then :)

I followed your gif and it worked! I have no idea what the exact purpose of every step was, since I'm new to this, but I guess in time I'll understand it. So I now have the texture baked. The only problem I have now is that when I open the blender file in the Sims4Studio program, which I use to create new objects for The sims 4, the texture doesn't fit the cookie, but rather keeps repeating itself. Any idea what that could be about? is the texture image too small or something? Thanks for your effort and help!

Unfortunately I have no experience with Sims4Studio so can't help you there. Good luck though. I'm sure someone will.


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Clothing workflow: Kimono - symmetrical clothing, different positions on each side
NOTE: this is the "header" of a series of questions, so the beginning is the same for every question and all the others will link to that one as reference.
Another Blender newbie here, and in trouble.
I chose a samurai-like character as the final project of my Blender course, and went through almost every step: from sculpting to retopo, UV, materials, multires sculpt, baking, hair particles, etc, I went through almost every step, suffered a lot and learned even more, but on the clothing part I might be reaching my limit because I don't know the right order of doing what I need to.
In this case, the clothing is similar to an open robe or kimono tightened by a cloth belt.
More or less like this (the coat isn't a problem since it comes after the hard part),

or this sans the shoulder part (I hope)

Almost every guide on clothing simulator on youtube works with either clothing with only two pieces (front and back) or fully symmetrical.
I read most of the wiki, watched at least one hour of video guides, got the ideas behind basic material properties, adding collision, baking and applying the modifier in the right frame, etc. But some things are just hard for me to organize in the head.
Now to the question parts:
1 - How do I make the cloth fold asymmetrically (one side below and another above the other)? Do I manage each of the "halves" as a separate piece of clothing? can I make parts of the simulation move with different properties from the rest?

Please narrow down your question to a specific problem, and keep one question per post; ask as many as necessary. As it stands your question is too broad to be answerable in this format.

Ok: rewriting and reposting soon


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How can I instance an object on either side of an object and not on all faces
How can I instance an object on these cubes, they are on a drawn curve?
My nodes setup is like this

My scene look like this

I want to achieve a centipede looking thing
tysm

Either side? Define a side... Why have a cube with 6 sides then? Why not have 2 planes or 2 vertices...

you could use an index selection or a normal selection on the original cube [before instanced] (this a capture) then realize instances and use in the mesh to poins selection, or you could do it to the selection of the mesh to points [without realizing]
(sometime this works as if you were operating on the original cube before it was instanced)

@MartynasŽiemys I think he just means either side, like you can pick which side, the querent doesn't care which side, as long it's on one of the 6 sides :D


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How can I extrude a plane along this circle?
I've followed various array and extrusion tutorials but can't work this out. The Cowling needs to have a certain depth as I want to 3D print it. If I start with a Bezier curve, I can't seem to make it rotate via extruding. If I start with a circle and extrude outwards and scale it, it gets thinner and thinner each time I scale. At one point I used a UV Sphere and tried to distort it. I'm really scratching my head on this.

so im trying John Easton's method and it works!. it took me a few times to understand what he said but when i did it exactly as he wrote, it works great!!!. thank you so much!

What exactly do you want to model? Could you edit and clarify specifically - what form are you talking about? Add a picture of it. Modelling questions get answered extremely quickly here. It's just a matter of communicating clearly what you need. As far it's unclear, what you want.

Is it this part?

hi there Martynas. i uploaded an image of the starting position shwoing the circle i planned to extrude along, plus the plane profile i wanted to extrude, a picture of the original aircraft cowl so it can be seen as it was in real life, and an image of the current model shwoing the unshaped cowl on the front to show the position. i thought that that was enough?. can you please recommend what else i might need to explain it? cheers and thank you for helping me.

Start with a Cylinder. RX > 90 to turn it on its side and Ctrl-A > Rotation to apply the rotation. In Edit mode, I to inset the end face to the size needed for the propellor shaft then X > Face to delete the face. Alt-Click the outer edge of the cylinder and Ctrl-B to bevel it, scrolling the mouse wheel to increase the number of cuts as required. Then in Front view, go into X-Ray mode with Alt-Z and in Vertex mode, box-select the bottom half of the cylinder and X to delete the Vertices.
Then back in Object mode, add a Solidify Modifier, setting the thickness as required and Apply the modifier by hovering over its property panel and hitting Ctrl-A. Shade Smooth (by Angle if using the latest Blender version or Auto Smooth if earlier). Job done!

i think this might be the solution im after. ill try to follow. thank you.

hi John, this worked a treat!!!.. i updated my original message as i couldnt see a way to add images to your reply here directly.

Good! I think all three answers are valid although you might need extra work to modify the others to get the results you need. Please click the check mark beside my answer if you consider it's the best one for your needs. Thanks.

maybe I don't really understand your question, but I will try my best!
if you want to make the cowling like in the front, then take the circle, extrude to x or y axis(So it creates a tube) and then make a loop cut(Control+R i think) in the middle of the tube(but you can also move the loop cut a little closer to the edges). Then select the edges from the extruded part, scale down, select the edges from the loop cut, Control+B to bevel and mousewheel to add more segments to the bevel. Now, you can select the bottom half, delete the faces and there you have it.

BTW: You can use the "solidify" Modifier to add depth. I forgot to add this to the picture, but i hope you will come along with it

this method results in a zero thickness plane doesnt it? i tried this and th thickness by scaling the cirlce as i extruded it longitudinally ended up being zero. i need to maintain the thickness as its a 3d print.

See the text below his answer saying that he hadn't added a solidify modifier.

@JohnEason thanks for the reminder for the OP

Press Ctrl+C to set the 3D Cursor at World Origin. Set the Transform Pivot Point to 3D Cursor. Prepare the profile of curve you want at a certain radius from the World Origin.

Select the Spin Tool and spin on the axis of choice. Here it should be Y-Axis. make sure Angle is set at 360 and adjust number of Steps.

Optionally extrude backwards on the Y-Axis to give it some length and add a Subdivision Modifier and a Solidify Modifier.

Well those answers should give him a few options! :^))

not sure about this one as the SSS rounds the rear of the cowl. the rear needs to be flush with the fuselage. i might be missing soehting as im still learning.

im still a bit confused as its not a line i want to extrude/rotate, its a plane. its a plane because it needs to be a certain thickness as the part will be 3 d printed. i tried for ages to get the spin technique to work but will try again using your advice. thankyou.

@JohnEason yes more possibilities more learning opportunities


text:
There is a lot of noise in the images I add to the video sequencer
There is a lot of noise in the images(jpeg file) I add to the video sequencer.
Is there a way to remove the noise?

maybe it is just in the preview...did you try to render?

Thank you. I tried to render.
The original resolution is 3456x5184 and there was no noise when exporting at that size. However, there was noise when exporting at 1920x1080(I scaled down the image to fit the screen.). I would like to use it in a 1920x1080 slideshow.

I have no idea why there is noise when you resize to a lower resolution but you may try to resize it in another program and the add it back to Blender?

can u provide an example blend file, maybe just with one image where this happens?

I have uploaded the original image and blend file where this happens.
https://52.gigafile.nu/0329-d455c0d65fbec33612fb040d52555be78

@mqbaka mqbaka.
I resized it with Affinity photo and then added it back to Blender.
Then there was no noise.
Thank you for your advice!
If possible, it would be easier if the noise could be eliminated with Blender, so if anyone has other setting methods that can be done with Blender, I would be grateful if you could continue to give me advice.

This beats me. I really have no idea why it's like this. I'm guessing it's the way Blender interpolates the images with that causes that but I don't have any idea on how to check that out. I managed to find a way to have a noiseless render in 2.79 but I can't reproduce it in 3.0 or 2.9.

@mqbaka mqbaka. I see. thank you. I'm looking forward to the Blender update!


text:
Why are bones not returning to the location set in each saved Pose?
I have set up an armature with 9 bones, all 9 are aligned and stored as the Rest position, then each named bone is stored in the Armature's Object Data Properties "Pose Library" with a transform of 1.0 on the X axis.

Im not using any deforms or IKs, just a position change from 0.0 to 1.0 on the X axis,
The issue is if i choose a different pose, for example E, the expectation is that the previous bone (WR) should return to 0.0 on the X axis, but instead seems stuck at its old pose position

Im not sure how to fix this and google has been no help.
Also for my eventual intentions, i will be using bones x location as a driver for activating shape keys together with rhubarb lip sync. Here is the tutorial I followed:https://www.youtube.com/watch?v=vZVtUEEssxQ&t=165s
BLEND FILE https://pasteall.org/blend/ab5800af637c4b819ea4cb8e64a1f81e

for example for the bottom bone called FV, it looks like you didn't select it when you saved the poses, therefore when you call one of these poses, FV will stay where it has been deplaced in the previous poses (for example if you've called FV, FV will first move, then when you'll call the pose called M, the FV bone will stay where it has been moved as you haven't assigned any pose for the bone FV for the pose called M)

@moonboots: can i somehow see which bones/infos are saved in a pose?

@Chris, I don't think so, it would make sense to have a button that select the bones that have been saved for a given pose

yes it would!!!

and i think your answer is totally right ;)

I'll give it another shot tomorrow, but I repeated the posing process at least 7 times ensuring that i selected all bones, even made sure that all of the unused bones were at 0.0. Thanks for your time

You need to make sure of 2 things, whether you want to save or call the pose in the Pose Library, you need to select all the bones, otherwise the bone may not be saved or called at the position you expect.

Thank you and Yes i selected all the bones to save for each pose, with the 1 bone set at 1.0 x axis, all others at 0.0. per pose, I did manage to find a workaround by setting the 0.0 bones to -0.1 and this got it working. Just weird that it did not work as intended

maybe share your file so that we can test? https://pasteall.org/blend/

Link is now in the post


text:
Problem with rigging shoes on a character
I have a problem with rigging shoes on a character. Shoes are deforming as I try to move the leg. I don't know if it's a problem with armature or weight painting.
Thank you very much.

Maybe remove these vertices from all groups (you can access this function in the dropdown menu on the right of the Vertex Groups list) then reassign in Weight Paint mode?

See my answer https://blender.stackexchange.com/a/234746/33589


text:
I have many problems which I cannot find fixes for online
I am new to blender, and I have been looking online at fixes for these problems for about 2 hours now, and none of them seem to work.

Colours do not show up in 3D view.(The preview works.)
Textures do not show up in 3D view. (The preview works.)
Trying to render my project mostly goes unresponsive, if it does work it leaves me with a black screen.
This isn't that bad of a problem, its just very annoying, but every time I go into the colour/textures tab, blender becomes unresponsive, until my fans get very loud then it responds, but when my fans go back to normal speed it once again becomes unresponsive. I have about a 5 second window to fiddle around with the textures/colours. This doesn't happen to anything else, apart from rendering.
If it helps, I am using Windows 8.1 Pro.

What it looks like in 3D view:

The render:

hello, please share your file or at least a simplified version of your file, use https://pasteall.org/blend/

about the black screen please check your camera position. why the texture wont show up might be you didn't pack it to blend file. hmm i dunno, i'm just guessing.

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.

Hello and welcome. Please don't ask more than one question per post. Use the [edit] below, to break this into multiple posts so that each focuses on a single issue. Make as many separate questions as necessary.

Also 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.

For your first two questions, your image shows that you're in solid view mode (1 on the image). 2 is Mateial preview mode and 3 is Rendered view. Click each in turn to see what they do.

Not sure what the problem is with your other questions, but you should generally ask one question at a time on this forum.


text:
Can this be done with blender? Abstract particle lights
This tutorial from years ago shows an abstract light particle effect done in Blender Render. How can I re-create this with the updated/modern program using Cycles? Would love to do this with the actual particle system as shown in the tutorial. The smooth/wavy light trail is something I want to recreate, but I want to have it as a particle system as shown in this video so that the trail has some vorticity and physics. The only problem is this guide is outdated and I can't get it to work with modern Blender.
The halo rendering system he uses isn't in Blender anymore, but I would still like to get my particle trail to match this aurora light-trail style instead of just being made up of little noticeable particle shapes and I don't want to do fluid simulations. Would I convert the particle trail to a solid mesh or something and then apply shaders and modifiers? Or maybe I would find some way to implement point density textures? But I have no idea how I would start approaching something like that.
https://www.youtube.com/watch?v=zhW79zJMBRc&

Thanks for the update. Yes, the particle trails option is no longer available. I've just tested that particles now have motion blur, depth, and vector data for the compositor. But I don't think that will help here. You can bake the particle path. I've tried this as animation and the result was that Blender 2.93 and 3.0 crash very often. Indeed it worked only 1 time :-/ This tutorial uses baked particles paths (https://youtu.be/RHvs1c1lz-I)


text:
Boolean Difference Modifier only adds
In this Video you can see how applying the difference modifier only results in merging the object into the other object.
I tried doing the thing in Boolean difference modifier merges two object but it didnt help.

The post in the second link has inconsistent normals for one of the objects (also the most often reason of swapped Boolean operations). Did you try follow the answer there i.e. enter Edit mode for your objects, select all and press Ctrl+N?

tried, doesnt work..

This happens a lot with me too, last time I checked for the problem and found out that I didn't remove the double vertices on the mesh. You could try going in edit mode and removing the doubles.

You could at least show some screenshots of the mesh. How is anyone supposed to guess what doesn't work with that object? Apart from screenshots create a small version of the blend with problem object and share it here https://blend-exchange.giantcowfilms.com/ and [edit] your post with resulting link

edited the original post

Move cutter object (Cube.009 in your setup) a bit down (0.0001 Blender Unit will be more than enough). Right now objects are lowpoly cubes without any supporting geometry in that area and their bottom faces are on the same Z position. Boolean can't decide where is the cutter and hence inverts normals. As a aworkaround change Solver in Boolean settings to Carve, this one seems to work better in this situation


text:
Blender as Python Module is not able to compile and not able to get bin\bpy.pyd
I am using window 10 64 bit, python version 3.6.3, TortoiseSVN  , cmake for windows and  visual studio 2015 community version for building blender as python module
I followed various Articles for building blender & blender as python module

Reference from official site for building blender https://wiki.blender.org/index.php/Dev:Doc/Building_Blender/Windows
Reference from official site for building and using blender as python module https://wiki.blender.org/index.php/User:Ideasman42/BlenderAsPyModule
I readed various articles and forum comments on it. Few best i thought are http://cobertos.com/compiling-blender-as-a-python-module-for-windows-10-x64/

Using official Tutorial (link 1 mention above) for compiling blender in windows , i am able to generate .sln file using make full command but when I'm building by right clicking on install in solution explorer in visual studio 2015, I'm getting so many errors like:
Error   MSB3073 The command "setlocal
"C:\Program Files\CMake\bin\cmake.exe" -DBUILD_TYPE=Release -P cmake_install.cmake
if %errorlevel% neq 0 goto :cmEnd
:cmEnd
endlocal & call :cmErrorLevel %errorlevel% & goto :cmDone
:cmErrorLevel
exit /b %1
:cmDone
if %errorlevel% neq 0 goto :VCEnd
:VCEnd" exited with code 1. INSTALL C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.CppCommon.targets  132

and numerous others. I tried using CMake Gui, but that also gives errors when I click on Configure.

similarly when i building blender as python module , on typing
cmake -DWITH_PLAYER=OFF -DWITH_PYTHON_INSTALL=OFF -DWITH_PYTHON_MODULE=ON -DPYTHON_VERSION=3.6.3 ../blender    -G "Visual Studio 15 Win64"
On typing above command with  -G "Visual Studio 15 Win64" I am getting error as
-- Selecting Windows SDK version 10.0.14393.0 to target Windows 10.0.15063.
CMake Error at CMakeLists.txt:111 (project):
  Failed to run MSBuild command:

    MSBuild.exe

  to get the value of VCTargetsPath:

    The system cannot find the file specified

-- Configuring incomplete, errors occurred!
See also "C:/blender-git/New1/build/CMakeFiles/CMakeOutput.log".

for these error i tried  running same command form visual studio developer command prompt and using msbuilt but still i get some error message in it.
On typing above command without  -G "Visual Studio 15 Win64"
-- Building for: Visual Studio 14 2015
-- Selecting Windows SDK version 10.0.14393.0 to target Windows 10.0.15063.
-- The C compiler identification is MSVC 19.0.24210.0
-- The CXX compiler identification is MSVC 19.0.24210.0
-- Check for working C compiler: C:/Program Files (x86)/Microsoft Visual Studio 14.0/VC/bin/cl.exe
-- Check for working C compiler: C:/Program Files (x86)/Microsoft Visual Studio 14.0/VC/bin/cl.exe -- works
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Check for working CXX compiler: C:/Program Files (x86)/Microsoft Visual Studio 14.0/VC/bin/cl.exe
-- Check for working CXX compiler: C:/Program Files (x86)/Microsoft Visual Studio 14.0/VC/bin/cl.exe -- works
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Detecting CXX compile features
-- Detecting CXX compile features - done
-- Performing Test SUPPORT_SSE_BUILD
-- Performing Test SUPPORT_SSE_BUILD - Success
-- SSE Support: detected.
-- Performing Test SUPPORT_SSE2_BUILD
-- Performing Test SUPPORT_SSE2_BUILD - Success
-- SSE2 Support: detected.
-- Found Git: C:/Program Files/Git/cmd/git.exe (found version "2.14.1.windows.1")
-- Looking for C++ include memory
-- Looking for C++ include memory - found
-- Performing Test HAVE_SHARED_PTR_IN_STD_NAMESPACE
-- Performing Test HAVE_SHARED_PTR_IN_STD_NAMESPACE - Success
-- Found shared_ptr in std namespace using <memory> header.
-- Looking for C++ include unordered_map
-- Looking for C++ include unordered_map - found
-- Performing Test HAVE_UNORDERED_MAP_IN_STD_NAMESPACE
-- Performing Test HAVE_UNORDERED_MAP_IN_STD_NAMESPACE - Success
-- Found unordered_map/set in std namespace.
-- 32 bit compiler detected.
-- Visual Studio 2015 detected.
CMake Error at build_files/cmake/platform/platform_win32.cmake:165 (message):
  Windows requires pre-compiled libs at:
  'C:/blender-git/New1/blender/../lib/windows_vc14'
Call Stack (most recent call first):
  CMakeLists.txt:874 (include)

-- Configuring incomplete, errors occurred!
See also "C:/blender-git/New1/build/CMakeFiles/CMakeOutput.log".

and the CMakeOutput.log file contain the text "The system is: Windows - 10.0.15063 - AMD64"
I have gone through various forum and article and not able to help, therefore please help in solving this problem as many of other also facing the same problem.

So what is in C:/blender-git/New1/build/CMakeFiles/CMakeOutput.log? There is a reason that CMake tells you to "See also" that file.

it has content like this : The system is: Windows - 10.0.15063 - AMD64

Just include the file in your question

the file contain "The system is: Windows - 10.0.15063 - AMD64" message ,, also mentioned in the question

Please be precise. "The file contains X" is quite a different statement than "The only thing in the file is X".

Have you "svn checked out" the precompiled 64 bit libraries?

yes i  tired with this command ( svn checkout https://svn.blender.org/svnroot/bf-blender/trunk/lib/win64_vc14  lib/win64_vc14) and command run as expected wth downloading contant about more then 6 GB in lib folder.


text:
Blender won’t render the default cube and I can’t cancel the render either
New user here doing something that seems very basic.
I open up Blender (2.77) on my Mac (10.13.1). By default, Blender shows me a camera, a cube, and a light. It’s configured to use the “Blender render” but I haven’t changed any rendering settings.
From the main menu I do Render -> Render Image and I get a screen that looks like it’s about to render but then it just... does nothing?

The progress bar at the top says 0%. If I try to cancel the render by pressing Esc or by clicking the X button on the progress bar, nothing happens. If I quit the app, it says I have unsaved changes but if I “quit anyway” then the app just hangs and I have to force quit it.
My computer is an iMac 5K and I’ve used an older version of Blender on another similar machine, so I don’t think there should be any issues with my graphics card at all.
It seems like I might be missing something but I can’t figure out what. Any ideas?

Edit: here’s a picture of my render settings (they’re the same as when I created a new, default project with the cube; I haven’t modified them)

Would you be able to upload your blend file? I would need to look around at your render settings. Not sure what the problem is.

@icYou520 I’ve added an image of the settings, is this what you meant?

everything looks ok, I am not sure what it could be, I wonder if the problem would still persist if you tried the latest version of Blender 2.79

@icYou520 Aha, I figured it out. I had already downloaded 2.79 a few days ago (I think), but I think my Mac was opening an older version I had lying around when I used Spotlight, and that older version either was buggy or was having issues due to the other, newer copy being around. Deleting the older copy fixed my issue. Thanks!


text:
Edit object in BGE
Can I edit an object mesh in BGE using python? it seems its possible using GLSL shaders; but i've no idea about that.
Please guide me or give me a example using GLSL.
thanks.

It seems, the bmesh module is not accessible in BGE.

If you're certain you want to use GLSL, know that it doesn't read like other programming languages.
It's more like the programming language R, in that you can give it data, and it just does specified transformations for you;  without what you would normally expect to be in a loop.
If I were to attempt it, I'd start with something easier, like Love2D
https://love2d.org/forums/viewtopic.php?f=4&t=32605
Then, once you have an understanding of how to write a GLSL shader,
export an InterQuakeModel from Blender, and use it with Love3D
https://github.com/excessive/love3d
https://github.com/excessive/love3d-demos
That just seems like an easy playground to 'tink around with 'em.
After you know what you're doing, then put those GLSL scripts in BGE.
https://en.wikibooks.org/wiki/GLSL_Programming/Blender

thanks for your complete answer. i just want to cut a sphere in BGE. and after some research realized that using geometry shaders will work; but that creates some kind of artifact and dont affects to physic engine.

GLSL isn't easy, especially if you have no idea about it.
It would be far easier to use Python to edit a mesh in Blender.
https://docs.blender.org/api/current/bmesh.html
https://duckduckgo.com/?q=edit+mesh+python+site%3Ablender.stackexchange.com&ia=web

thanks again. bmesh module is usable/accessible is BGE?

BGE allows python scripts.  You just have to import bmesh at the beginning of your script, like any other module you use.

I know, but bmesh cannot handle BGE objects, and only support bpy objects (not sure, is it true?); If its possible, please give me code sample about using bmesh and bge together. thanks a lot. :)

Oh that could be.  I may have read that half-a-doz years ago when bmesh was new.  I assumed they could by now.  I know bmesh makes a copy of the data, then you have to push back any changes to the original model.  If they don't allow that in the BGE, then I'd pre-make a few variations of your model, then flip between 'em as needed.


text:
randomize falling pattern of an array
I'm having some issues with the simulated animation from learning blender. specifically my arrays of 30mm vulcan bullets, they all fall too uniformly perfect. The tips come off all at same time and start to tilt in exact same direction before unrealistically landing in a pile.
separate by geometry, individual origin points.
I have asked, on blender.chat, Chamferzones youtube page, chamferzones discord, and have watch the tutorial like 5 times. His results are different. I have searched for arrays and gravity rigid body physics and cannot find anything useful.
This is an image at frame 5 or so as they begin to fall.

Blend file link. https://mega.nz/file/240WzRaB#QDcSKBo72B2QIzWfLsixIT8cQOKLWAL76VUJar8dGUg
I have never shared a blend file hopefully that works if not let me know how.
I packed external data and made relative just in case, not sure if i needed to though.

show us your blend file, an image does not help.

For objects that dense and only 5 frames, that's quite realistic. You could try adding a weak force field, as well as select one of the objects, and rotate and move it in the proportional editing - random mode.

I added the blend file to this question.

@Markus von Broady , you are the second to recommend a slight proportional edit. Easily doable and would work but the instructor did not do that. I'd like to know how am still waiting on his response. Also I found a related question where someone suggested dropping them through a funnel out of camera view so they bounce around a bit first. I can also see just dumping them from a bucket, or using a particle system to just pop one after another like they were coming from a Gatling gun. All idea work for end result but im just want to understand why his just fell random while mine are to uniform.

@chris sorry not used to the formatting here, posted blend file and edits, i got the end result that is good enough, just still curious if i missed something.

in the rigid body section, change the collision shape from convex hull to Mesh.


text:
How to add color information from csv file to objects
I have a csv file with xy coordinates and an additional column that I want use as color information and set as a color ramp. Below is an example of the data I have:

Edit: if the color ramp was to go from red (highest number) to blue (lowest number) then I want the spheres with counts equal to 20 to be red and the sphere with count equal to 1 to be blue.
This is really close to what I want to do: How do I import XYZ AND a fourth parameter that adds color to my objects?, but I'm not familiar enough with python to get all the way to the end.
This is what I have so far, any help would be appreciated!
with open("example.csv") as f:
    reader = csv.reader(f)
    for i, row in enumerate(reader):
        if i==0: continue
        x, y = row[0:2]

        bpy.ops.mesh.primitive_uv_sphere_add( location = ( float(x), float(y), 0 ) )

I'm a little confused.  Do you want a colorramp node with colors set at various positions or do you want to set vertex colors on vertices at specific locations or something else altogether?

My goal is for the numbers in the color column to be mapped to a color ramp gradient. For example, if the color ramp was to go from red (highest number) to blue (lowest number) then I want the spheres with counts equal to 20 to be red and the sphere with count equal to 1 to be blue.

There are several ways you could do it. Here's one:
First create a material all the spheres will use. The nodes should look like:

The attribute node reads a custom property on the object named color, which should be a number between 0 and 1.
The color ramp is your desired ramp of course.
Make note of the name because you'll need it in the script. I called it Ramp Material.

Then a slight modification of your script will work
import bpy, csv
with open("example.csv") as f:
    reader = csv.reader(f)
    for i, row in enumerate(reader):
        if i==0: continue
        x, y = row[0:2]
        bpy.ops.mesh.primitive_uv_sphere_add( location = ( float(x), float(y), 0 ) )

        # This sets the material to use on the sphere you just created
        material = bpy.data.materials["Ramp Material"]
        bpy.context.object.data.materials.append(material)

        # This creates the color custom property (assumes range 0-20)
        bpy.context.object["color"] = float(row[2]) / 20


text:
Normal map baking issue - strange result
I wanted to bake normal map using selected to active, but apparently I'm doing something wrong.... Top hp mesh, middle lp, bottom lp with "normal map".

Edit: as @Jakemoyo mentioned in the comment, very small size of the UV island may be the reason, because it is tiny plug, and I baked all the model objects on one map. However, I decided to do another "test", this time with the default cylinder. I duplicated it, made these simple inward details:

and again I am not able to bake a correct normal map using selected to active.

You'll have to elaborate on your problem: what were the exact steps you took to bake the normal map, what does the normal map look like, can we see your UV map?

It looks like either your UVs are extremely small or your baking to a 28x28 pixel image. You need more resolution or you're never gonna get any detail.

In the example of your test cylinder, if the side faces of the inwardly extruded parts are perfectly perpendicular to the surface of the low poly cylinder then the rays cast out from the low poly cylinder will have nothing to detect so will result in a blank normal map. Try selecting the some of the horizontal edge loops of the high poly model and give them a little bevel then re-bake and you should then get a more interesting normal map.


text:
Blender camera problem
when I hit numpad 0 blender focus to object not the camera and when I try to render ı see black screen. You can see this problem on this video. How can I fix this?
https://youtu.be/bgg6i_4iMNA
Edit:
I solved the problem. You can see on the my answer or click the link.
https://youtu.be/2yDCiFCg_HU

I realized the problem. The problem is local camera was my object you can see on the image.

now its fix :D

good, this is something useful for other people too :)

the problem you are facing is that:

what you see in the viewport is not what the camera sees (to check what camera views, click on the "camera icon" (check image below) or press numpad 0)
the render is based on what the camera sees
to match what the camera sees and what you see in the viewport you need to keep the two aligned.

To do it you should:

click on the camera icon (or numpad 0)
press n to open the right panel
in the right panel, under View > View Lock, flag "lock / camera to view" (check the image below)
when the "Lock / camera to view" is on, when you move your view in the spaceport, you also move the camera.

hope it helps
check also this to simplify all above:

Thanks man this helped.


text:
How to make `bpy.context.window.workspace = bpy.data.workspaces['Shading']` work in an unattended script?
I would like to switch to the Shading workspace in a script that is executed by calling blender with the --python argument.
For that purpose i have bpy.context.window.workspace = bpy.data.workspaces['Shading'] in my script before doing all the other things.
Results of that other things are visible at next opening of the blend file. But the workspace keeps being Layout.
It works in the script window, but is completely ignored when running Blender exclusively for the script - with and without the --background option.
The ignorance goes so far, that print(bpy.context.window.workspace) right after setting the workspace returns the old workspace.

So how can the correct workspace actually be set by an unattended script so that the human can start working on the results right after opening the blend file without first having to switch the workspace himself?

Found a hacky solution implementing Marty Fouts' comment:
import threading
import time
import bpy

def main():
    # Do the actual work here as usual.

    threading.Timer(0.0, afterWork).start()

def afterWork():
    try:
        workspace = bpy.data.workspaces['Shading']
        window = bpy.context.window_manager.windows[0]
        for _ in range(0, int(100.0/0.1)):
            window.workspace = bpy.data.workspaces[name]
            if window.workspace == workspace:
                break
            time.sleep(0.1)

        bpy.ops.wm.save_mainfile()
    except Exception as ex:
        print(ex)
    bpy.ops.wm.quit_blender()

main()

It only works without the --background option and Blender crashes on bpy.ops.wm.quit_blender() but bpy.ops.wm.save_mainfile() works fine - so nothing is lost.

I'll use this hack until the real answer emerges...

Blender runs scripts given in the command line before it initializes the workspace.  So your initialization is being undone by Blender later.  The usual workaround is to add a timer at the start of the script so that Blender has enough time to initialize before your script actually runs.

Do you want change to "Shading" workspace after open a blend file?
import bpy
from bpy.app.handlers import persistent

@persistent
def run_when_new_blend_file_open(dummy):
    try:
        print(" to 'Shading' workspaces ")
        bpy.context.window.workspace = bpy.data.workspaces['Shading']
    except:
        print(" can't find 'Shading' workspace")

bpy.app.handlers.load_post.append(run_when_new_blend_file_open)

Tried this and the @persistent function gets never called. Might be because the blend file is already open when the script runs as the script is supposed to alter it. I can get it to run as save_pre - but then the workspace change is ignored.


text:
Having issues when subdividing human model
I'm using a subdivision modifier to fix 2 meshes with low geometry and each has its own issue. First is the mouth mesh. This model uses multiple different mouth models as expressions although it does have a semi-working face rig. When I put subdivision on it, the corners of it get messed up and it doesn't look connected to the face anymore:
Mouth without a Subdivision Surface modifier:

Mouth with the Subdivision Surface modifier enabled:

The second issue is when I subdivide the body mesh. When I do this, the top that the character is wearing gets distorted. The neck also doesn't seem to be connected to the body anymore because of the subdivision.
Body, Subdivision Surface modifier disabled:

Body, Subdivision Surface modifier enabled:

This is all in an attempt to smooth the meshes so they are more pleasant to look at.
Link to the pictures in a Google drive folder along with the blend file

You objects are probably using Ngons

how can i fix that? also what is an ngon?

The mouth is a separate, loose mesh. The Subdisivion Surface modifier makes the sharp corners round and this creates the holes that you can see. You either need to merge the vertices (Merge By Distance, key M) or use a Weld non-destructive modifier. But I am not sure how this affects the UV map and the weights for the rig. 2) The mesh is triangulated. The Subdisivion Surface does not work very well with such a mesh. The texture is aligned with the faces, and as the subdiv modifier moves the vertices around the shirt, it becomes distorted.

You can dissolve edges and use the knife tool to create a cleaner quad topology that works better with the Subdivision Surface modifier. Unfortunately, Blender's Tris to Quads command messes up the UV map and the texture. I'm not sure, why this happens. I will have a look later. -- An Ngon is a face with more than 4 vertices.


text:
Morphing particle system, interact with surface
I need to recreate this animation:

https://youtu.be/TZ3Ki3fxwS0?t=64
Is it possible to recreate these blob particles to splashy things when they interact with the surface?
if it can be done procedurally it will be the best choice for me.

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


text:
Recommended settings for the magic unicorn primitive?
I'm having trouble to figure out meaningful parameter settings for the unicorn primitive operator.
It's mainly about the hoofs:

should I make them two-toed or four?
Is a head-to-toe ratio of 3:1 realistic?
there is no option to add nail polish, can anyone share a node setup for pink glitter, but also a decent subsurface scattering?

Bonus question: How many horn spins do you like the most?

It needs to spew real, 24k gold Unicoins out of my monitor for the effect to REALLY be pleasing. (LOTS of them!)

Also, can you have controls so the enthralled eyes & lolling tongue could be added for special occasions?

@Vader VADER VADER VADER VADER VADER VADER play along!
:D

@vader I vote YOU come up with the pink glitter nail polish node tree.

I vote to close because "Closed because unicorns"

I already wasted all my unicoins so I can't CV it

@ThomBlairIII I am working on it ;)

@CoDEmanX LoL, nice one! Still searching for the button tho :(.. The icon looks better than the real thing!

What the.. Suzanne got some competition.

So, is this on BlendSwap yet?!

Closed because unicorns...
This question appears to be off-topic because it is not a real question. It was a Apirl first joke, and there is no unicorn primitive operator in blender.

FYI: Italian wildlife reserve officials find real-life Unicorn Deer!

If this question isn't reopened and the rights of Unicorn primitives upheld, I may be forced to notify GreenPeace & the NAAU (the National Association for the Advancement of Unicorns)!

If moderators refuse to help us, as a last resort, I may be forced to even involve Redfoo. He is a known champion of causes such as this. #ReopenBecauseOfRedfoo

Here is a nail polish shader you can use. I am no make-up artist but I believe it should looks something like this. It does not use SSS but it does render on the GPU.

Node Setup

AWESOME! Can you make it sparkle more? Maybe even rainbow colored sparkles??!
:D

@ThomBlairIII I updated the material

Aww Yeah!! That's what I'm talkin about! :D

My Little Pony & Hasbro would be proud!

@ThomBlairIII I am not familiar with that franchise

OMG! Take a look!