text:
Data sharing between geometry nodes and shader through attributes not working
When I share data between shader and geometry nodes through attributes (more concretely, I was sharing color of the object), it works perfectly, as seen on picture:

However, when I don't use the original geometry (eg. use Cube node), it stops working:

Why does it not work and how can I fix it? Thanks!

Does this answer your question? https://blender.stackexchange.com/a/268739/145249

You could try this too: https://blender.stackexchange.com/a/270303/145249

That color attibute is for the original cube only, if you want add color to an instance, use the SET MATERIAL node in front of the instance and before the Output

Combination of @quellenform and Emir comments worked perfectly, thanks so much!

Just to be able to mark the question as solved, here is a short answer to this from the comments:

To transfer a color attribute from Geometry Nodes to the Shader, a corresponding attribute must be created.
This can either be passed directly to the Group Output (as seen in your screenshot), or an attribute can be explicitly created with the node Store Named Attribute.
Here you have two options.
Either you create the attribute and read it in the shader with the node Attribute:

Or you create a Color Attribute beforehand, store your color there, and read this attribute with the node Color Attribute:

In addition, a material must be assigned to the created geometry with Set Material!


text:
How to merge objects seamlessly
I applied the boolean modifier in union mode to a rod, set object to another rod, and this way created this arrow:

You can see, that there are unneeded vertices and edges. So how can I

Automatically delete them
Or merge them without creating these vertices/edges?

Can you add a screen shot showing what the two rods look like before the Boolean (showing the vertices) and another of the Boolean showing its settings.  Your screenshot suggests that there is a problem with the topology of your rods.

This is one of those situations where precision matters.  Here's an example that produces similar results to yours:

This is because I used the Fast Solver.  Now I switch the Solver to Exact and the problem goes away:

Here is the Boolean I used:

Be aware that this only works if the end faces of the cubes line up exactly.  To accomplish this, I used snapping in vertex mode to align the faces of each rod to the side of the other rod:
Here is one of the rods before alignment:

Here is what it looks like when I move the end on the X axis and snap it into place:

Ah, you didn't mention that you were using 2.83.  This is a 2.9x option.

I updated, thank you.

You can select the single vertices and dissolve with X > Dissolve Vertices. You can dissolve the edge with X > Dissolve Edges. You can also use the shortcut CtrlX.

source: Stack Exchange

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

sort: votes


text:
Python Script Fix for 2.8 Rigify
How could I write a script to find all bones that are using a custom shape and enable wire-frame on them, so I don't have to do it manually for like 100+ bones. I'm not that good with Python.
I had to figure it out on my own. So for the benefit of all ,
here's the code to automate the process
That is literally two lines, just copy this into Blender's text editor and hit Run Script and it will make your IK endpoints visible. You may need to make all armature layers visible.
NOTE: This will set ALL bones to wire-frame, but let me know in the comments in anyone needs to make it more specific.
import bpy

for bns in bpy.context.object.data.bones:
        bns.show_wire = True

@RocketFriday Hello and welcome. Thanks for posting your findings. The spirit of this site is to learn from each other, the way your question was phrased does read like a job assignment not a intention of learning. Answering your own question however is totally acceptable and encouraged, but you should do so in the answer section bellow, don't edit it in as part of the question.

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


text:
Blender Crashing
So, as I was going through some of my Blender files changing the render time Subsurface values from 4 to 3 and enabling the 'Use OpenSubdiv' to speed up viewport animations, Blender would just freeze and then eventually crash. Any idea why this is happening? I tried reinstalling Blender, but that did not dox the issue. This has happened more than ten times already. I've never had this issue before.
Logs:
Blender Version: Blender 2.79b Date: 2018-03-22 14:10 Hash: f4dc9f9d68b

Log Message:
C:\WINDOWS\system32>"C:\Program Files\Blender Foundation\Blender\blender.exe"
Read prefs: C:\Users\jaden\AppData\Roaming\Blender Foundation\Blender\2.79\config\userpref.blend
found bundled python: C:\Program Files\Blender Foundation\Blender\2.79\python
Read blend: C:\Users\jaden\Desktop\Blender Files\Blender Files\Current Projects\Minifig\Bendy\Minifig_Bendy_Package\Minifigure\Minifigure_Bendy.blend
Info: Read library:  'C:\Users\jaden\Desktop\Blender Files\Blender Files\Current Projects\Minifig\LEGO Material\LEGO_MATERIAL.blend', '//..\..\..\LEGO Material\LEGO_MATERIAL.blend', parent '<direct>'
Warning: Cannot find lib 'C:\Users\jaden\Desktop\Blender Files\Blender Files\Current Projects\Minifig\LEGO Material\LEGO_MATERIAL.blend'
Warning: LIB: NodeTree: 'Plastic' missing from 'C:\Users\jaden\Desktop\Blender Files\Blender Files\Current Projects\Minifig\LEGO Material\LEGO_MATERIAL.blend', parent '<direct>'
Info: Read library:  'C:\Users\jaden\Desktop\Blender Files\Blender Files\Current Projects\Minifig\LEGO Material\LEGO_MATERIAL.blend', '//..\..\..\LEGO Material\LEGO_MATERIAL.blend', parent '<direct>'
Warning: Unable to open 'C:\Users\jaden\Desktop\Blender Files\Blender Files\Current Projects\Minifig\LEGO Material\LEGO_MATERIAL.blend': No such file or directory
Warning: Cannot find lib 'C:\Users\jaden\Desktop\Blender Files\Blender Files\Current Projects\Minifig\LEGO Material\LEGO_MATERIAL.blend'
Warning: LIB: NodeTree: 'Plastic' missing from 'C:\Users\jaden\Desktop\Blender Files\Blender Files\Current Projects\Minifig\LEGO Material\LEGO_MATERIAL.blend', parent '<direct>'

Can you run Blender from the command line and then post the crash message?

It shows the usual lines and then shows some errors for some missing libraries (some materials I made).

Please show us the actual errors messages. What's your Blender version?

I'll put it in the description as it is too long to go here.

I'm wondering if these files I am using are corrupted. I was just testing it out on another file and it works without any erros.

Well, the viewport level is 1 and I've used this file countless times without any issues...


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Wrong filling importing .svg
I'am trying to import a svg file in Blender, but the filling comes up all wrong.

The file comes from a vectorized .jpeg, it looks all good in inkscape, but some parts change filling color once imported in Blender.
The work flow works pretty well for other images, but when they become too complex this problem appears.
I tried to clean up all small and unnecessary paths in inkscape and combine all remaining paths: same result...
Thanks for any tips !

Watch for overlapping or intersecting segments and open paths

maybe try to scale it up in Inkscape before importing? Also, you can now vectorize an image in Blender itself: Add your jpg image as Reference, go in the header menu > Object > Trace Image To Grease Pencil


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Objects don't follow the particles system/vertex group
I'm totally new to blender and I'm trying to learn it for scientific pourposes; in particular for creating crystal lattices. In order to do that, I found an addon called Bravais Lattice Creator (BLC), which, sadly, works only on blender 2.79. However the view of the latest version, 2.91, is much better than the one of 2.79, allowing me a better stacking of the diferent crystal layers.
However when I open a file made with Blender 2.79 in Blender 2.91, what happens is that if I try to just move a crystal lattice (vertex groups with a sphere for each vertex), blender moves only the vertex group, while the spheres are totally impossible to be moved. Moreover it see the two system as one; infact if I change, for example, the spheres with cubes, it changes correctly, but still impossibile to move.

In the version 2.79 this problem is not present.
(Moreover Blender 2.91 can exploits the graphic card of my notebook, a nvidia 1650 ti)
Does anyone has some suggestion?
Thanks

One thing to try is if you open the file from 2.7- versions with 2.8+, uncheck Load UI in the Open File dialog options. That way settings from old UI won't be intended to be used. In this particular case, you could skip that and only append objects from the 2.7 file

This may be because of a thing where in blender 2.80 and up, auto cache refreshing got scrambled. First it refreshed when it shouldn't've, now it has sometimes not been refreshing when it should've: You probably need to refresh the particle cache manually.
One way that seems fairly solid is change some fundamental setting to the particles/simulation, then immediately change it back. Number of particles is one, particle size is not.
This is just a guess, I hope it helps.


text:
Wacky Geometry Fix?
I've been struggling with this model that I'm making for VRChat recently, and I've been at a roadblock for some time now.
In my model, there's some weird geometry that I've really got no idea how to fix. I've changed "Alt + N" 'd multiple times (sometimes working, sometimes not), used the smooth vertices tool, moved the points around and everything. You'd think that you could just throw on autosmooth, or some modifier, but this is all for the visemes of the character (the mouth movements) which complicates things more than I'd like.
I'm a beginner to Blender (and the CATS plugin, if that matters), I'll attach some photos to see if they can do a better job at explaining what in the world is happening here.
Thanks ^^!

[]

(don't roast me for the shape ;w;)

If you go into sculpt mode and hit it with the smooth brush does it give you what you want?

Welcome to the site! As you mentioned you're a beginner to Blender, I personally (sorry) think you're in a little over your head. You can fix the topology you're talking about, but you really need a basic understanding of modeling to do so. Learn how to slide vertices, join them, re-route edge loops, form quads, use the knife tool effectively, etc. I would suggest you take a few modeling tutorials before tackling this issue.

i'm 100% over my head! but nonetheless, i feel like i've come too far to stop, and am almost done with this entire thing. do you know any places that could help me with learning how to do those things, specific videos you'd suggest and all ^^?

Avoid stretched faces and triangles, it will create artefacts, try to create a topology that follows the shape of your object, something like that:


text:
Different Viewport, Different Textures...?
Hope you're doing well :>!
Ran into a different problem in Blender, this one has me quite confused (less so than the geometry one, that one was just lacking experience lol).
For the model I'm making, whenever I swap between the solid viewport shading and material viewport shading, really weird things happen. It's easier to show that explain:

The ear texture kind of inverts, part of the geometry just goes transparent, and whenever I combine my textures (These are before that) this just becomes the default no matter what viewport I'm on.
No idea what to do, I've done shifting of textures and all, to no avail, and I'm stumped. Any and all help will be appreciated !

Maybe not all faces normals are pointing in the right direction. In Edit mode select all > recalculate or enable Viewport overlays > Face Orientation and make them all blue. Other than that not sure it's clear what the question is

that fixed the problem, recalculating the normals! thanks a ton, didn't think that that would help with this type of problem!


text:
Oval eye rig for game engine
For a character that has really big eyes, it isnt possible to use the standard spherical eyes. I need to make the eyes oval. But then the problem comes with the rigging. Would it be possible that the oval eyes can be rigged in such a way that they can be used in unity?

Does Unity support the shrinkwrap modifier?

does Unity support Lattice modifier? An alternative would be to move the texture like I explain in the following link but again I guess it depends on Unity: https://blender.stackexchange.com/questions/206867/how-do-i-fit-those-eyes-into-my-character-mesh/206878#206878

Related: https://blender.stackexchange.com/questions/55295/creating-an-eye-eyelid-rig-for-dragon-without-shape-keys/55296#55296 or https://blender.stackexchange.com/questions/61660/how-can-i-move-a-uv-island-to-simulate-the-movement-of-an-eye/61673#61673

The shrinkwrap modifier would be applied as in blender. So it wont be of use.

I dont know if textures will behave the same way in unity. I am not a unity user. I am working on a character for someone else. If the behave the same way then that would be great


text:
A curve that interpolates the baked keyframes
I have a baked animation. Is there anyway that I can get a curve with less number of keyframes? So that I can adjust the animation easily.

hello, what kind of animation? what curve are you talking about, curve in the Graph Editor? maybe tell a bit more...

Yes the curves in graph editor. Like in a baked animation there is a keyframe on each frame. But what I want is a bezier curve that follows the same path but uses less number of keyframes. Is there a way to do this automatically? I can do this manually by deleting extra keyframes and then assigning bezier interpolation to the remaining keyframes

With all curves selected and cursor in Graph editor , search for Decimate

Thanks. This solved the problem


text:
Take Fbx from blender to three.js
I have an fbx export from Maya which is perfectly working in Three.js . Fbx file exported from blender is not being imported in three.js. It is giving this error
My client is working on three.js and he specifically wants files in fbx format. So I can not provide him gltf files.
The fbx I am exporting from blender is opening on web. I tested it here:
https://www.creators3d.com/online-viewer
What am I doing wrong, that the fbx file is giving error in three.js

If it helps persuade your client, the developers of three.js themselves recommend using glTF, FBX files are simply not as reliable on the web. That said, you may need to report a bug to the three.js to get help with this FBX file, including the .fbx or .blend file.


text:
Eevee: No Ambient Occlusion in render output (combined), while viewport has ambient occlusion
I enabled Ambient Occlusion in the render settings and it's enabled in the viewport, as shown in this screenshot:

However, in the render output, it has no ambient occlusion:

What am I doing wrong?

Well, the problem is that you enable not an AO, but SSAO, and SS (stands for screen space) make a huge difference in your particular case. So what does SS mean? That means the AO effect limited to the zone that you have in frame. So if something is outside the frame, SS-effect doesn't know about it (Same for SSSSS, SS-reflection, SS-refraction as well) So this is a limitation of the algorithm.

So how you can fix that? Well in your case is easy. Just enable Overscan option in render settings:

This option increase render field in all directions, so borders will be rendered, SSAO will be applied more accurate, and then trimmed by actual render frame.

That's it, thank you very much!


text:
vertex dots in edit mode disappered
I've lost vertex dots in edit mode, is there any chance to bring them back?
I have lost vertex dots in edit mode

Are you sure the widget is in vertex mode? It looks like edge mode that doesn't show verts.

you are on edge mode, so either press the icon on top or number "1" on your keyboard (top).

Other reason why you may not see the vertices or any other element of your mesh highlighted may relate to this:
Blender 2.8 I can't see vertices, edges or faces in edit mode

Oh, I was too slow editing the picture... Your answer is right :)

You're in Edge Select Mode, you can see it at the top of the Editor window. Just click on the dot symbol left to the edge symbol.

Thank you so much, Cheers

You should mark both answers as correct or accepted :)

@GordonBrinkmann The user can only accept one answer as accepted.

I didn't know that, since I never got an answer to accept ;) Anyway, then he should choose one of them.


text:
Can i include blender scripts in each other?
I created two blender scripts :

a MeshCleaner : that cleans the meshes for my glb file
a HierarchyCleaner :  that cleans the hierarchy for my glb files

To clean the code , i added an IOHandler for reading and writing glb files so i can reuse the IOHandler in both the MeshCleaner and the HierarchyCleaner .
When running one of the scripts i run blender in the background

MeshCleaner.py

import bpy
from .IOHandler import import_gltf_file , export_gltf_file , read_filename

def remove_default_cube ():
    objs = bpy.data.objects
    objs.remove(objs["Cube"], do_unlink=True)

def clean_heavy_gltf_file(filename):
    import_gltf_file(filename)
    export_gltf_file(filename)

if __name__=="__main__":
    remove_default_cube()
    filename = read_filename()
    clean_heavy_gltf_file(filename)

HierarchyCleaner.py

import bpy
from IOHandler import import_gltf_file , export_gltf_file , read_filename
from MeshCleaner import remove_default_cube

def clean_hierarchy():
    objs = bpy.data.objects
    nodes=objs.values()
    print(nodes)
    for node in nodes :
        if(len(node.children)==0):
            node.name=node.data.name

def correct_file(filename):
    import_gltf_file(filename)
    remove_default_cube()
    clean_hierarchy()
    export_gltf_file(filename)

if __name__=="__main__":
    correct_file()

IOHandler.py:

import bpy
import sys

def import_gltf_file(filename):
    bpy.ops.import_scene.gltf(filepath = filename)

def export_gltf_file(filename):
    bpy.ops.export_scene.gltf(filepath = filename)

def read_filename():
    filename=sys.argv[4]
    return filename

I run the code using sh scripts running :
GLB_FILE=$1 ;

blender --background --python HierarchyCleaner.py $GLB_FILE ;

or
GLB_FILE=$1 ;

blender --background --python MeshCleaner.py $GLB_FILE ;

when trying to run the code i have an ImportError stating that there is no such module as IOHandler . all the scripts are within the same directory .
Is there a way to make this work and  ?


text:
Why my textures have a dark color in game engine?
When I click P for game engine the objects which have material their color become dark.For example the station has blue color in texture mode,but on game engine is dark blue and etc.How to make the texture to have the same color on GE as in texture mode?

It sounds to me like you are struggling to get the image you see in the viewport to align with how your game performs in realtime. This is usually the fault of Multi-Texture shading, which is the default in-game render mode for BGE. If you want the game to look the same in and out of game, change the shading mode to GLSL.
Here is what my scene looks like when I see it in the Blender 3D view, or viewport.

Once I hit P though, it looks terrible!

The good thing is, this is an easy fix. Just click multitexture, and select GLSL in the dropdown menu. The tool bar that has this option can be opened and closed in the 3D view by pressing N.

Ah! Much better. As you can see, it matches the way i thought it should look from the 3D view perfectly!

I tried that,but everything becomes dark.How can I fix it?

@lvelin it's probably still a related issue. If you could post an image or a file it would allow me to help you much better. :)

Do you know how to add a sound of an EXE file which belongs to Blender?

@Ivelin unless it's directly related to this particular issue I recommend asking a new question. :) Your query will get a lot more attention and in depth answers there. And yes, I do ;)

How can I do it?It's related to this issue.:)

It's really important to me to know,because I will go with my friends on Olympics on Saturday .

@Ivelin It's really important to me to know what the heck you are talking about . . . Blender has no sounds, and a .exe can only reference sound files in a file structure. Please tell us what you a) are trying to achieve and b) how you are trying to do it. Also, while this is related to the same project, it most definitely has nothing to do with textures. Please ask a new question for this after doing some more research.

One thing that might help may be to make the lighting in the Blender 3D viewpoart mimic as closely as possible the lighting in the Game engine. If the lights in the modeling viewport are in different types, of different colors, in different locations relative to the object and the cameras, the textures will look different. Replicating the lights and cameras as nearly as possible will reduce the difference.

There's also one thing that affect a lot. Blender uses a sistem to color thinks called sRGB that was thought for very old computers. It makes everything darker. You should use a cor system called "Filmic blender" and also make brighter lamps. You can inform about this in: http://www.blenderguru.com/tutorials/secret-ingredient-photorealism/

Better read it here: http://blender.stackexchange.com/a/46940/31447 (instead of watching this boring tutorial). BTW: The question is about game engine.

Where is that option Filmic blender?

This has nothing to do with OPs question.

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


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How to make the cloth object simulate out of my collision body in blender?

I am simulating a cloth over a body obj. I have a problem with my cloth getting inside of the body before the start of the simulation. If I apply cloth physics to the shirt and collision physics to the body obj, some part of the cloth gets stuck inside the body obj. What parameter should I adjust to make the cloth come out and behave normally?
Thanks

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


text:
Cloth simulation dirty in render
I want to take a render picture of the cloth over a car. But every time I render it the cloth shadows are too big and somehow not nice (whole cloth with shadows are just 3 colours).

It looks good in the not-rendered form. But I cant figure out how to make the cloth-shades nice in the render-version.

Can someone help me with this?

What material are you using in the cloth object? looks like a toon shader

I am using Glossy BSDF for the cloth

That is not the proper shader to get the look of a piece of fabric, either try a Velvet shader or mix the Glossy shader with a Diffuse one

Yes it looks much nicer as velvet. Thank you!


text:
Edge slides are behaving differently. Why?
I sometimes encounter an odd behavior, when I use edge slide. Can anyone tell me why this odd behavior happens?
I think the first GIF (below) is a normal behavior of edge slide. Both sides of adjacent vertices follow.
But I sometimes encounter something like the 2nd GIF behavior. In this case, the upper vertex does not follow the edge slide. Sometimes, both adjacent vertices do not follow. I even cannot see in which case this kind of things happen...
The object is made from an octagon. Using "extrude" and "scale", then I get this object. So I think all the vertices are connected properly. Or, I accidentally made some changes to vertices without realizing it???

1st: (I think this is normal)

2nd: One of the adjacent vertices does not follow.

Maybe because the you have non joint vertices for the "upper vertex" or doubled vertices

@lemon How does that thing happen? How vertices are unjointed ??

I think doubled. For instance, you extrude (but dont move, so this is 'invisible') and extrude again. If not, can you upload the file?

@lemon Thank you! You are right. It seems that I accidentally hitted "E" twice.


text:
How can I scale object to fit another object that shares the same shape but are diffrent size.
Please teach me how to scale precisely to fit another object.
I am trying to combine two objects that are made based on the same octagon.
I want to make these two object into one connected object. I am scaling looped edge, and am trying to fit that to the other object (see GIF attached). How can I scale it precisely to fit the other object?
If this process succeeds, I can use "remove double",and can combine these two objects.

These are two objects I am trying to combine.

Process I am trying. But I cannot precisely scale to fit the other one.

Delete the outer ring (the one selected on the gif), then select each remaining border and 'bridge edge loops'

I have a solution for you but, depending on the object type, it might take longer to complete as it's not automated.
You take one of the vertices on the outer ring (the inner ones that you want to match up). Then, you hold down the SHIFT key and select its corresponding vertex where you want it to be placed (on the inner ring). After that press Alt + M and choose "At Last" option. This way the vertex will be automatically placed at its desired position and the duplicate vertices will be removed, too. Now you can repeat the same process for the rest of the vertex pairs.
I hope this helps! :)

Also, as cagotan mentioned in a comment, auto snap successfully allowed me to snap outer ring to inner ring.
lemon's comment, "bridge edge loops" worked correctly in my case.
Thank you, every one !!!


text:
A surface copied from Google maps that does not react to light
I installed the Blosm plugin and copied an area from Google Maps to Blender. But the area does not respond to the light in Render Mode,and also in the final render. Even when I try to connect to it principled BSDF in Nodes. How can it be made to react like a mesh or at least copy it to another surface that reacts to light, or another creative solution?

There are so many reasons this could be happening… Are you sure there’s not another object there causing a Z fight?

There are no other objects except the sun, here is the link to the file: https://drive.google.com/file/d/1UT0jblEigqWPe0wE_kz7ImrGOcu5Pp-T/view?usp=sharing

I'm not going to give my email address to get access to the file, make it freely available or better upload it here: https://blend-exchange.com and edit it into your question. Although you already seem to have an answer and might not care. I just cannot believe that a complex script is necessary to make it work in Blender. I never used Blosm, is the result something else than a mesh with a texture? If not, there must be other ways than scripting. Also the video linked below the answer seems to be about getting things into Unreal - is this actually about making it work in Blender or Unreal?

Thanks for the response, I thought the link I sent was enough to download the file... If there are other easier solutions I'd love to know about them, but the file is too heavy to upload via the link you sent.  In the meantime I managed. Regarding the video, its ultimate goal is to transfer the file to Unreal, but most of the video explains how to fix in Blender.

I had this issue, code to fix it below. I'll try to keep in touch as developing on it as we speak, but be sure to remove the right indent on that second line of code. Good Luck
import bpy

for mat in bpy.data.materials:
if not mat.use_nodes:
    continue
nodes = mat.node_tree.nodes
mix = next((n for n in nodes if isinstance(n, bpy.types.ShaderNodeMixShader)), None)
while mix is not None:
    nodes.remove(mix)
    mix = next((n for n in nodes if isinstance(n, bpy.types.ShaderNodeMixShader)), None)
emission = next((n for n in nodes if isinstance(n, bpy.types.ShaderNodeEmission)), None)
while emission is not None:
    nodes.remove(emission)
    emission = next((n for n in nodes if isinstance(n, bpy.types.ShaderNodeEmission)), None)
transparent = next((n for n in nodes if isinstance(n, bpy.types.ShaderNodeBsdfTransparent)), None)
while transparent is not None:
    nodes.remove(transparent)
    transparent = next((n for n in nodes if isinstance(n, bpy.types.ShaderNodeBsdfTransparent)), None)
light_path = next((n for n in nodes if isinstance(n, bpy.types.ShaderNodeLightPath)), None)
while light_path is not None:
    nodes.remove(light_path)
    light_path = next((n for n in nodes if isinstance(n, bpy.types.ShaderNodeLightPath)), None)
output = next((n for n in nodes if isinstance(n, bpy.types.ShaderNodeOutputMaterial)), None)
if output is None:
    continue
principled = nodes.new("ShaderNodeBsdfPrincipled")
principled.location = (output.location[0] - 400, output.location[1]+100)
mat.node_tree.links.new(principled.outputs[0], output.inputs[0])
texture = next((n for n in nodes if isinstance(n, bpy.types.ShaderNodeTexImage)), None)
if texture is None:
    continue
mat.node_tree.links.new(texture.outputs['Color'], principled.inputs['Base Color'])

Adds a value node and connects it to Specular with a value of 0.5.
valueA = nodes.new("ShaderNodeValue")
valueA.location = (principled.location[0] - 200, principled.location[1]-200)
valueA.outputs[0].default_value = 0.5
mat.node_tree.links.new(valueA.outputs[0], principled.inputs['Metallic'])

Adds a value node and connects it to Roughness with a value of 0.5.
valueB = nodes.new("ShaderNodeValue")
valueB.location = (principled.location[0] - 200, principled.location[1]-300)
valueB.outputs[0].default_value = 0.5
mat.node_tree.links.new(valueB.outputs[0], principled.inputs['Roughness'])

Rename the material
mat.name = 'A_' + mat.name

Rename the the image
image_node = next((n for n in nodes if isinstance(n, bpy.types.ShaderNodeTexImage)), None)
if image_node is not None:
    image_node.image.name = 'A_' + image_node.image.name

Thank you very much! It seems complicated, but I'll try.

no worries if you can't get it to work the script is available in the description of the youtube video below.
https://www.youtube.com/watch?v=7gi0-nVrsnM
Once opening the link be sure to copy directly into your scripting console. Press enter twice to run script

Thank you very much dear friend, it worked!

wonderful! This took me a week to work out, have a happy new year!


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Good rendering in 360 and the stereoscopic settings
I render stereoscopic images in 360 for VR
And I have 2 questions:

When you look through the binoculars of the VR you see in the upper part the seam where the images connect. How can I not see this seam? What should be changed in the settings?
In the settings of stereoscopic, what are the optimal data for an image to come out three-dimensional and as realistic as possible? That the distant objects will look three-dimensional and beautiful and the close ones will not stand out too much?

The default main settings in the camera are usually close to human vision, like Mode: Off-Axis, Convergence Plane: 1.95 m and Interocular Distance 0.065 m (6.5 cm, but you could measure your pupil distance for a more accurate value) to give good results - if you're scene is modeled with life-size dimensions. I don't know which VR system you use (I only have PSVR), so I have no idea what to do about the seams because I had no problems yet. There is a option for Spherical Stereo and when you activate it there is another option Use Pole Merge, but I do not know how they work.


text:
High quality rendering
I want to render an image in 4k quality. The questions are:

What data should be followed in order for it to turn out well? Is it enough to change only the resolution or do you need to change more data?
I tried to render several times, it rendered until the end but at the end of the rendering the image disappeared.
What could be the reason this happened and how to fix it?

How should we answer that? It depends on your scene. If you have a low resolution sphere for example it might look okay in a smaller image, but on a larger image the shape might not be smooth enough. This is just one of I guess hundreds of things that might be different if you render larger.
Did you change any default performance settings? Blender uses tiling which is by default set to 2048 pixels. Which means, when you are rendering a 4k image, it will be rendered in 4 tiles. So are you 100% sure the render was finished or was just one of the tiles finished?

Check your setup in the compositor to ensure everything is connected properly. This can make a render disappear at the very end after it was looking fine during rendering.


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Leave a rigged figure in its design after rendering
I designed a Rigged figure in a certain position and when I render it returns to the upright position with arms outstretched to the sides.
How do you fix the character in the desired position that will not change during rendering?

Have you tried inserting a keyframe with the 'I' key with everything selected before rendering?

Or have you deleted all keyframes on the rig which seem to be already there which is why it gets reset upon rendering?

It's rendered this way, but can't it be converted to mesh, so I can move it from place to place as a stable sculpt? I want to make pictures, not animation.

Or have you deleted all keyframes on the rig which seem to be already there which is why it gets reset upon rendering? –
Gordon Brinkmann
--Oh, that's better, thank you very much!


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Changes in the mouse button
Until now every time I pressed the right mouse button it showed me a long menu that includes copying and pasting etc, but suddenly it shows me a 'new collection' - how do I go back to the previous mode?

can you show me what exactly it looks like? However you can change anything back to default just by going to Edit -> Preferences -> (down-left icon) Load factory preferences

Thank you very much, I did as you wrote and the problem was solved.


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Bloom option in Blender 3.0
How to make a Bloom option for a glowing object in Blender 3.0?, in the old versions it is in the render Properties, but in this version I did not find

It seems to be that you have switched to Cycles. This is an EEVEE option and not available in the Cycles.

Is there an alternative to bloom in a cycles?

You can use glare node in compositing

You're probably using Cycles.
To get bloom in Cycles, open the compositor, check Use Nodes, and add a Glare node between the Render Layers node and the Composite node.
If you switch to Eevee, there's a Bloom checkbox in the Render Settings.
(To switch between Eevee and Cycles, use the dropdown at the top of the Render Settings.)


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Fire does not appear in the final rendering
I created a fire in the blender, it appears in  the render Mode but does not appear in the final rendering. What to do?

Does your domain have a material? Volume shader?

Have you baked it? Open Cache settings in fire simulation, set type to All and press Bake all.

When I do this the fire suddenly disappears.

It dissapeared because you have switched cache type. Bake it, so that it will appear


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How to leave a cloth forever in the fold position
After creating a cloth, I want to leave it in a folding position, without being dependent on a timeline. That is, the cloth will be like another hard object in the form of a fold, and there will be no movement in the cloth when the timeline is activated. How do you do that?

you can go into the Modifiers panel and apply the Cloth modifier, but you won't be able to animate it, so maybe keep the original version in a collection

But it does not give me the possibility of apply. Only
apply as shape key What does it mean?

Could you please share your file? https://pasteall.org/blend/


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How do I separate parts from an object?
I have downloaded an FBX object and now I want to separate the face parts so I can move each part of it.

that depends on the topology of that object, It doesn't seem to be loose, if it would you would separate by loose parts, This way as it is I can only see either selecting it part by part and separating or retopology of each piece

please provide blend file so we can help you


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How to add a checkbox to a panel header?
I'm trying to find out how to add a checkbox to a panel header so panel can be deacivated (as well as storing that checkbox value in some property). It may be quite obious task, but I didn't find any info about it in the docs so far.
Example of what I'm trying to achive is the "Gravity" panel, that can be turned off with the checkbox.

Any suggestions or leads? I would be grateful for any code examples with it.

Add draw_header(context) function to your Panel class and supply any bool property. Following example is based on ui_panel_simple.py template:
import bpy

class HelloWorldPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Hello World Panel"
    bl_idname = "OBJECT_PT_hello"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"

    def draw_header(self,context):
        # Example property to display a checkbox, can be anything
        self.layout.prop(context.scene.render, "use_border", text="")

    def draw(self, context):
        layout = self.layout
        layout.label(text="Hello world!", icon='WORLD_DATA')

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

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

if __name__ == "__main__":
    register()

Adding to already registered panels
As an extra to other answers re defining a draw header on a new panel class, can monkey around with existing panel classes.
Here is an example that adds gravity checkbox and "XXX" to audio panel header, and disables that panels layout with scene.use_gravity (silly)

import bpy
from bl_ui.properties_scene import SCENE_PT_audio

dr = SCENE_PT_audio.draw

def draw(self, context):
    scene = context.scene
    layout = self.layout
    layout.enabled = scene.use_gravity
    dr(self, context)

def draw_header(self, context):
    scene = context.scene
    self.layout.prop(scene, "use_gravity", text="XXX")

if SCENE_PT_audio.is_registered:
    bpy.utils.unregister_class(SCENE_PT_audio)
SCENE_PT_audio.draw = draw
SCENE_PT_audio.draw_header = draw_header
bpy.utils.register_class(SCENE_PT_audio)


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Particle System "Rotation" Not listed
New to Blender
v2.93.6
I don't see "Rotation" under ParticleSystem.
The video I'm following (using an older version) shows ParticleSystem
options as ..[] Hair Dynamics, Velocity, Rotation, Physics..
I have ..[] Hair Dynamics, Render, Viewport..  Rotation isn't an option.
The only mention of Rotation in my version of ParticleSystem is under Render/Object/[]"Object Rotation" but it doesn't rotate the particles and it doesn't have any settings for rotation.

You have to enable the Advanced option in the particle settings. I've checked with 2.93.5, 2.83.5 and 2.79b - the Rotation settings which are shown by default when you've set the particle system to Emitter are only available under Hair when you enable Advanced.


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Object is greyed out, can't edit the color of a material
I need help with Blender, this model is of a car and I wanted to change the color of the tires. The material is greyed out so I can't change its properties, just wanted to give it a new color.

I've tried other solutions, I tried to click on the blue icon to see the Restriction Toggles but it doesn't appear. Can someone help me?

In your first screenshot, I can't see the settings for the Wheels collection.  If the collection is unavailable say because display visibility is off, then you can't access its members.  Please check the settings for it.

Thank you, already solved it, and yeah it was about visibility, I think I got it working after toggling it on "Shading".


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I get a black screen when I RENDER the video
hey can anyone help me with this, when I start to render the animation with audio I get a black screen with audio . I done everything to make it correct but still its the same. when I first rendered my video it worked without audio since I didn't tick the audio. And when I rendered again after that I get a black screen also even when i render an image I get a black screen for that as well.please help

hello could you please share your file? https://pasteall.org/blend/

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.

Is it black even from Blender's render view, or is it black when you play the file from your file explorer?

It is black in both render view and also when I play the file from file explorer.

I cant attach the file since it is to large...

How big? Unless you send us raw footages it shouldn't be too much of an issue, eventually try other uploading services like google. But first make sure you check the compress option when using File > save as. Also, don't hesitate to reduce down the amount of files in your video edit, just share the bare minimum for us to encounter the issue. I can't reproduce the issue with Blender 3.0 stable, so it's most likely something wrong on your side or a bug trigger by something specific to your setup. Either way we need your project files x)


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Characters are detached from skeleton when command line rendering in blender 3.0
I've just upgraded to 3.0 and am having issues with command line rendering. When I render using command line, my characters are no longer attached to their skeletons as you can see below. When I render within the blender gui everything is fine as in the second image.

I'm using a project that I created in 2.92 so maybe this is an issue. Any ideas why this is happening? Is this a bug that others have seen?

I had a similar issue with a project I made in 3.0. I was able to fix it by checking if the command line version of Blender matches the one you made your project in. In my case the command line triggered Blender 2.8 instead of 3.0 causing this issue. If you're on Windows you can change the PATH variable to choose which version of Blender CMD will prefer. Hope this helps!

Awesome, I hadn't thought of that


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Hard sound transition when animating
I'm doing a 3d (currently stereo) sound animation. For that i'm using a simple speaker at the origin and i'm moving the camera (listener) by hand. Whilst simultaneously recording keys on the timeline.
The sound volume goes down with the radius which is expected and ok, but the angle works fine except in the case where the camera approaches the symmetry axis at the meeting point of the left and right speaker (in my case of top-down view that would be the y axis; x+ is oriented towards right). When the listener camera crosses it one of the speakers suddenly goes off and the other turns on accompanied with a loud transition click. I'd like that to be smooth.
Can somebody please help me out? What other info can i provide?


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Cant Rotate,Scale when I hook a vert on a curve in Blender 2.8
Here's an little video how I used to be able to rotate and scale the curve using hooks in Blender 2.79
https://streamable.com/byura
Any Work around or fix would be highly appreciated!! :D

I went into the same issue today in 2.8. The way to make it works is to select your BezierCurve handles in Edit Mode then press RMB and click on Set Handle Type -> Toggle Free/Align, now you can rotate and scale your Hook.

Had the same problem in Blender 3.3.1 and your solution still worked! Any idea what is actually causing the problem or why toggling Free/Align solves it?


text:
How can I bake a rigid body simulation in 2.8?
I' am completely new to blender. I've read the manual, but it only explains what baking is, but it's not clear how to do the baking itself.
In Cinema 4d it's as simple as going the the cache tab in the physics tag, and pressing bake. So either I' am completely blind or i don't know where to look.

It's in the Properties Panel > Scene > Rigid Body World > Cache


text:
Passing Edge Vertex Vector Attribute from One object to another
So I was hoping I could update an Objects position Based off the Vertex of another Object without having to Instance it. Here's my Setup:

I was hoping the Result would be Something like this:

But I'm guessing there are rules that Attributes can and cannot Pass? and if so, is there a way I could Update the position via a Python Script or maybe a Different Geometry node setup?

Does this answer your question? How to have object A attribute influence object B shader parameters

in order to "pass" info from an object to another you can import the first object in the second node tree (clic and drag) then mesure it there.

And you can still have transformation on the first object with Geometry Node.

I hope it helps.

This is Amazing! could this be done with Geometry Node groups In Lieu of Object Info as well?


text:
Is there a way to Instance An Object on an Index linked to Multiple Edges?
So Lets Say I have a mesh that Looks Like this, and if I were to map Each Index Number this would be the Result.
Is there a Geometry Node setup that Could procedurally find a unique vertex Like this?

Compare Vertex Count of Vertex Neighbors

To instantiate objects at a point where several lines meet, as shown in your example, you can compare the number of neighboring vertices with the value $2$.
The nodes Vertex Neighbors and Compare help you with this.
Something like this:


text:
Can you assign material to 2 neighboring faces in a collection with Geo Nodes?

So I was hoping If there was a way to assign material to the faces from separate objects in a collection; highlighted in blue.
My first attempt in setting up the geometry nodes is as follows.

set material to "internal Material"
Select only faces from the collection counted by "face neighbors

here's what the current result looks like in viewport shading.

It's understandable why you'd think that, but Face Neighbors—Face Count does not refer to faces close to each other in 3D space, it simply counts the number of other faces that connect to a face (with at least one edge). For example, if you had a pyramid, it would give you the number $3$ for each side face of the pyramid (since they are all connected to two other faces on their two sides, in addition to the bottom face), and it would give $4$ for the bottom face (since it's connected to all four side faces with an edge).
The node you're looking for that would give you access to "close-by faces of another geometry" is Geometry Proximity. In the screeshot below, I have a sphere as my main object, and a collection with two objects (a monkey and a cone) in it. Using the Geometry Proximity—Distance output, I'm checking which of my sphere's faces are less than 2 meters close to the faces of the collection objects, then painting them black. Object Info and Collection Info nodes give you instances, so to get the positions of individual faces, I need to realize them first. Cone is closer than the monkey, so more faces get painted on that side.
Note that in your screenshot you're simply transferring the information which says how many face neighbors each face has, all of it at once; it's not filtering that information, so it wouldn't work as a Selection. The Compare node (set to Less Than) I'm using is handling that filtering job here.

That is pretty Dang Close to what I was looking for. And I appreciate the quick feedback!

You're welcome. Can you mark it as accepted, then? (Hit the checkmark at the top-left of the answer)

while this is a close solution, it's not the solution I was looking for. Geometry Proximity will not only change material on those 3 faces, it will also overlap the top and borttom faces too. Im looking for a solution that where the specified faces change material when they occupy the same space. that being said, if the current build (3.33.1) does not have a node solution that could support this, then I'll award you the answer.

I can replicate your setup fine, here: https://i.imgur.com/nYrol2W.png Just use "Equal=0" instead of "Less than" and it should work. Note that for the distance, it uses the weight center of faces.


text:
Shadow catcher visible through glass

I have converted the body in the scene to shadow catcher. But it is visible through glass. I want to have the shiny appearance of glass but other than some reflections I want the glass to be transparent as rest of the image. How can I do this?

Oh. Thanks a lot. It totally works. Never realized what this option was for


text:
Mantaflow fire not appearing in the image saved after rendering
I have rendered an image that has mana flow fire and it is appearing on viewport and the render. But the image that is being saved on my computer doesnt have the fire. I am attaching images to explain it better.

Realized that because I was using transparent background, the fire was being masked out. Checking the alpha channel made me realize that fire was being masked.
This tutorial helped me out:
https://www.youtube.com/watch?v=wNnFfXxB2Dg&ab_channel=BlenderMadeEasy

Well, the tutorial shows a workaround, but you should be aware that this will not preserve the original quality of the fire - like being additive on non-transparent backgrounds. Actually at the time this tutorial was made I think I remember there was something wrong with the Image Editor and even there the fire was invisible, whereas nowadays you can view it there, it's only lost when you save it as PNG. The Set Alpha node for example now has (other than in the video) two modes, Apply Mask or Replace Alpha. If you choose the first option the saved PNG will not show the fire either.

Yes. You are hundred percent right. So, I guess there is no perfect solution for this?

Not a perfect solution, but maybe a solution suitable for your needs. I mean it always depends on where and why you want to use the fire with a transparent image. For many cases this workaround might be good enough. In other cases, for example to use it in Blender's compositor later on and preserve the additive quality of the light, it might be better to save it as OpenEXR instead of PNG. But maybe other software cannot handle EXR or will handle it at least differently.


text:
Problem in animation after exporting
I have an animation which works perfectly on blender. But when I export it in the form of gltf or fbx there is one spot that doesnt look right.

This looks right in blender. But after export it looks like this.

The arm looks really very thin.
This is the file if anyone wants to check it out:
https://we.tl/t-QXCoasPSlJ

did you rig before or is this your first rig?

I received a rig from someone. I made animations on top of it. Then converted it into a deformation rig. I have rigged a lot of characters before but have no idea what is causing the problem here


text:
Add color to transparent image strip
I rendered out an image strip with transparent background. I want to add color to the background in the video editing section of blender. Normally what I do is that I add color strip and in compositing set the image strip to alpha over. But somehow the recent rendered footage is not working with this method. I think the new version of blender added a black background to the renders. Is there a way I can make this work without re-rendering all of the footage again.
And if anybody can tell me show to share the blend file here I will share that too

you can share your blend file by opening https://blend-exchange.com/ and follow instructions. You should - before uploading - go in file -> external data -> pack resources and then save file so that we can "see" your footage.

Can an image strip be packed into blend file? I have tried packing but it is not working

Tbh I don’t know…maybe provide your image strip by another cloud service like Dropbox or google?

https://www.dropbox.com/sh/xtdatz4afknf7g4/AACjqg4OmXMr8reKe6u2whm4a?dl=0

blend file and the drobox link to the animation frames

sorry, i hoped your first sentence was a fact (I rendered out an image strip with transparent background). But unfortunately your background of your images is not transparent. And i don't think that the VSE is capable of making a background from intransparent to transparent.....

I did render a transparent strip. I dont know why a black background was added to it . I will share the blend file of the animation. Maybe you can render and check from that

Can you check the file and tell me if i did something wrong? I did not pack this file as it was getting very heavy. But this file will give you an idea of the situation. Thank you

Let us continue this discussion in chat.

Just change the color format to RGBA (a for alpha)

Got it. Thanks a lot. I never change these settings. Didnt even know their function :)

You are welcome. I also only know 20% of Blender….

Please check the checkmark left to my answer….☺


text:
Add a background in video editor
I have an image strip with transparent background. How can I add color in the background while compiling it

You can do it like this:

Important for the image strip:
Change the blend mode to something like alpha over:

result:

Thanks a lot it really worked. However I rendered an image strip again with transparent background. Somehow blender made the background black. Maybe I did something wrong or this is something new in blender 2.93.5. But Is there any solution now, so that I dont have to render all over again

If this helped you, please check the checkmark left to my answer. Since this is a new question, please ask a new question here. And it is always a big help if you provide your blend file.

Thank you, I checked it and will ask a new question with the blend file provided

Thank you very much


text:
Boolean Modifier Help - Difference - Surface Remaining
I'm very new to Blender but I'm trying to create a simple facemask.
I am using a Head Mesh (using FaceBuilder add-on) and a simple hallow cylinder to create the profile of the mask that will sit against the face.
I have intersected the cylinder with the face and have used the Boolean Modifier with the Difference Operation to create a cut in the cylinder using the Face mesh.
The problem that I am having is that the front of the face is remaining after doing the Boolean Modifier.
Is there any way of removing this? Maybe I am misunderstanding/misusing the Boolean Modifier.

That should work using 2.91 version of Blender with "Exact" option for the boolean:

"Fast" option behaves as the boolean of the previous version.


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How to capture and use color intensity as an attribute in geometry nodes?
So I am in Blender 3.6 and have this procedural terrain material, and I would now like to use geometry nodes to take the color of the material, select out the green areas, and then do a series of distribute points on faces, instance on points, etc to put grass and trees in those green spots so that the more solidly green it is, the denser the foliage on those areas.
The stuff with the plants I know how to do once I can isolate the data, however, I am not sure how to get the color data I need to start the whole process.
I have used the capture attribute node for other things, but not color before, and after messing around with different nodes in different arrangements, I still haven't figured out the node set up needed to get it to select the amount of a specific color and output that as a value I can plug into other things. I have tried the blender wiki and a number of youtube tutorials but nobody seems to have a good explanation of this specific need.
How can I get geometry nodes to apply a chain of nodes depending on the intensity of the green in the material?
Thanks

We need more info on your setup, for example if the color is calculated in a shader, then geonodes can't just read it - as shaders are evaluated further down the chain than geometry. Sometimes the solution is impossible (like when you use shader to color), but usually it comes down to copying/moving your shader algorithm into geonodes.

As @MarkusvonBroady says, we need information on your setup and most probably it is necessary to copy the procedural texture setup in your Geometry Nodes nodetree. Then it also depends on the density of your mesh. In my answer here I give an example (I tend to think your question is kind of a duplicate then): Mesh to points selected from material

Hello TheyMightBe .. welcome to BSE. I'm going to close this on the assumption it is a duplicate, although it's not easy to tell, for sure, because we don't have enough detail. If you feel it's not a duplicate, please provide the detail, showing us, for example, where the colour of the mesh is stored.. in a map, ... on the vertices .... and we can re-open


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Push Down NLA strips for only selected bones?
I have a whole sequence of lip sync animation and I am now going through and adding in all the other secondary face and head animation on top of it. I want to have a cyclic head bobbing that I can turn on and off at different points in the sequence. Using the F-curve modifier to cycle it doesn't allow me to only cycle specific frames, so I decided to try an NLA strip, which admittedly I am not very familiar with yet.
The issue is that when I hit "Push Down" to convert the head bob on the selected bones into an NLA strip, it applies the NLA to the entire rig at once, lip sync and all, rather than just the selected part. I just want to NLA a specific group of bones, and leave all my others as is.
Is there a way to do that? Or did I screw myself by not following the order properly and making the NLA for the head before I went in and did a bunch of more complicated stuff, and I'll need to figure out another way?

Create a new action in the Dope Sheet, keyframe only the lips bones, push down the action into the NLA, it should play with the head action.

Ok I see how that works now, sorry if this was an obvious question, just couldn't find this scenario in tutorials. Thank you!


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Some objects appear black with lighting in render view
I’m trying to figure out what is causing objects to appear black in render view or when rendered.

I have applied identical texture/shader to all objects.
To rule out common issues such as blocking, lights being disabled, clamp, objects size vs light, I added an area lighting to cover all objects at the same distance
Any help is greatly appreciated. I have included the blender file.
Link to blender file
Thank you,

Try turning off Auto Smooth under the Context tab.

Thank you @lukas !!! Someone else just told me to clear custom split normals data in object data properties and it also worked! Looks like I'm going to explore some new sections to have a better understanding on why those affect it. Thanks again!!!

This is a problem of split normals. Click on Clear Custom Split Normals Data:


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Geometry Nodes Align to Curve/Face Problem
I am having a real problem figuring out how to fix this. I have instanced an object along a curve and applied the rotation of each point, but the corners average the angle of the segment before and after. I need these objects to aim directly at the next point in the curve so there are right angles and connected rather than these 45˚ oriented objects with open gaps, but I cannot figure out how to get that data into the geometry nodes. This same problem occurs if I use a mesh, so that's not a solution. I essentially need the normal of each segment along the curve, not the point's, which averages the normal from both adjacent segments.

would you mind sharing your blend file using https://pasteall.org/blend/ ?

One way would be to duplicate the path and feed it through the Curve Trim node, then adjusting the Fac to be between 0.001 and 0.999 so that the instance does not reach the end of the curve. Let me know if this works for you.

Perhaps the answere here: https://blender.stackexchange.com/questions/245282/how-to-bend-geometry-with-geometry-nodes Can help?

If your question was solved, please be so kind and mark the answer that contributed to the solution as "Accepted Answer". This will make it easier for others to see which way leads to the solution, and the question will no longer appear as unsolved. Thank you! Here you can find more information: What should I do when someone answers my question?. If you still didn't get a solution to your question, please be kind enough to address it.

First, I would put the pivot point of the wall panel on the Y-axis at its center so you don't have to instantiate it at the endpoints.
Then I would simply subdivide the curve once with the node Subdivide Curve.
If you then use Instance on Points, but only instantiate at every second point by applying the math node Modulo, you can directly use the normals of the points.
The node Align Euler to Vector makes a suitable rotation out of it.


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How can I minimize cpu process without effecting the quality? (MacBook Pro)
I am a MacBook Pro user (15-inch, 2019) and I found out that my device is not a good choice for 3d design. Until I purchase a fine device for this purpose I need to work with it. Do you have any suggestions on how I can reduce the CPU workload in Blender without affecting the quality? my processor is a 2,3 GHz 8-Core Intel Core i9. Sometimes the workload is too much that my screen turns off. I would appreciate any suggestions. Also, my device has two graphic processors, one is Radeon Pro 560X 4 GB and the other is Intel UHD Graphics 630 1536 MB. But from what I learned online blender doesn't work with it. Does switching it make a better result? and if yes which one do you suggest?

Check answers here: https://blender.stackexchange.com/questions/15247/how-to-configure-blender-so-that-it-uses-only-50-of-total-cpu-when-rendering


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Problems adding animation
I am trying to animate emission. Dope Sheet selected as editing context. But when i'm opening action editor - its empty. When inserting Location, Rotation etc. keyframes, they appear properly in action editor. Animation runs okay, but i can't save it. What i've missed?

Emission of what?

@lemon circled one. I actually was wrong. Emission strength. Here is the picture (https://drive.google.com/file/d/1PoUQvq9dX5kazVLyRTrPqrxtfEhLqWmy/view?usp=sharing)
And here is .blend file (https://drive.google.com/file/d/1lF1tYl9CLDtqMQhIqOzahvnEIwiDK8RS/view?usp=sharing)

Emission channel is locked. Unlock it:

I'm really helpless with blender, maybe you can clarify. I need to export model and its animation into gltf format. When pressing RMB on my cube => insert keyframe => choosing one of the properties - animation beinig added both into action editor and under my model in Scene Collection window. Link below.
Can i somehow transform changing emission strength keyframes into an animation as Location, Scale, Rotation are?
(https://drive.google.com/file/d/1eYJaWkgo0aiGeg49DhrRwhlz4yeLEd3q/view?usp=sharing)

In a gltf, I really don't know if its possible or not.

appreciated for your help, will find another way)

It seems material animation is not supported: https://docs.blender.org/manual/en/2.80/addons/io_scene_gltf2.html#animation

Can you give advice which technique to use to achieve similar effect but with animation?

A (bad) possibility: use another object nearly transparent so that it has several layers to mask the light. And animate it using shape keys so enable disable these layers.

Hey @lemon, I need to animate the emission strength on my object before exporting it to .glb as well, pretty much the same idea. Could you explain your "A (bad) possibility" a bit better please? I didn't get it, and I really want to try. Please


text:
Blender Cloud Login For 2.91
I just bought Blender cloud, and I'm trying to find how to login. I saw that there is an addon but I was unable to find it. Is the Login Addon supposed to be included in blender cloud addon?

https://docs.blender.org/manual/en/latest/addons/system/blender_id.html
System: Blender ID authentication addon.
Search for ID in search and you will find it.
This is a doc loop that is unclear - a ticket should be put in place to mention that the addon referenced is an addon and not a website.
tickets can probably be put in to https://github.com/dfelinto/blender-cloud-addon

The Blender ID Authentication add-on is bundled with blender, and can be enabled from user preferences.

You login with the same Blender Id that you created when you joined Blender Cloud.
This is the same authentication that you use on cloud as well as the tracker.


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Viewport "material preview" all gray
I am looking to get some help from you all. I recently (today) encountered an issue where the material preview in viewport does not seem to work. All the materials come out gray. I am not sure what is happening and any help would be greatly appreciated. I attached an image for the issue I have.
Thanks!

Yet another AMD GPU?

Let me guess.... you have an AMD GPU?

https://blender.stackexchange.com/questions/204476/no-light-in-material-preview-and-render?noredirect=1#comment344118_204476

Thanks all, yes I have an AMD GPU. Which driver should I downgrade to?


text:
Making round features on cubes in hard surface modelling
Rather than just blindly following Youtube tutorials, I like to practice modelling by finding concept art I like and trying to model it in Blender. In this case I'm trying to model this robot:
https://www.artstation.com/artwork/3eGxY
I'm trying to replicate that big round lens in the robot's 'head', but I can't seem to do it and still have clean geometry. I have tried using a boolean to cut out the circle, then adding a sphere, but it results in a messy mesh.

There are no doubt several better ways to achieve the same effect with much cleaner results. Any ideas?

https://blender.stackexchange.com/questions/5856 https://blender.stackexchange.com/questions/3260 https://blender.stackexchange.com/questions/30996 https://blender.stackexchange.com/questions/118586

A boolean operation (almost) always results in messy geometry, but you can sometimes avoid or reduce it by preparing the faces where you cut out things with creating cuts to have smaller areas. Although in this case where you cut it out of a simple cube it shouldn't be that messy. The problem here looks like you  marked all those edges sharp and then beveled them.


text:
Why is my render time unusually high for a simple object?
I recently got Boxcutter and HardOps and so have been doing a lot of hard surface work with booleans. I have made several models of roughly similar complexity, lit them in the same way, and rendered them with identical settings:

Cycles
200 passes
6 bounces
Denoising and Glare nodes in Compositing
1920x1080 resolution

This usually results in a render time of about 2.5 minutes on my 10th gen i7 6 core processor. I do have a GPU but it's not the greatest - the CPU is faster.
Yesterday I made another fairly simple model - just a crate with boolean doodads - applied the same render settings, and went to render it - but Blender is predicting a render time of 5.5 hours.
What can I look at to see what might be causing this sudden massive jump? I can only think that I've enabled some setting or done something with the modelling itself, but I don't know where to start.

render time doesn't always have to do with object it can just be the 200 samples you have that make it take a while

Have you ticked the ‘square samples’ checkbox by mistake? That would result in 200x200 samples instead of just 200 - which would be close to the projection you’re seeing.

@RichSedman nope, that's turned off. I reduced the resolution by 50% and made the tile size 16x16 which brought it down to around 20 minutes. Still seems odd to me though.

I've gone back to an older save and it seems maybe my lighting was just too complex. But i've done exactly the same lighting (HardOps has a kind of built in auto-lighting tool) with other projects with no issue. Odd.

You don't mention how many poligons you are dealing with or what modifiers you are using. There is no information on your question to help us help you.


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Is it possible to use normal map as a mask while mixing shaders?
If I have a normal map that adds scratches to a surface and I want to add some dirt inside these scratches can I somehow use the normal map as a mask while mixing two shaders or is there any other way to do it?

We'd need to see the normal map to say how best to do it.

I think it's possible to designate a color spectrum in a node (to make it a factor of a Mix Shader), don't remember with what node though


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Why is this happing in final render?
Hello respectable blenderes, I need your help to figure out why this is happening in my final render and how to avoid it. Since an image is worth hundreds of words I'll just drop it below, also https://we.tl/t-D5YfeQYdbh here's the link to the project, in case you need to see the settings. Thank you!

What version of Blender are you using?

Don't worry ... those are newly released Starlink satellites ... For Atmosphere object increase Subdivision to 3 or change a bit Scale (there is probably some conflict with Clouds object) ... Z-fight or what ever :)

Hello, increasing the subdivision value or changing to adaptive subdivision (in my case) did the trick :) thank you @vklidu


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Why is my own add-on not showing in the Preferences panel when installed?
I made a super-simple, one script add-on that duplicates objects and moves them to a hidden 'Backups' collection. It installs and works fine, but for reasons unknown to me does not show up in the Add-Ons panel in preferences. I have a bl_info object in my script:
bl_info = {
    "name": "Quick Backup",
    "blender": (2, 80, 0),
    "category": "Object",
    "location": "Tools (N key) > QuickBackup Tab"
    "description": "Create a duplicate of selected objects and move it a Backups collection. The button will make a Backups collection if one doesn't exist"
}

What am I missing?

As mentioned in my answer, there is a spelling error in the dict you provided. You forgot to add a comma after the location entry: "location": "Path to the tool",.

This was the problem, thanks!

The bare minimum is adding a register() function, otherwise it won't install. Also bl_info dict has to be formatted properly, make sure the entries are separated by a ,. Easy to test using our famous Operator Simple template (Text Editor > Templates > Python > Operator Simple)
bl_info = {
    "name": "Your Add-on Name",
    "blender": (2, 80, 0),
    "category": "Object"
}

import bpy

'''
class SimpleOperator(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "object.simple_operator"
    bl_label = "Simple Object Operator"

    def execute(self, context):
        pass
        return {'FINISHED'}
'''

def register():
    pass
    #bpy.utils.register_class(SimpleOperator)

def unregister():
    pass
    #bpy.utils.unregister_class(SimpleOperator)

if __name__ == "__main__":
    register()

Further reading:

How to create a custom UI?
https://docs.blender.org/manual/en/latest/advanced/scripting/addon_tutorial.html


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Why is my shape warping on this bezier curve?
I'm trying to take a flat rectangular shape and bend it along a curve so that it looks almost like a rainbow. I'm following the tutorial here, which has me following these basic steps:

Create lots of edges along the shape (using loop cut) so that it has something to bend along
Create the bezier curve
Position the origins of both the curve and the shape at the edge of each
Use a curve modifier

But when I follow these steps, my shape gets really fat in the middle.

How do I get it so that the shape maintains a uniform width while bending along the bezier curve?
Any advice would be really helpful! Thanks in advance.

maybe make sure that the curve vertices radius are set to one (select curve, switch to Edit mode, select a vertex and check its radius in the N panel)

I agree. You can also use ALT-S to scale the thickness with a point selected.


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Is it possible to hide an array individual instance whitout applying the modifier?
So, let's say I have an array of a cube in X axis... So I would have 10 objects along X, for example, and I want it not to show the 3rd and 4th generated objects.
Is there anyway to hide this objects without applying the modifier and then deleting or hiding them?
I've tried the mask modifier but it seems only to work on the original mesh and not the "created" ones.

I don't know of a way to do this directly, but you could create another object to use a boolean subtract tool on the instances you want to remove, bit hacky though...

If the array modifier isn't to be 'Applied' your best solution would probably be a straight out case of masking.
.
The clips above are using masks which enclose both (hidden) monkeys entirely so they won't be seen from any angle.  If the cam is to be stationary however, a flat plane mask in front of each monkey should do.
Masking is a subject all it's own and beyond the scope of this question, but basically a mask is a flat plane or a cube or any object that will cut a hole into any part of the scene.
In our example monkeys 2 & 5 plus the green ground plane that's underneath and behind them will be cut out of the rendered output.
To replace the green ground plane you use the same camera to render a separate video of the ground only. (the monkey array and masks are temporarily removed or hidden)
A single frame would be all that's necessary when the cam is stationary)
Make sure to use the same codec for each render.
Both rendered outputs, the one with the holes and the one with just the ground, are rendered using (preferably) LOSSLESS video and those clips mixed in the VSE.  The holed version must contain an alpha layer so the holes will be transparent, not black.
Rendering to a .png image sequence with an alpha layer is one option and it's default 15% compression still works quite well.
The ground plane version is laid into the VSE's bottom strip and the holed version above that.  Set the latter's properties  to "Alpha Over". (press N)
When mixed and rendered, the holes will allow the underlay (the ground plane version) to show through and there'll be no monkeys.
The same is done for the shadows.  They appear on the original ground plane but won't be in the ground-plane-only version so when the masks are switched on, they'll disappear also.
A flat plane mask just above the ground is all they'll need.
Switching the masks on and off in the Outliner will switch the holes on and off.  When on, the two monkeys and shadows will be cut out and disappear.


text:
Struggling to rotate in the correct axis It seems simple but gets strange when I keyframe
I bought a model and I have separated the blade and now I wish to animate it! Problem is when I set it to median point it's sky high. I played around with a few different settings and eventually settled on using the 3D cursor as the point of rotation. When I grab the Gizmo on the Y and rotate it it looks like it's doing exactly what I ned to do however when I Add key frames to this rotation the whole set of blades rotates up into the sky.
Very new to blender so go easy on me if it's obvious!
Appreciate any help!
Thank you

https://blender.stackexchange.com/questions/129834/how-do-i-rotate-an-object-along-its-own-axis-windmill

Using an empty solved it thank you so much!


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Can't find the Material Output in Cycles!
I can't find both Diffuse BDSF and Material Output, i am in fact in cycles render. Here is an image to show
Help would be highly appreciated since i can't really do anything without it at the moment.

https://blender.stackexchange.com/questions/53336/particular-nodes-are-missing-from-node-editor https://blender.stackexchange.com/questions/91812/why-am-i-missing-nodes-in-the-add-node-menu

Thank you Duarte :D


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Leftover vertices after parenting to bone - mouth/eyeballs not rigged
I took a humanoid mesh off the internet to use as a character model. I also have a custom humanoid skeleton. I lined up the skeleton to the mesh, then I parented the mesh to the bones. The rig looks fine, except for some leftover vertices that are exactly from:

The character's eyeballs/eyelashes
The character's lips
Some buttons on the character's jacket

These vertices stay in place while the rest of the mesh poses perfectly fine.
As far as I know, the humanoid mesh is 1 Blender "object" - the same mesh. So I'm surprised that those specific vertices aren't weighing to any bone at all. Any ideas as to why these very specific pieces of the mesh aren't parenting? I tried cleaning the mesh up with Remove Doubles for vertices, but that didn't fix my problem.
Thanks in advance.

You often need to make some corrections once you've parented, typically with independent meshes like eyes, button, etc...
The classic way to fix this is to switch your armature to Pose mode and switch your object to Weight Paint mode then to select the bone to which you want to assign the button/eye, and paint this zone with the brush. Don't forget to deactivate the Limit Selection To Visible option, button on the right of the header menu.

You can also assign the vertices you want to the vertex group they are supposed to be part of in the Properties panel > Data > Vertex Group... When you've parented With Automatic Weights it has automatically created vertex groups and given them the name of the bone that controls them. If you want to add some vertices to a group, select those vertices in your mesh, select the group in the list and press the Assign button.

Thank you! With the weight painting outlining, I also realized that some of the buttons were just mapped to the wrong bones. I was able to subtract and clean up those meshes too. Thanks for the quick and concise answer.


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Blender 2.8 PNG image for material not showing transparency
I know this has been asked a ton, but i cannot seem to find the answer. Basically, I am importing an OBJ with an mtl file. The colors of my model all show up correctly, however, I have an logo (.png w/ transparent bg i made in photoshop), but blender is coloring the transparent background with black. I cannot seem to find a way to fix this. Anyone have any ideas?
I'm using principled bsdf with image texture, alpha set to 1.0, and blend set to Alpha Blend. Messing with those settings did not produce any effects, except decreasing alpha fades the entire image out.
Thanks

"I'm using principled bsdf with image texture, alpha set to 1.0,"
That's Where the problem is, do not set the Alpha to 1.0, Instead of this Connect the Alpha Socket of Image Texture to the alpha of principled Bsdf. Like this in The Screenshot -

I hope this will work.

Thanks for responding man! I actually found a solution that worked for me somewhere else, but I appreciate the time you took to answer. I will try this method next time. But, in case anyone else is curious, the way I did it was by creating a Transparent BDSF shader and plugging it and the Principled into a mix shader and then attaching Image Texture Alpha to the Factorial.

This answer is a much easier way to do it.

for anyone who still has problem even with the node system recommended by Rakesh choudhary,in Material Properties > Settings, Change blend mode to alpha blend.


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3D Jigsaw Sphere
I've made a sphere which is UV wrapped with a picture of a world map, and then made hollow by using the 'solidify' modifier. I was wondering if I can break up this hollow sphere into a 3D jigsaw puzzle, cutting it up into curved jigsaw pieces which can fit together to make the whole globe.
Alternatively if this is not possible, is it possible to cut into simpler pieces such as simple curved squares instead. I am completely new to Blender and I am doing this for a school project, so simple and easy to understand advice would be much appreciated.
Thanks in advance!

A possibility is to start with a flat (2d subdivided surface) and make it spherical. See: https://blender.stackexchange.com/questions/52904/wrap-curve-around-sphere or https://blender.stackexchange.com/questions/24043/how-to-animate-morphing-a-rectangular-plane-into-a-sphere/24053#24053

@lemon thanks so much for that fast response, sounds like it could work!

Depending on what projection you are using for the world map and how you unwrapped the mesh another approach might be useful. You could place a puzzle texture (black and white pieces and outlines) on a copy of your sphere and then use a displacement modifier. Then from that you can do a boolean with the original sphere. to make cuts at the piece boundaries.


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IKBone rotates and inverts trying to follow pole when spine is rotated
How can I avoid this problem when rotating the spine:

If spine is not rotated, IK works "fine" with Pole Angle: 0, is this correct?

Thank you!

Answered: I had "Inherit Rotation" turned off as the tutorial I followed said.
I just turned on again and now works as expected:


text:
How do i convert grease pencil objects back into mesh?
I converted a mesh into Gpencil. Then messed around until I didn't have any undos left. Now I can't get my mesh back. Can someone help me recover my mesh? Obviously I should have saved it.

You have three “time portals” you can try:

The blend1 file saved before each Blender session begins. Will take you back one blender session.
File -> Recover -> Last Session. Will open Blender to whatever was in it when you last quit normally, even if you did not save.
File -> Recover -> Auto save. Opens a file dialogue to a folder containing various “points in time” over the history of your blender usage. Use the sort system to put newer files first and avoid confusion.

If this doesn’t work, check your local general store for plutonium.

Thanks that's the first place I went. Unfortunately it saved right after I switched lol. freaking annoying. I really got to get better at my saving. I've been messing around with the python API but GPencil changes the mesh data some how. I can't even find where it's data is hiding.

@GrahamThomas Try creating a new default cube, and switching the mesh data block to something else. If there’s nothing there, then I think you’ll have to start over.


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I want to scale an Object along its local Axis and the return it to its initial scale using the global Axis
import bpy
from mathutils import Matrix, Vector

bpy.ops.transform.resize(value=(1, 2, 1), orient_type='LOCAL')
obj = bpy.context.active_object
mat = obj.matrix_world
print(mat)
bpy.ops.transform.resize(value=(1, .5, 1), orient_type='GLOBAL', orient_matrix=mat)

I have the following code. I have an group of parented bones. I am trying to length each individually along their own local axis. But because of the parent child relationship the children always deform along the local axis of the parent. My plan is to lengthen each bone along its local axis and then shrink each of its children along it's parents local axis. Repeating this process down the line. However I am a little confused on how to reverse the Local applied scale to the children's Global scale.
The code I have here is attempting to resize one object using local resize and then return it to its original size using a global resize. I just need help with understanding how the matrices work.

import bpy

bpy.ops.transform.resize(value=(1, 2, 1), orient_type='LOCAL')
obj = bpy.context.selected_pose_bones[0]
mat = obj.matrix.to_3x3()
print(mat)
bpy.ops.transform.resize(value=(1, .5, 1), orient_type='GLOBAL', orient_matrix=mat)

This works and I am going to try and explain this. I am sort of newb here so bear with me, and by all means correct me in the comments if I am wrong.
Each translated, scaled or rotated object has a matrix that describes its relation to its original or "initial" coordinates in 3d space.
The way matrices work is they take each vertex's 'initial" coordinates and multiply them by a matrix, giving the vertices new coordinates. Before the any movement of the object happens the object simply has its original or "initial" coordinates located around the origin, Like how when you add a new object it always appears straight up and down and is usually in the center. If you transform rotate or scale the object, then that objects vertices will now be calculated using matrices, until of course, you apply (ctrl A) the scale rotation or position, which will change the "initial" coordinates of the object. Before that the matrices which are being used to describe the objects scale, location and rotation are stored in the object and are available to through the python API.
So what is happening here, is I am getting the bones rotational matrix and applying it to the scale command. So I am scaling in the direction specified by the rotation matrix, which describes the objects rotation from its "initial" coordinates.
But because of the way the matrices are stored, meaning that they include not only the rotational information but also the translation information, I have to use the .to_3x3() to isolate the the rotational part of the transformation.

This video helped alot. https://www.youtube.com/watch?v=IWuyBnaRblo    https://www.youtube.com/watch?v=vQ60rFwh2ig


text:
My Animated character won't render at all
My animated character is clearly marked to render and appears perfectly fine in the camera but simply wont render. I can't figure it out.

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.

He's done that.  As odd as it seems, the simple question is sufficient to explain the problem:  if you open the blend file and hit F12, you see the floor but not the character, i.e. "character won't render at all".

This was a surprisingly difficult one.
Somewhere along the line, Blender was told that your armature should have instancing enabled for vertices.  Without explaining what that means, (see below for explanation) here is the solution:

Enter object mode
Select the armature
Go to Object Properties in the Properties Editor
Go to the Instancing Tab
Select none

You also have a problem with scaling not being properly set, but it doesn't seem to affect the animation.
Explanation: Instancing is a blender feature where the object is used as a template for what to display, rather than being what is displayed.  In your file, it was set to Vertices for the armature.  This means that each vertex of the armature was to be replaced by a different object and that different object displayed.  The problem is that no different object was provided, so nothing was displayed.
I think your import was screwed up, but this should fix it.


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Problem adding a smoke flow modifier with python
I have the following code that turns a named object into smoke emitter that turns off and on at specified frames:
def addSmoke(objectName, start, end):
    some_obj = bpy.data.objects[objectName]
    startframe = start - 1
    laserShowFrame = start + 2
    bpy.context.scene.frame_set(laserShowFrame)
    startframe = start + 1
    endframe = end + 1
    bpy.context.view_layer.objects.active = some_obj
    some_obj.modifiers.new(name='Smoke', type='FLUID')
    some_obj.modifiers['Smoke'].fluid_type = 'FLOW'
    some_obj.modifiers['Smoke'].flow_settings.flow_type = 'SMOKE'
    some_obj.modifiers["Smoke"].flow_settings.flow_behavior = 'INFLOW'
    some_obj.modifiers["Smoke"].flow_settings.use_inflow = True
    some_obj.modifiers["Smoke"].flow_settings.surface_distance = 1
    some_obj.modifiers["Smoke"].flow_settings.temperature = 3
    some_obj.modifiers["Smoke"].flow_settings.smoke_color = (0.219997, 0.219997, 0.219997)
    some_obj.modifiers["Smoke"].flow_settings.density = 0
    some_obj.modifiers["Smoke"].flow_settings.keyframe_insert(data_path="density", frame= start)
    some_obj.modifiers["Smoke"].flow_settings.density = 0.183307
    some_obj.modifiers["Smoke"].flow_settings.keyframe_insert(data_path="density", frame= startframe)
    some_obj.modifiers["Smoke"].flow_settings.keyframe_insert(data_path="density", frame= end)
    some_obj.modifiers["Smoke"].flow_settings.density = 0
    some_obj.modifiers["Smoke"].flow_settings.keyframe_insert(data_path="density", frame= endframe)
    bpy.context.view_layer.objects.active = None

It fails on this line:
some_obj.modifiers['Smoke'].fluid_type = 'FLOW'

telling me that it can not find the "Smoke" modifier. which is weird because I add it in the previous line.
KeyError: 'bpy_prop_collection[key]: key "Smoke" not found'

I am sure I am missing something small but I can't find it.
When creating a Dpaint modifier I have to use this:
bpy.ops.dpaint.type_toggle(type='BRUSH')

Perhaps there is an equivalent for Smoke simulations. If there is I can't seem to find it.

I guess you can't name Fluid Modifiers I just run 0 instead of "Smoke" and it fixed it.


text:
Blender copies objects when I double click
whenever I double click blender displays a message saying "Copied 1 selected object(s)" at the bottom bar.. I want to get rid of that as it is getting annoying.
Help is appreciated, I am using 2.83 on windows 10

Apparently I had an application called "Qtranslate" activated so it caused this problem. once I closed it the problem dissappeared


text:
Why can’t I properly select something without shading options popping up?
I’m new to blender & have a Mac if that matters but I’m haveing troubles with selection. Without knowing how to properly select I dont know how to move forward in learning the program. I try to select items, move things around or use certain tools and as soon as I click .. the viewport shading options appear. I can’t move the center point or anything because every time I click it comes up with viewport shading options.(wideframe, renderview, solid material) It’s frustrating me. Pleassseeee help!!!

It sounds like what you're describing is the shading preview "pie menu". Not sure why that's popping up after clicks. Try having a look at your keymaps in user preferences under 3D View > 3D View Tool: Tweak. "Select" should be assigned to left mouse. You can also look in 3D View > 3D View (Global) > Shading (it's right near the bottom of the global list) - this is the setting for the shading "pie menu" - see what it's set to.

Hi. Please don't ask the same question twice. Instead, you should address the issues with the original question by editing it. This will put the question into a review queue where it can be voted on to be reopened. Thanks.


text:
How to Taper the Thickness of Solidify Modifier
How do I taper the thickness of the solidify modifier? As an example, the bottom of a glass bottle is thicker than the rest of the bottle. Is there a way to control/drive the thickening of Solidify so that it tapers procedurally? (I would like to avoid applying and manually editing).
Pictured below is the actual file I'm working on (it's a leg socket for amputees). I would like for the cross section / cutaway to be thicker on the bottom where it meets the seal ring.

You can use vertex group weight to affect thickness on a per vertex basis

Thank you, this certainly seems to work. However, this method seems reliant upon the number of actual vertices, not the number generated by the subd modifier. Is there a way I can increase the fidelity of the weight map without adding more geometry?

You can use another object's geometry with a vertex weight proximity modifier or a data transfer modifier set to transfer vertex groups with a duplicate low-poly bottle geometry

I am unaware of any technique, but if you don't need any specific progression curve few points should suffice. Just set desired weights, then let Blender interpolate linearly between them.

Thank you both for your comments. It turned out that I needed to create a more complicated thickening on the bottom than a simple solidify with tapering could achieve, so I ended up applying my modifiers and doing it manually. I still learned a lot though, so thank you for pointing me in the right direction. Cheers!


text:
¿Cuales son las restricciones para el uso de la licencia GNU GPL?
tengo una duda respecto a la licencia de Blender. Averiguando en wikipedia pude ver que Blender tiene una licencia GPL, la cual es una licencia de software de código abierto robusta fuerte.
Las licencias de software de código abierto robustas fuertes o con copyleft fuerte, contienen una cláusula que obliga a que las obras derivadas o modificaciones que se realicen al software original se deban licenciar bajo los mismos términos y condiciones de la licencia original.
Mi pregunta entonces es, ¿qué se entiende por obra derivada? ¿Un corto o pelicula que pueda llegar a hacer con Blender? Si elaboro en Blender una animación, modelo 3d, cortometraje o película, ¿tendré los derechos de autor sobre lo que hice? ¿O se aplica a esto el copyleft? ¿Las producciones audiovisuales(cortos, películas etc.)  que haga en Blender serán forsozamente videos libres? (como los que aparecen en esta página https://es.wikipedia.org/wiki/Video_libre) ¿Podré lucrar con lo que realice en Blender? ¿Tendré derecho o copyright sobre lo que haga o será de dominio público y cualquiera podrá modificarlo? Espero que se entienda mi pregunta. Gracias.

Hello and welcome. English is mandatory language for Blender Stack Exchange. If you are not comfortable writing in English, please use any online translation service

Also licensing and legal questions are off topic here

Pardono mi espanol pobre. Se entiende que tu puede derivar un CODIGO que tiene de ser GPL tambien.
Todas las obras de audiovisivo son exclusiva propriedad del autor, sin problemas, lucros tambien.

muchas gracias :)


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3D viewport header overlapping, how to fix? v3.0/v2.9
I was working on a file in 2.9. When 3.0 came out, I downloaded it and opened up the file I've been working on. I quickly found certain elements were not working so I went back to v2.9 only to find my header in 3D viewport is now overlapping. That is not the case with new files so it seems like my file is the culprit but I have no idea how to fix it.
Here are two photos of how it looks now vs how it should look below.

Any help would be much appreciated.

Found a solution! In Preferences>Save & Load, I unselected "Load UI" then opened the file, saved it as a new file, restarted blender, opened the new file and reselected "Load UI". The header has been reset!


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Texture to Mesh Directly?
I see that it is possible to sculpt a mesh using a texture, but is it possible to sculpt automatically a mesh with its own texture? Specifically, let's say you have a mesh representing a character. The mesh is really simple, and the texture is simple enough details. Is it possible to sculpt easly these details on the mesh? The reason I'm asking this is that I want to make rocks, but I have to sculpt on the mesh above the texture manually. It makes the process of painting easier once made, but the whole thing is time-consuming. Thank you very much! The textures and masks are listed here below.

Narrow it down a little.   Is this question about making brushes?  Making rocks?  Or adding more textural detail to a character?

This is about making rocks. Is there something into which I can input the texture to directly affect the mesh of an object?

It is not possible to texture paint and sculpt at the same time, If this is what you mean by “texture directly to mesh”.  As I understand your question it would be a way of combining workspaces.
There are workarounds:
Custom displacement maps
Custom brushes
Additive:
Here is one from the popular Blender secrets tutorial:

Use the multi resolution and mask modifiers on an object
Create a drawing On the surface of the object and invert the mask
Raise the non-masked areas using the inflate and smooth sculpt tools

Subtractive:
1.Create a texture map from an image
2.Use a displace modifier and apply it to the mesh
3.”Erase” detail from the map using the various sculpt tools
I still think that in terms of rocks, In preferences enabling the extra objects and then pressing F3 for search and typing in “rock generator” gets you closest to a tool that has multiple options.  You can texture your randomized rocks with your own displacement maps and get some pretty wide results.
You can also apply various modifiers to get different results that you can sculpt as much as you wish.


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How do i make a curve follow a terrain ? GEO Nodes
So I making this spikes like thing which follow a curve to define there path and I want that curve to follow a terrain basically terrains ridges and all ups and downs so how do I do that procedurally with geo nodes ?

You can project curve points on terrain using Raycast node


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Glass material isn't transparent in Eevee
I did everything I was told to do,
but it is still completely opaque.
im using blender 3

Hello, you need to choose Blend Mode > Alpha Blend

@boots Actually, Alpha Blend will only cause artifacts. Glass in Eevee works just fine in opaque mode :).

Hi @user138559 :). Are you using a glass BSDF shader or Principled with transmission? That material doesn't even look like glass.

please add a screenshot of the material's node setup.

Try going into your material tab, scroll down to the alpha settings and ensure the blend mode is not set to opaque. Try Alpha Blend instead.

Hi :). Glass in Eevee works just fine in opaque mode. You use the Refraction options to control it :)