text:
How to change Bump Map height
I'm using a black and white bump map image to carve a image from an object but when I change the height it only bumps a little. If increase the height nothing really changes. How can I change the height/depth of my bump map?

@cegaton still nothing really happens the height always stays the same whatever value it gets

@cegaton I've added my node setup

If you have a full black and full white image, there is no height-- the only thing that matters in a bump map is the change in value, which in your pic, exists along only a single pixel border.  You really can't get away with using a 1-bit color image as a bump map-- there's very little point to it.  If you want your bump map to look better, pop it in GIMP and run a gaussian blur on it first.  After that, changes in height will become more apparent.

At first of course, use an app like CrazyBump or else to convert your picture to a DISP picture.
Then: Image Texture node (Non-Color Data mode) -> (Color Output) -> Height input of a Bump node -> Normal input of a Diffuse node -> Material Output node. Play with the Strength value of the Bump node to increase the effect.
As Cegaton said, if necessary, you can increase the effect with a Converter > Math node (Multiply mode) between the Image Texture and the Bump (you could also try a Converter > ColorRamp node between the Bump and the Diffuse).

Here I've used your file, set a simpler material, and played a bit with the different values of CrazyBump, it gives a bit of blur and grey, you can get something better than what you can get with a simple B&W picture, but you can't simulate a deep engraving, especially if you don't have any image texture that goes along and that could help to fake it...

BlenderForNoobs has made a video on this topic, you can see that you can only fake a slight engraving: https://www.youtube.com/watch?v=wWB5XVK7-VI&
Also maybe try to blur the b&w bump image, it may give better result.

I have the same setup but nothing changes (added image of my setup in my first post). The image I'm using is kind of a stencil.

we lack information, for example, what your map looks like? Even with a black & white picture I can get a correct result, as long as I convert it to a DISP picture of course. Perhaps share your file, and don't forget to pack the image as PNG: https://blend-exchange.giantcowfilms.com/

The background is totally black (#fff) with totally white(#000) stars on it.The image has 8k size and has the PNG format.

again, you need to convert it to a DISP picture with an app like CrazyBump, or with a online converter, have you done it?

The image I'm using is already a black and white image. Using Crazybump to convert a b/w image to an DISP image doesn't give great results.

could you please share your DISP image (or your file) so that we can try?

Sure, here it is: (https://blend-exchange.giantcowfilms.com/b/5913/)

I've edited my answer, I've played a bit with the CrazyBump values, anyway you will never simulate a depth like a topology, especially if you only count on the Bump node

Bump Map is very subtle, if you need more depth, try with displacement.

Good Luck


text:
How to tween the alpha channel (visibility) of an object?
Edited 5/16/19. This was a beginner question, and I worded it all wrong because there was so much stuff I didn't understand.
My understanding now is that before creating an animation I need to create all the objects I expect to need in the 3-D View panel. I can't add a new object once there are lots of keyframes and tweening happening, because the existing keyframes may interfere with the new object. There are also mysterious things called "actions" using advanced editors that I know I will never understand.
When I create a Material with .5 alpha, I cannot assign it to the selected object.
I'm looking for a solution that tweens the alpha property of an object, so that an object gains or loses visibility gradually. If this really cannot be done in Blender, please someone post "this cannot be done in Blender". I would be surprised, since Blender can do everything else.
I apologize for being such a beginner. I started learning using cgcookie.com, but after the success of the first course I couldn't keep up with the fast videos and had to quit. I now search the web to learn each new thing I need in Blender, so this question of animating the alpha channel is probably useful for others, too.

I want it to work when playing the animation in Blender. As I understand it, there is a default Blender render engine as well as others, and it shouldn't matter which engine is used. If I'm wrong, remember I warned you that I'm a beginner.

Then please give a separate answer for each render engine, if you know the answers. Unfortunately, those who know seem to remain silent. It is even possible that Blender does not support animating transparency at all.

The outliner displays ALL object in the scene independent of keyframes. You can add and delete objects from your scene anytime on any keyframe.
However if you want your object to show up at a certain keyframe just animate its visibility by pressing I while hovering over the visibility icon of the object thus adding a keyframe for that property.
You could also do a search for the answers, since you are not the first one to have this kind of problem ;)
https://stackoverflow.com/questions/8844389/how-to-make-an-object-invisible-at-a-particular-keyframe-without-moving-it-in-bl

I think that it takes two operations to create a special Restrict View keyframe. First, create the keyframe by hovering over the eye in the object shown in the Outliner Editor and pressing 'i'. Second, click the eye to the desired state, visible or invisible, and click 'i' again.
After two such keyframes are created, look in the Dope Sheet editor to see the range of the effect.
Also, in the Dope Sheet Editor, you can select the diamonds for a keyframe, click Delete key, then choose Delete Keyframe to delete a keyframe. Not obvious!

You may also want to make sure you key the camera icon as well for render visibility.

Here is one possible solution I found when I was having the same problem. You have to be using cycles rendering engine. In object properties panel menu go down to cycles settings and in Ray visibility you can uncheck camera. This check box can be animated and driven. I don’t know how to do this for collections. This seems to be on a per object basis unfortunately.

source: Stack Exchange

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

sort: votes


text:
Rendering Multiple Frames Makes my Animation Grainy
Sorry if this question has already been asked but I'm kinda desperate at this point. I have recently started using Blender for animations. Whenever I see people post animations they made in Blender online they always look crystal clear and the colors really pop. But for some reason whenever I try to render out multiple frames to later put together in the video sequence editor my images look grainy and not as  bright once they are placed in the finished and placed in the folder. But when I'm sitting there watching the images render on my laptop they look pretty clear and all the colors pop. It only seems to happen when I render multiple images at once, I have tried turning up my samples, resolution and other settings but no matter how cranked my they are or how long the render seems to take it still doesn't look as clear as it could be. Here are some example pictures of what is going on and what my settings look like.

This is what it looks like while it's is rendering

This is what it looks like once it's placed in a folder when it's finished rendering.

And these are my settings.
Sorry again for the long explanation and any help or advice would be much appreciated! Thanks.

Here is a picture of color management settings as well

Welcome to SE! Share a .blend (or part of it) via https://blend-exchange.giantcowfilms.com if you can. It'll be easier to investigate.

I notice you’re rendering out to JPEG which is inherently lossy. Try changing to PNG.

I added the .blend file. I have also tried rendering the images as PNG files and I still have the same problem, thanks though!

Hm, I don't see any difference for my render tests. Try latest Blender build https://builder.blender.org/download/

I tried rendering it again in the latest blender and I am still experiencing the same issue. Thanks for the advice though!

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


text:
Python scripting: How to hide from viewport all child objects linked through parent
Update:
Let me ask a slightly different way, since I may be over-complicating things.
If working from the UI there's an option to do this:

You can Shift-Click to hide parent and children objects. How do you accomplish this programmatically? The only way I've found so far just hides the main object:
row.prop(wall, "hide_viewport")

Original Question
I'm working on an addon that's essentially a kitchen designer, so the base objects that need tracking are walls. Each wall has objects snap to it and become the parent object for everything underneath.
The walls need the ability to be hidden, along with all of the associated child objects. This requires a function for a little processing. If all of the walls could be defined ahead of time, I know how to accomplish this (create the class functions and register them, etc).
However walls are added as needed, with a simple loop that tracks and displays them:
    row.label(text="Walls")

    if object.expanded_walls:
        row = box.row()
        for wall in objs:
            row = box.row()
            row.prop(wall, "name")
        --> row.##boolean_flag(script_that_hides, arg_with_wall_id)

This list is updated dynamically in the display, so displaying any wall property is easy.
But, I can't figure out how to put a simple boolean flag with each line item capable of calling a function data from objects in the same row. Any way to do that?

Boolean with update

A hide_children boolean property is added to all objects.
If the property is updated all children are hidden, plus their hide_children is set, propagating the hide down the hierarchy.

2.8x Test script, with property drawn on text editor footer.
import bpy
from bpy.props import BoolProperty

def hide_children(self, context):
    self.hide_set(self.hide_children)
    for o in self.children:
        o.hide_children = self.hide_children

bpy.types.Object.hide_children = BoolProperty(update=hide_children)

def draw(self, context):
    layout = self.layout
    ob = context.object
    layout.prop(ob, "hide_children")

bpy.types.TEXT_HT_footer.append(draw)

Similarly to only toggle children
def hide_children(self, context):
    for o in self.children:
        o.hide_set(self.hide_children)
        o.hide_children = self.hide_children

These are object properties, to layout for all objects in scene
for o in scene.objects:
    layout.prop(o, "hide_children")

Note: For 2.8x would be very tempted to do this with collections, and their hierarchy instead of objects.

Is it possible to pass this function an object that isn't currently the active object? For instance: "row.operator('view3d.hide_children', text= "Text") sits inside a panel as a button. When pressed I would like to send it the object info contained in that row, but it doesn't appear these can take other params. Either way, looks like you are correct about reorganizing according to Collections... Seems to be much easier to control if everything is laid out that way instead.

See latest edit.

Only for first level children:
# hide the parent object
bpy.data.objects["parent"].hide_viewport = True

# get the list of children
list_of_children = bpy.data.objects["parent"].children

# hide the children
for obj in list_of_children:
    obj.hide_viewport = True

Now for all level children:
def recursive_child (list):

    children_list = []
    for obj in list:
        if obj.children:
            print (obj.children)
            children_list.append(obj.children)

        obj.hide_viewport = True  # hide the child
#        obj.hide_viewport = False  # use this if you want to show the child
    print (">>children_list: " + str(children_list))
    if children_list:
        for child in children_list:
            print ("going deeper")
            recursive_child (child)

recursive_child(bpy.data.objects["parent"].children)


text:
How to get an event when an object is selected?
I've tried to find a way to do this using handlers and events, etc. Essentially I need to know when an object is selected. This isn't a click event, or another action based on user input, but instead based on user selection.
I guess I could capture all clicks through a modal and use that to check selected objects, but that seems like overkill. Blender knows when something has been selected. I just don't know how to piggy back off of that.
EDIT
This is the modified script from the examples I could find. While I want selection eventually, for now just wanted to get something that would work. Anyone know why this script won't work?
import bpy

ob = bpy.data.objects['Cube']
def cube_location_callback(ob):
    # Do something here
    print("Cube has moved to ", ob.location)

def subscribe_to_cube_loc_change(ob):
    if ob.type != 'MESH':
        return

    subscribe_to = bpy.context.object.location

    bpy.msgbus.subscribe_rna(
        key=subscribe_to,
        # owner of msgbus subcribe (for clearing later)
        owner=ob,
        # Args passed to callback function (tuple)
        args=(ob,),
        # Callback function for property update
        notify=cube_location_callback,
    )

subscribe_to_cube_loc_change(ob)

FOLLOW UP
Since my original goal was to fire an even upon object selection, I wanted to update with a solution.
subscribe_to = bpy.types.LayerObjects, "active"
bpy.msgbus.subscribe_rna(
    key = subscribe_to,
    owner = self,
    args = (self,),
    notify = wall_selected_callback,
    )

This taps into the active object selector and will callback whenever the active object changes. This is pretty handy.
It's not what I wanted originally, which was the ability to tie back into the object itself and only fire when that object is selected. If that were available then the object would automatically know what to do when selected. With this solution the script still needs to figure out what has been selected and what the next actions is. There may still be a way to register with the object itself, but I haven't got that far yet.
A lot of people recommend using handlers for this type of usage, but the only option for this is the bpy.app.handlers.depsgraph_update_pre/post command. This can fire off a lot of extra events if all you want is to know when an object has been selected. Plus handlers seem to revolve much more around file and animation operations. Using the above is a more targeted solution.

https://devtalk.blender.org/t/addon-development-question-attaching-callback-to-buttons/8677/2

Interesting... not heard of the msgbus but seems like the right area to catch events. Also looks like a bit of dark magic involved and not sure if the examples out there still work for 2.8. I edited my post with the code I tried but can't get to work yet.

You have to pass "location" (string) to path_resolve():
import bpy

# Callback function for location changes
def obj_location_callback(ob):
    # Do something here
    print('Object "{}" changed its location to: {}: '.format(
        ob.name, ob.location)
        )

# Subscribe to the context object (mesh)
def subscribe_to_obj_loc(ob):
    if ob.type != 'MESH':
        return

    subscribe_to = ob.path_resolve("location", False)

    bpy.msgbus.subscribe_rna(
        key=subscribe_to,
        # owner of msgbus subcribe (for clearing later)
        owner=ob,
        # Args passed to callback function (tuple)
        args=(ob,),
        # Callback function for property update
        notify=obj_location_callback,
    )

# Ensure only meshes are passed to this function
subscribe_to_obj_loc(bpy.context.object)

Hi. This is very interesting (did not know that 'msgbus'). That means that all that have rna path can benefit for an update callback, that's it? Is there some documentation somewhere or described roadmap about it? Thanks. And additionally 'owner' is the object? I mean clear will clear all callbacks?

New to me too @lemon :P ... Yep looks like that. Still on it and try to figure out how to get rid of it by using bpy.msgbus.clear_by_owner(ob), also I don't get why it doesn't work when grabbing the object...

Found a more complete example using a 'handle': https://developer.blender.org/P563 @lemon

I've updated script the reflect the changes, which appears to be the correct answer. However I can't get my script to report any feedback. I assume just by moving the object it should callback the location?

To make it work, run it, bring up the N-Panel and drag any location slider... What do you think is wrong (not correct) on my answer? The only difference I see is that you are not using ob.path_resolve(loc... but this returns the python path of the property (loc) so it's even safer for general usage (other properties) at the moment. @SamVimes

@brockmann Your answer is correct... didn't mean to imply otherwise. My only comment there was that the answer looked correct even though I didn't know how to use it correctly. Once I slid the object around using the N-Panel everything worked. I had originally thought it would also work by the Move function, so that's why I was confused. Thanks for the help!

No problem @SamVimes. There is indeed a lot of confusion about this, see lemons' comment... It looks weird and unfinished. For e.g. I'm still not sure how to 'unsubscribe' properly. Have you already seen this? Anyway, I promise that in case I find out something new to it, I'll update my answer... That's all what I can do. Cheers!

If I understand your question correctly, I can offer the following solution:
import bpy

def msgbus_callback(*arg):
    # in console will be print selected_objects
    print(bpy.context.selected_objects)
    # you can do something

def subscribe_to_obj():

    bpy.msgbus.subscribe_rna(
        key=(bpy.types.LayerObjects, 'active'),
        owner=bpy,
        args=('something, if you need',),
        notify=msgbus_callback
        )

if __name__ == "__main__":
    subscribe_to_obj()


text:
Help with importing modules with classes in blender
I'm making a file importer addon (for a 3d model) for blender. Since the file format I'm working on is in binary ,for that I have been using a binaryreader for reading the needed values.
The binary reader that I'm using is a module that you can install with pip function and it works like how its intended to do when you run your scripts with it in VScode and other python ides
Now my addon structure looks like this
Addon
-> __init__.py
->importer.py
->binaryreader.py

When it comes with importing custom modules, it does its job and gives the output I require.
For an example
(bl_info block)

def some_data_block(some_values etc)

from . import test
print(test.add(20,20)) #gives the result as intended ,ans=40

However the problem arises when I try to import a module with classes (like the binaryreader used here)
(bl_info block)

def some_data_block(some_values etc)

from . import BinaryReader

f = open(filepath, 'rb')

print(BinaryReader.read_str(3)) #prints the first 3 bytes of the file as a string

return {'FINISHED'}

(some other related code)

Now if you run this code (compile it to an addon first!) you will get a:
AttributeError: module 'addon.BinaryReader' has no attribute 'read_str'

I dont know why it causes this error, i tried using code snippets from other answers about import module related problems but it either causes an error or just does not work the way i want it to work, any help would be appreciated in fixing this error

After some research on quite a couple of python import related errors and troubleshooting, the solution to fix this problem is to:
remove: "__name__" =" __main__"
this specific line causes relative imports to not just work for some reason
Also set your import lines to something like this:
from .binary_reader import BinaryReader
It might be a silly reason for why I cant import classes from another file but i hope this helps :)


text:
I don't have "Mask Slice to New Object" button in Sculpt Mode
I want to separate masked mesh part, I googled that there is suppose to be a button for this, but I don't have it. I'm using Blender 2.81.
I tried to do "Mask Extract", but it works weird, it just makes a pool of polygons. I don't want to separate it via Edit Mode, because it is too much polygons.

I think it's just because 2.81 don't have it. In version 3.4, this button is definitely there.

thanks, stranger

I always wonder what's the logic behind choosing to use old versions? I understand not switching versions in the middle of one project, but 2.81?.. Why?

I just haven't updated it, I didn't realize it's super old


text:
Garage Kit/3D Printing
I'm a total beginner at blender, and I want to eventually make garage kits and 3D print them one day. I've been searching on how to make the separate parts and create exact holes in the shape of squares and a "peg" or connector of some sort that will connect the two pieces exactly. But I haven't found anything, how do I do that? Sorry if I didn't use any of the correct terms, I'm not sure what they are actually called.

This sounds like the job for a CAD application like FreeCAD rather than an animation software like Blender

Google Maker Tales and CAD Sketcher Addon for Blender

See if this helps.  I do this all the time.
https://blender.stackexchange.com/questions/275418/how-do-i-use-the-geometry-of-one-object-to-make-a-corresponding-socket-in-anothe/276224#276224


text:
How do i make an object follow a line correctly?
So i want an object (A dragon) to follow this line, which begins and travels normel with a slight bend and after some time it goes into a sprial and ends, the line has points in all coordinations, meaning some are higher some lower, some right, some left. But my dragon, no matter what deform axes i use flys off to some weird shape and changes form. I dont want the dragon to strech nor to goe somewhere else, i only want it to look normal and follow the line. I also applyed all transformation and set the orgigens to the right places. I appreciate the help.

just let a (invisible) plane (or whatever object) follow the line. Then parent your dragon to that plane.

https://blender.stackexchange.com/questions/127754/make-object-follow-curve-without-rotating-deforming?rq=1


text:
How do I get the Layers tab to show in the Properties menu?
In other posts where people have asked this, the answer was that you needed to switch out of local view into global view for the Layers tab to appear. However, even when I was in Global View, the Layers tab was still not there. Please help me.

what layer tab are you talking about (for that matter what is the "Properties menu")? A screen shot would be very helpful here.

@David I'm talking about this Layers Tab.

I think the layers tab that you heard disappears in local view is the scene layers that is shown in the 3D view header.

The screenshot you added in the comments is from an old version of blender. Since 2.67 the render layers have their own tab in the properties.

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


text:
Face normals to point to view
I require help with a script to make the face normals point to view when creating a plane. Blender seems to use coordinates and it's unpredictable.
import bpy

#select objects to make a face

bpy.data.objects['moving_object'].select_set(True)

obj = bpy.context.window.scene.objects['moving_object']
bpy.context.view_layer.objects.active = obj

bpy.data.objects['fixed_object'].select_set(True)

obj = bpy.context.window.scene.objects['fixed_object']
bpy.context.view_layer.objects.active = obj

bpy.ops.object.editmode_toggle()

bpy.ops.mesh.select_all(action='SELECT')

bpy.ops.mesh.edge_face_add()

bpy.ops.object.editmode_toggle()

bpy.ops.object.origin_set(type='ORIGIN_CENTER_OF_MASS', center='MEDIAN')

Please post script.

There are two objects each containing 3 vertices. The script selects both objects then makes a face on each one. Depending on the angulation of the objects, the face normals are unpredictable. http://pasteall.org/blend/index.php?id=51558


text:
Python and particle system
I have been using this code to add a new particle system and create a name for it... I need help to choose the particle type "HAIR" and set other parameters.. This script does not work because the [part.001] keeps changing and going up. It will only work once when creating the first name.
I will need one particle system, so I can apply the code on other objects as well. It is a bit confusing.
The MBall is used as a particle to cover the entire surface of an object.
import bpy

obj = bpy.context.active_object
obj.modifiers.new("part", type='PARTICLE_SYSTEM')

bpy.data.particles["part"].type = 'HAIR'

bpy.data.particles["part"].count = 15000
bpy.data.particles["part"].use_advanced_hair = True
bpy.data.particles["part"].render_type = 'OBJECT'
bpy.data.particles["part"].instance_object = bpy.data.objects["Mball"]
bpy.data.particles["part"].particle_size = 0.15
bpy.data.particles["part"].emit_from = 'FACE'
bpy.data.particles["part"].distribution = 'RAND'
'

Python console code.
Add a particle system to the context object, Note the reference returned ps if the system names this system "part.001" it will be ps.name
>>> ob = C.object
>>> ps = ob.modifiers.new("part", 'PARTICLE_SYSTEM')
>>> ps.name
'part'

another
>>> ps = ob.modifiers.new("part", 'PARTICLE_SYSTEM')
>>> ps.name
'part.001'

The newly created particle system in the objects particle system collection
>>> psys = ob.particle_systems[ps.name]

psys.settings is a pointer to the particle settings stored in bpy.data.particles referred to by this particle system.  Notice it has the name "part.001" but we haven't used the name to find it at all, only a reference and pointer
>>> psys.settings
bpy.data.particles['part.001']

Use this pointer to set some properties (as in question code)
>>> psys.settings.count = 10000
>>> psys.settings.type = 'HAIR'

Can use this to set to a predefined set of settings, in this example a previously defined group of settings named "Wooble"
>>> psys.settings = D.particles['Wooble']
>>>


text:
bpy.ops.nla.bake() bake only x Location
I want to bake my Animation with bpy.ops.nla.bake(), but I only want to bake x Location, because otherwise blender rotates my object and I can't change the Rotation.
Is there a way to set this in the Parameters of bake() function?

The link to source on bpy.ops.nla.bake(...) is broken.  anim.py  It contains the code to the operator.

Ok, but I dont't want to change that file. Do you know another way?

Could use the operator template and paste in the operator code from anim.py.   Edit to suit.

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


text:
Add-on - Error with Module
I was downloading some interesting looking add-ons and I copied the script to the addon folder like I was supposed to but when I tried enabling it in Blender it gave me this error (the addon is MCexport):

Related  You want the files you see in git repo in a folder .../addons/MCexport/  I have the feeling you have copied MinecraftCubeModelExporter.py to your addons folder, whereas it should be in .../addons/MCexport/Export/MinecraftCubeModelExporter.py   (and all the other files accordingly)


text:
Animation nodes nested loops
I would like to replicate the following python code in animation nodes:
a = [1,2,3]
c = []

for i in a:
    for k in a:
        c.append(i*k)
print(c)

The output is [1, 2, 3, 2, 4, 6, 3, 6, 9].
However in animation nodes I can not make this work. Below is my current nodes setup:

(I know that this could be done in AN in a simpler way however I need something like this for a more complicated project.)

Duplicate? https://blender.stackexchange.com/questions/130932/combine-all-lists-from-nested-subprogramm-animation-nodes    https://blender.stackexchange.com/search?q=nested+loops+%5Banimation-nodes%5D

If this is a simple case, like in your question, you can also use "expression" node and avoid nested loops.

You can do something like this:


text:
How to make displacement working on imported objects?
If I use a displacement (shader) with geometry created in Blender (Cubes, Planes etc) it's working perfectly. However, when using displacement on imported geometry (shader) it's not working at all.
Is there any solution to this?

https://blend-exchange.giantcowfilms.com/b/YXeEBjjq

hi jachym, thanks for your reply. I know that I need Adaptive Subdivison, but also with that turned on, it's not working the way it should be. Maybe you could be more precise about that 'many other issues'?

The imported meshes are cildren of empties with very low scale.

@FFeller would you know how to apply scale for parented objects? Without clearing the parent relationship?

@ᴊᴀᴄʜʏᴍ ᴍɪᴄʜᴀʟ Applying transforms doesn't affect the parent relationship. I don't think the relation was an aspect. Anyway, you gave a precise answer.

@FFeller Well, scale of parented objects cannot be applied directly it seems. I needed to remove the parent first. Maybe I'm doing something wrong :).

Three things for this to work
Proper UV maps (main reason)
- your imported objects have broken or even missing UV maps, so the displacement doesn't work
- to solve this, select all faces of the mesh and go UV > Smart UV Project
Connect Displacement texture
- your node setup is very... unusual :)
- you need to connect your Displacement Texture directly into the Displacement node
Apply scale
- some of your objects have very small scale (0.01) which also affects final displacement
- apply the scale through Object > Apply > Scale  so it 1.
Apply scale to parented objects
- some object's are parented - you need to clear the parent before applying scale
- select parented object and go RMB > Clear and Keep Transformation

How to create a simple UV map.
This is just a quick and dirty way. Learn to unwrap objects manually

How to connect Displacement texture

How to clear parent and apply scale
Do this for all imported objects, just to be sure

thank you very much, 'apply scale' was the step i wasn't aware of...

Happy to help :). You can now mark the answer as accepted ✓, so others can easily find it.


text:
Is there a way to get all shortcuts of 2.79 back?
I have a lot of trouble transitioning from 2.79 to 2.8 because I was so used to hotkeys in older versions. Is there a way I can recover all 2.79 shortcuts for blender 2.8x? I mean  all, really...
Things like:

ShiftZ for rendered mode
CtrlTab in edit mode for switching between vertex, edge and face selection
ShiftF for camera fly mode
Spacebar for searching
...

Q: How can I recover all 2.79 hotkeys?

What may have been your problem is that you had too many custom hotkeys. You can go to the Blender preferences, and adjust the input hotkeys for individual functions if you like.

https://blender.stackexchange.com/questions/124354/blender-2-8-beta-wouldnt-load-old-2-79-key-configuration/124370#124370 https://blender.stackexchange.com/questions/139817/will-importing-user-preferences-from-version-2-79b-to-2-80-work-and-is-it-a-good/139878#139878

While I made the same switch as you and felt like I had to relearn blender, I am now very comfortable with the new controls, and they are much more intuitive. However, if you do want to stay with they 2.79 controls, here’s how you do it:
Go to preferences>keymap. Next in the drop-down bar at the top that currently says blender, click on that and change the selection to “Blender 27X”. This should give you all the shortcuts from 2.79. Hope this helps!

First I also thought the keymap of 2.8  could be better because I used blender for a long time, but the 2.8 keymap is much better, And all new tutorials are made the the new keymap....


text:
Why does my bakes looking bad in Marmoset Toolbag?
I did chamferzone's tutorial for game ready assets and everything was fine until marmoset 4, I did a preview bake and here is the result:

I tried to change the cage offset but nothing changed.
Baked Textures:

Blend File:

What am I doing wrong?

Since the render engine is set to Eevee, I guess you are trying to bake in marmorset correct? If so, your objects are not named properly, make sure both names (low and high) are matching.

oh okay thank you so dont have any problem to my uv map or something


text:
How to convert HSV to RGB using shader nodes?
I am trying to implement the following function that converts HSV to RGB:
HSVtoRGB= function(color) {
    var i;
    var h,s,v,r,g,b;
    h= color[0];
    s= color[1];
    v= color[2];
    if(s === 0 ) {
        // achromatic (grey)
        r = g = b = v;
        return [r,g,b];
    }
    h /= 60;            // sector 0 to 5
    i = Math.floor( h );
    f = h - i;          // factorial part of h
    p = v * ( 1 - s );
    q = v * ( 1 - s * f );
    t = v * ( 1 - s * ( 1 - f ) );
    switch( i ) {
        case 0:
            r = v;
            g = t;
            b = p;
            break;
        case 1:
            r = q;
            g = v;
            b = p;
            break;
        case 2:
            r = p;
            g = v;
            b = t;
            break;
        case 3:
            r = p;
            g = q;
            b = v;
            break;
        case 4:
            r = t;
            g = p;
            b = v;
            break;
        default:        // case 5:
            r = v;
            g = p;
            b = q;
            break;
    }
    return [r,g,b];
}

I'm completely fine up until the large switch/case structure. I have no idea how to implement this without creating a huge mess. It would be fine if each case was changing the same value, but each case has different variable assignments than others.
Here's my current nodegroup:

If someone could guide me to a working solution here, it would very much appreciated!

Related: HSV to RGB conversion

Is this an exercise,  or ....

... will this do?...
EDIT: No, it won't. If you want to do logic like this by hand..
One way to approach the case statement would be use the implicit cast of True and False to 1 and 0, and multiply the truth-value of the case-condition with the color that would result if it were true.

.. so the above cluster says (v,t,p) * (i == 0) + (q,v,p) * (i == 1) +....
If the i == 0 condition is true, then the (v,t,p) contributes to the sum of colors. If the condition is false, it contributes (0,0,0).  Only one case will be true, and contribute more than 0 to the sum.
You then accumulate a sum of all the colors:

But this stuff can be tedious to debug.. @Rich Sedman's kit can be a fantastic time-saver.

Is your source  H mapped from 0-360? Blender's H is 0-1, so you may have to divide your input H by 360.

I should have clarified in my original post, but yes it's an exercise. I completely realize blender does this natively. I'm trying to get better at working with more complex node setups, as well as translating code to nodes.

@Jay Okydoky... I did think brockmann's edit of your title might not be quite right, this time.. I'm sure he wouldn't take offence if you put it back, and maybe clarified the Q so as to make the 'exercise' aspect a bit clearer.

Thanks, no problemo, I'll edit it a bit later.

Very nicely explained.

The code can be translated into a form that can be passed to the Node Expressions add-on to automatically build the node group. Paste the following text into a new text block named 'HSVtoRGB' and add the expression "TEXT:HSVtoRGB" to use it.
# Function to demonstrate converting HSV toRGB
#Inputs are Hue (0-360),Saturation(0-1), Value (0-1)

inputs(Color)
outputs(oColor)

h= Color[0]
s= Color[1]
v= Color[2]

h2 = h/60
i = floor( h2 )
f = h2 - i

p = v * ( 1 - s )
q = v * ( 1 - s * f )
t = v * ( 1 - s * ( 1 - f ) )

#Booleans based on value of i
i0 = (i==0)
i1 = (i==1)
i2 = (i==2)
i3 = (i==3)
i4 = (i==4)
i5 = not(or(i0,i1,i2,i3,i4))

#Combine products of booleans
r = (i0 * v) + (i1 * q) + (i2 * p) + (i3 * p) + (i4 * t) + (i5 * v)
g = (i0 * t) + (i1 * v) + (i2 * v) + (i3 * q) + (i4 * p) + (i5 * p)
b = (i0 * p) + (i1 * p) + (i2 * t) + (i3 * v) + (i4 * v) + (i5 * q)

oColor[] = combine(r,g,b)

The 'switch' statement is performed by first creating a number of boolean intermediate variables - in this case i0, i1, i2, i3, i4, i5 - by comparing with each of the cases. Note that i5 is calculated based on the other 5 variables since that should always be 1 whenever all of the others are blank (this will make it the 'otherwise' of the condition).
Each of these booleans is multiplied by the desired result in that case - and those products are simple added together to produce the final result. Provided only 1 of any of the booleans is ever 'true' (ie, 1) it is safe to combine via addition.
This produces the following node :

Containing the following :

The layout isn't particularly pretty but each 'sub-group' defines each of the variables in the expression text and can be reviewed individually if desired. Also, there's no need to edit the actual nodes since you can simply make any changes to the text and click 'Update' to refresh the nodes.
Note that the add-on can be downloaded from https://github.com/baldingwizard/Blender-Addons/wiki/Dynamic-Maths-Expression
Blend file included for completeness

Phew! I felt I had to debug my spaghetti before posting, and there's a slip somewhere, even though the principle is OK..

@RobinBetts Debugging nodes is sometimes such a pain, isn’t it. One wrong link or a ‘Clamp’ accidentally clicked and you’re left hunting around for ages trying to find the problem.

@RichSedman Thank you so much for detailing your process. Do you have any idea how I could hook up an image texture to the input such that I can use the sliders for HSV adjustment? Do I also need an RGB to HSV node group? I know this is a little outside the scope of my original question, sorry about that.

@Jay Glad to help. Yes - I think you would need to convert from image RGB to HSV, then manipulate the HSV values (by adding/subtracting, etc - the “sliders” you mention) then use the HSV to RGB to get back to RGB to output as the final image result. If you have the code to RGB to HSV you could do similar to that described above to create a node group to do that.


text:
I want this dragon with its rig to follow this line
So i want this dragon, rather the skeleton of the Dragon, to follow this bezier Curve. But my problem is that the rig doesnt change the form of the dragon, allthough they are parent. Also only the middle part of the dragon should follow the Curve and the legs should be on the line. Moreover i scaled the dragon up to 100x its normal size, since for some this help, but it doesnt for me.
Here is the File:
https://workupload.com/file/EDUENfwQ6bm

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

Hello and welcome! ...which dragon? ...which line? Maybe it would be good if you add images and further information to your question, which will be preserved even if external links are no longer available. Please use https://blend-exchange.com/. This way you would invite others to look at your question and answer it. Thank you!

I found this when I searched for animating a snake on a path. https://blender.stackexchange.com/questions/133012/line-of-bones-to-travel-and-conform-to-curve-train-or-snake-following-path

@Texaler Please instead of creating a new Question edit your original one https://blender.stackexchange.com/questions/282316/how-do-i-make-an-object-follow-a-line-correctly Thank you


text:
How to get rid of multiple overlapping shadows?

When I move around in the viewport, these shadows solidify as if they are one, but when I stop moving they look like this. How do i get it to be more like a single soft shadow?

Hello, are you in Cycles or in Eevee? If you are in Eevee, begin by going into the Render panel and under Sampling increase the Viewport value

I turned it up to 300 but the hard shadow edges remain. They're a bit softer but they're still there. Any other settings I could play around with?

Please share your file: https://blend-exchange.com/

it seems to work fine if you increase the sampling (you also need to increase the sampling for render before rendering), and also for the light enable the Contact Shadows option)

You need to increase the Sampling value, for Render as well:

Also select the light enable the Contact Shadows option, otherwise the object will look like it's floating:

Result:


text:
Is there an equivalent setting in Eevee as Glossy Direct in Cycles engine?
I'm trying to follow the Blender Guru donut tutorial but using Eevee to render. I'm trying to add a glowy nature to the white highlights on the object. The Glossy<Light<Passes<ViewLayerProperties isn't present for Eevee so is there an alternative route I can use here?

Switch to Cycles briefly and then enable Glossy Direct. Then render the image, and then switch back to EEVEE.


text:
Straighten a curved cylinder?
I have a model I made some time ago that mainly consists of what is essentially a detailed cylinder shape. When I initially made it, I modeled it with a baked in curve for a natural shape, but my plan was to rig the object so I could reference how it looked as it moved around. At the time, I didn't realize that baking in a curve would make it harder to handle in rigging and posing. I'm wondering if there's any way to easily reverse or otherwise ease a curve like this?

Pictured above is similar to what I have now.

Pictured above is similar to what I'd like to end up with.
I'm pretty new to blender, but I would assume that one could, by some means, force all of the long edges of a face loop to be the same length? Normalize the long edges' lengths, somehow? If you could do that for all of the edges, per face loop, it'd essentially negate the curve completely.

Pictured above: If all the selected long edges were the same length, that segment would essentially no longer be curved.
Obviously, one could just manually rotate and re-align each segment...

...but that's imprecise and takes a long time.
I'm wondering if there's any quicker way to do something like that. Thanks in advance for your time, and for any help that you might offer!

You already have it straight in your second picture. What else is missing?

@DuarteFarrajotaRamos The models that I included for the images are really just meant to be demonstrative, so that there is both an observable "current" and an observable "goal" state. For this reason, I made the straight cylinder first, then curved it, so as to replicate the issue I was experiencing, but in a very controlled environment. I just took the second screenshot before I curved the cylinder, but in the more complex project I'd like to apply this to, I can't just go back to before I curved it, unfortunately.

https://blender.stackexchange.com/questions/245282/how-to-bend-geometry-with-geometry-nodes https://blender.stackexchange.com/questions/72118/advanced-curving-and-linking/ https://blender.stackexchange.com/questions/65567/problems-with-curve-modifier https://blender.stackexchange.com/questions/34598/how-to-curve-my-mesh https://blender.stackexchange.com/questions/39735/how-could-i-animate-a-plane-into-a-pipe-and-then-a-pipe-into-a-torus/

@DuarteFarrajotaRamos Forgive me if I'm mistaken, but the resources you've linked seem mainly concerned with the curving of a straight mesh, as opposed to the straightening of a curved one ? ^^;;
One of those talks about a simple curve modifier though, which.. kind of works? but it's still very warped. https://i.imgur.com/pYtxCHl.png
I'm also looking into the bezier-curves post now, though.


text:
Creating an artistic bottle shaped like an ice cube or just having an asymmetrical shape
I'm new to Blender and I'm trying to create an artistic bottle shaped like an ice cube or just having an asymmetrical shape. A little like these examples:

I followed some tutorials to learn how to create regular bottle designs. But after some tryouts to deform the created bottles I realized that there must be a more efficient and easier way to create those kind of bottles from scratch.
I guess a good design could be done with using geometry-nodes but I never used geometry-nodes. I only watched some tutorials and saw geometry-nodes doing some crazy stuff within just a few steps.
Does anyone have a good and easy method for creating those kind of bottles?

Hello, I would say subdivide it enough and sculpt it?

Hi. Thanks for your answer. Could you give me an example of how to do so? Do you think of an already created bottle, or a cube with dimensions set?

Yes a cube that you scale X 2 on Z, create an horizontal edge loop at it middle, select all and right click > subdivide enough, switch to Sculpt mode and use some brushes to deform. Then give it a glass material?

Okay, I will give it a try. Thank you.

Create a cube, scale it X 2 on Z, create an horizontal edge lopp:

Right click > Subdivide to give it more topology:

Back in Object mode, rick click > Shade Smooth, and switch to Sculpt mode, begin to sculpt the way you want. You can keep the default brush (Draw), if you press Ctrl and left click it will invert the effect, and Shift left click will smooth:

At the end if you want to give it thickness select all and AltE > Extrude Faces Along Normals. Also give it a glass material.

Very cool. Thanks a lot!

Sorry for the "few Steps", the problem in this mod is the bottleneck. The main idea here is conserve the same amount of point through a boolean:

Be aware that the order you plug in the Join Geometry will impact the storage of your data as we reuse it with the Index Compare.
The following consist in displacing the mesh except the bottleneck and create the interior.

Next you can make a thread and add it through another Boolean Mesh and Subdivide Surface the all thing.

The result:

I hope,it help ;D

Wow, now that's pretty amazing! Thanks a lot! I will give it a try...

It all ready pretty advance, but step by step I am sure you can ;D

It's really pretty advance... I think It will need some time to figure it out. :-)


text:
How to capture a double left mouse click with script for custom action?
I would like to add behavior to the 3d viewport so that when a user double-clicks an object it puts the object in a special move mode (locked along a certain axis depending on conditions). The part I need help with is the first part - monitoring for the event. The second part would be handled by a modal.
All of the examples for modals I've found are either fired off with a test run during register(), tied to a button, or re-routed from an existing event to send in a new direction. I'm not really sure which approach to take - to try and map through Window Manager api, set up an event to monitor for clicks, or... something else.
Most help along these lines suggest re-mapping through Keymap in preferences and saving that config for the addon. However I don't see a way to map anything with a double-click (so maybe that's not even possible and would need to use a different combo).
With other UI toolkits I've set it to listen for events in event queue. Blender has events, but seems to only apply inside a modal once already called. Either way I haven't figured out how to create a double-click event.
I would prefer to tie it to some type of mouse event because a button fired operator in this situation would have the button on the side and the selected object half a screen away. The closest I've found to a workable solution is adding to the right-click menu. That could work; however I had hoped to eventually hide most of the right-click functionality. This is designed for users who know nothing about Blender, so an overlay would eventually replace everything in a slimmed down solution.
EDIT
Here is a script I found that emulates an event queue... modified with a DOUBLE_CLICK monitor. However this is an extra event queue which runs until terminated. So a good solution doesn't feel to right to spin this up in the background.
Also note the DOUBLE_CLICK option does not work. I tested out several other values and verified those events were getting picked up, so I don't believe it's the structure of the code.
import bpy

class ModalTimerOperator(bpy.types.Operator):
    """Operator which runs its self from a timer"""
    bl_idname = "wm.modal_timer_operator"
    bl_label = "Modal Timer Operator"

    _timer = None

    def modal(self, context, event):
        if event.type in {'LEFTMOUSE'}:
            if event.value in {'DOUBLE_CLICK'}:
                print('DOUBLE CLICK')
                return {'RUNNING_MODAL'}

        if event.type in {'RIGHTMOUSE'}:
            screen = context.screen
            x, y = event.mouse_x, event.mouse_y

            areas = [a for a in screen.areas if a.x < x < a.x + a.width
                    and a.y < y < a.y + a.height]

            if areas and areas[0].type not in {'VIEW_3D', 'TEXT_EDITOR'}:
                print("Right Click Taken Out")
                return {'RUNNING_MODAL'}

        if event.type in {'ESC'}:
            self.cancel(context)
            return {'CANCELLED'}

        if event.type == 'TIMER':
            pass

        return {'PASS_THROUGH'}

    def execute(self, context):
        wm = context.window_manager
        self._timer = wm.event_timer_add(0.1, window = context.window)
        wm.modal_handler_add(self)
        return {'RUNNING_MODAL'}

    def cancel(self, context):
        wm = context.window_manager
        wm.event_timer_remove(self._timer)

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

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

if __name__ == "__main__":
    register()
    # test call
    bpy.ops.wm.modal_timer_operator('INVOKE_DEFAULT')

ANOTHER EDIT
Here is the updated code in case anyone else needs it. Thanks to @Tareyes for pointing me in the right direction. I've opened a ticket against the DOUBLE_CLICK not being recognized, which would still be the preferable way to handle this. However this works pretty well and can be worked into an existing modal.
import bpy
import time

class ModalTimerOperator(bpy.types.Operator):
    """Operator which runs its self from a timer"""
    bl_idname = "wm.modal_timer_operator"
    bl_label = "Modal Timer Operator"

    click = False

    def modal(self, context, event):
        loop_time = time.time()
        delta = loop_time - self.last_click

        if delta > 0.3:
            self.click = False

        if event.type in {'LEFTMOUSE'}:
            if event.value in {'RELEASE'}:
                if not self.click:
                    self.click = True
                    self.last_click = time.time()

                elif delta < 0.3 and self.click:
                    print("Double Click")
                    self.click = False

        if event.type in {'ESC'}:
            self.cancel(context)
            return {'CANCELLED'}

        if event.type in {'TIMER'}:
            pass

        return {'PASS_THROUGH'}

    def invoke(self, context, event):
        print("INVOKE")
        self.last_click = time.time()

        self.execute(context)
        return {'RUNNING_MODAL'}

    def execute(self, context):
        wm = context.window_manager
        self._timer = wm.event_timer_add(0.1, window = context.window)
        wm.modal_handler_add(self)
        return {'RUNNING_MODAL'}

    def cancel(self, context):
        wm = context.window_manager
        wm.event_timer_remove(self._timer)

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

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

if __name__ == "__main__":
    register()
    # test call
    bpy.ops.wm.modal_timer_operator('INVOKE_DEFAULT')

Anyone have any ideas? I can't get double click to work at all. I messed around with double click timing in the Input preferences and can't get it to recognize.

maybe I'm missing something, buy you could something like:
if event.type is left click --> start modal timer operator --> if event.type = timer, delete the timer and reset, but if you get an event of type "left click" before the timer ends, then it means you had a double click and you can run your functions

That's a good idea to get the functionality emulated after the first click. The problem is the how to monitor for that first left click, without running a modal the whole time waiting for the interrupt. I'm just learning about modals, but my experience with queues and blocking threads suggests that's a potentially brittle solution.

every time a left click is detected a timer is started (like 0.3 seconds). After those 0.3 seconds that timer can be deleted, so it's not running all the time.
But in any case, in my experience, modal operator are far less power consuming or fragile than it seems, at least with simple functions.
But if you don't want to use timers, every time a left click is pressed you could use the time.localtime() function to get the input time, and in the next left click check if the time elapsed is less than your tolerance

You can do it in 2 ways:
Modal Timer
You can do something like:
def modal(self, context, event):
        if event.type in {'LEFTMOUSE'}:
            wm = context.window_manager
            if self._timer is not None:
                print("Double click")       #your function goes here
                wm.event_timer_remove(self._timer)
            else:
                self._timer = wm.event_timer_add(0.3, window = context.window)
                return {'RUNNING_MODAL'}

        if event.type in {'TIMER'}:
            wm.event_timer_remove(self._timer)  #remove the timer
            return {'RUNNING_MODAL'}

use time.time()
you can check the time of each click and check the time elapsed between them
import time

#operator declaration etc

_timer = None
t = 0

def modal(self, context, event):
        if event.type in {'LEFTMOUSE'}:
            temp = time.time()
            if (temp - self.t) < 0.3:
                    print("Double Click")       #your function goes here
            self.t = temp

Disclaimer: I haven't tested the code since this scripts are more of a explainer rather than actual code, so you'll have to check for bugs (I'm lazy ;))

That got me pretty close to the answer, which had to take into account an existing click and loop timer. There was also a LEFTMOUSE event credited when I ran the script, so I added to check for RELEASE to make sure it was a click. I'll update my original post with the updated code.


text:
Why does creating Vertex Parent cause the child object to move?
Vertex parent is being used here because I don't want the child objects to scale when the parent is adjusted. In theory it parents to the vertex and doesn't share in the transforms (at least is my understanding).
In the picture below the parent object is bordered in yellow with the child in orange. Before Vertex Parent is applied the two vertices line up with each other (and right where I need it). After being applied the child moves a tick to the left, halfway through the width of the plane.
The thickness of the plane itself is due to the solidify modifier (also shown). If not applied, then the child object does not move. Either way the parenting process shouldn't cause the child to move since the vertex doesn't move, correct?

I'm not entirely sure what's going on but you can disable scaling in child objects by using constraints. Here is the documentation.

That's a pretty good option and appears to be the technical equivalent of parenting to a vertex. It also has the added benefit of still allowing me to handle group mgmt through collections, but now with objects tracking to the wall. This doesn't directly answer my initial question but does solve the overall problem. I'll mark this as answered if you want to copy it over.


text:
How to get the proper rotation difference between two vectors using quaternions?
I'm trying to calculate the vector difference between a face normal and an object. This is similar to some other questions, such as this one:
Python script get face normal, then set it as another object's orientation (Z-axis) accordingly
I can get the cone to align properly in the example, but a very similar action using a vector other than 'Up' doesn't rotate the way I would expect.
In this example the cube is facing the opposite direction of the wall. I simply want to calculate the angle difference and rotate the cube to match the wall.

To accomplish that I use the following code (skipping to the important bits):
>>> norm
Vector((-1.0, 0.0, 0.0))

>>> cabvec
Vector((1.0, 0.0, 0.0))

>>> norm.rotation_difference(cabvec)
Quaternion((-4.371138828673793e-08, -0.0, -0.7071067690849304, -0.7071067690849304))

Which flips it around, and turns it on its side (which may be happening to the cone also, but the cone shape is forgiving in this aspect).
What I would want in this situation is a result that simply flips the object on the z-axis 180 degrees. Which in the quaternion nomenclature would look like this:
>>> mathutils.Quaternion((0.0, 0.0, 1.0), math.radians(180.0))
Quaternion((-0.0, -0.0, -0.0, -1.0))

So I'm missing something on how to properly set up and calculate these rotations.
MORE INFO
So this only appears to not work when the vectors are in opposite directions. If I move the wall slightly then it works fine:
norm -->  <Vector (-0.9970, -0.0776, 0.0000)>
qrot -->  <Quaternion (w=0.0388, x=-0.0000, y=0.0000, z=0.9992)

I'm just learning about these rotation systems, but I was under the impression that issues with things like gimble lock would occur with Euler type rotations. Quaternion didn't have these types of limitations.
Either way I'm pretty sure the process itself is good because it works in all the other scenarios. So I don't know if I'm dealing with a math issue (can't perform this type of operation) or Blender issue (maybe need to present the info in a different way).

Quaternions can interpolate in the shortest path. If your angle is 180°, all the rotations are the same. Two vectors pointing in opposite direction could be rotated around any axis perpendicular to them by the same amount (180°). You will have to set some constraints, like an UP Axis.

Understood... my design problem is that these objects need to spin up to 180 depending on the orientation of the walls. Using Up as the constraint can align the object forward, but doesn't give me the correct spin or orientation. The only way I could make the angle difference work is using the object forward as the constraint. So if that's the only boundary condition I can work around it by checking first and explicitly setting the rotation in that one scenario.


text:
Recreating colored glass shader from VRay/Max to Blender/Cycles
Edit: Blend file:

I am converting a somewhat simple scene from 3DSMax/VRay to Blender/Cycles. I'm almost done with the conversion, but I am having trouble with matching the glass shader used in the original. Since a picture is worth a thousand words, here's where I am at for reference:
Original scene rendered in 3DS Max and VRay:

The same render, highlighting the glass that I can't seem to match:

Here is my progress, rendered in Blender/Cycles:

Here are the glass material settings in Max:

Here's the glass shader I'm currently working with:

Finally, here's a side by side comparison:

As you can see, the glass from 3dsmax looks a lot more translucent in the middle. It just looks better. I'm not exactly sure what I'm doing wrong, but I think the falloff map used in max is part of the solution.
Here is a stripped version of the scene for anyone here who wants to help:

Any help at all would be greatly appreciated!
Edit1:

So I arrived a material that comes a lot closer. I am updating this post so others may learn from it.
Here is the final render with the glass shader:

Here is the shader itself:

have you tried to give it a bit more transparency or brighten a bit the color?

@moonboots I tried both. Changing the color didn't really help much, but I think lowering the alpha/transparency might be something worth trying. Thanks for the suggestions!

maybe share this object only (or a part of it), with the same background and lights so that we can give a try? It really looks like your object is not transparent enough...

@moonboots no problem. I'll delete everything but the object in question and upload in about 2-3 min.

@moonboots Scene has been added to the post.

I've tried but your version is pretty close to the original version, I hope someone will help

Thanks for trying at least! Holding out hope that someone can figure it out.


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How to add a custom panel to particle properties?
I'm trying to add a new panel to show up in the particles section of the Properties Editor.
class CudaParticlePanel(bpy.types.Panel):
    bl_idname = "CudaParticle_Panel"
    bl_label = "CudaParticle"
    bl_category = "SYSTEM"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "PARTICLES"

    def draw(self, context):
        layout = self.layout
        layout.label(text= "CudaParticals Properties:")
        self.layout.label(text="CudaParticle")

I don't get any errors or warnings when running the code but my panel does not show up. Can anyone please explain different locations of the UI and how to put a panel there?

You need to register the class to use it.
Also bl_context = "PARTICLES" should be replaced by bl_context = "particle"
Here's the complete script
import bpy

class CudaParticlePanel(bpy.types.Panel):
    bl_idname = "CudaParticle_Panel"
    bl_label = "CudaParticle"
    bl_category = "SYSTEM"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "particle"

    def draw(self, context):
        layout = self.layout
        layout.label(text= "CudaParticals Properties:")
        self.layout.label(text="CudaParticle")

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

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

if __name__ == "__main__":
    register()


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A random surface seems to appear in my render but I cannot see it in 3d Viewport
Apologies, I'm a pretty novice user and I'm trying to render some artwork for my job quite quickly.
I've created this set up with lots of objects emitting light and want one flat background to let the light bounce off of. The background is textured. For some reason when I render, a second surface appears closer to the camera than I want the background, cutting off some of the light-emitting objects.

https://i.sstatic.net/j1tSL.jpg -
the left is the 3d viewport with the face behind it, but on the right you can see it rendering with a surface appearing closer to the camera, and the lights behind being  cut off.
Any help would be really appreciated!

Hiding things in the viewport doesn't necessarily hide them in the render. I wouldn't know how your scene is divided into collections/view layers, but assuming it's quite simple, your first shot is to Alt-H unhide everything in Object Mode.


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How can I render a composition(s) from the command line?
I've never used the python console before so I only know these commands from the documentation that I've looked up. But I've read that it can be a lot faster than just pressing ctrl+F12 because it doesn't need the GUI.. or something. I looked in other places as well but my brain started to melt from this programming nightmare thing. I also have multiple scenes that needs rendering, so if I could do them one after another, it would be a plus. So if someone could show a command that let's me render my animation(s) in the compositor from the command line, it would be most appreciated!

To clarify You don't use the python console to run commands. You type  them into a command shell, or terminal or whatever your OS calls it.

Well, yeah. As I said I know nothing about it :/

Yep, stphnl329 also linked this one. Thanks!

there is already a previous question about creating render queues.
The Blender Manual also has a section about command line rendering if there are any specific commands you need to add.

When I render from the command line, the compositor File Output nodes are ignored. Does the Manual address this?  EDIT: nevermind, the Manual lists --python-expr, which can be used as a workaround.


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How to create stylized polyhedral dices for board games
So I know how to create polyhedral dices (dices used in D&D for example), but I don't know how to "stylize" them. For example, I use a code to create normal ph (polyhedral) dices that I found on another answer, here it is:
import bpy
import bmesh
from mathutils import Vector
import random
from math import pi, asin, atan2, cos, sin, radians

# parameters
n = 18  # number of points on sphere
rat = (n - 2) / n # how far along the radius to bisect
u_segments = 32  # UV sphere settings
v_segments = 32
thickness = 0.2  # solidify thickness
TOL = 1e-5

points = [Vector((0, 0, 1))]
for i in range(n - 1):
    theta = random.random() * radians(360)
    phi = 2 * asin(random.random() * 2 - 1)
    points.append(Vector((cos(theta) * cos(phi),
           sin(theta) * cos(phi),
           sin(phi))))

while True:
    # Determine the total force acting on each point.
    forces = []
    for i in range(len(points)):
        p = points[i]
        f = Vector()
        ftotal = 0
        for j in range(len(points)):
            if j == i: continue
            q = points[j]
            # Find the distance vector, and its length.
            dv = p - q
            dl = dv.length
            dl3 = dl * dl * dl
            fv = dv / dl3
            # Add to the total force on the point p.
            f = f + fv
        # Stick this in the forces array.
        forces.append(f)
        # Add to the running sum of the total forces/distances.
        ftotal = ftotal + f.length

    fscale = 1 if ftotal <= 0.25 else 0.25 / ftotal

    # Move each point, and normalise. While we do this, also track
    # the distance each point ends up moving.
    dist = 0
    for i in range(len(points)):
        p = points[i]
        f = forces[i]
        p2 = (p + fscale * f).normalized()

        dv = p - p2
        dist = dist + dv.length
        points[i] = p2
    # Done. Check for convergence and finish.
    if dist < TOL: # TOL
        break

context = bpy.context
scene = context.scene
# make one point north pole.
R = points[0].rotation_difference(Vector((0, 0, 1))).to_matrix()
points = [R * p for p in points]

bm = bmesh.new()
#bmesh.ops.create_icosphere(bm, diameter=1, subdivisions=5 )
bmesh.ops.create_uvsphere(bm,
        diameter=1,
        u_segments=u_segments,
        v_segments=v_segments)

for p in points:
    print("-" * 80)
    ret = bmesh.ops.bisect_plane(bm,
            geom=bm.faces[:]+bm.edges[:]+bm.verts[:],
            plane_co= rat * p,
            plane_no=-p,
            clear_outer=False,
            clear_inner=True)

    # fill the holes
    edges = [e for e in ret["geom_cut"] if isinstance(e, bmesh.types.BMEdge)]
    bmesh.ops.contextual_create(bm, geom=edges)

me = bpy.data.meshes.new("dice")
bm.to_mesh(me)
ob = bpy.data.objects.new("dice", me)
scene.objects.link(ob)
scene.objects.active = ob
ob.select = True
ob.location = scene.cursor_location

Now, this code can create perfect functioning dices of any size (by size I mean the amount of "numbers" (sides)), but it can't help me any further. And by further I mean on how do I create dices that look like this:

Should I just create abnormal looks on one side and the just copy it to every side or should I do something more? I know I need to watch out for the weight on every side so that the dices don't stop on just one side more often than the other...


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How can I change Tooltips delay?
I'm using Bforartists for the less intensive keyboard usage, and while I like the tiny icons quite often I want to know what they are for, but right now it feels like it takes too long for the tooltips to show up and I would like to shorten the delay and can't find a way to do it.
Anyway to change the tooltips delay?

Sorry for this.

I think question like this should be asked on this Blender's fork support site


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How to keyframe mesh vertices in Python and export to fbx
Hi i just came from reading this thread
How to keyframe mesh vertices in Python
and it was very helpful, however i can't seem to figure out how to actually export the vertex animation after the script creates it.
every time i try to export as fbx no matter what settings i use the model exported has no animation attached.
my end goal is to have a script that creats the vertex animation and then exports it as an fbx, but i cant even seem to get it to export even from the editor.
help on this matter would be greatly appreciated.

Which method from linked thread are you using?  Is keyframing individual verts possible in fbx? Perhaps the shapekey solution is the go.

Iv'e tried all of the functions from the thread and i cant seem to export any of them as an fbx file with the animation attached


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3D manipulator widget in multi-selection does not appear
I can see my 3D manipulator tool all right, but I cannot see it when I select everything.

perhaps you have an object out of sight, or perhaps the origin of one object is far from its mesh?

Thanks moonboots, but how can I check if there is an object far from its mesh? For I zoomed out and there is no object out of sight. I can always see the Scale Manipulator, though, but not the rotate tool either.

please share your file (if it's ok for you) so that we can see the problem: https://blend-exchange.giantcowfilms.com/

Hi MoonBoots. I went on deleting objects and trying to select and see the Widget. In the end I realized I can't see the Manipulator if I have this window in the scene. It is an AddOn. Do you know what I have to do, please?

Press N in your 3D view, the 3D view properties panel will display on the right, you can see that some of your objects Transform parameters are locked, you can't see any manipulator if at least one of the objects you select has these transformators locked.

Those parameters are also available in the Properties panel > Objects > Transform Locks

Thank you so much, MoonBoots! Thank you! Four months with Blender makes me wonder why we like to suffer.

one day you'll see the end of the tunnel, and paradise


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Black Cube instead Quick Smoke in Cycles
Just did one tutorial from youtube with colored quick smoke in Cycles and everything goes well and in render view it show me my smoke and i even render it in low quality to look how's it.
After i bake my simulation... Now i can't see what's happened, because i see only BLACK CUBE (smoke domain) and when i start render it just a black cube...
I made this in cycles from the beginning and it's cpu and it used to work fine.  Does someone know what's happening.

Could you attach the .blend? https://blend-exchange.giantcowfilms.com/. Also, please don't use caps that way

Nicole, have a look at this question and answer https://blender.stackexchange.com/questions/39360/domain-boxes-show-up-in-cycles-render. You have to go to the node editor and change the output from surface to volume (tested it).

You're welcome :)


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Can't transfer model to unity properly. (Unity experience needed)

I'm at my wits end with this. I've follow countless tutorials on the process of modeling and going to unity, and all of them make it seem so simple.
I made sure the textures that needed to be baked out were all ready to go. I made the texture nodes for cycles render mode and that was fine. Any textures or shaders that wouldn't transfer I figured I would just fix in unity anyway.
The only thing different I did was keep the arms as seperated objects so I could transform them easily with unity in-game.
All that said I don't know what went wrong but when I tranfer everything over, the model becomes semi-transparent and all the materials that aren't solid colors become blank. Unity also says
I honestly don't know what I'm doing wrong here.
And I'm well aware that this isn't as much a clear question as it is a plea for help.
I really need some one to go into these files and figure out what I'm doing wrong... Because I have no idea where to start.
I made several variations of the file to try and fix it but nothing worked so far.

Well this sounds like a question about Unity, not Blender. Have you created any materials in Unity already? You are not expecting Blender materials to just work directly in a random foreign game engine just out of the box, are you?

Honestly, my knowledge of Unity is limited, but in many tutorials they are able to simply export the blend file to unity as an FBX and then apply the textures as the albedo for the model. What I'm doing now is trying to bake out every individual texture per object, and then try and get them to work in Unity. And Yes I know it sounds more like a question about unity, but there's not exactly many sites I can ask about both programs together. (At least, not if I want an answer soon)

As you can see I got the model working properly.
My first suspicions were that the model textures and UV mapping were messed up, so I made sure every individual piece was its own texture. (Possibly unnecessary)
Finally what ended up being the problem was the normals for many parts of the model needed to be recalculated. Unity only has one side to its normals while Blender has two, thus it functioned in Blender still without appearing to be a problem. I noticed the forearms were the only objects that appeared correct in Unity, and sure enough they were only one's that accepted a texture.
And for those people also trying to export models to Unity, I can not stress this enough- Make sure all your textures are in a folder for organization and move that folder MANUALLY to Unity. Many tutorials completely skip this fact and make it appear that simply a packed blender file is enough. It is not.


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blender shortcut key not working on imac
I am using an iMac and my shortcut key is not working
for example  to redo but there is nothing happened
I am using blender 3.4.1
P.S sometimes I switch between multiple full screens doesn't that affect my blender?


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The Properties-area text is smaller than the others
I have encountered a small problem. As you can see from the attached image, the Properties-area text (circled in red) is smaller than the others.
Can this be corrected?
Thank you for your attention
Mirko

Hover over the properties area, hold down Ctrl-MMB and move the mouse up or down in the window.
You can also use Numpad+ or -.

You may want to expand the answer with numpad + and numpad - ?

Forgot that one! Now added thanks!

Thanks John
It worked!


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How to make irregular size stones procedural textures?

Hello everyone,
I am trying to make a procedural stone texture, but i can't figure it out how to make irregular size stones (just like the image), avoiding the brick patterns where every single one of them are the same width and height.
Are there any tutorial on how to make it or a tip on how to do it?
Thanks in advance.

Would it work to take a seamless brick pattern and modify it how you need (such as hue, saturation, brightness, contrast etc). with the shader editor?


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Hair Rendering Issue from another angle
I have this issue while rendering hair object. It renders fine looking from an angle but from another angle it shows this mesh face like in the 2nd and 3rd image below. I am a beginner in Blender and modelling so I don't know how to explain the issue properly. If anyone understands, please help me out.

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.

Where is "this mesh face like in the 2nd and 3rd image"?


text:
Why after parenting, the mesh lays down while the armature stands up?
I am trying to make a stethoscope
Before parenting

After parenting

How do we make it so both of them are vertical?

Have you applied the rotation to both armature and object (Ctrl-a > Rotation in Object mode)?

what rotation, what dose the rotation do?

oh, Thanks! It helped, explain to me why is it like that?

Best to read the Blender manual for that one: https://docs.blender.org/manual/en/latest/scene_layout/object/editing/apply.html. Also see https://blender.stackexchange.com/questions/7298/why-is-it-important-to-apply-transformation-to-an-objects-data


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How to combine circular two shapes and subdivision surface properly and curved cylinder cap?

I can't find a way to combine the two circular shapes, and then subdivision surface properly.
The bottom circle is curved so the face has to be made out of horizontal quads.
Subsurf a curved cylinder cap???

It looks like this kind of topology could work, tell me if it's ok:

Somehow I was able to replicate your model, except for the top part. But my concern is at the bottom, how to make the surface of a circle curve?

make the same topology then drag the bottom on the Y axis with proportional editing activated

No, it look dented infront. The polygon circle need to be edge side down so the face can be fill with horizontal quads I think, but then I can't insert or loop cut.

I don't really understand what you mean, perhaps put an additional picture in your question so that I clearly see what shape you're talking about

@Tan, I've edited my picture, you can see that my topology allows me to do what you want, no?

you can do this with the bevel modifier instead.


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Field Weights properties not working as expected
Very new to Blender, and I've just been following some tutorials to help me achieve my goal of creating a smoking logo. I've found plenty of helpful ones, but not quite everything has come together yet. One issue I'm having is that I haven't been able to make the logo itself look like it's made of smoke, while emitting smoke at the same time. I guess that's because in a real world scenario that isn't physically possible. So I'm trying a workaround whereby I first create an object with smoke but set the Field Weights property for the Wind force to 0, and then duplicate this object in the same location set the Wind force to 1.000.
In theory I thought this should work, but setting the Wind force property in Field Weights to 0 doesn't seem to have any effect at all. The smoke still continues to be affected by the Wind force, exactly the same as the one which is set to 1.000.
First question - what am I doing wrong?
Second question - is there a better way to achieve what I'm trying to do?
Cheers,
Ben
Edit: I should have mentioned, I want the logo to remain clear and legible even while it's smoking. That's why I'm trying to achieve the "looking like smoke while emitting smoke" effect. Hopefully this makes my question make a bit more sense.

Good idea. Updated.

So just the right hand sidebar? Sorry I'm new to Blender and don't know what the issue is, therefore I'm not sure what info is or isn't relevant to you.

Thank you for posting your question very clearly.
1) Decreasing FORCES weights on the smoke sim panel refers to a GLOBAL VALUE. That means the simulation will STOP reacting to the WIND force if you set it to 0 like you´re using now.
2) If YOU DO want to use a wind force, set back WIND FORCE GLOBAL WEIGHT back to 1. Let´s concentrate on the wind force itself. Click on it and go to the properties>dynamics tab (the little bouncing ball).
There, you should manipulate the force of the wind. Please start with a wind force of 100 units. I cannot reference much of your pictures, since you´ve posted only 1 too many times. But I´ll assume your model is big enough to handle 100 unit power wind.
Press playback and your smoke should be moving TOO strong. Decrease by half (on force parameter type 100/2) you´ll get 50. Then you can see it on realtime.
There´s a lot to cover on the SMOKE DOMAIN (the box around your logo) which is the space where the smoke will get simulated.
The direction of the wind is represented by an arrow on the base, and the power factor by circles, that way you´ll have a visual queue of what you´re doing.
To directly playback the smoke simulation once you´re done using wind (or even testing) you´ll need to FIRST SAVE YOUR FILE on a FOLDER (this is important) and then go to smoke simulation DOMAIN (click the box that surrounds your logo) and on the CACHE tab, click FREE AL SIMULATIONS first, then click: BAKE ALL SIMULATIONS.
This will send your smoke simulation to the local folder you saved your project into (see why it was important to save into a folder?)
All right, you should now have a basic understanding of how to work global weight of forces, what forces do, it´s parameters, and basic functions on the smoke domain (the box where the smoke simulates itself).
Thank you for your consideration to vote me as answer.
BFCT_Schiller

Thanks so much BFCT_Schiller. I do indeed want the simulation to stop reacting to the WIND force -- at least, for one part of the animation. There are two versions of the logo, one I want to remain still so that it's legible, the other one I want to appear as smoke. The reason I want them BOTH as smoke is that because at the end of the sequence, the logo needs to be blown away as if being snuffed out like a candle.
So the wind is affecting the smoke, which is good -- however I couldn't see anything in your steps about how to keep on version of the logo unaffected by the wind?


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How to make low poly water?
I'm creating a game in Unity3D and I'm using blender as my main modeling software, The problem here is that I don't know how to make a low poly water cube, I've seen that a lot of people makes this using a plane, but I need to make a cube, and I can´t find how to make this in blender render or in Unity without A package from Asset Store.
It should look like this:

https://blender.stackexchange.com/questions/58507/how-to-model-low-poly-nature-terrain

Rendered in LuxCoreRender just for fancy look.
I'm not sure which cube you are referring to, so I'll first send you to some fluid sim 101 and then I'll show you what have I used for this scene.

Blender Docs
Blender fluid simulation tutorial in one minute

Now you know how to make simple Fluid sim and here is how I've achieved this low poly look:
Domain:
I've used resolution - 24. You can tweak it as needed. Lower value = lower poly count.

Inflow Object (Cube):
Here I've changed only Inlfow Velocity to -5m/s on Z axis. To speed up fluid.

Cycles:
If you want to render it with Cycles you can use this material for Domain object. But if you are gonna to use it with Unity this is optional.


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Computer crashes on armature set automatic weights
Not sure why it does this. Scoured the internet trying to figure out what's wrong with my mesh if someone could help that'd be awesome
I'm still at amateur level.
Specs
i5 4460
gtx 1060
16gb ram

C:\Program Files\Blender Foundation\Blender>blender -bC:\Users\slend\Documents\Benny{problemwithAutomaticWeightArmacher}.blend-d
Read prefs: C:\Users\slend\AppData\Roaming\Blender Foundation\Blender\2.79\config\userpref.blend
found bundled python: C:\Program Files\Blender Foundation\Blender\2.79\python
path not found
Traceback (most recent call last):
  File "C:\Users\slend\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\DNOISE__init__.py", line 206, in loaddnoisesettings
    fmutils.disablepasses()
  File "C:\Users\slend\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\DNOISE\fmutils.py", line 204, in disablepasses
    bpy.context.scene.view_layers[0].use_pass_diffuse_color = False
AttributeError: 'Scene' object has no attribute 'view_layers'
path not found
unknown argument, loading as file: -bC:\Users\slend\Documents\Benny{problemwithAutomaticWeightArmacher}.blend-d
Error: Cannot read file 'C:\Users\slend\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\DNOISE-bC:\Users\slend\Documents\Benny{problemwithAutomaticWeightArmacher}.blend-d': Invalid argument
... opened default scene instead; saving will write to C:\Users\slend\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\DNOISE-bC:\Users\slend\Documents\Benny{problemwithAutomaticWeightArmacher}.blend-d
Read blend: C:\Users\slend\Documents\Benny{problemwithAutomaticWeightArmacher}.blend
scripts disabled for "C:\Users\slend\Documents\Benny{problemwithAutomaticWeightArmacher}.blend", skipping 'rig_ui.py'
Traceback (most recent call last):
  File "C:\Users\slend\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\DNOISE__init__.py", line 206, in loaddnoisesettings
    fmutils.disablepasses()
  File "C:\Users\slend\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\DNOISE\fmutils.py", line 204, in disablepasses
    bpy.context.scene.view_layers[0].use_pass_diffuse_color = False
AttributeError: 'Scene' object has no attribute 'view_layers'
path not found
**fixed it if anyone else is having trouble like this try simplifying your mesh using the decimate tool.

Could you run blender from cmd with the -d flag set? So the command would look like this (from inside your blender folder): blender -b C:\Users\DruJones\Desktop\important.blend -d. Then try to reproduce the error and edit your question with whatever error appears in the cmd. Also please add your pc specs, as that can give hints

C:\Program Files\Blender Foundation\Blender>-bC:\Users\slend\Documents\Benny{problemwithAutomaticWeightArmacher}.blend-d
The filename, directory name, or volume label syntax is incorrect.

im not sure why but this is what i typed in cmd im sure its the right path

thanks for the help btw i honestly thought it might be a lost cause

here ya go i got that down pat i updated the error message now in the main box

https://paste.pics/65d2862083128dd2ad5882c3886abbfc

theres the png of my .blend file its too big to upload for some reason

Error seems to come from the DNOISE addon, try disabling it. Please make a screenshot next time, that error message is very hard to read

i just tried this and it didnt work unfortunately ill provide a link to the .blend file

https://www.dropbox.com/s/3i7aoesh76s16xz/Benny%7BproblemwithAutomaticWeightArmacher%7D.blend?dl=0


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Normals Not Applying Correctly Onto Model (Strange Placement)
When applying some baked normals, both object and tangent baked, onto my model (Shown Below or Above), the normals show up on the model; however, the normals are not in the correct location. After much research, testing, and personal troubleshooting, I found that nothing helped. Please Help.
File: https://drive.google.com/open?id=1mD_Q0tBSlvyyJ6P8mV2lN0pPaThkzCPD

Possibly related https://blender.stackexchange.com/questions/129299/weird-colors-in-normals-map

Please upload your file. From the looks of it, it seems like you have set the ray distance too high so that it ray-casts to the opposite leg(?).

Hi its pretty hard to tell without the project file or a Uv overlay, but it doesn't look like a mapping issue. Looks like there were ray distance issues in the actual bake, try slightly increasing the the Ray Dist value. If that doesn't work try also using a cage mesh and check if there are any intersections in you model

Just added the file.


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Two mixes rendering Black screen
Wanted to do a lyrics Video. So i connected an Image sequence and a movie Clip to a mix.
The outcoming Signal went into another mix, together with another Image sequence.
However it renders only the Sound with a black Screen.
Can anyone tell me an answere? I do not want to do it all again in case the Data is screwed. Cause that Video includes 450 Images, all set up in Dope sheet..

I don't see any preview in second sequnce, like it couldn't load image... If you will render only from first Mix, does output produce blackscreen?

I added two screenshots. Referring to 1 or 2 mixes.. In that project (in the pictures)  it does not make any difference. But i started a new project and in this it does make a difference.

just figured out that it depends on the sequence you connect the mixes (and the image sequences) for my Backup.. But still i have the problem with Not rendering anything in my finished project. Seemingly There is no explanation. In node editor i can see it via backdrop etc. But f12 just Shows a transparent / black image

Try to disable Sequencer render in Postprocess settings

Yes it seems to work! Thank you serge!! Really really helped me !! I have no idea what that means, no idea what i did or why this box was checked


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Unable to set transformations of animation to (0,0,0)
So my problem is that I have a character with three animation cycles (Idle, Walking, and Running). When animating, I accidentally placed the character to the right meaning my Location X isn't zero. Now because I want to import the character to Unity, I'm unable to use Delta Transform to correct my mistake. I know that I need to change the animation and set a correct transform on the x-axis for all keyframes but I don't know how. What should I do?

Set all X location to 0 in the Graph Editor.

I forgot to mention that I only have an imported fbx file. That means that for some reason I'm not able to change keyframes in the graph editor.

Try to zoom in the graph editor (hold ctrl+mmb and move the mouse up, or hit the numpad del). I can see the 5000 and the 10000 on the scale and it's not a good sign.

I zoomed into the graph editor but there are no visible keyframes. Is there a way I can maybe edit the keyframes in Unity?

This is wierd. Anyway there is an other method. Add an empty then add a child of contraint to the root bone (target is the empty). Correct the location with the empty, then bake the animation (search for "Bake Action"). Make sure check in the "Clear Constraints" option.

Thank you so much! This workaround is working perfectly even in Unity. For some reason I did not find this trick anywhere else but I recommend this to anyone stuck with a similar problem.


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Unknown black and green objects added to Texture when UV Unwrapping

Title kind of says it all, very confused since I'm quite new to Blender.
Have looked around but couldn't find anything to help, apologies if this is a nooby question.
There is this weird green and black thing; it looks kind of mirrored (the green part I mean.)

@cegaton I have edited it now to include the GIF without link.

Are you using a texture with transparency? If yes, look up how to properly integrate the alpha channel into your material setup with Blender Internal or cycles. You should also include the renderer you are using as a tag (Internal, Cycles, Eevee).

@Leander The texture is using transparency; I need the background to be white (I thought just making the color of the part white would be enough) so I'll try making the background white instead of transparent. I'll tell you if this fixes my issue.


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Add-ons preferences won't show up
as shown in the screenshot below, sins I installed some add-ons I opened blender and I found that the add-ons preferences won't show up, I tried to reset preferences to factory, and I  reboot my PC and I even reinstalled it and the issue remains unsolved.
what can cause this problem? and what solutions you propose?
thank you
blender version 2.90.1

Check for error messages on the console (Windows > Toggle System Console).

That's really weird, it shouldn't be happening.  It's probably a bug.  Or maybe your file is corrupted?  idk

Half way thru same comment as @RobertGützkow when browser crashed. Also consider starting from console, User installed  addons are installed to ./scripts/addons of  USER folder https://docs.blender.org/manual/en/latest/advanced/blender_directory_layout.html#blender-s-directory-layout   which is not touched by installer

I deleted the user installed addons in this direcrtory
%USERPROFILE%\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\

which is not touched by the installer and yeah it worked
problem solved thanks to @batFINGER

Good one. Remember a question where someone mistakenly unzipped an addon into addons folder. The wrongly unzipped addon had a types module which was the cause of the same issue.

should I delete this question because it"s duplicated.?


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masking a video to show underlying still
I have a video - think Invisible man - I have created and animated 3 separate masks to show the background beneath which appears to work on the rendered window but do not work when I animate to the final movie clip as mp4.
I went into the composite window to set the nodes up.
What am I doing wrong?
I'm sure I've done this before with success.
Please help, it's driving me crazy

Can you share some pictures of what you mean??cant comprehend

I was using mix nodes to join the 2 layers. I order to do this you should use an Alpha Over node. My thanks to CGCookie for their posting on YouTube
https://www.youtube.com/watch?v=1eQst8SAVRE&t=3s
it is version 2.8 but did the trick for me. An added bonus was the multiple masking technique they showed.
I can't add a picture at this point as when posting it seems I overwrite the text so I'll comment afterwards with the screenshot.
Many thanks.
Rob.


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bpy.ops.view3d.snap_selected_to_cursor(use_offset=False) works manually (by using mouse and keyboard) but not using bpy
Traceback (most recent call last):
  File "\Text", line 8, in <module>
  File "C:\Program Files\Blender Foundation\Blender 2.90\2.90\scripts\modules\bpy\ops.py", line 201, in __call__
    ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.view3d.snap_selected_to_cursor.poll() failed, context is incorrect
Error: Python script failed, check the message in the system console

I am typing in this command, because I already got selected object before snapping:
bpy.ops.view3d.snap_selected_to_cursor(use_offset=False)

The question is: why I can not snap selected object to 3d cursor using bpy python while being able to do it by using mouse and keyboard?

The question is why I can not snap selected object to 3d cursor using bpy python while being able to do it by using mouse and keyboard?

Does this answer your question? Python - 3DView Border Select

I am afraid border select is something different.

no, it is the same: just replace border select by your bpy.ops.view3d command with override as first argument

If that helps: https://i.sstatic.net/fM4Ct.png

Or https://blender.stackexchange.com/questions/6101/poll-failed-context-incorrect-example-bpy-ops-view3d-background-image-add

It works, thank you everyone, now I just have to reverse engineer it :)

https://blender.stackexchange.com/questions/185175/python-code-to-add-objects-to-the-3d-cursor   https://blender.stackexchange.com/questions/164734/how-to-move-selected-object-to-the-curser-location-using-a-python-command/164779#164779

as @lemon says the answer is override the context
import bpy
for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        override = bpy.context.copy()
        override['area'] = area
        override['region'] = area.regions[4]
        bpy.ops.view3d.snap_selected_to_cursor( override, use_offset=False)


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How to switch the camera to orthographic view?
So the button that switches the current view from perspective/orthographic projection (Numpad 5 :) is not even there. And I want it to behave exactly the same as the main camera, so you can toggle the view with number 5 while looking through camera.
If you press number 5 while looking through camera view it cancels/jumps out of that camera view.
I could not find anything online, it might be very simple, but it's not when you don't know...

Switch the camera to "orthographic"?

I think what you are looking for is the switch from "Perspective"-type to "Orthographic"-type in the camera properties dialog. There is no shortcut as far as I am aware, though

@haarigertroll That's it, I knew it has to be simple :) Thanks guys!

In the camera section of the Properties window (and with camera selected as active object), you can determine the kind of lens type you want.

When you select Orthographic perspective objects always appear at their actual size, regardless of distance. This means that parallel lines appear parallel, and do not converge like they do with Perspective.

It's like music to my eyes :) Thank you very much.

If that answer did solve your issue, please consider to accept it, thanks @Robert How this site works: https://blender.stackexchange.com/tour