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How to setup custom data-structures in blender python?
I am currently working on an add-on that is supposed to organise bones into clusters and to do fancy things with those clusters. You can look up the details here if you want.
There is just one problem about my code. I have to come up with a data structure to save said "clusters". My first instinct would be to just write an empty class and fill it with memebers. But in Blender that seems to produce a ton of problems:
import bpy
import os

#cleaning up the console
os.system("cls")

#this class is used to store stuff (oversimplified)
class Foo():
    #just setting up one element
    bar = None

#make instance of Foo()
foo = Foo()
foo.bar = "bar"

class dumbOperator(bpy.types.Operator):
    bl_idname = "test.dumb_operator"
    bl_label = "Dumb Operator"

    importedFoo = None

    def execute(self, context):
        if self.importedFoo.bar is not None:
            print(self.importedFoo.bar + " is here!")

class dumbPanel(bpy.types.Panel):
    bl_space_type = "VIEW_3D"
    bl_region_type = "TOOLS"
    bl_category = "Dumb"
    bl_label = "Dumb"

    def draw(self, context):
        lay = self.layout
        button =  lay.operator(dumbOperator.bl_idname)
        #this won't work
        button.importedFoo = foo

#registering stuff
def register():
    bpy.utils.register_class(dumbOperator)
    bpy.utils.register_class(dumbPanel)

def unregister():
    bpy.utils.unregister_module(__name__)

if __name__ == "__main__":
    try:
        unregister()
    except Exception as e:
        print(e)
        pass
    register()

And even if I would somehow circumvent the problem shown in this example, there is just way more lurking around every corner (e.g. you can't make a CollectionProperty out of instances of custom classes, so layout.template_lists() are unavailable as well).
So why am I even using a custom class at the first place instead of a PropertyCollection? because I have no idea how to make a PropertyCollection out of this:
class BoneCluster():
    """Simple class that is used to store groups of bones and some details about them
    Bones can be assigned to more than one instance of BoneCluster"""
    def __init__(self, name, parentCluster, prefix, bones, constraints):
        #The instances name. Will be set and read by the user
        self.name = name
        #If this instance of BoneCluster is a copy (thus a child) of another instance, a reference to it's "parent" will be stored
        self.parentCluster = parentCluster
        #If this instance of BoneCluster is a copy (thus a child) of another instance, all of the bones names inside it will begin with this prefix
        self.prefix = prefix
        #List of all bones, that are assigned to this instance
        self.bones = bones
        #List of all bone-constraints that link the bones inside this instance of BoneCluster to the corrsponding bones of it's respective parent
        self.constraints = constraints

Has anyone a solution to this dilemma?

Make your custom class a subclass of bpy.types.PropertyGroup, then you use that as the type for a bpy.props.CollectionProperty. See the collection example here.
I expect your collection should be part of the armature data, if you wanted a more global collection add it to bpy.types.Scene.
class BoneCluster(bpy.types.PropertyGroup):
    name = bpy.props.StringProperty()
    # ...

def register():
    bpy.types.Armature.clusters = bpy.props.CollectionProperty(type=BoneCluster)

def unregister():
    del bpy.types.Armature.clusters

I allready tried that, there's only one problem. The member "parentCluster" is supposed to be an instance of BoneCluster itself, which seems to be not allowed. Is there some workaround for that?

@TheBeautifulOrc Have you tried using PointerProperty as the data type?

I did but at this point in the code my class BoneCluster is not registered (because I'm about to define it), meaning I cannot have a PointerProperty using BoneCluster as my type...


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How to use scripting to remove fcurve for x and y location channels only?
I want to remove the x and y locations in fcurve using codes.
I can remove all location channels in fcurve using codes, but I don't know which one x or y is.
If the fcurve contains x,y,z, I remove the first two. This is fine. What if the fcurve contains only x and z?

OK... I somehow find the solution. Blender can figure out xyz channels by array_index of the location. 0->x,1->y,2->z. If I change 0 to 1, then I will get two Y-location channels...

source: Stack Exchange

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

sort: votes


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walk on slope or uneven ground
How to create a human walking nicely on slope or uneven ground? I used mocap and IK. I think I need to add physics in the animation. How to let the human know he is walking on a slope and change his feet....?

Did you capture the action of walking up a slope?

Yes. I used mocap. @RobinBetts

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


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What is gzm (gizmo) and WGT
Everytime I import MXH2 to Blender, I find there are some meshes in the last layer. They are named "GZM....". What are they?

I find some WGT in a file from blendercloud. I don't understand what they are either. I fail to find some tutorials about them.

Possible duplicate of What does abbreviations like DEF, MCH, CTRL, WGT stands for in rigging?

These are the shapes used for the custom bone shapes in the rig once the rig is generated. If you are in pose mode on a rig, you can go to the details of the bone in the property editor and see that you can reference a mesh object or empty as the new shape for the selected bone.

What if I delete them? Seem nothing happen... When I append one human model from another blend files. The GZM will be shown one by one in the Outline. :( They go out of the group or are appended automatically, which depends on how I import a model. @Craig

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

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


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The dialog box size cant show all the letter
I am change the resolution of my pc.
The dialog somehow can't show all the information.
How to fix it...?

Go to 'File > Settings'. Look at the 'Interface' tab, and adjust the Scale. You probably want to adjust it down. Default is 1.00.
Remember to click on 'Save User Settings' after doing it, so the setting is saved until next time.

The scale can change the interface, but it can't solve the problem.... It doesn't show all things in the dialog box.....


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RNA warning on EnumProperty
I create some lists using EnumProperty. The lists may be empty, because nothing in the lists. Therefore, I get some warning in the console.
"RNA Warning: Current value "0" matches no enum in......."
How to get rid of the warning in the console?
I don't want to add some "NONE" in the lists when the lists are empty.

AFAIK enum props are expected to have at least one element.  Are they dynamic enums? what is the issue with having a dummy 'NONE' enum when empty?

Yes, they are dynamic enums. I am using an add-on makehuman. They also have the enums, but they don't show rna warning when the enums are empty. I don't know why my code have rna warning. @batFINGER

Do you have any UI code accessing the empty enums?

Yes. I create some buttons to import the object on the list. @batFINGER

You can avoid this problem by adding a dummy to the list e.g. 'NONE' which will be used if there is nothing else to draw. This way you can also detect if the list is actually drawn/used for the UI:
("NONE", "None", "", 1),
("RED", "Red", "", 2),
("GREEN", "Green", "", 3),
("BLUE", "Blue", "", 4)

No matter what the length of the dynamic list,
This error occurs, when the index is not found in the list
Example -
("NONE", "None", "", 1), # <--- Not start with 0
("RED", "Red", "", 2),
("GREEN", "Green", "", 3),
("BLUE", "Blue", "", 4)

Solution
If you fist display Blue with 4 index.
Keep the index with Blue even if index 3 is no longer present
("NONE", "None", "", 1),
("BLUE", "Blue", "", 4) # <--- index 4

Otherwise, you will get error:
("NONE", "None", "", 1),
("BLUE", "Blue", "", 2) # <--- index 2
pyrna_enum_to_py: current value '4' matches no enum in 'Scene'

Note :- We can't change enum active index without property assignment


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How to show operator properties when running operator in scripts or console?
I run an operator in the console, but the operator properties are not shown in Tool Panel.

However, if I run the operator from search, the properties will be shown up.

How to show operator properties when running operator in scripts or console?

That is called the Redo Panel. Built in operators executed from the command line won't automatically show up here. You would need to make your own operator class with an execute function that has its own properties that are used in executing the operator.
import bpy
from bpy.props import IntProperty, FloatProperty

class BoxOperator(bpy.types.Operator):
    """example of making a box"""
    bl_idname = "object.box_operator"
    bl_label = "Simple Box Operator"
    bl_options = {"REGISTER","UNDO"}

    x_location = FloatProperty()

    def execute(self, context):
        bpy.ops.mesh.primitive_cube_add(enter_editmode=False, location=(self.x_location, 0, 0))
        return {'FINISHED'}

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

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

if __name__ == "__main__":
    register()

    # test call
    bpy.ops.object.box_operator('INVOKE_DEFAULT')

Executing this as a script will work. However, if you register this class and run it from the python console, you will still not get a redo panel. You would need to enter all of this line by line into the python console or execute the operator from the 3d view.

The panel won't show up if I run the operator in the console.


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Normal size clothed human
I am making some animation of clothed human.
Clothes simulation is strange when I am using normal size of human model. Even though the distance of cloth collision is the minimum value, there is a gap between cloth and human, as shown in the first picture. If the size of the models are large, they are OK, like the second picture. I don't want to scale it. Is there any way to solve this problem?

When you add Collision in the physics properties this includes settings for interaction with Cloth and Soft Body - the Inner and Outer values.

These are typically in Blender Units (or whatever units you have your scene set to) so 0.02 Outer would relate to 2cm if 1BU = 1m. You therefore may need to review your collision settings for the scale. Also, always ensure you Apply Scale on your model and cloth objects.

Thanks, I get a good result when the outer and cloth collision distance are set to the minimum.


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Blender Game Engine Car Crash
I am trying to make a car crash simulator in the game engine but I just can not figure it out. I have tried soft body physics many times and it failed. I am trying to make something like BeamNG drive. I basically just want to be able to run my car into another object and have it randomly deform.

BeamNG's car crash system has been in development for years by a pretty large team. It is incredibly complicated and has been carefully refined over extensive testing and feedback. As caleb lee pointed out, the BGE is going to be phased out soon. It is an old engine running with honestly outdated systems - I'd be impressed if you could recreate the car crash deformations in the BGE at all, nevermind doing it so it doesn't crash your computer as well.

" I basically just want to be able to run my car into another object and have it randomly deform." that is very easy to do . add collision  sensor(senses collisions) to your car and add edit object replace mesh actuator (deforms your car(you have to make independent deformed model of your car))
here is example on how to make random deformations
https://www.youtube.com/watch?v=l32qN6CwzXs

if you want it to be more realistic you will have to add python (to get speed of the object and then deform the object according to speed of the object)

Blender's Game Engine itself is not the best. In fact, as far as we know, the Game Engine will be removed in the 2.8 update.
I recommend that you import your objects to Unity, which is also a great free software for making 2d or 3d games.
https://unity3d.com/get-unity/download

While the points you've made are all legitimate, some people might have specific reasons for still using the BGE - and more importantly, you didn't answer OP's question by simply recommending a different platform.


text:
3D desktop application with Blender
I'm currently in the process of looking for the best tool to develop an application. Based on the following specification, I'd love to hear from you blender experts whether it's the right framework for my project.

I'd like to export the final product as both a .exe and .app file.
It's not a game but rather a mesh utility tool.
I'll be doing a lot of mesh modifications, solving intersections between planes and meshes - for example.
I'll need a UI for user
I'm proficient in Python.
I'll need tools such as Pandas, scipy and numpy.
I'll need to import/export 3D file.
All of the above will be required in final desktop app.

If Blender sounds like a plausible candidate, could you point me towards the modules I should be using (for mesh, UI...)? Any limitations I should be aware of?
If not, do you know an alternative?

You should maybe ask your question on https://devtalk.blender.org/ , it's basically the forum where Blender's devs (and addons devs) are visiting on a daily basis. There are the people that do know Blender on the dev side and might even be able to help you with Blender's python API.

Currently, I'm developing a web application that allows architects to load their models in a-frame (their models are decimated, processed and texture's are baked). I've been initially using c4d for this but I had a big limitation: I couldn't include python packages (I needed numpy). Then I decided to move to blender and It's working nicely.
I don't actually know how you could include blender in a .exe or .app file, but since blender it's open source and multi-platform, you should not have big problems. You'll probably have to download the repo from git and do some tweaking.
Since you will have to solve a lot of equations, you could consider using libigl https://libigl.github.io/
It's actually a header-only library (in C++ with a python interface) so you could actually use it along with blender, if you want to. I haven't done it, but I'm coding a mesh decimation algorithm with libigl to be include in blender (for academic purpose)
Hope this helped

This is very interesting to me, could you say a few words on the architecture of your app? What do you use for the front-end, where does blender reside...?

@Charles.fried Sure. The webapp is a drag n drop: you drag the 3d file you want to render in VR and it gets rendered. How does this work? On the client side, it sends the 3d file to the server. The server receives the file and opens blender as subprocess giving a python script. This python does some stuff with the geometries and materials. When this is finished blender exports a glb into a folder, and the server sends this back to the client. This is a bit different from what you want to do, still, you could take some inspiration. I can't explain everything in detail in one comment...


text:
Combining Texures into one
I got a model in Cycles with several materials, each with their own diffuse and normal map.
Is there a way to combine them all into one file so I can use just one material without having to redo the UV Map, especially the normal maps?
Cheers
PS: I am still learning 3d modeling, so I am sorry if this is a trivial question. I couldn't find much through google, but maybe I looked for the wrong thing.

There is an add-on called "Texture atlas" it can create maps for several objects at once. It temporarily combines all the objects, and you can create single UV map for it combined. Then you can paint this new texture in texture paint mode, using the new map as the target, and your old textures with old UV maps as source. Then you have to change the texture image and the UV map in all the materials you use. I think it will do. But I also think that the idea to have multiple texture files for multiple object is not so bad,

Thank you, Ill try Texture Atlas out.
Multiple materials certainly have their appeal, but they seem to be quite the hindrance for texture painting in Subtance Painter if they aren't only used for separated meshes (e. g. head and eyes). At least I think so, I suppose I just haven't figured out yet how to handle them properly. :D

Try to watch on youtube "Creating an Old House in Blender Part 2" (the guy bakes materials to single texture). Anyway, if you want the single texture for separate objects, use texture atlas, otherwise you don't need it. When you join meshes, it joins UV maps too. All you need, to create new UV map to place all the faces on the large image, then transfer data from old images with old UV's to the new one. Paint or bake, main thing is to keep both UV's when transferring.

I found the shortest possible tutorial on youtube that definitely will do. ;-) Its name is "Remapping Textures In Blender - Remap The UV Layout And Keep The Same Texture" (v=h880hxH-BC8).

Hey, just wanted to let you know that I figured it out with Texture Atlas. After researching some quirks (having to mark a unconnected texture node for baking is extremly unintuitive, but welcome to Blender I suppose. >.>) I finally managed it to get a pretty good result. It also helped me extremly to understand UV mapping better which lead to me finally beeing able to do some other things I was unable to figure out so far. Thanks for the answers and suggestions!

You're welcome. Each "blender animal" once goes this "yellow node road". :-)


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Grass Particles don't show up
I am trying to do the Grassy Meadow Tutorial from Blender Guru and I run into a problem right at the start: The grass particles don't show up in the render but are visible in the viewport.
I am kinda sure I did not miss to enable them anywhere with the camera icon and I am kinda lost at why this is happening. The cases I found through google didn't help me at all, I suppose I am just missing a tiny something or I accidentially enabled/disabled something I shouldn't have.
It would be awesome if someone could take a quick look over the file and tell me what the heck I did wrong.
https://www.dropbox.com/s/kpoo5xv494msrqs/GrassMeadow_%231.blend?dl=0
(I hope the link works, never used Dropbox before.)

Please show your work in a screen capture in addition to any file links.  Please do this for all future questions.  Providing an image shows more effort on your part.

Hm, sorry, I thought it be more clear if I attach a file, because one can't see every option in one screenshot. Tho, I will add additional screenshots in the future. For now it seems like it works with the Cycles renderer, so I am good.

You can do both image and file.  I still do not see an image. You can use more than one screenshot.  You can arrange the blender screen for explanation purposes.  Blender can have many screen presentations at minimal cost.  Just try to make a small incremental improvement.  Thanks.

The Big issue is Change the Engine type

From Blender Render to Cycles Render
Grass is to small
In the Particles -> Render -> increase Size.
Then render. Hope you get cool grass.

Okay, in Cycles they actually show up, that is weird. O.o
But shouldn't it still work in the internal Render?

@Marcus if you want to view in Internal Render activate an addon convert all materials to cycles from addons and in the materials. Under convert all materials to cycles -> Back to Blender click Back to Blender. Then render it

@Marcus on the render for plane in properties panel. Then render it


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Material Controls for Library Override
is it possible to create material controls that are useable on a library override object/material without making it local?
E. g. I have a very simple material with just a mix RGB node (see screenshot) and I would like the user to be able to change the FAC value but it is greyed out.
Is that possible at the moment (without slaming a driver onto it and controlling the value with bone translations)?

Disclaimer
As of the writing of this, material overrides are not officially supported and the material override does not carry over when the file is saved and re-loaded. However I'll leave the answer as is as I believe this will be the desired workflow to override materials.
Sources :
Library Override project https://developer.blender.org/T73318
Possible workaround ? https://developer.blender.org/T82404#1155236
Answer
You can use the Make Library Override Hierarchy operator while the material is selected in the outliner to make a material library override.

Note the arrow that pierces the chain icon in the user interface to symbolize the library override.
Another solution which doesn't involve adding an override on the whole object + data is to add a lib override on only the object at first, then going into the material interface and SHIFT + Click on the chain icon to add an override.

Hm, well, that works too, I suppose. But it seems to reset when I reload the file for some reason despite saving.
Ah, well, have to fiddle around with it, isn't that big of a deal, thanks.

@Marcus The material library overrides are not yet fully supported. I added a link to the override project fyi in the answer. For now it's just not reliable enough to be used.

Also https://devtalk.blender.org/t/are-library-overrides-broken/12300

Ah, sorry, I kinda missed the most obvious part right at the start. I suppose I was distracted by pictures. :(
Thanks for the answer!

No that's alright, I edited my answer after you pointed ou it didn't work ! :p I'm seeing very promising experimental features related to overrides in the latest 3.0 beta version so it may be fixed sooner rather than later

according to https://developer.blender.org/T82404 this has been fixed.  @mont29

@james_t ooh nice ! Awesome :)


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Push bone to surface of mesh
I am wondering if it is possible without physics to have an armature bone be dynamically "pushed" away based on mesh surface.
I know something like that is possible with the Limit Distance Constraint and Clamp Region set to "Outside", but that only works around the origin point of the target object and thus only with spheres.
For example, lets say I have such a setup:

Now I want the bone to essentially move dynamically "up" the mesh if I move the mesh to the left with the end result being something like this:

If I keep moving the mesh the bone should snap back into its original position:

I am probably overthinking this, but I can't come up with a simple solution.

You can use a shrinkwrap constraint.  In your pics, for that exact problem, using it on project mode (project +Y) would be appropriate.


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Cut off voronoi texture
I want a part of my mesh to be covered in Voronoi cells surrounded by a plain texture (see image).

Note that the natural border of the "grains" should be the transition to the "no texture" area.
Is there any way to achive this effect?

You need a mask to use as the Fac input in a Mix Shader.  I tried to get a Gradient Node on Spherical to make lighter colored Voronoi cells in the center and darker farther out, which a Color Ramp on Constant interpolation would make into such a mask, but that hasn't worked.

Use the 'Position' output to give you per-cell distance information.. see the last part of this answer

@RobinBetts yeah, that's what I was missing, thx!

After some trial and error I noticed the Color output of the voronoi texture. This can be used to single out cells close to a specific area on the mesh.

With thanks to Robin Betts comment above!

The mask for the Fac input of the Mix Shader uses the Position output of the same Voronoi Texture Node that the Distance output from makes the cells for the shader, so the mask's patch will match the outline of the cells.  The mask's position for the patch is controlled by the Combine XYZ node, and the size of the patch is controlled by the Threshold of the Math Node (Less Than).


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Smoke not showing up in render but shows up in materials (I'm using my cpu)
As you can see it works perfectly fine in materials
But in rendered view and in render nothing shows up

The problem was that the mesh that I used was colored and not transparent and that caused problems beacuse I set temp. diff in domain to 0


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Problem with keyframes
So first I added keyframes for the robot bobbing up and down and then added a rotation to her body and this is the result: https://www.youtube.com/watch?v=d2lLgtj1HkQ&feature=youtu.be
I want her body to be rotated throughout the whole animation like that
I'm also planning on making her wave her hand
I really cant describe the problem well, just watch the video and you'll understand.
Also do you have any recommendations for free screenrecorder? :D

your video doesn't work

The screencapture was too long to upload as a gif, so I uploaded it on youtube. Or is there a problem with the youtube video?

Oh, I see the problem, I put it as private instead of unlisted.it should work now

I'm not sure what the problem is, could you please describe more accurately? Maybe what you need is a root bone to which your first spline bone will be parented, but I'm not sure as your problem is not clear to me

This will be hard. The motion of her rotating her body only starts after the secong keyframe and after the 3rd keyframe it just resets to default position. So basically the problem is that the motion of her bobbing up and down interupts the rotation of the body

so as I said maybe you should add a root bone so that the bobbing move will be completely independent from the rotation of the whole body. You just have to add a big bone at the bottom and make it the parent of the spline basis. You could also move the armature in Object mode, but the best is always to create a root bone so that the armature remains not animated.

Thank you, that worked for me. Mind posting that as an answer so I can mark this question as answered?

Maybe what you need to do is create a root bone that will allow you to move your robot up and down while its spine will rotate:

In Edit mode, create a root bone. Make it the parent of the spine basis (and also of all the IK controllers, pole targets, etc...).
In the Properties panel > Bone > disable the Deform option so that this kind of bone (like IK controllers, pole targets...) won't have any influence on the mesh.
Now you can independently rotate the spine basis and move the root up and down.

Another way could be to move the armature in Object mode, but the best, if your robot stay rather still on the scene, is to create a root bone so that the armature (as an object) remains not animated.
But when you'll make your robot move along a path, most of the time you'll use this second option, though.


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how to unparent objects without everything moving?
So I got this model of a robot and I had to rotate the whole model (which is made up of several non-joined meshes) so I parented every single part to the body and now when I unparent everything goes haywire. Anyone got any ideas on how I can unparent them without everything moving?
This is how it looks parented
And this is what happens when it gets unparented (I used alt+p clear parent)
I got another question. I need to rig this model and keep everything unjoined (because I dont want anything to bend since this is a robot made up of solid parts) any tips on that?
Here is a download link if anyone wants to have a closer look: http://pasteall.org/blend/index.php?id=50768

for your second question, you don't need to keep your objects unjoined, what you need is to parent your object to the armature "with empty groups", it will just create vertex groups with the bone names, but no vertices will be actually assigned to these groups, then you'll assign the vertices you want to the vertex group you want in the Vertex Groups list.

Thank you again, I really love how active the blender community is and how everyone is willing to help. People like you are the heroes we need

you're welcome  ;)  do you need a more precise answer for the "with empty groups" option or is it clear enough for you?

If you want to rig different rigid objects, I suggest to use the Ctrl P "bone" option: in this way Blender has to calculate less and the animation process will be smoother in the viewport.

yes ctrl P > "bone" is a possibility, the problem is that if you then choose to join your different object into one, you'll have to redo it all.

alt P (Clear Parent) > Clear and Keep Transformation. Otherwise the child will come back to the position it got before the parentage.

I should've guessed that... Every time I ask questions about blender and get such an answer I feel so dumb.
Thank you very much - worked perfectly

Idk how to pm other users, so I figured this will work. I fixed the video on my animation post if you want to help :)


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Rendered as PNG, how to play it as a mp4
im new to blender and i need some help. i recently rendered a project that took 5 hours to render. i rendered it and it filled my folder with images. i can play the finished render in blender. but what if i want to upload it to youtube? i have a ton of images but can play them like a mp4 etc... any way i can make a mp4 without having to re render everything? i could put all the images in a video editor but thats hassle. is there no easy way to fix this?

Possible duplicate of How to render an animation as video in Blender?

Go to the Blender's VSE window and add an image, then select all the PNGs: they will be automatically loaded as a sequence. You can render out this sequence as mp4, and the render time will be very short,

You should use ffmpeg.exe to do this instead of blender at this stage. Once the material is out of blender in a finished format, it shouldn't be tossed back into blender. For the reason that 1) blender always re-encodes 2) blender vse has limited post-processing tools 3) blender renders using a single cpu core, aka its always stupidly slow.
In your post you said you didn't want to re-render again. Depending on your image format you don't have to with ffmpeg.exe. For example if you had png strips you could copy and store those in a matroska container. Although blender uses ffmpeg to do its renders, it forces re-encoding on all its operations and lacks the options that the ffmpeg.exe can offer you. So for example the same operation can be done in blender in this case but its 100x longer and much more of a hassle and it forces re-encoding and artifacts...degrading ur picture quality unless your png had 16 colour bits.
If you plan on using blender as a vse I highly encourage you to compliment it with ffmpeg.exe. if you want a good place to start to learn: https://amiaopensource.github.io/ffmprovisr/


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Blender 2.8 Outline Width is still thick on setting 1?
I truly wish I could avoid having to ask for help on things like this...
In Blender 2.8 object mode the wireframe displays with an extra thick outline. If I go to the outline width (default 2) and set it to 1, I see no change. The thick outline is obtrusive when a mesh becomes complex. I can understand perhaps highlighting it a bit brighter, but not making the line thicker. Is this just a development issue per chance as 2.8 evolves?
And for some reason the 'backface' (hidden) lines now appear dashed instead of solid. It causes the mesh to lack exactness - if that's a word.
Any clues on how to manage these two things would certainly be appreciated.
Atomkey.

this has been confirmed and left open 3 years ago : https://projects.blender.org/blender/blender/issues/81008


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3D Cursor ~ right click to move it around? ver 2.8
So I have finally started using 2.8 beta. And of course there are a few things different.
I move the 3D cursor constantly = as much as I select and move objects. In 2.79b I switched mouse buttons so LEFT selected and RIGHT moved the cursor.
But in 2.8 they have made left select (fine), and now right brings up an "object context menu" that I would never in a million years use. Why? So now if I want to move the cursor I have to go ALL THE WAY up to the top left and click on the cursor icon in the tools list. Then I can move it. To go back to moving objects I have to go BACK UP THERE again.
This has to be a horrible mistake, or something I can't find in preferences to change. I've noticed that I can SHIFT-RIGHT click and move the cursor (after experimenting)... but that still adds an unreasonable action to workflow.
I want the RIGHT mouse button to move the 3D cursor like it used to. Is that possible? I want the silly menu to stop coming up when I right click because it is useless ~ if I really need it, it's under the object pull down menu.
And a side note - Z now opens a directional menu for some reason. I used to be able to quickly toggle wireframe and solid.
And 'A' to select and deselect now wants me to double tap or ALT-A.
I'm guessing the dev team has attempted to make things easier for folks that are perhaps new to modeling. But they have added time consuming steps to an otherwise smooth operation. I hope they implement an option to use 'classic setup' routines under preferences.
And I don't intend to be complaining - but I am complaining. Dang it.
I use a Corsair Scimitar mouse with 10 programmable buttons on the side. And I can reprogram one (or even the right mouse) to add in the SHIFT if I want to. And I probably will. But I am still wondering if there isn't a way for the software to do it that I am missing.
Thanks for any help.

It should be old news by now, but you can revert to Blender 2.7x shortcuts and usability at any point.
In the menu, go to "Edit- Preferences", select "Keymap" and you find all the changes in one place.
In the upper row, you find the presets, where you can find a Blender 2.7x preset. Don't forget to hit "Save Preferences", before closing the window.

Depending on how proficient you are with Blender in general, this could also backfire, if you watch tutorials that are created using the new keymap. You definitely want to know your way around in Blender to be able to follow those.

Thank you for the quick response and the exact answer. I would like to add a little information for anyone else that may view this in the same regards. The option under Keymap->Blender 27X has immediate effect for things like 'A' selection and 'Z' wireframe toggle... However to also change the click-ability of the mouse to move the 3D Cursor you have to further open the 3D View pull-down menu and change the 'Set 3D Cursor' mapping to ''Right Mouse" - do this by clicking on the existing setting, then click the mouse button you wish to assign the action to. Thanks again!

@atomkey -  If this answer solves your problem, please consider to mark it as accepted.

metaphor_set - I already tried to accept it. StackExchange reports I don't have enough reputation to do so. When I am able I promise to return and give you a +1 for the time you took for me. It tells me my action was recorded but the change isn't visible. I think that is sorta silly but I understand the reasoning for it. If you have an alternative that I am missing please advise and I will follow suit.


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Multires modifier and geometry nodes
I have sculpted a model using the Multiresolution modifier. This lead to pretty dense topology. Now I would like to use a Geometry Nodes setup to put scales on some parts of my model, however there are way to many vertices now.
Is there a way to tell the geometry nodes to use the base mesh without any modifiers applied?
Alternatively is there a way to simplify the mesh within my geometry nodes setup?

Not possible, unfortunately.

Theoretically this would work, but if you use the modifier Multiresolution, unfortunately not.
This modifier always needs the original and unchanged data of an object, and is therefore always at the top of your modifier chain.
In Geometry Nodes you have no possibility to process this original data in the same object after this modifier.
And unfortunately, there is currently no way to reduce a mesh of this type with Geometry Nodes.
You could remove individual vertices, edges or faces, but that would destroy the topology of your mesh.


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Why isn't the shine/gloss showing on the character when I render?
I don't know why the character is appearing like it has no textures. I made it so it should have gloss/ shine to it.

Did you add lights or hdri in your scene while rendering?

There's a single spotlight with 200 power shining at the character. it's not even showing the cloud texture on it so I'm really confused.

Can you share the blend file? Just upload it to https://pasteall.org/blend/ and share the link in gives.

The file is too big.

Hmm...Then you can use google drive or dropbox and enable link sharing

https://drive.google.com/file/d/1uaL3ay43eaz0xCsw2g4l2fCy5zEJv2xV/view?usp=sharing does this work?

The problem is just what I expected,
There are no lights.
You are rendering a closed space with no lights. Of course, it's not gonna be visible in the render.
As you can see in the image below adding just four point lights set to about 400watts power helped so much. There is nothing wrong with your material you just don't have any lights for the material to reflect.
Also, the table cloths and some other things are pink because you didn't pack the image textures in the blend file you shared.

Hmm. I was confused because I thought I had put a spotlight that is parented to the camera. But thank you so much for the help

It is only because of the spotlight that an outline of your character is visible, without it the whole render would be pitch black. You can see so by increasing and decreasing the strength of the spotlight. Spotlight is helping but it's not enough

is it still possible to make the image a little dark while still having the shine on the character?

to be more precise there is a light (the spot) but its strength is too low

The model alone is 5 meters high. Therefore, the 200W light is too weak to illuminate the whole room. You can try an HDRI background image for the world settings. But for that to work, you need to remove the walls of the room so it's open and the light can shine in from outside.


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I animated a short 110 frame clip but every time I export, the video is completely white. I'm using Cycles but I don't know why it's white
I animated a shot for something I'm working on but when I render the animation (six hours to render for some reason) I'll check to find the video is just a white screen. I haven't had any problems with rendering before, It's just this project. Is it because I imported the map from somewhere else and it broke it? I'm unsure.

here's a link to the blender file https://drive.google.com/file/d/1WEYnqzOkgdNzYJY04qsHVMjBhaXigLoY/view?usp=sharing

You've got some things hidden by turning off the eyeball icons. That doesn't hide them from the renderer. Is something sitting right in front of the camera?

In compositing: connect your image from Render layers to denoise.

Hint: Always make a render at least from one frame before rendering a
movie. And by the way: you shouldn't render directly in a movie but
render in PNG or any other picture format of your choice. So whenever
Blender crasher you can resume rendering and safe tons of time.

So connect image to image? Render layers to denoise?

yes, exactly!!!

please click on the checkmark left to my answer if it helped you. Thanks.

I'm unsure if there's something else wrong but something isn't working still.

I could render your file after that. Pls tell me what’s happening.

I suppose I can just try to render with png's because I was still going with avi, but It would just stop like 24 frames in and act like it was done, and never saved any video to my computer.

Ok, but it’s not white anymore…so this question is actually solved. Maybe open another question with your „new“ problem.


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Is it possible to export the texture shown here, after I have used nodes to change the color?
I took this original brown hat texture and used nodes to make it black. Is it possible for me to export the new black version of the hat, instead of the original brown image??

https://blender.stackexchange.com/questions/57531/fbx-export-why-there-are-no-materials-or-textures

One way I know of is by baking the modified texture to a new image.
Begin by creating a blank image of the same dimensions as the texture

My original image:

My image modified by nodes:

To bake, make sure your render engine is set to cycles.
Find the bake tab under render properties and uncheck lighting influences (direct and indirect) to make sure lighting is not baked into your texture and only the node modifications are.

Select the object the texture is on, the last node in the tree that you want to save edits of, and the blank image you made earlier. Make sure the blank image is selected last, ie, is the active object.
In my case, I select the plane, the RGB curves node, and finally the blank image texture.

Click "Bake" under the bake tab. Wait for it to process.
Finally, load up your previously blank image in the image editor and you should see

Make sure you save this image before closing the scene.
This tutorial could help.
There are many other tutorials about specific settings of baking that you can look into but I find that this is the simplest method that gets the job done.


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2.8 Toggle the display of objects as a box of their extents?
I find old answers to this. I can go to Object Properties->Display As->Bounds. But you can only do it per object. So you can't select all 100 objects lets say, to view as their extents in a box wireframe format. You would have to do them one at a time. And even if you could select all 100 or so, going back and forth would be tedious.
3D studio has a hot key to switch the viewport into this mode so that all objects suddenly show their orientation as simple see-thru boxes. Either way, when lining up the edges of irregular shapes, it helps to display them constrained to an outline resembling a box (be it oblong/rectangular/etc).
Surely there is an easier way?
Thanks for the help.

To change the same attribute on multiple objects at the same time:

Select all objects
Hover your mouse-pointer over the attribute you want to change
Hold Alt and either enter the new value by selecting from a list like this:

(shown here is the UI of Blender 2.90, but it works the same in older versions.)
Or in other cases with values, click in the field and enter a new value.

After the list was opened with Alt held, or a value selected also while Alt was held, the attribute will be changed for all currently selected objects. This will though not work if you have different types of objects selected that do not share the attribute you want to change, like a few Cubes and a Light for example.
Happy Blending

Fantastic! Thank you so very much. I expect the ALT key may work with other things as well.


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Blender Python Console Commands not completing before next one is interpreted?
I'm working with the default Blender file that has single cube object.
I'm rotating it with Python and adding keyframes.
The problem is that a bpy.ops.transform.rotate() seems to take some time to execute so when I paste in a series of commands a keyframe is created before the rotation actually happens.
If I paste commands in one at a time I get my expected animations. Is there a "finished" event, or "wait for last" command I can use?
This code pasted in the Console may show rotations on some of the keyframes and not on others, it is inconsistent.
bpy.context.scene.frame_current = 0
bpy.ops.anim.keyframe_insert()

bpy.context.scene.frame_current = 30

bpy.ops.transform.rotate(value=1.5708, axis=(1, 0, 0), constraint_axis=(True, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, release_confirm=False)

bpy.ops.anim.keyframe_insert()

bpy.context.scene.frame_current = 60

bpy.ops.transform.rotate(value=-1.5708, axis=(0, 1, 0), constraint_axis=(False, True, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, release_confirm=False)

bpy.ops.anim.keyframe_insert()

... and so on

Ditch the operators and use the API
Example script, rotates object 90 degrees about z axis. Inserts all keyframes of active keying set at frame 30.  Not using any operators or changing the frame, simply set a property and call keyframe_insert.
import bpy
from mathutils import Matrix
from math import radians
context = bpy.context
ob = context.object
scene = context.scene
# emulate rotation op
R = Matrix.Rotation(radians(90), 4, 'Z') # rotate 90 about z axis
ob.matrix_world *= R

#emulate ops.anim.keyframe_insert
ks = scene.keying_sets.active
if ks:
    ks.refresh()
    for p in ks.paths:
        # check for entire array (index=-1)
        index = -1 if p.use_entire_array else p.array_index
        # insert keyframe
        ob.keyframe_insert(
                p.data_path,
                index=index,
                frame=30)

A method could be made using methods above that is passed the arguments object angle, axis and frame.
def rot_and_keyframe(ob, angle, axis, frame):
    ...

rot_and_keyframe(ob, radians(90), 'X', 30)
rot_and_keyframe(ob, radians(-90), 'Y', 60)

Thank you, I'll give this a try. My ultimate goal is to animate the rotation of faces of a Rubik's cube and I've been having lots of trouble with x becoming z and y becoming x etc etc and what I did above is the only thing so far that didn't do that.

Never did solve the Rubik's properly. Busted it apart and put back together. Would break it down similarly as an exercise  in blender. Each move is Choose one of 3 axes to rotate to 1 of 3 other possible positions. for 1 or 2 of 3 of the "shearing plates".  which comes down to manipulating a 3 x 3 x 3 array.  Hope that makes some sense, is late.

It is not really working and my method with operators is doing the same thing. Once an axis has reached 180 degrees, further rotations go wacky. I need to be able to rotate as many times as necessary. If you are interested, you can see my blender file. It has your script and mine saved in Text Editor. In case you could not tell, I am new to 3D modeling and 3D math.


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Blender crashes loading a large file without maxing out RAM nor using SWAP
I've run Blender 2.79b on Windows 7 (16 GBytes of RAM, CORE i7-5820k, two GTX770s in SLI) where, when loading a 24 G file, not using the GPUs, the RAM is nearly maxed out to 96% and then the swap partition is used - just as expected. Running Blender on LINUX Essential OS, Blender shuts down after trying to allocate about 60% of the RAM. I tried various Distributions - Essential OS, UBUNTU 18.04 and .10, Mint...no success. At this point it seems to be a LINUX issue - but then again - maybe there is a known issue with BLENDER for Linux?
Any insight - if any exists - is greatly appreciated!
Torsten

Just to get you going, can you import/append/link individual components from 24Gb file?

Bob - thanks for chiming in! It took me a bit to get back here - at the moment it seems that I was hunting a ghost and the file might be corrupt. I have a down-scaled version of the same file that pegs out at about 13.6 GB Blender has no issues doing that (about 86% RAM loading on my machine). I'll let you know if the file is indeed corrupt.

The file was a copy from the original and came from a USB stick. Somehow it did indeed get corrupted. Blender is fine with the original file. Additionally - the file in question did also crash Blender in WINDOWS. Thanks once again for chiming in Rob - Torsten


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My Textures Disappear in Game Mode
A bunch of my textures just straight up disappear/turn into solid colours when I hit P to go into game mode on Blender (beds/walls). Im confused because some of them work fine (floor) and i did the exact same thing for all, and cant find any differences in any of the properties for why this would be. They all show up normally in default/edit modes, but as soon as I start the game they are gone. I looked up similar peoples problems to this but couldnt find anything, also idk anything about uv mapping and didnt apply it.
enter image description here
https://drive.google.com/file/d/1cOP8LoLIfezu4raAme4Eag1uDDN-PMta/view?usp=sharing

I don't know what's happening in this case, I messed up with your file and you shouldn't have problems if you: go to Properties Editor > Render tab > Shading panel > Set texture mode from Multitexture to GLSL; Add an hemi lamp to the scene, so you could see the objects; learn how to UV map and remake the textures on your objects, as using GLSL, UV mapping is obligatory. This way you get a much better renderer, have better control over materials and have the 'what you see is what you get' behavior on the 3D Viewport, instead of the unpredictable behavior of Multitexture mode.

@JoelGomesdaSilva Thank you for your comment! What exactly to I have to do in the GLSL tab? All of the options are currently selected (lights, shaders, shadows, etc.) I will try adding UV mapping in the meantime and reloading the textures. thanks

Keep the options as they are and everything should be fine, they are only for optimization.


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My entire screen goes grey when I am in the camera view and press P to start game
Whenever I start my blender game (press P) while looking through the first person camera, the screen just goes gray. I've tried everything I could find, changing the cameras zoom/focus/clipping. I've deleted the camera and added a new one and still have this problem. I don't think it has to do with it not at the right criteria because the view works fine while not in game mode but as soon as I switch to it, it goes grey.
The pictures are when I am in camera view before pressing P and after.

Any help is appreciated!

what is shown if you go into textured mode and enable render only in the viewport?

Try to attach your file, that will help you get better answers.

@HenrikD I also get the view similar to the first image, for some reason its only when I start the game

@Georges Im not sure how to attach the file, there doesnt seem to be the option

@christmaseveryday22 you can upload it here, remember to copy the link and add it to your question: https://blender.meta.stackexchange.com/questions/344/where-to-upload-blend-files-non-expiring-links

@Georges okay here is the link. https://drive.google.com/file/d/1fNICaDzJN7AKcRe1xWHWbNAlGAi28TxK/view?usp=sharing


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How can I render animations in PS1 / 3D pixel style?
I really like the oldschool PS1 / 3d pixel style on these animations: https://www.artstation.com/andmish
I've been trying to figure out for a few days now how to do this rendering style, but no luck yet. Any tips on how to do this? Thanks in advance!

It's several things, color sets, modelisation styles, ... But on the technical side, it's basically about low resolution rendering.
Assuming you're using Blender Cycles :
First, you have to make sure that you use only low res textures on your model, with their pixel filtering set to "closest" (otherwise the default behavior is to "hide" the pixels by blur) :

Then, you shall render with low resolution, and make sure your render pixel filtering (which serves as a kind of anti-aliasing in raytracer renderers like cycles) is set to the lowest value in the render options :

Perfect! I got it working now, thank you so much!


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how to avoid straight lines in normal maps
i've been having some trouble with baking normals.
I make a hi poly mesh and retopo it. Since i need to uv unwrap, i just mark some seams into the low poly model.
The problem is i get some odd straight lines into the normal map in the exact places i marked the seams in.
I've been trying to search for a solution but it keeps happening and adds some strange shadings.

Did you use a margin when baking and did you leave enough space between the UV-Islands? Blender is approximating the map at the seams and if your image doesn't reach all around the UV-maps (e.g. your UV-coordinates are right at the edge of the UV-grid) Blender has problems approximating this edge smoothly.


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Normal map baking weird result

Can somebody analyze the picture and explain what I am possibly doing wrong?

Your margin is too high. Try 2px or unwrap again with a bigger island margin

Much better result with lower Margin. Thanks for helping.

When you use the ivory addon, it actually unwraps all of the leaves over another, so you dont need to unwrap unless you aim to export the mesh.


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Problem with weight painting strong pencil
I can't create a soft move of mesh with armatures because when i paint with low strength (0.001) it's like it's (1,000).
Can you tell me what I'm doing wrong.
(sorry but english is no my native language and I can't explain better)

Don't use a factor of 0.001, it's completely useless, you can't paint anything with such a low value. Do you want this part to remain blue (no influence) or to turn red (maximum influence)? To turn it blue you have to use the Substract option instead of the Add one, but it's in contradiction with the bone structure, so I guess you want to turn this part red. To do so, stay in Add mode and increase the value up to 0.5 or 1. Also, make sure that the structure of your mesh fits the structure of your bone, right now your mesh seems weird, I don't know if it's on purpose.

It Can solve by adding corrective smooth modifier to your mesh but if you are creating for unity game then it will not work in unity. And i am also having same problem if you get the answer the please reply to me because i have the same problem.good luck


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Texture Paint isn't saving. Cycles Render
So... I have just started working with texture paint. I save and exit blender and I come back to see that what I painted is not there anymore. And while painting, when I check the render view, the changes I made in texture paint mode aren't showing up. Can someone help with this?


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How would I set the movement scale in Blender 2.79?
Now, I know how to set the global scale. What I'm concerned with is how I would set a movement scale. For example, let's say I'm extruding a cube and I need it to exactly be 20 cm/global units taller. The ideal scenario would be that in some setting, I can just take four vertices and extrude it up by 20 and it locks in as soon as I drag my mouse up. Is there any easy way of making that happen without having to resort to eyeballing or the properties menu?


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Black Noise with glass, Cycles Render
I'm new to blender so cut me some slack but when it comes to rendering glass I always get black noise on the rendered glass. This doesn't affect other materials so i'm confused on what i'm doing wrong. Please help me.
]2

try increasing your transmission samples

Upped transmission to 6, the noise is reduced but its still there, anyway to get rid of it completely?


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Mesh deforms on one side of model when attaching rig
I'm working on a humanoid character with a rig setup like shown here

When I attach the mesh model to the armature rig (I choose the mesh first, then the armature, and choose armature deform with automatic weight), the left side of the mesh by the characters hip gets pushed in towards her center. Like here

I think maybe the problem has something to do with using the X-mirror Mesh Option because it actually worked at one time, it was when I made all the bones symmetrical it seemed to break my model ...

Be sure to apply all scales to your mesh before you add a rig. Make also sure the origins of rig and mesh match.
Out of my head it's ctrl a to apply scales


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Polygons are rendered as smooth colors instead of solid
I'm trying to render low polygon version of a model that I downloaded. Show in the image are two models, on the left is a low polygon model that I drew myself, the other is a high polygon model that I've used decimate modifier on the torso

I'm trying to achieve a "low polygon" look (like the model on the left), but when I view the model on the right those polygons appear not as solid colours, instead some smoothing looks like is happening. Is there a property that is controlling this somewhere?

Possible duplicate of Make a car look smooth not flat

@leander I think he means the opposite of that

In the Tools panels T under Shading you can toggle between Flat and Smooth.
It can be applied to the whole object or only to some selected faces when in edit mode (the option then moves to the Shading/UVs tab).

Update: This option as now moved to the top-left corner of the 3d viewport, under Object in object mode and Face in edit mode.


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Restoring default toolbar layout in Blender 2.81
I'm using Blender 2.81, when I open old Blender files such as Blender 2.80 or older the toolbar layout in the 3D Viewport are different than the default toolbar layout when starting a new project.
This is what it looks like when I open an old Blender 2.80 file

And this is what it looks like when I start a new Blender 2.81 project

And if I open projects from Blender 2.79 or older the toolbar appears on the bottom of the 3D viewport (which is even more annoying). Is it possible to reset all the layouts to the default 2.81 layout?

From the file dialog
When you are in the Open File dialog, click the Settings icon in the top right.
Then deselect Load UI

Setting default behaviour
You can also change the default behaviour by changing your preferences.
Go to Edit → Preferences → Save & Load and uncheck Load UI

Be warned that this might be equally frustrating if your startup file does not contain all the views you would expect.

Should like to add this is done by starting a new Blender file (now the interface is set to default) then choose File > Open to get to the Open File dialog (as in the answer above). The 'Load UI' can also be found under Preferences > Save & Load, but probably better to leave this checked to preserve the window and viewport layouts on a per-project basis. (For example if visualizing normals in one project leaving Load UI unchecked loses the overlay)

I've added it to the answer


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Principled BSDF Menu Problems
While doing  a tutorial on how to make a Microphone I reached this step:
We will assign a material by using - Principled BSDF
Scroll down to the very bottom and click on  Displacement - Open that menu and choose checkerboard texture.  (Here are  the screen shots from the tutorial)

Here is my screen shot and what happens when I click on that menu

We are each using Blender 2.79.   Am I missing an addon perhaps ??
Why are these menu's different ??

His menu and my menu  are DIFFERENT.   I don't show any  textures.  He has a list of lots of textures.

The reason that they're different is that you're clicking on a different socket type. In the screenshot of the tutorial it shows possible inputs to the displacement socket (vector), while your screenshot is from the height socket (factor).. Please do yourself a favor and use the node editor, even if the tutorial doesn't. The properties become very crowded and it's hard to see what nodes are connected to each other. In the node editor you would've noticed that the sockets have different types due to their color.

No I am clicking on displacement just as he did and I don't see any textures listed. But you presented a wonderful view of something I have no understanding of. Thanks so much for showing me what you understand but it is all greek to me.You are no doubt a wonderful teacher but I can't' understand one word of what you are even talking about.  Thanks for the Education !!


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Picture projection on an object
I have a real picture containing an object.
I have the same object as a mesh but with no texture.
On the picture:
I know the coordinate of the camera, and a few points matching some vertex of the mesh.
Is it possible in blender (python?) to recreate the real world (position the mesh object/Camera in the same position as in the picture) and then project the picture to recreate the texture of the object?
Equivalent to Cinema 4D: Texture->frontal then bake texture on object.
Thank you.

Related https://blender.stackexchange.com/questions/57420/confused-about-unwrap-vs-modifier-unwrap/

Related https://blender.stackexchange.com/questions/76774/projecting-multiple-images-onto-an-object-with-uv-project-modifiers

Regarding "Once you match the camera placement..." apparently 'Blam' is a good plugin for that and can save a lot of time. https://github.com/stuffmatic/blam


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Cant remove fireflies around emission object (volume scatter)
Ive tried everything turning off caustics, ive turned on simplify, denoising is on, multiple importance is on, increased transparency, filter glossy all the way up to 10 (although there isnt glossy objects).
This is with denoising:

This is without:

How many samples are you using? However many you are using now, use more. Denoising is not always perfect, and is not a one size fits all tool for all scenes.

I was using 250 so o guess I'll go up to 500

Are you just trying to get the glare from the bright lightening? If so, how about a ‘fog’ glare node in the compositor? It would be much less noisy and far faster to render.

There's a volume scatter surrounding the trees and lightning so there would still be noise right I'd just be adding an effect on top to hide it

Yes - I was thinking instead of the volume scatter. If you wanted the trees to be infront of the 'glare' then you could render them on a separate layer and composite them together.

none of these solutions are working the glare solutions doesnt produce the result i envisioned

What effect are you trying to achieve? Can you provide a sample image?

@AlexPensotti I posted an answer to your related auestion (https://blender.stackexchange.com/a/120633/29586) - does this address your problem? If not, please clarify.


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How do I make this render look better?
I cant manage to get the right render settings for this image.

if you look at the render closely you cant see the poor quality. The denoiser in blender makes the image look smudged.
Here's the project file. You can mess around with it and see the results you get. Let me know what you did so I can make my render better.
https://www.dropbox.com/s/bs1pcaw78af2rvo/forest2.blend?dl=0

Also see https://blender.stackexchange.com/questions/4980/how-to-avoid-noisy-renders-in-cycles and https://blender.stackexchange.com/questions/1703/how-to-reduce-fireflies-in-cycles

To get rid of the noise in the volumetric you would need to increase the number of samples considerably and this is probably not practical as it already takes a considerable amount of time to render.
There are things you could do to improve the render times.

The volumetric domain is quite a bit larger than it needs to be. You could scale it down in the X dimension to that it is sufficiently around the lightening but not too far towards the camera or too far behind. This will reduce the volume that rays need to pass through it, considerably improving render times
The trees are very high detail with many polygons and transparency - you could simplify the trees to reduce the number of faces. Possibly even rendering a small set of trees and adding them to the scene as an image plane, layering multiple trees to get the complexity.
The lightening seems to be very high poly - with 6 levels of subdivision. You could re-model the lightening with better geometry to considerably reduce the polygon count.

However, you would still require a large number of samples to resolve the noise - you're already rendering at 800 samples and may need to increase that by a factor of 10 or more to start to resolve the noise to satisfactory levels.
An alternative is to remove the volumetrics entirely and, instead, use the compositor to add the effect of the scatter using Blur and Fog Glow effects.
To demonstrate, I rendered out your image as two separate layers - the lightening :

And the trees (but note that the trees have not rendered with the same detail as your sample image - I believe this is due to your images for the pine needle leaves not being packed into the Blend file). It should be sufficient for the demonstration though :

The 'brightness' of the lightening is actually due to two distinct effects - the 'scattering' in the atmosphere (which makes the sky appear brighter around the flash) and the 'glare' in the lens (whether camera lens or the eye). The main distinction being that the 'scattering' light will be behind the trees while the 'glare' is in the lens and so can appear in front of the trees.
This can be achieved with the following compositor nodes :

This is a fairly simple setup and some additional tweaks could produce better results (such as feathering the edges of the mask with a blur and shrink/grow for better transition between trees and sky).
Essentially, this setup uses the Depth pass of the trees to generate a mask that can be used to separate sky from trees. A Blur node spreads the light from the lightening to mimic the scattering (the Darken node cuts down the amount of light since the emission is too strong and would 'white out' the entire sky). The mask is then used to mix in the lightening behind the trees and glare added and the brightening of the sky (when unmasked) is added in.
You can adjust the Factor of the Darken node, the Threshold of the Glare and the dimensions of the Blur to tweak the effects.
This produces the following result :


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Bloom effect with a transparent background?
I'm trying to use this render as an overlay on an image in Photoshop. I tested blend modes in photoshop, but didn't get the result I was looking for. When I set the alpha to transparency in the scene settings it just rendered the object but not the bloom.
This is the expected result but the black would be transparent:

When I do set the alpha to transparent I get this w/o the bloom:

Right now it isn't possible to render bloom on a transparent background, because the render results use premultiplied alpha.
So, what are some other methods of creating bloom on a transparent background that doesn't involve compositing in blender. I don't care what program I have to use to solve this problem.
Thanks.

This tutorial may help.Try using two different scenes for bloom and transparency respectively. Tutorial to get bloom with transparency

Use Fusion, Nuke, Resolve, Affinity, or even Krita. The problem is that Photoshop isn’t handling alpha correctly, while other software does. Affinity and Krita use some hacks, but it almost works. https://twitter.com/jkierbel/status/1210355168249876480?s=21

And of course, Blender’s viewer is broken, and has been since its inception.

I have tested many different combinations.
The best way to achieve it is to use post compositing.

With cycle follow the node setup with red arrows.
I also tried EEVEE, there is a BloomCol pass that you can check,
but this pass does not have tranparency, so using this or doing an alphaover node would kill your transparency. It does look fancier out of box.

but for transparency I think cycles is easier.
I am sorry if it looks messy, as I just figured it out, so I do not want to destroy my node setup.


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Why does Blender not load a textured PLY's texture?
I imported a .ply file and its texture as explained in the video Importing meshes with separate textures in Blender 2.80, for my Blender 2.93.
For some meshes it works well, but for another one that I textured in Meshlab, the texture is not showing up; the mesh is shaded in its base colour only:

What can I do?

It looks like Blender is picky with loading UV Maps from .ply files. It seems that as of writing:

Blender cannot import per-Wedge UV coordinates
Blender can import per-Vertex UV coordinates

The names of the UV coordinates in the PLY header must be called s and t
They must not be called texture_u and texture_v, like Meshlab exports them.

In such case, simply edit the .ply file in a text editor, replacing texture_u -> s, and texture_v -> t.

If you provide a format that Blender cannot import, it will silently continue, skipping to import the UV Map.
How to check if your UV map got imported correctly
Directly after your PLY import, In the Properties panel, Object Data Properties tab, check the UV Maps section. It should show 1 UV map, like this:

It should not be empty, like this:

Example PLY headers
The header of a PLY file is plain text, so you can read it with a text editor. It will tell which form of UV map is present.
For a per-vertex UV one, with s/t coordinates, that Blender can read:
element vertex 200085
property float x
property float y
property float z
property float s
property float t
element face 66695
property list uchar int vertex_indices
end_header

For a per-vertex UV one, with texture_u/texture_v coordinates, that Blender cannot read:
element vertex 200085
property float x
property float y
property float z
property float texture_u
property float texture_v
element face 66695
property list uchar int vertex_indices
end_header

For a per-wedge UV one, that Blender cannot read:
element vertex 33793
property float x
property float y
property float z
element face 66695
property list uchar int vertex_indices
property list uchar float texcoord
end_header


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Rendering multi-view directly to disk instead of RAM
I've set up a Stereoscopy -> Multi-View rendering to render hundreds of cameras with a Python script.
Multi-view renders the cameras much faster than looping over bpy.ops.render.render(write_still=1) because it loads the model / start Cycles only once. I'm using flat shading with 0 bounces so loading the inputs takes longer than actually rendering a camera from it.
However, this will render all cameras into RAM, and write them to disk at the end, making the computer run out of memory quickly.
If found this answer which works around the problem, avoiding the repeated model load using the Persistent Data option. That allows to use non-Multi-View at good performance. However, I would still like to know if a Multi-View solution is possible.
Is it possible to set up Blender such that the multi-view cameras will be rendered to disk instead of RAM?


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Blender open a large file not at a time, but gradually with command line
The business purpose is that I allow registered user upload different 3D model files. When other users review the file, he or she does not need to download the whole file (size about several Gbs), he or she could make preview the 3D model files with the biginning a couple of 3D frames. In this way, he or she could know about the 3D file roughtly, then decide to download or not.
Since the 3d format file is around several Gbs, I could not load the file at once. But I only know the following way of loading a file:
import bpy

bpy.ops.wm.open_mainfile(filepath="E:/sjj/Blender/demoFile/Demo_274/Ring_27.blend"

The expert in this link suggests me following:

You could try appending items from the large file into a new file.

But, I do not know how to appending items from the large file into a new file. I checked another link in this forum, it needs graphical UI. With my business purpose, it allow me only uses command line script.
Could some expert show me the code examples?

I'm not sure I know what you mean by "3D frames"?

3D frames should be 3D models. The business purpose is that I allow registered user upload different 3D model files. When other users review the file, he or she does not need to download the whole file (size about several Gbs), he or she could make preview the 3D model files with a couple of snapshots made by of camera with different angle. In this way, he or she could know about the 3D file roughtly, then decide to download or not.

Related: https://blender.stackexchange.com/q/34540/599


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How to align vertices on a symmetrical mode
I'm modeling a Jaguar animal. How do I model the eyes?
Look at the front view. The left line of vertices isn't aligned right, the end shouldn't be touching the nose, I want it to be aligned exactly like the right line. How can I achieve this?
http://pasteall.org/blend/index.php?id=47801 here's my file
Simply put, I want both eye loops to be aligned with the Jaguar's eyes.
Why did my reference photos disappear all of sudden?
Sorry, I'm new to Blender.
Should I use images that are perfectly aligned, where the front or side is aligned perfectly with my view? Will they make my modeling faster and easier? Or is any image fine? What do you guys suggest?

Can you please take a screenshot?

You can download my blender file, it has 2 reference images in it. I gave the link from pasteall.org

Welcome to Blender Stack Exchange! If you're not used to how Stack Exchange sites work, understand that they are each a Q&A database. If your question only applies to your specific situation, other readers are unlikely to benefit from reading it. "Help with my model" is a really vague title. Half the users here are probably seeking help with their models. Perhaps "How to align vertices on a symmetrical model" would be a better title? Other users with similar questions can search and find yours. Speaking of which, have you searched to see if an answer exists already? What have you tried?

Ohh, animal modeling! My favourite! :D
From my experience (and I have modeled many), the most crucial aspect is aligning your reference images properly. I use the Images as Planes addon to create the images and then align the different views as well as possible. Only then I start modeling and it becomes decidedly easier.
Selection of good references is also important - don't use close-up shots, but rather zoomed ones, because they will have much less perspective distortion.
If you're interested, I made a video tutorial showing this process. It is still old blender (2.49), but the general concepts and workflow are still the same. https://www.youtube.com/watch?v=zufMhsMi7jE&list=PL_XAV9LtBOVwG1crtM4npRrGWzzf4a-Ib

Curious... is there a reason you use Images As Planes instead of enabling Background Images?

Yes. I can freely align the planes in any way, which is not possible with background images AFAIK. Plus I can have an unlimited number of them active at the same time.

I get what you mean. Sometimes there's an arbitrary angle you want to align to, and BG Images don't allow for arbitrary angles, except when oriented to the Camera. I've tried Images As Planes too, but I found that the inability to control the transparency, as well as the fact that switching to Wireframe Viewport Shading makes the image planes invisible made it impractical for me (I work in wireframe a lot). What I did find to be a good workaround was using Empties that are set to display as Images instead of Plain Axes, and adjusting the transparency as needed.

I'm not sure if it's because the jaguar is slightly turned to the side, but the left line of vertices (your left ) near the nose, isn't aligned as I would like it to be.
If nobody could read that, because it was hard to paint good letters: (1) I want this, to be here. (2) But at the same time, not move this. Basically, I want to move the left (your left) part of my mesh, even more to the left, BUT without moving the the right (your right) side, which I don't know how to do. I want to post an image but I don't know how to on this website. [https://imgur.com/8AwJ4aq]

Either move your view so that the model is rotated until it matches the head on the photo, or just find a straight front view. Hint: google "jaguar portrait", or search for references on flickr.com.

Thank you HENDRIX. I have one question, on an object that has the mirror modifier, how do I move the right side of the model without moving the left? for example, on my model I want to have 2 lines of vertices to touch the nose(I created 2 lines that go down the face eventually touching the nostrils) one is touching the nostril, one isn't. Maybe it has to do with the angle that the jaguar is at, his head isn't straightly alligned with my view

If i move any line (it doesn't matter which) the other line moves too, that is a problem for me, I have to choose which line touches the nostril, it can't be both unless I find a way to move one side of the mesh but at the same time not move the other side.
Is there a way to move only one side of the mesh at a time?

I also want to move the whole mesh a little to the left, to match the jaguar's angle, I can't find any straight front or side view images. I'm having a lot of trouble figuring out how to do it, I've used G and R but nothing seems to work, how do I do it?
And, is doing this important? would it really make my modeling easier and faster? or is the way I'm doing it right now fine?

Keep the model symmetrical. If you want to keep using this reference image (and I don't recommend that), either rotate the mesh object or your camera view until model and image are properly aligned

Ok, I rotated the the model.

Why don't you recommend using the reference image?

i have a question, will using images that aren't perfectly aligned be slower and harder? right now I'm modeling my model separate from the reference image, and it seems harder than If I were modeling it on the reference image, but maybe it's only because I'm a newbie in blender and this is my first ever model that I have ever worked on. I just probably have to learn how to model in general.


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Vronoi hole pattern from texture
I want to ad a randomized vronoi style hole pattern for that plan mesh to styalize my headphone stand.

Tissue addon has been suggested for things like this in the past

@vklidu comes up with a nice way to generate Voronoi meshes  as one of the early steps in this answer. If he's around, maybe can make a version that would suit you.

So something like that, tissue seems to be very tricky https://www.printables.com/de/model/97992-voronoi-style-pencil-holder


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True displacement not working in Blender. Any advice?
I'm following Andrew Price's (Blender Guru's) tutorial on how to make photoreal rope in Blender. As part of the tutorial, we are applying material and displacement from a free texture from Poliigon (link to texture: https://www.poliigon.com/texture/fabric-rope-001). After applying the material and displacement, we switch the displacement from the "Bump" setting to the "True" setting and hit Tab twice to see the results (link to video at time where those instructions are given: https://youtu.be/1drRNphACMc?t=868). In the video, the geometry of the mesh changes to have this very bumpy, ridiculous look. Mine looks like this instead:

As you can probably see, it is very flat and not textured at all. Does anyone know what I am doing wrong here? Any help would be greatly appreciated.

I believe render mode / render shading is on, but I might be confused about what you mean by rendered shading. When I click SHIFT + Z, I put my image into rendered shading. Is that what you are referring to? @cegaton

Check the direction of your normals - it looks to me like the lighter sections of the texture are causing a displacement 'inwards' - the opposite direction to what is expected.


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Aperture Settings not Available in Blender 2.79
I have noticed from other posts that I do not have the aperture settings available.
I am trying to set up depth of fields.
here is a screen shot of my screen....
as you can see the aperture settings are not there like I see on other screen shots.

the camera is selected. Still doesn't show up.


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Blender frozen, Is there anything I can do?
After 63h of rendering I hit f3 to save as png and blender froze, It's been frozen for 12h already.
Is there anything I can do so I don't have to render again?
Maybe there is a way to recover last session with atleast part of the render already rendered?

Did the render got saved in blenders temp folder ?

I didn't see any files there...

If you want I can render it on a farm, should be done in 2~3 hours then.


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Animation Nodes -> splines generated and how have a random material color for each spline?
following
How to store particle locations in a list?
you can trace particles to splines (list), but
how can we have a random color in the material for each of the splines...
they are all in one object so Object Info -> Random doesn't work,
I don't wanne to copy/split this afterwards...
maybe/I think the animation nodes tree can expanded somehow, but I a too noob with it...

There are several methods:

In blender 2.82, In geometry node there is a socket "random per island", that will generate color for separated meshes within the same object. Be aware, currently this socket can only work for cycles, not possible in eevee.

while using "curve object output" node, it's preferred in a loop, and input an object list. Since you are making them multiple objects, you can use "object info - random". This method allows you work in eevee, and transform different splines separately.

Must a method over the other? I don't think so.

Edit:
Specifically in particle tracing, it's exactly the same principle. You are outputing multiple splines, before you curve object output anything, simply generate a loop that input iterators of object list and spline list. and it will solve the problem.

okay I see, but, can the traced particle splines like it the orignal post, be transformed into individual splines !?

It's the same principle. In particle tracing, you are outputing multiple splines. generate a loop that has iterators of object list and spline list. and output curve within the loop, will solve this problem. If you are still not clear, see the edit of this post.

wow - AN is getting more clear to me now !


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Blender preview showing all white

Hello after one crash when rendering small animation, returned to blender and in preview is everything white, render looks ok, but i want to see my materials.
Anyone know reason?

Either this is a glitch, or you have too many dim lights in the scene, that is it.

I have just one sun light, how can i solve this problem? Is there any way?

It could be a problem with the textures. Did you pack them into the .blend?


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Refrence Photo not showing in perspective view ( checked in the panel)
Im trying to match up my refrence photos from the perspective mode but as soon as I move the view it disapears, I did check the box as shown in the photo but still same is happening.
thanks in advance

Hello :). Isn't it because of your clipping range? It looks like the Y axis is disappearing rather soon. Just go to the Sidebar > View > Clip start/End and adjust the values.

Thank you that worked :)


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Evee triangular bad shading, tried many things it wont work

Hello everyone, Ive been having problem with this recently, It looks great in Cycles but in evee it gives me that shading, Things I have tried;
Recalculate normal
Subdivision
Shade smooth degree modifications
remove doubles
Please let me know if you know what is the problem

hello, please pack your image and share your file: https://blend-exchange.giantcowfilms.com/

both images are the same... did you mean to provide an Eevee and a Cycles sample for reference? Could it be related to this? https://youtu.be/yPo79bXkJOc

I found out the problem, it was the custom shading, and thanks for the link but that wasnt the issue, it was because ofthe shading not the shadows an as I was using HDRI I couldnt tweak the source light shadows directly anyway.


text:
unwanted random sharpness/smoothness,
Right where the edges begin to bend they start to have an artifact, but only in a part of the whole edge... please see below

That is something that can't be changed

This happens because of blenders shading methods when you use a subsurface modifier
the loop cuts are so close together , so blender can't figure out how to shade it
a simple solution is to use less details (Loop cuts) and a better topology (Loop cuts that follows the bending of the car surface here)
so here it should going from one side and bending in a V shape to the other.
Also you don't need to use that much loop cuts. Instead depend on the subsurface modifier to create more detail
something like this

Note : I added the double close edges to make the edges appear sharper
I recommend the anvil tutorial of blender guru on YouTube he goes more on depth on this

Thank you so much thats excatly what I needed to understand :)

Happy to help. Consider accepting my answer if it solved your problem cause that would help me too

I did watch his tutorials yeah and they are great, but Im still trying to learn a good method that can make my loop cuts follow along the edge please let me know if you have anything on that thank you so much

I would recommend this topology guide by CGcookie here


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Reading armature from a file
I am trying to read an armature from this file format, anyone has any idea how to contruct bone location and roatation from these?
https://github.com/DummkopfOfHachtenduden/SilkroadDoc/wiki/JMXVBSK
in other words I have a hirearchy of bones and these information, how do I reconstruct it
what I tried:

Read all bones from file and setting their world transformation (didn't use relative transformations at all)
Set parent for each bone

it almost worked, however some bones had a different location, so supposidly the correct way is to somehow mix these matrices
I have some work in progress code here:
https://github.com/iyadahmed/blender_ban_importer


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How do I align particles to the center of the object?
I’ll keep it short,
I found myself playing with particles on Blender and I am unable to align them with the center of the object that emits them (which happens to be a cube).
This is what I get (default setup particles, I did not change anything):

And this is what I am trying to achieve:

So, any idea on what type of configuration I should be using? Thx for your time and happy blender!

I found the answer to my own question... lol
So here it is, it can be of help to any of you, or so I hope.
In short, you have to rotate the object (particles) in the X-axis -90º so it looks as it’s shown in the following image.

Then you just go Control+A, Apply Rotation and then you have it!


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blender player extended monitor problem
I have an iMac and two mac Cinema displays connected using thunderbolt.
The Cinema displays are setup as extended (each 2048*1152 giving 4096*1152 overall).
The iMac is setup below the Left hand extended monitor ( I have previously had it set as mirror to this monitor but same situation happens).
I have set the Left Hand Monitor to Primary.
Now I can use  { blenderplayer -w 4096 1152 0 4096 file.blend } from terminal, and get a game window spanning both Cinema displays, so far so good.
However I am struggling using the -f option to give fullscreen rather than window, I would assume that I should use   { blenderplayer -f 4096 1152 file.blend } to span the monitors but this only results in the 2048*1152 of the Left hand monitor being used.
Am I doing something incorrect or is it a blender or OSX feature that will not allow a full screen request to overlap physical screens.
Thanks


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Molecular addon not working?
I am using molecular script ad-on but every time I try making molecular simulation the "Start simulation" button is unusable and says process... simulating.. left...
I have tried different simulations and tried creating new projects but it always says the same thing

If anyone knows what is happening please let me know...

Having the same problem...

I’ve had similar problems in the past following interrupted simulations. I found the best way forward in this situation was to save my file, close Blender, reopen and re-load (alternatively you might get away with Save followed by Revert - it’s a while since I hit this and can’t remember). This should reset the state of the add-on and should allow you to re-run the simulation.

Tried that multiple times, tried allso creating brand new project, still nothing...


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Accidentaly didnt set output for animation
I accidentaly left default settings for my animation and hit render. After it rendered out I couldnt find the output image sequence. It said that they are outputed in /tmp/ but there is no images/videos in /tmp/ folder
I cant add it to video edditor because I dont know where the image strip is....

To render an animation, you need to click the 'Animation' button shown below. And to see the location of those renders click on the folder icon marked with red box in the below image. Once you click that icon, it will show you the exact path in the top portion of the screen.

You can notice that the Blender only save the png sequence or the video if you hit Animation.
If you hit Render it will render only one frame and wait for you to save it.
I made a test and the tmp folder stores the files as intended to do.
As you said: You hit Render but you did not saved that render image. Then, there is nothing on the tmp folder.
See the image below:

From the Linux Filesystem Heiarchy documentation:

people and programs must not assume that any files or directories in
  /tmp are preserved between invocations of the program

The exact operation of your distribution is subject to it's own configuration, however if you have restarted your operating system between rendering and looking for the files, I would be less than optimistic that those files still exist.
In order to avoid this issue, please refer to @Teja's answer.


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What's wrong with my node setup for PBR materials?
I made this node setup:
To create realistic PBR rocky ground but with displacement added it looks like this:
What's wrong with my node setup and how to do it right?
I am using diffuse, normal map, roughness map and height map for displacement modifier. Allso I would like to know how can I hook displacement directly in node setup and I don't know the use of 2 first nodes in my setup (just saw them online always being attached to image texture nodes.
So
1)What's wrong with my nodes?
2)How to hook displacement into nodes?
3)Whats the purpose of Texture coordinates and mapping?
Sorry If I am asking basic stuff because I tried searching online but everywhere I find diffrent things with wierd setups full of math nodes and I don't understand witch one to trust more.
I am confused so I asked here, If this is possible duplicate please point out
Thanx!

Shouldn't you be using a Principled BSDF rather than a Diffuse node if you're going for true PBR? All materials have gloss, so either mix a diffuse+gloss or use Principled.

1) What's wrong with my nodes?
There is no real reason to solely use a Diffuse shader. Virtually all materials have gloss, so you should either mix a diffuse and a gloss or use Principled BSDF.
2) How to hook displacement into nodes?
Turn on the Experimental feature set (can be found under the "Render" button). Go to your material settings and under "Settings" change from Bump to True. Then plug in your displacement map (you may need some math nodes to get a good looking result). Also consider using adaptive subdivision to ensure you have enough geometry to displace.
3) What is the purpose of Texture Coordinates and Mapping?
The texture coordinates tell your material what coordinates your textures should use—generated coordinates, the UV map, etc. The mapping node can be used to scale, rotate, or move your texture around independent of the texture coordinates.


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How to do volumetric lighting for a forest scene?
I have scene that looks like this:

And I want to add volumetric lighting to it so that light forms a rays of light when it go through the trees like on this example that I found in youtube:

But the problem is that all of these tutorials show how to make this lighting coming from windows, but when I try to replicate it in my forest scene it looks like big ugly fog with cubical shape. Also the light is coming from the back of the camera (as you can see) and there are some spots that needs this special lighting (like places where light goes through trees) and some that don't (like big bright are on the bottom left corner) so I can't just add a giant cube to all of the scene.

I'm voting to close this question as off-topic because it is a tutorial request (see above comment).

This is a site where people come to ask how to do stuff, is that not considered a tutorial?

After @cegaton 's edit, I think this is answerable (perhaps it could benefit from a sample blend file for prototyping solutions). Voting to leave open.


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How can this guy copy and paste UVs?

Im trying to follow this tutorial but the guy is able o copy and paste UVs by pressing the U key in edit mode? How is he able to do this? here is the link too the video.
https://www.youtube.com/watch?v=Rhq9SDPB9ik

It is a default add-on called "Magic UV" (search in User Prefs)


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Force Fields dont work
Is it just at my version of 2.8 beta that force field wont affect anything or...I tried to do simple bals with added rigid body active and to apply force field or any field on it. It doesnt work.

Its working fine for me, I have the latest windows build. Maybe its a bug right now.

This is mac version i have.

it doesn´t work for me either. I use blender 3.4.
But I can not find any solution in the Internet...


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Can blender bevel miter be like this?
I was doing something like this

but as you can see the outside corners are are rounded,I thought there is no way fix that,but I until I find this

this is bevel result from XSI,it allows you to chose miter like this or uniform,and this is some same thing done in XSIperfect
so I wonder is there a way make blender bevel behave like that

How about: Set Profile Shape to 1.0

Just bevel these parts and you will have sharp angles:

Test (with a bevel of 2 segments instead of 1):

that could be,but my goal is,let's say I got do ten areas of this pattern,I dont want bevel them by hand,want find some ez life

Yes of course you'll have to do it manually, but once you've done one you can remove some faces, enable Auto Merge and Snap to Vertices, duplicate what you've done


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IK LOCK doesn‘t work when I have a pole target？
I'm rigging an robot arm,when I didn't use a pole target,the IK lock stuff works smoothly,while I add a pole target it break my lock specifically the ik root,is that a bug?and I tried other constrain seems doesn't work either,how could I

Yes, ik locks/limits on the first bone are ignored in the presence of the pole target; no, it's not a bug.  The pole target works by rotating the first bone in the chain.  The pole is not the direction the elbow points.  The pole is the direction the IK axis points (in a 2-bone chain, the direction that the first bone's +X points; modified for a longer chain but from the same base.) This bone's rotation can either be under the control of the pole, or under limited/locked IK control, not both.

I see，thx for reply！


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Face Appearing that can't be selected
I'm encountering an issue in Blender 2.79b where a face has appeared in my mesh that doesn't seem to be a face.  I say this because in edit mode with face selection enabled (see screenshot) the face can't be selected.  Vertices and edges for this face also can't be selected when in the appropriate selection modes.  When you attempt to select the face the selection actually goes right through the mesh and selects a face on the backside of the model.  My problem is that I want to remove whatever this is so I can replace it with a real face; if I try to apply a subsurface modifier to the model right now this pseudo-face merges with the face next to it and messes up the mesh.  Any help understanding what this is and how I remove it is greatly appreciated; thanks!
P.S. - If it helps in resolving the issue, this "face" appeared after clicking "Apply" on a mirror modifier I was working with.  It showed up on the half of the model that was being "mirrored".

Perhaps it's just a face in another object?
Maybe provide your .blend so we can investigate quicker.

Ugh! Yes, this is exactly it (the face is part of a separate object).  The solution was to hide all objects in the scene then make them visible one at a time to see which faces were associated with each one.  I had to separate part of my mesh into a different object yesterday to limit what the subsurface modifier was applying to and it looks like I got an extra face selected that I didn't intend to.  I couldn't select the face in edit mode because it belongs to another object now.  Anyways, thanks for the mental prompt to check this.

Pro tip : name your objects so you never wonder what they are. ;)

Seems to be another object. Hitting / on the numpad in edit mode will toggle showing only the current object being edited. Keep in mind that the local view mode (usually called solo in other software) may change the view orientation and 3D cursor position.


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Is it possible to set rotation to the current meshes face?
On the image below I have an Icosphere that has been separated into multiple triangle objects. My only problem with this is that I need the rotations for them to all be facing the correct way, but every object has the same rotation. Is it possible to set them all to look the same but also have the rotation values that correctly point in the direction from the face?
Thank you in advance.

What is the larger task you are trying to achieve? Blender may have features that take care of your larger task without focusing on a smaller task.

Hi and welcome. Can you elaborate on: Is the axis in screenshot showing global or local or other space? What is the orientation you are after, z along the face normal and ...?  how did you arrive at current state, for instance does each object have a unique mesh.

Particles
Duplicate Settings
Explode Modifier

Particles with Rotation setting shown. Image Above.
Particles also has a billboard setting.  Particles can be made in real ... meaning into separate objects.


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Randomize Proportional
I'm trying to make a donut from the Blender Tutorials and I came across an issue I'm not sure what I'm doing wrong, but I followed all the instructions from "Bender Goru" on Youtube.
Whenever I try to the randomize tool with proportionate (O),  it doesn't randomize the whole donut to give off that incing feeling around the donut. And I'm saying if randomize doesn't work now what's the point!!
Only one side goes down and if I select all. All of it will go down without curves.