text:
Blender 2.8 particles scale is off
Particles do not have the same scale as the objects from the collection they're created from:
They're much smaller:

The particles were assigned to a plane but appear outside of it as well:

I've played around with the scale and got them to the original intended size but the buildings were also spaced out outside the plane.

Try applying scale to the particle objects in the Buildings collection. Then try changing the scale of the particle emitter, on the right side of your screenshots.

Trying to scale to 1:1 crashed blender; I managed to solve it by going to the collection, selecting all buildings in edit mode, Ctrl + A then select Scale. Now they are all on the plane:

Also, Random should be ticked instead of the whole collection, otherwise blender places all elements from the collection in the same position (in my case emission was set to vertex).

Like @stphnl329 says apply the scale of all particle objects, then go to the render settings of your particle system. For some reason the default scale is  0.05, change that to 1

Tried it but blender crashed; managed to find a fix through trial and error.


text:
Blender 2.8 pausing animation render
Is it possible to pause rendering in blender 2.8? I have a laptop with a 1050 TI and it takes a good while to render stuff.

While you can't really pause it, the best practice is actually to output the individual frames as single images. That way, if the process needs to be stopped, you can resume it from the last rendered frame.

To do that, go to the Output menu, in the Output Properties tab, and set the File Format to an image format of your liking. I'd recommend that you also create a dedicated temporary folder to house the raw frames, and instruct Blender to output the images there.
Once all the frames have been rendered, you can proceed to converting them to a video format. To do so, open a new instance of Blender and, in the Video Sequencer editor, click Add > Image/Sequence then select the previously rendered frames. Set the animation playback's start/end frames to match those of your image strip. If you want to, in the dropdown menu in the top bar, select Sequencer/Preview and check if the animation is in order.

Finally, in the Output Properties tab, select a video format, a suitable Output location and click Render Animation. Blender will then convert the image strip into a video.

source: Stack Exchange

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

sort: votes


text:
Blender 2.8 transparency/alpha clip not working
Doing exactly what was suggested in
Making a realistic infinite mirror tunnel
Alpha transparency not working
I ended up with:
a Material:

In Render:

What am I missing?

You are referring to transparency then to making infinite tunnel. Which is it? Could you clarify your question and problem please? Highlight what's "not working" in your screenshots may be?

@Bruno Transparency; I want to make the windows transparent (at the moment they have a blueish hue).

what does the "infinite mirror tunnel" have to do with this?

The answers make a reference to transparency: https://blender.stackexchange.com/a/48230/90593

The link you are referring to is a reflection bounce problem, not transparency. In your case, try to change Blend Mode from Alpha Clip to Alpha Blend in the material panel settings options

Instead of showing the reference image on the right , please show the results you are getting when you render. Edit your question to clarify what you want to do and what you are getting.

Fixed. Will answer later

The Alpha controls transparency directly in the material:

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


text:
Blender 2.8 scene collection not update when adding new objects
Scene view seems not to update regardless how many components I add.
First image (have a cylinder and a plane (with a modifier)):

Second image, same but added a cube as well:

If any of the components overlap one another I can no longer select them individually (only the result of the overlap). Why?

Hello, could you explain what you would like to update in the scene view ?

Every time an object is added it should have a distinct reference (Plane, Plane.001, Cube, Cube.001, etc.). Right now, every component is lapped over the previous one; blender does not seem to differentiate between them (scale one, you scale the other, etc.)

Tldr : Press TAB to toggle between edit mode and object mode.
Blender has two separate modes for editing objects (object mode) and editing geometry (edit mode).
Right now you are adding more geometry to the same object, in edit mode. In edit mode, you can add the same default primitives (cylinder, sphere, cube...) as in object mode, but this will not create a new object, only add to the existing object's geometry.
If you want to create new actual objects, you need to toggle the mode into object mode with TAB or click the foldout menu in the top left of your 3D view.
Incidentally, if you select two or more objects in object mode, then go into edit mode with TAB, you will be able to edit all of the objects' geometry at once (Since Blender 2.80).


text:
Undo not working in blender 2.8
According to:
my undo doesn't work in 2.8, except in edit mode
Global undo should be enabled in order to undo operations done in the editing tab. In my case, I added faces between two edge loops created with Ctrl + R; I deleted one (it had a face with odd number of vertexes) and created one above it. Everything looked ok; faces just needing to be added in between the edges. I select both loops (Alt + click) and hit F; the result was a wavy surface that now I cannot delete by hitting Ctrl + Z. The wavy surface appears only if the face is created from the loops and not from the vertexes individually.

I was impatient; blender is pretty slow on my machine. Just close and restart every now and then.


text:
Edge slide + copy
How can you do a simultaneous edge copy and slide; in the image:

hoe can the selected edge be duplicated and slid to the front so that I have a face with 4 vertices?

can you first add a loop cut, and then slide that?

Unfortunately, no. I can only add loop cuts to faces made up from an even number of vertexes.

What I would do is delete the two problematic faces, select that edge and the one next to it, extrude, and align it with vertex snapping. Then remove doubles. Not technically what you're asking to do but it would solve the same problem

No problem.
Just use the Rip and Fill function
Vertex > Rip Vertices and Fill
Shortcut: Alt+V

Thanks; but let's say you merge vertexes by distance to the left and now one face is made out of three vertexes two to the center right and one the the left. How can you stretch out the vertex to left so that you don't have problems with modifiers?

Hey :). Sorry, I didn't check the image properly. Answer edited with an appropriate solution.


text:
Blender 2.8 bevel broken
Following this tutorial:
https://youtu.be/lZPedlX6CMw?t=813
when I try to bevel a circle I get:

Why isn't bevel working only for the selected vertexes in the same direction?
I tried merging by distance but the result is the same.

Use select non manifold to find any modelling issues and recalculate normals. It looks very much like a modelling issue.

Thanks! It turned out that face orientation was random(?).

Some of the faces are flipped and the Bevel tool doesn't like it :).
You can recalculate them through Mesh > Normals > Recalculate Outside.
Or flip them manually through Mesh > Normals > Flip.

I think it came from scaling; I scaled around and some faces flipped even though in solid view it looked ok.

One more thing: what are you using to create gifs?


text:
Blender 2.,8 does not apply texture properly
Following this tutorial:
https://www.youtube.com/watch?v=scPSP_U858k
at 06:58 after the texture's been applied I get:

Why are some of the faces missing? They appear in solid view mode.
This view is obtained after auto UV unwrapping.

The mesh wasn't selected entirely when I applied "Smart UV Project". Now, all faces have texture.

You don't appear to have marked any seems. If you didn't use "Smart UV Project", the UVs are going to be all tangled up.
Andrew (the guy in the video) starts talking about Smart UV Project and how to mark seems for more intentional UVs at the 4 minute mark in that video.

I did use "Smart UV Project"; I forgot to add x-ray :P


text:
Shift + D not creating new object
In the below image the three highlighted borders, except for the vertical one on the right were creating using Shift + D:

The component "Cube" was the initial mold for the highrise; Cube.001 was added in separately and scaled
into the vertical left frame. The top and bottom frames are copies of it that were rotated and scaled to fit the top and bottom borders. Why aren't they each a separate component (e.g. Cube.002, Cube.003)? Shift + D is suppose to make an actual separate copy. In edit mode, they are three separate objects:

In this video
https://youtu.be/emT-CL957HE?list=RDCMUCOKHwx1VCdgnxwbjyb9Iu1g&t=646
it's its own separate object; when I click the vertical cube, all frames (top and bottom are selected).

SHIFT-D in edit mode creates a copy of the mesh without creating new object, SHIFT-D in object mode creates new object

You need to be in object mode to duplicate an object (as a separate object). In edit mode it will duplicate your selection IN the same object.


text:
Blender 2.8 faces not visible
I'm following this tutorial:
https://www.youtube.com/watch?v=WxMwa0njGSM
on modeling. At 18:52 before adding a subdivision surface modifier my object looks like:

After subsurf:

It looks like two overlapping planes but I don't see the vertices that create them (I've already cleaned
up double vertices).
How can I remove that face so that I don't get that wedge after subsurf?

Just figured it out; simply delete the faces in question, recreate edge between vertexes, create face from new edge. I'm not sure this is the best way of going about it.

Probably a normal issue. Select the entire mesh with A and then press Shift N to recalculate the normals.


text:
Snapping edges to surface not working in blender 2.8
I'm trying to snap the bottom extruded edges to the helper mesh but it doesn't work. How can you do that in blender 2.8?

The view orientation matters when snapping.
Use this snapping settings:

And to snap in your case, use side view Numpad3, then with edges selected grab (without moving) and validate:

Can also use G then X (constrained the projection) to snap with same orientation in this case.

Thanks! The action key in 2.8 is middle mouse button.

Very strange! If you don't look at the surface Numpad 3 it doesn't work; blender sometimes feels like a coin flip, a competitive one.

Or you can force the axis, as said at the end of the answer...

Some variation on this?

Set  the origin of your object is at its base..
In Edit mode, assign the extruded vertices to a Vertex Group
In Object Mode, Switch on Snap, to Face, Align Rotation
Give the object a Shrinkwrap modifier, aimed at the Vertex Group, targeted on the surface.

Then, you can slide an object around on a surface, keeping contact.

In this case, the disc is up in Z, so I set the Shrinkwrap to negative Z projection. This may seem long-winded, but this can be a useful modelling routine.
You can take this further, making a flange, matching normals, etc., to make a Decal, but that's more than you want.

Isn't there a shorter way such as https://youtu.be/TAlzJC2uzIU?t=1023 . In that case the vertexes were snapped to the closest surface (in this case the helper mesh).

True.I would use that, if the edge was on its own, but when it's attached to the rest of the object, I find it really hard to control, and stay in the right relation to the rest. Is that just me? Have you found a way?

Not yet. Would it be possible to create a separate object from the extruded edge (it won't be used anyway (only the projection of edges on the surface counts)).

Yes . You could create a Custom Orientation from an appropriate normal, E, drop, G Z, (along the normal) to make your part from the snapped edge.


text:
Dents appearing in render
The mesh seems alright but there are dents in render view; the mesh was created using modifiers (screw over a circle to create a spring):

What I tried:

recalculate normals for whole mesh
recalculate normals for selected face
dissolve/recreate face

as I said about your previous question, you should create a UV map dedicated to the text part (a second UV map). Here the UV map you have projects overlapping things over non text parts.

Thanks! Managed to fix it (was too tired Yesterday)

The section you have highlighted is caused by the material on the object. Either remove the material, or move the affected sections away from the "text" in the UV map.

The section further down that looks improper is because of flipped normals. Select the whole mesh in edit mode and then select Mesh > Normals > Recalculate Outside.

After recalculation:

Thanks! The material for the spring was off (also had the normal applied over it).


text:
Looptools missing blender 2.8
Where are the loop tools in blender 2.8? I seem to have them enabled but can't hotkey; selecting
edges and pressing "W" does not bring them up.

Go to the edit subpanel on the right of the viewport

Where? (How?) exactly? I've tried all  "check" combos

Don't worry, it's still there.

Context menu is available through Right Click.
Operations are (hidden) under the Edit tab
(the name can be changed in Preferences > Addons > LoopTools)

Thanks! Found it. Pretty obscure though.

You're right :). No idea why the tab isn't labeled LoopTools by default.

Expanding on this answer to make it more clear: LoopTools will ONLY show up when you are in Edit Mode. Then it will appear in the side menu thingy (press N).


text:
Blender 2.8 does not render current camera view
Why doesn't blender 2.8 render the view from the currently selected camera; this view:

produces:

How can I render an image viewed from a specific camera?

You have more than one camera, make sure that the one you want is the active one for the scene.

Found the answer in the comments of this video:
https://www.youtube.com/watch?v=FO-7K6k1XaY
"If you just want to switch between cameras: Select Camera, Press CTRL+NUM0. Last selected will be new main camera."

select the camera press 'n' and in view check 'use local camera'


text:
Translucent node produces weird result
I'm following this tutorial:
https://youtu.be/y7PdiGXbrD0?t=49
At the above time mark, my out is:

The branches are cropped images as plane. My guess is that, the cuts should have been made closer to the leaves but I'm not sure.

Hello :). CG Geek switched to Cycles engine mid-way. And you're using Eevee.

Credits to @Jachym Michal (comments). Cycles does not produce the plane around the branches.

This does not provide an answer to the question. To critique or request clarification from an author, leave a comment below their post. - From Review

It did solve my problem so it is in fact a valid answer to the question. "To critique or request clarification from an author, leave a comment below their post." It solved my problem, really :) . I don't need to "critique or request clarification from an author". Eeve was indeed the problem :P


text:
Trying to create property groups dynamically to store a list and access the strings
I'm trying to create property groups dynamically to store a list. When I loop through property groups all I get is the objects like the output code block below. When really what I want is the test strings. At least the objects are actually created but I really need to access the string I'm hopefully setting on them. Please help. Been trying to work this out for days.
If the indents look off they are fine in my actual code.
class customPropertiesGroup(bpy.types.PropertyGroup):
  customString = bpy.props.StringProperty()

bpy.utils.register_class(customPropertiesGroup)

bpy.types.Scene.customLists : bpy.props.CollectionProperty(type=customPropertiesGroup)

newCustomItem = bpy.context.scene.customLists.add()
newCustomItem.customString = "test1"
newCustomItem = bpy.context.scene.customLists.add()
newCustomItem.customString = "test2"

# These retrieve the objects OK.
bpy.context.scene.customLists[0].customString
bpy.context.scene.customLists[1].customString
# This is out of range. Which is surely good because it means something is working.
bpy.context.scene.customLists[2749].customString

count = 0
for customString in bpy.context.scene.customLists:
  count += 1
  print(count)
  print(customString)

OUTPUT. I get a list of these with the count number. Two different mem addresses of course.
 1
 <bpy_struct, customPropertiesGroup("") at 0x000002311A3FE908>

Your code has two problems :

You need to use an annotation (:) to define the StringProperty in the PropertyGroup class.
When you iterate over your customLists, you do not gain a direct access to your customString. It wouldn't make sense because the property group may have other properties. As a matter of fact, it has at least one other property, which is builtin, called name.

So you can replace your code with :
import bpy

class CustomPropertiesGroup(bpy.types.PropertyGroup):
  customString: bpy.props.StringProperty()

bpy.utils.register_class(CustomPropertiesGroup)

bpy.types.Scene.customLists: bpy.props.CollectionProperty(type=CustomPropertiesGroup)

newCustomItem = bpy.context.scene.customLists.add()
newCustomItem.customString = "test1"
newCustomItem = bpy.context.scene.customLists.add()
newCustomItem.customString = "test2"

for count, customPropertyGroup in enumerate(bpy.context.scene.customLists):
  print(count + 1)
  print(customPropertyGroup.customString)

BTW the python guidelines suggest to use snake_case instead of camelCase for naming variables and functions, and PascalCase for classes.

you were faster, deleted my identical answer

@relaxed you should have let it be ! I personaly don't mind at all. I was surprised at first because using bpy.types.Scene.customLists : bpy.props.CollectionProperty(type=customPropertiesGroup) still works when I ran the script when it shouldn't ? Or maybe it's supported but will be deprecated in future versions ? would love to have your insight on the matter.

@ Gorgious It seems to be the other direction. It works in 2.93, but failed in 2.83. Interesting. I never stop learning..

Basically what worked for me is swapping : and = in the example in the obvious places in question. Thanks for the tips. I didn't really understand all that before but I knew there was some new convention.


text:
How to cut a rectangular patch from an object?
I have an object in which a model is wearing a shirt. I need to cut an object from the front of the shirt such that the shape is rectangular and curved like the surface of the shirt like seen below:

How to do this?

have you tried using the knife tool?

I tried with the knife tool but only vertices are getting cut and not the entire object selection area(edges/face) as seen here- https://imgur.com/a/FrWTnRT

There's multiple ways of doing this: duplicate the mesh and using the knife tool, box selecting and removing the rest, etc.
For the least destructive, I'd recommend duplicating and using the boolean modifier. Here's an example with Suzanne, one with the modifier and one with the modifier applied (and removed a couple of the back vertices):


text:
How to merge/smoothen the edges in a cylinder?
In a cylindrical object, the edges of the object are showing up in a particular area as seen in the screenshot below.

How to smoothen the part of the object so that the color merges with the rest of the object and the edges do not show up separately? I have tried using Smooth modifier but it is deforming the entire object.

I think your normals are flipped try going into edit mode, select all the faces and press Shift+N. If this does not work then please share a screenshot of your object in edit mode so I can check out the mesh`s geometry.Share the file too please.

Hi, that didn't work. Here is a screenshot in edit mode - https://imgur.com/a/rowz9OU
Here's the fbx file - https://we.tl/t-Z7AEiVtBiU

thanks, but could you also share your file so I could show the process of fixing your problem

Yes, here's the blender file for this model - https://we.tl/t-SHEXjYEcYM

This model`s topology is appalling :( this problem can only be fixed by starting over. There are so many overlapping edges and triangles.It is impossible to continue working with your mesh.

i made a small tutorial for you how you could fix the topology (but just the "wrong placed vertices") for the rest, just check Robin's answer. The tutorial is here: https://youtu.be/TfLnTy8lW9g If you don't want your model on that page, just tell me, then i will delete it.

You can use the model for the video, thanks!

Several things going on...
Starting from your .fbx, as imported..
(Left, below) Behind your label-object, there is an identical section of the tube separated from the rest, (so its normals are discontinuous).
Fix: M > Merge > By Distance, with a near-0 threshold
(Right, below) Much of the tube has its custom-normals inverted.
Fix: AltN Normals.. > Recalculate Outside

(Below) After recalculating the normals (left), you can see they are twisted. Under the Data tab, 'Normals' panel, you can leave 'Auto Smooth' checked...
Fix: Under the 'Geometry Data' panel, you can 'Clear Custom Split Normals Data' (right), without doing the model any harm.

Before and after the last correction:

I have to agree with @Ribbit12, the topo could be more economical, but assuming your job is to return the package in the shape you found it, this should be workable.

Please follow these videos:
Part 1
https://drive.google.com/file/d/17xChiCEtkb8piA6KtMuNocFOCkJ38Lvw/view
Part 2
https://drive.google.com/file/d/14cw7E39CvW0yIQiqkFXcLiSuxu6Gfsd7/view
Part 3(optional)
https://drive.google.com/file/d/11DXgt7sxcAoaSCuqdqtA87LwS8kLaIdE/view
Sorry for the inconvenience of sending the videos through google drive. Each video is like 50MB I was not able to upload it in stack exchange, sorry :(
Final Result:

Edited File:
https://drive.google.com/file/d/1Y89fEJGO69RYt0e6pyFfw7RcWEYu9KLU/view

hmmm...ok, so you could split them up, so that they get smaller and/or size them down. There are some online tools for that. like this: http://gifgifs.com/resizer/ or just search for online gif resizer

sorry, no luck it says I can`t upload a file that is above 35MB.

Can you please share the edited file for reference?

https://drive.google.com/file/d/1Y89fEJGO69RYt0e6pyFfw7RcWEYu9KLU/view


text:
If I select "Location, Rotation & Scale" in the viewport by doubletapping " I ", rotation is not keyed
Whenever I want to key loc-rot-scal, I'd like to just doubletap I to open the Insert Key Menu and select Location, Rotation & Scale, because it's fastest. However, I've realized that when I do this, the rotation transforms will not be keyed. This problem doesn't occur if I click on Location, Rotation & Scale with the mouse button. But I'd like to be able to just doubletap.

To open the Insert Key menu it is not necessary to double-tap the i key (as for most tools it is not necessary to double-tap a key with a few exceptions).

Double-tapping i brings up an error here under Windows. However, just single-tapping i then a in the 3D view will add all 3 keyframes. If you look at the popup menu when you press i, you'll see that (at least in Windows) the a in the Location, Rotation & Scale entry of the popup menu has an underscore under it. That applies to most of the other entries on that menu. - l for Location, s for Scale, r for Rotation, o for Location & Rotation, etc.

After further discussion in the comments, that exact menu will only appear if you don't have any keyframes on your object. If you do already have a keyframe on the object you'll see that the top entry is now Available (shortcut A), the shortcut for Location, Rotation & Scale has changed to t and that for Location & Scale changes from t to i as shown below which is why double-tapping i only keyframed the Location & Scale as asked in the question!.

Double-tapping i brings up an error on Windows? I'm on Windows and here is no error. It inserts a keyframe for Rotation & Scale, and as you explained in your answer with the underscored letters and as your screenshot shows, i has an underscore for Rotation & Scale so that's what it should do (and it does on my PC).

That's odd! I tried that several times before posting that answer and the 'Available' entry never appeared on that menu so I'm not sure what happened there!  I'll edit my answer with the corrected keypresses.

Same, here, on Linux, default keymap.

@RobinBetts & John: Actually, it seems I found a bug or something... don't know if this is intended. When I open the Insert Key menu the first time, i has an underscore for Rotation & Scale. If the object already has a keyframe and I try again, i now has an underscore for Location & Scale, but Rotation & Scale has an underscore for n. I just realized that the OP had a keyframe for all three transforms on frame 1, only on frame 68 (or so) the one for Rotation is missing.

Obviously, since Available appears when the object already has keyframes somewhere, the whole Insert Keyframe Menu is a bit different. So this could be an intended behaviour, but can be very confusing to users who use shortcuts.

@GordonBrinkmann I agree. I haven't worked out exactly what's going on yet, but I did manage to get a menu with 'Available' as the first item once. Since then, I've only ever managed to get the menu I posted. Ah ok. Just seen your latest comment which makes sense (I think)! :^)

It makes sense as explanation, but not for the workflow in Blender. I mean, for the first keyframe a is for Location, Rotation & Scale, so basically you can say a as in all transforms. And for people who want to make sure they animate everything ("transformable") and don't forget something, this might make sense. And for following keyframes it might make sense to have a for Available because if you don't animate everything you don't have to remember which channels you were keyframing. But switching between those in basically the same menu can be very confusing, I think.

@GordonBrinkmann Wow! So it does! Still trying to get my head round the behaviour, myself.

@RobinBetts This has potential for a discussion, but there should be developers present :D The stupid thing is, if I have keyframes for more things than just the transforms, like some value in a material, then Available would be great to set keyframes for the transforms and the material. But no, Available ignores the material channels. What a bummer.

Comments partially moved to chat


text:
Im trying to add tga textures but it's only turning the item green
i'm trying this video to help me build a 3d printable sword with colors. But when applying the texture its only getting it green like image one.
When i download it from here it came with 3 textures. Can you guys help me?
.

Hi :). Make sure your object is properly UV unwrapped to display textures correctly

It would help to see how you added the textures in the shader and how the sword should look like. The sword in the FBX file is UV unwrapped and there are 3 textures. Normal, Mask (RGBA) and Diffuse (RGBA). It's hard to tell how to use the textures. The normal map is the only one that is clear. AFAIK normal maps are not 3d printable.


text:
Object turns white when rendering/render Layer Colors disappear
Help, where is the color?! I tried everything going through material etc. Im barely learning on youtube with blenderguru but I don't know why my objects colors disappeared when rendering.

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


text:
Possible to bake a shrinkwrap onto the base mesh texture?
So I have a base mesh that has several other flat meshes shrinkwrapped to the surface, like decals.  This works great within Blender or when exporting a still model, however exporting any character animation results in the shrinkwrapped meshes falling off of the meshes they are supposed to be on the surface of.  With some careful work on bone assignment I can actually make it look more-or-less okay, but there's still unpredictable z-tearing due to having almost overlapping meshes (likely exacerbated by 32-bit floating point arithmetic).
What I'd really like to do, and what would simplify life greatly, would be if I could bake the color data from the base mesh and all the associated shrinkwrapped meshes onto a single texture suitable for application to the main mesh, and then delete the shrinkwrapped meshes which are no longer needed.  It would also save some geometry.
Is there a mechanism in Blender to quickly bake all of these shrinkwraps onto a texture, or will I be stuck having to edit the texture by hand to add in the contributions of the "decals"?

Create a texture for the main object (or its retopologized copy) which should be unwrapped as well and bake a normal map from all the desired objects. You can bake multiple objects to one normal map, just select main object as last one. Related https://blender.stackexchange.com/questions/2466/how-does-normal-baking-work

@MrZak Thanks - that got me in the right direction.  I was looking here to do a diffuse map, and I admit I knew about baking normal maps from a high-poly source to a lower-poly target, but never thought about doing the same with a diffuse map.  Baking the diffuse textures with "Active to Selected" and a small but nonzero ray distance worked perfectly for baking the shrinkwrapped meshes!  If you want credit, feel free to add that as an answer - I'll accept.

You can add answer with what worked for you instead so to show others what halped you

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


text:
Objects move together But not all time
i have a project. i am doing my robotic arm with blender. i have a one robotic arm and one box. i need to take box with arm to move and rotate. i have a bone system in robotic arm. But i can't move together arm and box. I try to do group(crtl+G) but it is not working and i did try parent object(ctrl+P) again i can't do this. how can i do this?
i did a Gif for you:   enter link description here

You can use Child of constrains and play with the influence using keyframes in it. An exemple here: https://blender.stackexchange.com/questions/8959/animate-the-parenting-of-an-object

Yes this is right answer thank you. but i want to show you smomething look at this:  https://im4.ezgif.com/tmp/ezgif-4-813d6668a9.gif

Ok ok Thank a lot for information. https://www.youtube.com/watch?v=NsdRUk807qk
thank you very much


text:
Blender Height not divisible by 2
I make an animation with ffmpeg video format (1280x1115) I did see this problem today. "Height not divisible by 2"
and i find a solution. But i don't want to resize or scale my animation. If i don't use ffmpeg format my sounds are disappear on video with avi format. How can i fix it? Is there a any solution fro it?

In short you have to change the size. One pixel is not going to change anything in your animation.

one pixel? what is dimensions your mean? (1280x1114)?

Lol yes you are right! it works! thank you :))

yes that one. you could go 1280x1114, or 1280x1116


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How to delay explosion animation
How can i delay the explosion animation? it is starting the first frame. I want to start other frames, for example 50 or 80. how can i do that? i try to change active to passive from rigit body. but it is not work!

Ok. i did find. how i will do that. you can look that image:


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How can ı save render green chanel?
I want to save my render's green chanel. How can do that?
Look at this image: https://prnt.sc/jftw5m

In Compositor there is "Separate RGB" node

Thank you very much. this is working! http://prntscr.com/jfu3z5

@Serge L's answer is true.. Separate RBG is Answer.


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How can i take a video without render
I want to make animation on blender but first i need to see how speed my models in animation. Render is taking very long time and i can't use timeline because fps is very low. this mean i can't understand my models fast moving or slow moving. I want to take o video without render. How can do this?

You can do OpenGL preview render of the viewport: https://docs.blender.org/manual/en/dev/render/opengl.html. But such workflow is not feasible. You need to see the results in real-time to be productive. You have to simplify the scene and use simple proxy objects in viewport that represent the highpoly ones and enable the highpoly only for render.

You can do a preview render using the OpenGL renderer. This will pretty much be as quick as in the viewport.
More info in the Blender documentation:
https://docs.blender.org/manual/en/latest/render/opengl.html


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How to change position in the animation
Can I somehow connect the elements so that they rotate together?
I know that I can use ctrl+j but then they will merge permanently (these elements were previously moved separately in the animation, so it doesn't work for me).
Here is a video https://streamable.com/qvi5fn

did you try to parent those smaller parts to big part that needs to rotate?

Once you've keyframed, when you play the animation, the objects will rotate around their own origin as pivot point, not around the pivot point that was set in the Transform Pivot Point of the 3D View. So as MikoCG suggests, you should parent your screws to the object for example


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Blender opens different image than I select?
So I have an image node in shader view. When I click x on that image and try to open different image it opens the original image. No matter what I do I can't get blender to open the image I want?! For example I have an image there called grass1a.png. I press x and try to open image called grass2a.png. I open that image and blender just puts grass1a.png there.
I can't even open the grass2a.png in the blender image editor. It always opens grass1a.png instead...?
What on earth could cause this? I'm totally stuck on this ridiculous issue. I can't post the blend sorry.

Hi :). Could this be a similar case? Blender displays wrong image, when opening a second different image

No I don't think so. I've tried restarting blender and I have not changed the file names outside of blender. I have not moved the images around between folders or replaced or done anything to them. Blender literally opens grass1a.png when I try to open grass2a.png. It is the filename of grass1a.png and the contents of that too. For some reason blender just doesn't open grass2a.png.

and can it open another image ? so we can figure out if the problem came from the picture grass2a.png specifically

Yes, it seems to open other images fine. There is also nothing wrong with the image blender refuses to open. It works fine in gimp for example. It seems some weird issue with the name as the same image opens fine if I name it zzz.png for example.

I'd be happy if anybody could just spitball random ideas. I'm willing to experiment to get rid of this stupid thing.

Something something something... closed blender, moved the image in other folder and now it opens normally.


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How to prevent texture tiling in texture painting?
I think it should work if I go to Texture properties and in the dropdown Extension try to switch from extend to clip but when I do that my brushes stop working. I can't paint, nothing happens when I click on the object to paint.
Also it seems the brushes randomly switch to the basic paintbrush when I switch between the tool settings tab and the texture properties tabs. How do you actually choose a brush because choosing a brush in the active tool/Brushes doesn't seem to affect this sometimes? Usually just switching back and forth with blend modes and tabs forces it to use the brush I wanted...?

Can you show some screen shots of what you are experiencing? I can't tell from the description if you are affecting a change to the Brush Texture or the Material Image Texture. What version of Blender are you using for painting, and what layout are you using while painting? Have you enabled the Dynamic Brush Menu addon inside preferences that allows control from a single spacebar press while painting?


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How to add multiple objects to multiple collections?
I have about 50 objects I want to have in 3 different collections. How do I do this quickly without having to do this individually for each object? So for example I have 50 cubes and I have collection1, collection2 and collection3. How do I set them all at once to be on those 3 collections?

Select all your cubes (if your cubes share the same mesh you can select them with ShiftL (Select Similar) > Object Data), then to put them in a collection press M, and to put them in another collection as well, press ShiftM (Link to Collection) and choose or create the collection, and so on for the other collections. The objects will be shared by these collections.
If you select an object and press X it will be deleted from all the collections. If you select it in a collection in the Outliner and right click > Unlink, it will only be removed from this collection.

Thanks! I knew of m but didn't think of shift-m. Linking to collection sounded something different than I previously thought but now I know better.


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How to mirror part of closed bezier curve
I have a complex asymmetric shaped bezier curve. I'd need to mirror or flip one third of it but I can't figure it out. Here is a sample file and image that explains what I am trying to do:

Here is link to sample file:
https://www.upload.ee/files/13612937/flipping.zip.html
and another link
https://uploadfiles.net/ST6/flipping.zip

so you could delete a part of your curve, duplicate the one that you want to flip, then SY-A to flip on Y, then fill the gap between the 2 parts?

How do you delete a part of curve? The knot is deleted but there is still curve there when I try deleting a bezier knot in edit mode?

select 2 vertices then X > Delete Segments

Thanks, I never figured out why deleting segments did basically nothing when I had just one vert selected. I try it now.

Thanks, that worked, if you want make a solution post about your delete segment tip and mirror and I'll mark it as solved.

Select the vertices you want and press X > Delete Segments:

Select the remaining vertices, duplicate and press SY-1 in order to mirror:

At the end, fill the gaps with some F:


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Missing Vertices
I'm new to blender and have run into an issue trying to make a glass of liquid. I duplicated the middle of the cup to make the liquid inside and continued developing the liquid. Only when I noticed that the liquid wasn't appearing as I expected through the glass did I think there might be a problem with the glass frame itself.

You can see that the top two rows of vertices appear as you'd expect but after those only the outer vertices are present, the inner ones have disappeared. I think I duplicated correctly in the first place but am not sure.
It appears wrong in the sense that the glass looks frosted rather than like a pure glass.

My questions are: what have I possibly pressed to have caused this? And: is there any way to get these vertices back?

Is the first screenshot a wireframe of the glass and the liquid? I think you forget to duplicate the vertices before separating them.

The correct steps are SHIFT+D then P>Separate by selection. You may have forgotten to do the SHIFT+D.

@mqbakamqbaka Sounds likely. Does just D take a hard copy rather than a duplication? Like it re-associates those vertices with the new object, removing them from the old one? And is there any way to undo this without re-starting the whole cup?

No. D doesn't do anything, in 2.7 it was the shortcut for drawing in the grease pencil but now it's not assigned to any actions as far as I know. And you cannot really undo it. You can rejoin the two objects by pressing CTRL+J and then fill the cup back with geometry from the liquid.

Thanks @mqbakamqbaka, I have since redone the cup and recycled the liquid from the old attempt, thanks for the response!

you're welcome.


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How can I linear increase to Location Value
I want want to lineer increase to Location Value.
How can i do that?
For example i have a car and i need to go 100 meter.
But i just know this car can go 20 meter.
I want to go 20 meter and again 20 meter and again and agian.
I don't want to go 100.

You only need two keyframes to animate a value with a constant linear variance.
By default an fcurve uses a constant extrapolation, that is it stays at the last animated value. You can change this in the Graph Editor or the Dopesheet in the Channel->Extrapolation Mode menu or ⇧ ShiftE.

If you want it to stop after a certain time, you can go to that frame and insert a new keyframe, then reset the extrapolation back to constant.


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How can i Mirror more than one objects at the same time?
I want to mirror a lot of objects at the same time. How can i do that? I am tryed group objects but i don't know how i can mirror group. I am sharing a photo about this problem:

If you don't want joining objects into one then add Mirror modifier to one object and then link it to others, see https://blender.stackexchange.com/questions/319/add-the-same-modifier-to-multiple-objects-at-once

Thank you very much. that is a right answer. :))
https://image.prntscr.com/image/0KRaCWjbTKqgyTOexF2W3g.png

@MrZak If Emulate 3 button mouse is on (tick mark) it doesnt work. How then? it is possible

@atek your comment isn't clear. What doesn't work? Linking modifiers should be and is possible with Emulate 3 button mouse or without (as of 2.79). If you face unexpected behaviour ask a question. Finally I barely see a reason to use addon for that

@MrZak with the comment given with the alt key above. I have enable the 3 button mouse option and when i try to press alt key and press on wire frame ,etc its not working. And below the answer the addon can work with any modifier without joining.

@atek as above - if you have a question, ask a quesiton. You seem to be asking another question rather than one asked by OP.

Download Smart Join Addon
Select the mesh (wheel) and click on smart join (it temporary join all the selected mesh). You can now move all the join mesh and add any modifier to all the join mesh.
If you want to separate the mesh just click the separate s. join
If you want to edit the join mesh click on the expand smart join and after finishing the editing click on collapse smart join.

yes you are doing well but where did you open smart join?

@özcanözaltın 3D view Toolshelf (Press T -> Relationship)


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How can i export my 3D animation for 3D video?
I have simpe 3D animation. I want to view watch this animation with 3D glasses and 3D projection. How can i convert to my 3D animation?
Look at the picture for more information: PICTURE
http://directetnet.com/wp-content/uploads/2015/06/3d-film-indir.jpg
Picture:

If you mean how can you convert a stereo-anaglyph image or video into a 3D scene then no clue - would be a neat trick though!!! have a look at this thread- https://blenderartists.org/t/stereo-picture-into-3d-mesh/538276 If you don't mean that, please explain more...

No. my mean is not this. Opposite what you say. I have a 3D model in blender. I want to tereo-anaglyph image or video..

In that case, here-

Looks like it works in Cycles and Eevee, but the rendered viewport display in Cycles is very broken, and has been a bug since March 2019; https://developer.blender.org/T62582
It does render (F12) OK by the looks of it.
It outputs 2 images from the L/R cameras in 'Stereo 3D' mode, so you'll have to join them into a single Anaglyph image.
If you use 'MultiView' mode it will output an Anaglyph image, but you need 2 cameras in the scene, with '_L' and '_R' suffixes on their names, and you'll have to manually set their position / convergence.
Cheers
Mark


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Extrude Arch like in the video
I found a video about Gothic Arch modeling on Youtube using Blender 2.78.
At 1:28 the creator extrudes the vertices of the arch.
However, I can't figure out how it was done. The keydisplay does not show any special shortcuts. The extrude settings on the left seems to be default.
How to reproduce this extruding behaviour?
Any shortcuts or settings changes? Additional plugins?
I guess some shortcut since there is that small (black) gizmo with the dottet line.

No Addon, plain Blender.
The arch was mirrored.

The mirrored arch is extruded along the normals and meet in the middle. Like the extrusion in the video.

Here the view with only one side editable:

Side note:
Without the mirror if you have the whole arch. You can archive something similar with extrude followed by scale. e then s

yes, it is mirrored but around the other axis (1:20). I will give it a try to mirror it like you did.

managed to do it mirrored along the long side, with face select, extrude regions (vertex normals). Just extrude, not move, and afterwards scale. Not like in the video but the same smooth behaviour and good results. Thanks for the tipp.


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Proxy use in VSE for 2.79
Can anyone please advise on the method for using proxies in 2.79.. the usual method of choosing a desired proxy render size for playback .. after creating the proxy doesn't seem to work anymore as normal .. choosing 25% after making the proxy results in the video freezing after a few frames..
Any help with regard to this would be most appreciated .. cheers..

I believe having the same issue.
I'm new to VSE so I tried different setting in the proxy panel (resolution, timecode) and Proxy playback still not working.
Checked the Proxy footages generated by Blender and it look ok when playing on VLC.
Then tried with Blender2.78c on Mac OS10.9 which work normally.
Hope it would help.

Update 2017.11.05
Tried the Latest Build blender-2.79.0-01a3c95609 from https://builder.blender.org/download/ .
Import movie to VSE, and create proxy. Just work normally. The playback problem seems fixed.

yes i have reverted to 2.78C also .. and i have no problems at all .. everything works as normal .. i just think it must be broken in 2.79 .. but sadly i wasnt able to glean any further technical information about how it works in the latest version  from anyone who might actually know ..

Same here. I managed to get it working with a short clip by doing the following things:
1) import the video
2) create the proxy and make sure you choose overwrite and record run
3) remove the video from the session
4) import it again
Unfortunately, this seems to work only for short movies.


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How would you produce this type of scifi pattern using geo nodes?
I am looking for best way to fill face with lines that resemble scifi pattern.

Not sure if this is the best way ;-) but to me it looks like Shortest Edge Paths with some obstacles on the triangulated plane. By the way, don't you need any faces at all?

@Blunder the problem with "Shortest Edge Paths" is that the path doesn't remember its past while evaluating it, so you can't tell it to prefer to come back to it's original straight line. I think a repeat zone algorithm would give you much better control in this regard, but of course it would be slower. Also it would allow you to create paths that don't overlap, but here on reference we can actually see overlap.

@MarkusvonBroady Oh, I see. As soon as two "Shortest Edge Paths" meet, they will no longer separate for the rest of their way, as this is the shortest remaining path for both of them. The result looks more like a tree than the example. Or in other words, multiple start points take the same partial paths and end in fewer end positions.

@MarkusvonBroady Oh, you made it work. Great job! :)

Here's the Blunder's suggestion in the comment - Shortest Edge Paths + obstacles (the obstacles here is just removed geometry):


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Thumb comes out crooked when I use subdivision
I was leaning to make a hand, but when I apply the subdivision modifier I noticed on the other side of the hand it came out like this with the lower part of the thumb just pointing out.

I already try a few ways to try to smooth it out but it does not seem to work if anyone can give me advice it would be much appreciated.

Hello, maybe you have flipped normals (select all and press Shift N) or inner faces or unconnected vertices (select all and press M > Merge by Distance)

In addition to normals, check if you don't have a face inside the hand, or double geometry (for that: select all with A, then M > Merge By Distance).

Thank you I did not even know about those commands fixed right away thank you very much.


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How do i make points flush to the face of an object with Blender 3.x geometry nodes?
So i've been following a tutorial SKIP TO 20:08 ->  on how to make a burger in Blender, and the guy uses geometry nodes to make the sesame seeds on the top bun. However I know that geometry nodes have changed a lot since this video, and I haven't been in the loop. How do i make it so that the points are flush to the surface of the bun, following the curvature. My node setup What the burger bun looks like There must be a solution but I've looked around and haven't found anything.
So far I've been working around the differences, but I'm stuck when he makes the seeds flush to the surface of the bun using the "Align Rotation to Vector" node. I've used the new "Align euler to vector" but there's no option to use the normal attribute as the vector value. So how do i do this? I've tried using the normal node as you can see in the image but this hasn't worked.

As well as @GordonBrinkmann's great answer below, it's also worth watching the geometry nodes section of Blender Guru's donut tutorial here.

The answer to this is quite simple: the points which are distributed on the surface come with a rotation according to the face normals automatically. So what you can do is use the Rotation output of the Distribute Points on Faces node and plug it into the Rotation input of the Instance on Points node (I used some simpler geometry for this example):

This would also work with an Align Euler to Vector node, in this case the Normal output of the Distribute Points on Faces node will be the Vector and the axis to align would be Z:

I just changed my distributed discs to cuboids as I realized it's better to show their orientation... Now for the random variations of placing the seeds it does not matter which method you used to align them with the surface.
Just between the Distribute Points on Faces (and align Euler to Vector in case you are using it) and the Rotation input of the Instance on Points node you add a Rotate Euler node set to Euler and Local. In the Rotate By socket you plug a Random Value node set to Vector for varying the rotation.
Be aware that the output of Random Value node is in Radians, i.e. a full rotation is not -180 to 180, but -Pi to Pi. So make sure to keep the values much lower in the Min/Max fields than what you want in degrees. The Z rotation will be rotating around the face normal, so a range of -Pi to Pi would be okay. The X and Y however is how much the seeds are sticking in and out of the surface, so you shouldn't use too high values there.
This is the setup if you are using the Rotation output of the Distribute Points on Faces node:

And this is the setup when using the Normal output with an Align Euler to Vector node. Notice by the way that although this works just as good as the other method, not all seeds are rotated in the same way than before. That is because with both methods the Z axis is aligned correctly to the face normals, but the X and Y rotation are different.

Hi Gordon, I'm not sure this merits an extra post, but if you don't want your bun look as if it's freshly back from the hairdersser: https://imgur.com/a/yKsnpKC

..... your answer fixed, while I was commenting :)

@RobinBetts I fixed it about half an hour ago, you commented quite slowly ;) Well, at first I thought the question is mostly about how to get the alignment to the face normal with newer GN, then I realized that the randomization cannot be done like in tutorial anymore as well, so I added it. But instead of using the Axis Angle like your setup I prefer the Euler method with random vectors instead of floats, because then I have more control on the individual axes. I also rotate on X and Y because I think each seed being perfectly flush with the surface looks a bit unnatural, too.

There's a huge delay on post updates, for me .. Yes, Poisson Disk and all-flush heads you off in a toon direction :)

Wow thank you this is a really detailed answer, I'll give it a go now!


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how can I reduce the tearing effect due to the angle?
as u can see on the images I have a weird render
I don't really know how to reduce this effect, I tried to add more line by subdivsion but it still there.

The "tearing" effect you are talking about is appearing since the polygons of the mesh are not shaded smooth. There are several ways to fix it. In your case you can follow this steps:
Select an object -> RMB(To call an object context menu) -> Shade Auto Smooth(since you seem to have a steep edge there)
Then, if needed you can adjust the autosmooth in Object Data Properties -> Normals Panel.
If you are interested in scripted solution, here is the code to smooth the polygons of the mesh:
import bpy

# Setting use_smooth property for each polygon in active object's mesh
for f in bpy.context.active_object.data.polygons:
    f.use_smooth = True

bpy.context.active_object.data.use_auto_smooth = True # Enabeling Auto Smooth

Documentation: https://docs.blender.org/manual/en/latest/scene_layout/object/editing/shading.html
Hope it helps!

that's perfect thanks


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Using an Image to Control the 'Distribute Point on Face' Density?
I am having a few issues with the density settings for the distribute points on face node.
So far I have:

imported an elevation raster for displacement using Blender GIS (top left image)
Distributed points on face, instanced cubes on them. Works as expected with a set density in the node. (top left and right images)
imported a raster I want to set density with using the 'basemap on mesh' (UV raster map on existing mesh) import with Blender GIS. I have values that range from 0.02 - 1 (raster image is 20m pixels, 32 bit float). You can see this in the top right image, it maps perfectly to the elevation mesh.

When I try and plug this into the density using Image Texture, I get the result in the lower left corner using 'repeat' extrapolation. I also get errors with 'clip' (no instances) and 'extend' extrapolation. Is there a setting I'm missing...or rather than Image Texture, do I need to use Sample UV, etc? Is there also a way to view the value on an imported image texture to make sure the UV map imported as expected?
Thanks!

You have to use the UVMap. The Image Texture node in the Shader editor uses automatically the UV map with the camera icon (1) if you don't specify a UV map. The default UV map is named UVMap as you can see in the Object Data Properties tab > UV Maps section.

But in the Geometry Nodes editor you need to tell the Image Texture node which UV map to use. You can do this

either with (2) a Group Input (type Vector) and specify the name in the Geometry Nodes modifier (3), UVMap in the example.
or use (4) a Named Attribute node (type Vector) that creates an Internal Dependency (5).

Plug this vector in the Image Texture node's Vector input slot and set the extrapolation type to Extend if you don't want repeats.
(In the example, the Density value is multiplied by 500 because the image's color value is between 0.0 and 1.0, and it's far too low for a subdivided default plane.)


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Problems weeding out a particle systems using a texture
I want to progressively weed out the particles in a particle system using a texture. Here I slowly reduce the surface occupied by the particles by keyframing the siders on the color ramp that is linked to the texture so that progressively more of the particles are removed in an animation.
This all works well apart from this: at every frame, all of the particles are repositioned, creating chaos in the animation. Indeed the surface of the particles is reduced, but it looks like total chaos. I would like the particles to remain in the same spot until they are removed.
I use a vertex group to position the particles (mussels) on bumps in the landscapes, and a cloud texture to make them patchy. This works fine when there is no animation.
I have already tried to provide a fixed particle seeding value, but this didn’t help.
See here an animation, chaos starts at about 5 seconds.
https://youtu.be/cvPsl97V3C0

try this setting in shader: the "particle info node > index" in shader helps you to control a single particle (use a math operation to filter which particles to hide).
Please note:

animate the value inside the MATH -> GREATER THAN (from 0 to the number of hairs)
you need alpha = 100% to hide the objects

This would make all the particles gradually transparent. That would work, but is not want I want. I want empty patches to develop within the particles that expand. That is why I wanted to use the texture to influence placement in the particle system. Thanks for the suggestion though!

the particles are rearranged every time the weight map changes because blender tries to distribute the same amount of hairs into a different area. I'm afraid you should try to find another solution, for example:
apply the particle modifier and control the size / visibility of every single hair with a driver that is animated with a keyframe.
What's the final effect you are looking for? have you got a reference?

I will give it a try and see how it looks! ;-)

In the end, I followed the suggestion above, although the transparency was linked to a combination of topography (Z value of the geometry node) and a cloud noise texture. See the result here: https://youtu.be/tNdjw744Tyk


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Large scale landscape with small-scale details
I would like to make a very large landscape of say 50x50 km that is, close to the camera, still quite detailed, up to the level of meters. The topography of the landscape could be set by two png height maps, one for the 50x50 km scale, one for the close-by details at a scale of 2x2 km, with a subdivision at 0.5 meters close to the camera. How can I best do this? I now use two planes, but it is very hard not to see a seem.
Thanks in advance, Johan


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Blender model to .dae/.sdf with textures
I'm working on a project where I need to export a Blender model to a Gazebo model. I am able to do that, but the textures are not showing in Gazebo. I'm using Blender 2.82 and Gazebo9. To my knowledge Gazebo can read .stl and .dae files.

Hello :). The .stl file format doesn't support textures, but you can use Collada .dae for that. This thread could help: https://blender.stackexchange.com/q/12340/78972

I don't have that option, the only texture options I have are: 'Only Selected UV Map' and 'Copy'

by textures if you are meaning the materials they don't render in exported objects(read why: .fbx export why there are no materials or textures?)
otherwise textures as images shoud should show up.


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Add button to TOPBAR_MT_render
I want to add a button to the “TOPBAR_MT_render” menu (basically the menu in the top bar were you click to render.) The button should look like the Lock Interface one, so it should have a checkbox.

Would be nice if you could help me with this.

yeah i mean a BoolProperty then. I just want that the user can activate/deactivate a function of an addon.

Append or Prepend a draw method to menu class.
Very closely related How to add a checkbox to a pie menu?

import bpy

def draw(self, context):
    layout = self.layout
    scene = context.scene
    render = scene.render

    layout.prop(render, "use_lock_interface")

def register():
    bpy.types.TOPBAR_MT_render.append(draw)

# make your unregister and remove draw
if __name__ == "__main__":
    register()

TIP Turn on developer extras in user preferences and can right click to  view source (Edit Source, as it opens in text editor.) of most UI elements.
Add toggle hotkey to custom checkbox

Problem is, that I don't want it to be copied. I want a whole new Boolproperty. Which does other stuff then the "Lock Interface" one... Do you know how this works?

You're kidding? and Yes I know how this works. IMO this answers your question: ie how to add an item to render menu that looks like the lock interface. Bit tongue in cheek, I added a twin. There are numerous questions on how to create a boolean property on BSE.    The linked question if you even bothered to open it describes how to add a bool property.  Please make an effort to search for answers and not want more than you asked for., which becomes a problem.

Got it to work. Thanks

Import bpy

class my_settings(bpy.types.PropertyGroup):

    my_bool: bpy.props.BoolProperty(
        name='Settings',
        default=True
    )

def draw(self, context):
    layout = self.layout
    rn_tool = context.scene.my_tool

    row = layout.row()
    row.prop(my_tool, "my_bool")

def register():
    bpy.types.TOPBAR_MT_render.append(draw)
    bpy.utils.register_class(my_settings)
    bpy.types.Scene.my_tool = bpy.props.PointerProperty(type=my_settings)

def unregister():
    bpy.types.TOPBAR_MT_render.remove(draw)
    bpy.utils.unregister_class(my_settings)
    del bpy.types.Scene.my_tool

if __name__ == '__main__':
    register()

Cool, do you mind adding any explanation? How this site works: https://blender.stackexchange.com/tour


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Correct perspective distortion
I've modeled a pool table with some balls on top of it, also putting a camera approximately above its center. I've set the camera type to "Perspective", which gives rise to the distortions that you see below:

The question is: how can I remove such distortion programmatically? I know I could set the camera type to "Ortographic" to obtain an image without distortions, but that's not what I'm looking for.
More precisely, what I would like to do is map 2D pixel coordinates of the distorted image to 2D pixel coordinates of the corresponding undistorted image. Here, "distorted image" refers to what the camera sees when in "Perspective" mode, whereas "undistorted image" refers to what the camera sees when in "Ortographic" mode. I hope the question is clear enough.
You can assume to know what the exact position of the camera is as well as the diameter of each ball in the table. Also, keep in mind that I would like to do this with a Python script, and not via Blender's graphical user interface.

Hi. Could you explain why setting the camera to Orthographic is not what you want?

Because I'm trying to model a real scenario in which I don't have an ortographic camera, but rather a panoramic camera with fisheye. I found that I'm able to undistort an image taken with a panoramic camera and make it look like it was taken with a perspective camera, but now I don't know how to make the second step, namely transforming the image further to make it look like it was taken with an ortographic camera.

You can't get an image that is equivalent to the scene under orthographic projection from a single 2D image created with perspective projection. You're missing information about the scene (e.g. due to occlusion) as well as depth information.

@RobertGützkow Yeah, I guess occlusions might be a problem, but aside from that, I do have some information about the scene. Like I said, I know the height of the camera and I know the exact dimensions of the balls and the table, so depth information is there, somehow (unless you meant something different). Are you saying I can't do anything even though I know such information?

Alright, my statement was an explanation why this doesn't work in general. What you can do is undistort the image based on the calibration of the camera, which may get pretty close to what you would like to have. However, that is still not the same as an orthographic projection. Either way this has (almost) nothing to do with Blender since this is actually a computer vision problem. You would have to determine the intrinsic and extrinsic properties of the camera. Some information about the extrinsics are already known.

OpenCV should allow you to accomplish your goal.


text:
How do you extrude text in blender 2.8?
Following:
What's the simplest way to wrap extruded text around a cylinder?
I've managed to wrap and scale text around a (circle) Bezier curve. There seems to be, however, no extrude option in the tabs for blender 2.8. Where is it?

Nvm. It's in the "Geometry" "text" tab.


text:
Avoid rendering hidden objects (blender 2.8)
Is there a way to stop blender from rendering hidden objects (that do not show in the rendered view)?

Hello :). I'm sure you're familiar with the Enable/Disable in Render switch (camera icon). So are you looking for a script that will also disable all hidden object from render?

Does this answer your question? Render completely messed up?

In the Outliner you can toggle visibility and renderability of objects.
Click on the funnel icon on the top right and enable different filters.
The Eye icon determines visibility in the 3d viewport.
The Monitor icon disables the object in all viewports.
The Camera icon determines if the object is rendered or not.

Read: https://docs.blender.org/manual/en/latest/editors/outliner/interface.html

Alternatively
The visibility of an object can also be set in the Visibility controls Object Properties.

Just to add - the checkmark disables collections from both viewport + render at once.

And the arrow makes the object selectable or not


text:
How can I go about creating articulated threads over a set of wheels
I have the following wheels:

How can I create threads that are articulate at two points like:
https://qph.fs.quoracdn.net/main-qimg-edac31b22e3365b0755773541d594c2f
.blend attached.
I've read about Bezier curves but that doesn't solve the articulation point between two adjacent plates.

I know there is a YouTube video I saw for a garage door that he also modified for a tank tread but they don't like linking to youtube videos here... basically it was a bezier curve with an animated empty and you put the empty in front of the tread and use a damped track to start it making the pivot turn. Repeat down the line of tread plates.

I found that one but I need some hotkeys for separating vetexes in a curve (disjoint)


text:
Blender 2.8 morbidly slow
Is anyone else experiencing this? Blender 2.8 is really slow during undos and transform operations (changing scaling values manually in the lower left box is very slow across all operations).

Slow undo in complex scenes was a bug that was fixed in 2.83 and improved in 2.90. As far as transform operations I'm personally not experiencing any slowdowns. Maybe try 2.90.1 and see if your problems persist.

It has moments when it's ok but it's mostly intolerable. Is blender 2.9 much different (hotkey-wise?)

No not really, 2.90.1 is great.


text:
Mean crease vs loop cuts
At the moment I'm using a mix of the two; usually try to use the same amout of crease for edges that create symmetry in a mesh and loop cuts when I need to add stuff to said mesh. I'm not familiar with the inner workings of blender and have not created any models where the difference might be noticeable.
Is using mean crease cheaper (vertex-wise) than loop cuts?

I'm not sure what you mean, Crease is meant to spare edge loops, so it makes your object lower in vertices by definition

In addition to what has been said by Jonathan L, its also worth to note what creases are complitely software dependant data. You can export smoothgroups (hard edges), you unwrap data are also export without a problem, but information like creases are only exist in specific software file format.
So the only way to export any subd model maded with creases to other software is apply subd modifier first, cause otherwice results will be different in both software.
In production modellers sometimes have restrictions to use creases at all because of that.

Yes, it is always cheaper at the same level of subdiv. However, it's often necessary to turn the subdiv levels up in order to get the same visual quality as using loops, and in that case it becomes exponentially more expensive. I'll generally only use creases for small and relatively unimportant details where the difference in quality is negligible.


text:
Glass not appearing transparent
I'm new to blender and I'm trying to make a glass model. As you can see below it's not see through though.

This is my material config:

And based on my research so far I've tried flipping and recalculating the normals which has had no effect. I also tried inserting the Glass BSDF which also was not transparent which makes me think there's something else not right with the normals.

if you are in Eevee you need to go into Materials > Settings > Blend Mode > Alpha Blend

It looks like you are using Eevee render engine. By default, Eevee isn't set up to show up reflections and refractions. And materials have refractions disabled by default. These have to be enabled in the render settings first.
First, let's enable refractions for the material you need. In the Properties Editor, Material tab, scroll down to the Options panel and check Screen Space Refraction.

This alone just lets  Eevee know that this material has refraction to be rendered, you yet have to let Eevee render them:
In the Properties Editor, go to the render settings tab, you should find a Screenspace Reflexion panel with an unchecked checkbox. Check it, open the panel, and check refraction as well. Now Eevee should be able to render reflections and refractions.

That is amazing that you can remember all that without access to Blender! That fixes it exactly, thanks a lot!


text:
How are edge angles calculated?
I am curious how "Edge Angles" are calculated in Blender. In the picture below, the angle reads under 90 degrees even though it looks greater.

It's the angle between the face's normal vectors I think, which looks like about 45 degrees in your picture. Do you have some king of transform applied to the mesh?

@scurest: your comment sounds reasonable, but why does it show 87 degrees if you are talking about 45 degrees? :D

@Chris could there be an object-level scale on this, as scurest suggests?  From experiments only (I wish I was better at searching the code) the angle looks like arccos(face1normal.dot (face2normal))

@Robin Betts: oooops - i am very sorry for my limited knowledge - I didn’t even realize that  so i obviously have still to learn a lot here….…sorry scurest!!!


text:
How to make thin silk material which can be seen through? (I tried both questions on stack exchange relate to 'silk')
I'm trying to make silk material that can be looked through like this (made by Pablo Dobarro)

When I tried to make silk material, there are two answers for this, but both materials were not translucent enough.

how to produce a Silk/Satin material
I followed this answer, and the result is like this.

How to make a see through silk material?
I followed this answer, and the result is like this.
I really want to make this smooth and translucent silk material.
Could you give me advice how to make this material?

Looks like you are using Eevee, what is your render settings? Is Blend mode in material set to Alpha Blend/Hashed/Clip?

or just provide your blend file so we can check it out...

First of all I think the silk material should not (only) have a translucent material, if you want to make it slightly transparent. Maybe look up the difference between translucency and transparency. A translucent material lets light pass through, so every object between the light source and the translucent material will only show as a shadow. In your example you can clearly see the skin color of the thighs show through, which is caused by transparency, not translucency. But nevertheless silk is translucent, too.

use this node setup:

Here you see the different looks depending on your Fac value in your mix shader:

For eevee you need to choose alpha blend or alpha hashed mode for your blend mode in your material.

Here the comparison with fresnel node, thank to Robin and Gordon:

with HDRI

Maybe use a Fresnel node for the Mix factor instead of a constant value, because the silk will be less transparent when viewed from a shallow angle. Or even better, use the fresnel (maybe in combination with a Color Ramp) for the Transmission value of the Principled BSDF and no Transparent BSDF. At least that's how I would do it in Cycles (I never use Eevee, sorry).

@Gordon  maybe  Sheen? This could be the place for it.. but that's just a tweak.

@RobinBetts Sheen is good for silk as a surface quality, but doesn't give any transparency. Or I misunderstood what you meant.

@Gordon Guess you're right.. just thinking of it as an and/or for Fresnel, for reflection/opacity at raking angles.

thank you guys, i updated my answer

Hm, I just use Fresnel with a value of 1.45 and adjust it a little with the Color Ramp... but okay, if it works. And you're right taking transparency, my suggestion to use transmission is nonsense.

@GordonBrinkmann: are my eyes so bad or why am i not seeing that much difference between using Fresnel or not? or have i to move the camera to see that? or have i to use cycles?

@Chris The Fresnel works the same in Cycles and Eevee. You can't see a difference because your Fresnel values are way too high. They should be between 1 and 2, and then you have to switch black and white to get the edges more opaque and the center more transparent.

Ok, thanks for the explanation

@Chris I've made a comparison between different mix methods, here's an example image: Different mixing methods

@GordonBrinkmann: Nice! Thank you!

I connect Fresnel, Principled BSDF, and Transparent BSDF to the mix shader. Then, changing blend mod to Alpha blend make perfect thin silk material, Thank you so much for your help!

You are welcome


text:
Problem with Loop Cut
I am kinda new on blender and i've imported some model from a website to do some kind of archviz with it. I wanted to loop cut one of the faces of one object to refine it for the UV and, for some reason, i can't have a loop cut slicing all the way through.
Can you help me with that? I would be very thankful.

loop cut is not working because you have triangle faces rather than quads, so the loop cut tool doesn't know where to extend.  Should it go through the edge of the triangle that makes up the current face on the left or through the edge on the right.
If the faces are four sided, called quads, then the loop tool knows to go to the edge that's opposite of the face you're starting on, where opposite is defined as the one edge not directly connected.
Further, if you have a series of quads, the loop cut will continue through all of them, but it will stop as soon as you get to a face that's not four sided.
The usual alternative in your case is to use the Knife Tool.  It's a modal tool, meaning that it has its own set of shortcut keys when it is operating.
To start a knife cut in edit mode use the shortcut K.
Since you want to start on the edge, hover the mouse over the edge and left click to start the knife cut.
Anytime you want another vertex, left click.
When you're finally done, hit Enter to accept the cut.
If your list vertex isn't on an edge, then the knife tool will add one more vertex.
The manual has more details about other options, but that should be enough to get you started.

an alternative to adding an edge loop would be to use the knife tool:
in edit mode (tab)
press 'k'
click on your first edge, click on your last edge
press 'enter'


text:
Selecting outmost edges with geometry nodes
I want to select all outmost edges/vertices of an object with geometry nodes (marked in included image).
I thought it was going to be fairly straightforward but I am really struggling with this one. Does anyone have a method for this?

Does this help https://blender.stackexchange.com/questions/284474/how-to-select-the-outer-edges-of-a-plane-in-geometry-nodes

I think it does! Thank you! :)


text:
Mistakes in my landscape
I modeled a landscape by using a shrinkwrap modifier but my landscape has these kinda mistakes (see picture) how do I fix this?

Hello and welcome. Rather than take photos of your monitor post actual screenshots instead, see How to take a screenshot. Photos are harder to read, because we have to guess if we are looking at a external interference like reflections or smudges or Moiré patterns, hardware issues such as a malfunctioning display or connection, a software level bug or driver malfunction, or an or actual artifact or issue with the model itself.

Select the whole thing in edit mode, then press M (merge), and select "by distance". You may also want to select mesh > normals > recalculate outside from the menu at the top.


text:
How can I bend a cylinder?
I want to bend a cylinder like a straw. How do I do that?
The picture shows what I want to recreate.

You can do it with the Mirror modifier:

Create a cylinder, give it a Mirror modifier, create an empty, move it a bit away from the cylinder, select it as the Mirror Object of your cylinder, select the right axis, enable Bisect on the same axis:

Rotate the empty until your cylinder cross as you wish, use Ctrl to rotate 5° by 5°:


text:
Piston pushing on liquid to move another piston
I'm trying to create a physics-based animation using two rigid pistons sliding inside a passive rigid body cylinder. The right cylinder pulls against a fluid geometry domain, which pushes against the left piston, causing it to slide to the left. I'd like to know if this is achievable with Blender, and if so, could you please give me some advice? I'm a Blender newbie who has been struggling with this issue for quite some time.

You'll never a physical accurate simulation, you can only fake the simulation, your fluid can also be fake instead of physic, it depends on your needs I guess.

Well, the purpose is not to get physically accurate results, but to simulate liquid-like behavior for the fluid domain - specifically, force transfer via compressibility (like a stiff spring I guess).

maybe show the different steps of the animation?

Yes, that will be the pure animation approach. I was just curious if there are any specific settings or procedures to follow in order to get physics-based animation.

it really depends on your story boards, could you please show the different steps of the animation?

To me it sounds like (since no physically accurate results are needed) as if you could simply animate this manually with keyframes...

i can only agree to Gordon and moonboots, just fake it until it looks good. So keyframe the piston and use fluid sim (Mantaflow or FlipFluid or whatever) in it if you want. Or even fake that...

@Chris I wouldn't even use any kind of simulation. What I see in the image is a fluid completely filling the space (as it should be in real life) so it can be done with a simple cylinder. The compression when one piston starts to push inwards can be faked by shortening the length of the cylinder accordingly.

also, is the liquid material supposed to be realistic?

Yes if you want something very simple just shapekey the water, or hook the left and right tip of the cylinder to some empties and move these empties


text:
Detect where click happened?
I am writing a free add-on for Blender with a camera list showing all cameras in the scene. Clicking a camera from the list allows you to set a custom resolution for that camera.
Ideally, I want the user to be able to click anywhere to pick the camera they want to customise-not just the camera list. However, I quickly end up with a recursive loop that hangs Blender if I cannot differentiate between clicks in the camera list and clicks anywhere else.
So, is there a way to know where the user clicked, if they clicked the add-on camera list or eg. the outliner, or scene?

Hello can you post some code you tried and elaborate more on expectations.

I fixed the issue, the multi-camera resolution add-on is available here: https://github.com/Gatada/MultiResolutionCameras (free)
I use it all the time. Very happy with how it turned out.


text:
How to hide overlapping mesh to weight paint correctly?

Hi I'm still new to blender and am not sure how to go about selecting this properly.
You see, the toes of the character overlap. I tried hiding with "H" like I saw on another question, but I don't know how to select the faces of the right toe that are inside the left toe without selecting the left toe faces/vertices.
I saw a youtube video about pressing ctrl+l when "hovering" over a face that's selected, but it's not selecting the whole remaining portion of the right toe like I thought it would.

It's hard to see what is going on in the screenshot. Do you need all these Sharp Edge marks (cyan-colored edges)? You can select the menu entry Edge > Clear Sharp in Edit mode to remove them. Ctrl+L selects linked element. If your mesh has no loose parts that are disconnected from other loose parts this will select the whole mesh. You could try to select the tip of the toe and then use Select > Select Less/More > More (Ctrl + Numpad+) to select more vertices of the toe.

What ended up working was instead of selecting faces(since they would stop continuing to highlight with numpad+, I used vertex selection and had to go into the left foot's toe to select the right foot's toe's vertices and used numpad + to select the faces inside and hide them. Thanks for the tip!

Also forgot to mention, I was able to weight paint fine after going to weight paint mode-->at the top select vertex selection and it hides the mesh, then just ctrl+left click the bone and done. rinse and repeat and now both toes can move freely(the original downloaded mesh had them overlapping).


text:
"Circular Indent"?
I'm kinda new to Blender, so still starting out...
How do you make this? (if Possible Step-by-Step)

Can't quite find on the internet the exact way to do this...
Any help would be appreciated! Thanks!

Create a cube, scale it on Z in Edit mode, select the edge ring (CtrlAlt left click) (or create a plane, bevel the corners and extrude the whole plane):

Bevel with CtrlB:

Select the top edge with loop select and press i to inset:

Activate the LoopTools addon and right click > LoopTools > Circle, rotate the circle on Z to correctly align with the topology:

Inset again, lower down the inset:

Add some edge loops with CtrlR in order to sharpen the edges while you'll have a Subdivision Surface modifier:

Give your object a Subdivision Surface modifier, right click on it to Shade Smooth:

the godfather of modelling did it again....+1

this one is easy   ^^

read my answer...and you know...not for everybody.... :D

I could read it  ^^ ...

maybe you should first read point 13...it is the most important one which makes my answer great and makes my result look as good as yours :D

Thanks a lot! Just one question: At this step: "Select the top edge with loop select and press i to inset" the lines coming from the bevel are overlapping each other, why is that?

it's the effect of the scale, before it happens you can scale with S instead, as much as needed, then LoopTools > Circle

"select the edge ring (Alt Shift right click)" — did you mean left click? With Alt+Shift held down the RMB appears to do nothing, while the statusbar shows "Loop Select" for the LMB.

Sorry I probably meant Ctrl+Alt+RMB, is it right?

Ah! Yeah, Ctrl + Alt is Edge Ring Select — still the LMB, not the RMB, though.

ok thanks I've corrected, my shortcuts are customed, that's why

And just to show you how you shouldn't do it...you can follow this (because it uses too much vertices and the result looks so much shittier than moonboots does)....

Shift A -> Mesh -> Plane

Tab -> edit mode

right click -> subdivide

in the bottom left corner press the >

enter 40

repeat step 3 to 5, but with value 3

click outside to deselect

select one vertex in the middle

check proportional editing

choose inverse square

press G -> Z and move your cursor slowly down until your are satisfied, scroll your mousewheel up and down until you are satisfied

press tab to go to object mode

delete that shit and follow moonboots great answer

whoever upvoted this answer....thank you! you have humor!!!! :D

I did but I wonder how you were able to find the exact center vertex

Haha thanks anyways!

@Chris, did you have to write a kind of python script or something

Fantastic! Now I need to retopologize all of my assets this way!

i am thinking about making a geometry nodes solution for this... :D

love the pixel-art look of the result :D


text:
How to snap area light to a face?
Snapping/gluing/connecting area light to an object face (pointing outwards from face). Is that even possible? I am not able to enter edit mode when cliking on area light. I wanted to create a simple effect: making a rotating cube with 4 area lights with different colors, pointing in 4 different directions, which I would snap to 4 different faces of cube. I first wanted to do that with simple rotating of the area light, but its only rotating around its axis - I am not able to change pivot point so that it would rotate with cube faces. I hope I am writing this in an understandable way.. how would you do that? Playing around with constraints somehow?
A begginer question, of course..

Yes, after snapping the cube to the face,  first select the area light and then control+ select the cube, so they are both selected.   and go to the object menu and choose parent and object to parent it.
The area light will then be listed under the cube in your outliner and will maintain its position on the cube when you rotate the cube.
Sometimes it may be helpful to parent everything to an "empty", but this is optional.

thank you so much!! it worked, it didn´t come to my mind to try it with parenting objects. you saved me!


text:
Bones not moving with the rest of the rig
I have these bones in the front that are controlled by empty arrows.
They move fine in the X axis.

But when moving the Z and Y axis they keep pointing forward

The arrows are parented to the main body rig as well

Hello could you please share your armature? https://blend-exchange.com/

I figured it out thank you for trying to help tho <3.  I fixed it by changing the copy restraints mix to "add" and the owner to "Local with Parent"

Oh ok so maybe write your answer  ;)


text:
Geometry nodes: I have a curve with multiple intersections. Is there a way to split each 'arm' into a separate closed object?

I have multiple curves that look similar to this. With random T or + intersections. Is there a way to split each of them into a separate closed curve or mesh using geometry nodes? I basically want to be able to split them later, extrude and move them around etc. Kind of like having tetris blocks.

Arbitrary red cuts... what are the rules in your opinion?

Ideally the T or + shaped intersections. But if that's too complex I guess all areas where there is a > than 30° angle?


text:
Geometry nodes: is there a way to create a centerline of a closed curve/mesh?

See above image for a reference. For this kind of closed curve I would like to create a centerline.
I have previously worked with an extension in Inkscape which creates a centerline but it is cutting the line at random locations.
I was hoping geomtery nodes could have a better result.
I have already tried around a bit but not very successful.
Basically the following:

set position node with an offset based on the normal direction.
merge by distance (merging only to vertices that are not directly connected to a vertex)

It kind of works for the general shape but the shorter 90° arms/angles just get deformed.


text:
Grease Pencil: Is there a way to create a centerline instead of an outline when doing 'trace image to grease pencil'?
I would like to trace multiple images to grease pencil. The problem is that it always creates an outline. What I need is just the centerline so that I can adjust the overall shape thickness later and make it thinner/thicker. Is that possible somehow?

Hello. What's your input image like ?

Just a black and white image - similar to this:
https://thumbs.dreamstime.com/b/maze-game-hintergrund-labyrinth-mit-ein-und-ausgang-90251131.jpg


text:
Adding image sequence to sequencer + render as video in commandline not working properly. (Only shows first frame)
In the code below I am adding an image sequence(multiple images) and then render it as a video.
Scenario 1 - script in Blender text editor:
When I run this code in the text editor in Blender it works fine. The video is good.
When I open the saved blend file I can see in the sequencer in the N-panel under "Source" I can see that it changes the image frame number when I scroll through the timeline.
Scenario 2 - script in commandline:
When I use the same script via commandline - it will create the video but it only shows the first frame of the image sequence.
When I check the sequencer "source" again in this case it just shows the same first frame and does not update when scrubbing through the timeline.
Why is this happening? Why does the commandline not properly update the frames when it renders the video? And how can I fix this?
import bpy
from pathlib import Path

dir_path = "D:/test/frames"
img_dir = Path(dir_path)
glob = "*.png"
frame_duration = 24
files = sorted(list(img_dir.glob(glob)))

scene = bpy.context.scene
sed = scene.sequence_editor_create()
seq = sed.sequences
duration = len(files)

fp = files.pop(0)
imstrip = seq.new_image(
    name=fp.name,
    filepath=str(fp),
    frame_start=1,
    channel=1,
)

while files:
    imstrip.elements.append(files.pop(0).name)

imstrip.frame_final_duration = duration

original_file_path = 'D:/test/'
original_file_name = "test123.blend"

original_full_path = original_file_path + original_file_name

new_file_name = "new_test1234.blend"
new_full_path = original_file_path + new_file_name

bpy.ops.wm.save_as_mainfile(filepath=new_full_path)

render_output_path = "D:/test/output"
render_output_filename = "animation_output"
render_output_format = 'FFMPEG'  # Use FFMPEG for mp4 output

bpy.context.scene.render.image_settings.file_format = 'FFMPEG'
bpy.context.scene.render.ffmpeg.format = 'MPEG4'

bpy.context.scene.render.resolution_x = 1920  # Set your desired resolution
bpy.context.scene.render.resolution_y = 1080
bpy.context.scene.render.fps = 30  # Set your desired frame rate
bpy.context.scene.render.filepath = render_output_path + render_output_filename

bpy.context.scene.frame_start = 1
bpy.context.scene.frame_end = duration

bpy.ops.render.render(animation=True)

bpy.ops.wm.save_as_mainfile(filepath=original_full_path)

It's not clear how you execute scenario 2. I tried your script in Text Editor and it works fine. There are 3 frames in the output. How exactly did you do scenario 2?

cmd.exe on windows
Then navigate to blender location. Then use the code below - without the single quotation marks of course. . (The "Test_scene" blend file is just a basic blender file with nothing in it)
'blender --factory-startup -b "D:/test/test_scene.blend" -P "D:/test/test_script.py"'


text:
Issue with unwrappind Edit mode to Object mode

When in edit mode (right) the texture is, say, almost ok. When I press tab to object mode the texturing changes unsepectedly into a completely messy one (left). What can it be? I used uv unwrapping / smart uv project and last cube projection, but with no results.

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

sorry, what do you mean, why sould i upload? thanks

so that we understand where is the mistake?

a blend file would help

I am uploading it. Actually is my first attempt at an archiviz image. Therefore It might be full or errors or inaccuracy.

stab in the dark, could it be because of a modifier that isn't visible in edit mode?


text:
Mirroring to object will not apply
 I am trying to mirror the cylinder and would like the shelter to be the mirror object. But no way, I have tried almost anything.

Are you trying to mirror the cylinder using the modifier or have already created a cylinder and want to mirror it over the axis?

the cylinder the original one is on the left, in the picture I am applying a mirror modifier

The mirror seems to be working fine. Are you trying to apply the modifier or trying to mirror the shelter?

you've chosen the X axis, are you not trying to mirror on the Y axis?

Solved. First i placed the 3d cursor in the middle of the short side of the shelter, than I set the to the 3d cursor and eventually the mirroring was ok.


text:
3d model visualization settings

I am modeling a house in solid view. I have some problems with the visualization. Expecially where non complanar faces have the same colours, this is confusing and pretty much annoying since it is quite difficult to have a real vision of the solid that appears flattened and with no depth.
Are there some particular settings that I should modify?

Have you explored the Viewport Shading Options for Solid View yet? (Down chevron on the right of the VP Shading icons) Some of them have higher directional contrast than this.. and you can create your own

You can use Cavity wity Type:World.

Using "Random" Color or changing "Material" color per object/surface also helps

I had tried that already, but the edges are too "fuzzy".

Activate the wireframe option in the Overlays in the geometry section > wireframe. You find it in the upper part of the screen near the shade modes.


text:
Issue wish visualization / Jagged faces at cube edges

When I createa a solid, this is the way that it appears on the screen. Actually faces are planes but this is what I see, the edge seems to be jagged from far and as soon as I zoom in it becomes perfectly sharp. It never happened to me before. I use 2.9 in solid mode. Maybe I have done something wrong?

Hey :). You've done nothing wrong. Simply adjust your Viewport clipping distance and the triangles will go away :).


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Copy a mesh along an oblique direction and scale

I have to copy the rail panel along the dashed yellow lines and then scale it along the same direction in order to create a new smaller panel and end the stairway. I have tried Sh-D / GG / C but does not work.
Also turned to local view. Any chance to align the xyz axes temporarily to that object?

In edit mode in one of the objects already there, select one of the already existing edges parallel to that direction, then go to the transformation orientation panel and click the + button.  This should create a custom 'Edge' transformation orientation, which you can use to arrange things as needed, in new or different objects, or with part of objects in edit mode.

To make a thinner rail panel, you could duplicate a panel, go into edit mode, select one of the vertical edges and then transform it along the Y direction of this custom Edge transform orientation - though in this case you can also do it possibly even quicker by using the Edge Slide tool (default hotkey G, then G again, when an edge is selected).  Scaling will not work here as the object is not symmetrical along that axis, and the opposite corners will distort, losing you the parallel lines.

Hello :). I tried to use a custom transform, but couldn't make it work. I don't have much experience with it, does it work for you in this case? :).

@JachymMichal unfortunately I cannot easily create an animation to demonstrate, but yes, it does.  It works fine with objects or in edit mode, and stays around as long as I need it for.  You also get the perpendicular axis which can be helpful.

Hey :). Sorry, I meant using custom transform for the scaling. (That's so me, always reading only half of the full question :D)

@JachymMichal Well you can use it for scaling and it does scale along the axis - it just doesn't do what the OP would find useful as the shape in question isn't symmetrical along that axis, so it distorts.  With simple shapes like this you can just grab one edge and move along the axis though.  I suggested the custom transform because it allows you to easily arrange objects with that axis, unlike Edge Slide, which I would use by preference to just edit a single mesh.  You're right though, if scaling is required this doesn't solve it - but I don't think this problem can be solved by scaling.

Of course, simply moving an edge! My brain is probably frozen a bit today :).


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Environmental hdri picture not visible

Using an hdri picture as an environmental texture, this is what i get. Only a checkered grey background.
Everything was working fine until this morning. It is the firs time i come across this.

Transparent film in render properties, maybe.

I flagged "scene world" in viewport shadin panel


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Model clipped after OBJ import

I imported an obj file and this is what I get. I cannot figure out how to solve this.

I scaled the entire model by .01 now it is visible

the problem was scaling

Try lowering the clip start and increasing the clip end in the view panel?


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Assign Hotkey to Show/Hide face edges wires
I am trying to assign a shortcut that allows me to tick/untick the command shown in the second picture so that all the edges disappear.
I used a hotkey in a former version of Blender, but at the moment I am no longer able to assign that command.

I have assigned alt+f and it works now.
Anyway I remember very well I was able to use a single key in previous versions.


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How do I create low poly style terrain
How do I create a ico sphere type flat surface, like a low poly terrain for an island
I can create a surface using subdivide and triangulate but the result just isn't the same
Here is an example of what I desire:

Edit: Here is the best that I can do, and the faces just aren't rotated in the same way, and that's what I want to accomplish (notice that I'm quite new to this program)

Could you be a little more specific? What's the difference between your model and the one in the above image? Screenshots of your models always help.

Have you tried using the decimate modifier? And making sure you're using hard shading rather than smooth shading on the particular object?

http://cgi.tutsplus.com/tutorials/secrets-to-creating-low-poly-illustrations-in-blender--cg-31770

Just for clarity sake I think  the term you were looking for is Low Poly Style modeling, in this case a a Low poly style island terrain. This as nothing to do with Icospheres, except the triangulated appearance.

Albeit the somewhat vague description of your problem, let's give it a try...
Creating low poly models as shown in the above image require a little more polygons to start with. The more data Blender has to work with, the better the result.
Let's start with a nice terrain (in my case done with the ANT Landscape addon) that has a decent amount of geometry. My model has 16k faces.

Now go to Properties Window - Modifiers - Add Modifier - Decimate

In the Decimate modifier's settings chose "collapse", check "triangulate" and lower the ratio until you have the desired effect.

This is what your model should look like (reduced to 3k faces).