text:
what is the node setup for a black luminance key
I had to correct parts of an animation.
Which i solved by partial renders.
Those patial images have a large black areas for the black areas i would like to show the original image.
I kinda wonder if i do this correctly, because splitting rgb channels count their value compare it against a real low value.. isnt ideal (in terms of speed), i think blender can do this faster with a proper node group. How should a corect node group look like ?

Hindsight: Why didn't you render the corrected images to rgba, then you could simply overlay them with the alpha? Also: Less than 0.00000000 is never going to happen, since your minimum value is 0. So either input 0.00000001 or use a greater than 0 and swap the mix inputs.

its 0.001 or so (pure black is zero), the idea was to work with alpha's but not all frames rendered OK, black seams to do the trick now, but i find this a strange setup, i know black isnt green as in green screen, but isnt there a simple way to replace by color ?

This should be your setup for black. I find it simple enough, you don't need to manually add the channel values. There is a keying node, but that would be totally overkill. It is very strange that rendering with didn't work. That is the part of your workflow which needs improving. Otherwise you can also just use a mask if your rectangle is always the same.

You can use the Distance Key compositor node (found under the Matte menu). This calculates a "distance" in color space from the specified color - which, in your case, you should set to pure black. You can set the Tolerance to a suitably small values eg, 0.001, and Falloff low for a sharp edge.

Using the Color output from the node will give you an image where the 'background' is converted to Alpha (which you should be able to simply 'Alpha Over' to overlay it over your original render) whereas the Matte output can be used as a Mix factor as you have used in your question.

strangely my node setup worked better, as some did render correct and had a transparant  borders. Perhaps call me stupid but i thought there would be simply Green screen node.

@user3800527 You may need to adjust the settings for your particular case (eg, lower Falloff) - depending on your source images. This is kind of a simple Green Screen node - but allowing for different definitions of ‘green’ (in your case ‘black’) and how sharp the cutoff edge should be (which can be dependent on antialiasing of your source image). The best results should be produced by using the Matte output with other nodes (such as Dilate/Erode and Blur) to manipulate the mask to produce the best edge cutoffs for your situation.

hm ok, i was experimenting with mate as well, never used it and ended up with my workaround, despite your answer didnt work in my case in general it would so i will accept your answer, people into similair problems can try out both methods and check what  works for them.


text:
Butt problems on my character model
So long story short, I tried to create a character model I failed at awhile back, and I failed again.
I can't really nail down on what went wrong, so I am just gonna send you some pictures of my model's butt.

This first image is with a subdivision surface modifier.

This second one is without.
[![enter image description here][3]][3]

It would be helpful to show wireframes/edit mode picks so we can actually see your topology.

Check if you have internal faces in the model.

Its better you attach the blend file for detail investigation for your answer. Attach your file here http://blend-exchange.giantcowfilms.com/

I am not sure, but for me it looks like some of the faces are not split where they should be. On the low poly model it looks like when you are going from the lower back to the butt that the first face ( the one that is on the screenshot "over the red line") is not split in two verticaly. And also the face three below that. I cannot clearly see due to the perspective.
Optionally I could imagine that you maybe have 2 vertecies over each other so try and remove doubles, but I guess you already did that.
Hope that helped :)

Unfortunately , the lower torso is a complicated shape that cannot be made simply by just manipulating a cube or it's cuts ,professional 3d creators use other methods all together , one method I use is just adding a plane and  a lattice to give it the shape it needs, because with a lattice you can be very flexible , and once that is done I just extrude the rest of the torso and the legs.
It is more anatomically correct (i'm speaking as an artist) to view the upper leg as a part of the lower torso rather than a separate piece , it's hard and tedious at the beginning to use the lattice to give the overall shape but after  a few tries it gets easier.
No wonder you will find very few clips about this matter because yes the lower torso HAS a difficult topology .

source: Stack Exchange

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

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

sort: votes


text:
Simulate a sticky fluid in Blender
I'm trying to simulate a fluid that gives me a fresh paint effect, once it is on the object the liquid drips and lets the object dirty (with some drops)
Actually, the "best" result i got is setting high viscosity, low speed for the fluid and no slip for the obstacle, but in any case the fluid does not stick to the object.
Any suggestion?
Thanks

Maybe look into Blender Molecular Addon

The Flip Fluid addon maybe helpful.

As far as I know this is not possible with fluid simulation itself. The fluid sim does not do sticking itself to a surface as a feature (sometimes you get it as a bug).
Workarounds i can think of:

Stop the fluid sim at the point where it should stick and apply the modifier making the mesh solid.
Use dynamic paint modifier with the fluid sim mesh as a brush. Use the resulting paint output with a bump map to give it some texture.

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


text:
Where can I find free 3d models?
I would to know where can I find free 3d models like the following:
 cyclette
 monitor
 piano
My goal is to make a very large render, where these parts are only small details, so I don't need (if I can find a faster way) to learn how to model them by myself. In other words, my render is an "architecture render" and these are only parts to enrich the render.
Some advice? In your opinion, should I learn how to build them or is there a website where I can take and import them to enrich my render?
This question is because I am afraid of spend too much time to model them, when they are only details, not important how they are, I don't know if I am explaining well what I want to say.
Thank you and sorry for my bad english!

There are some places with free 3d models, like e.g. blendswap.com (other sites have also archives with free models as well)  but you should generally have skills to model them. The free ones might be of not proper quality / not detailed / not constructed as desired etc. See some of related resources. That said this question most likely is off-topic here as it isn't about creating anything with Blender.

Thanks! Sorry about that. Should I delete this off-topic question?

No leave it, it makes it easier to find for future users, making it less likely to happen again.


text:
How to translate an object from a custom node?
I want to transofrm.translate a selected object from a custom node based on the "Custom Node" template python codes.So i make a button just like the translate when you press T in the draw function.Heres is the snippet
 # Additional buttons displayed on the node.
def draw_buttons(self, context, layout):
    layout.label("Node settings")
    layout.prop(self, "myFloatProperty")
    #---------------------------------------------MINE------------------------------------
    col=layout.col(align=True)
    col.operator("transform.translate")
    #col.operator("transform.edge_slide", text="Slide Edge")
    #---------------------------------------------MINE------------------------------------

.This is what i get

but when i press the button, only the node moves.the selected object doenst move.
How can i make it so that when i press it,it works exactly like when i press it on the T panel?


text:
Is it possible to use 2 mouse buttons for key map?
I'm very new to Blender and coming from a different software package it uses left mouse and middle mouse buttons together to zoom. Is it possible to assign both these mouse buttons to the 3D View (Global)/Zoom View key map?
Thanks for your time.

You can zoom in and out by using the scroll wheel as opposed to Ctrl + MMB.

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


text:
Where are objects if you add them when nothing is selected?
I've been trying to learn 2.8 but I ran into stupid issue. I have nothing selected and (in object mode) I try to (shift-a) add a plane, cube or anything and it is added but it is not visible and I can't find it. It is not in any collection as far as I know. I can't enter edit mode and pressing "," doesn't find it either but it is selected as its properties are open on the  right side menu (Plane.007 and so forth...). If I add object while having other object selected the new object appears normally (as the new object is added to new collection). Where is it?

If you've selected a collection in the Outliner, shift A will create an object inside this collection. If this collection is not visible, the object won't be displayed. Maybe it's your problem?

In object mode when you add something it is placed at the 3D cursor. Try shift S and choose cursor to world origin. Then add something and it will be at 0,0,0 on the world axis

I figured it out. Turns out blender has new feature that allows you to disable objects in viewport. For some reason all my collections except one object were disabled in viewport.

Turns out blender has new feature that allows you to disable objects in viewport. For some reason all my collections except one object were disabled in viewport. Turning them back on made the objects visible once again.


text:
Adjust 3d cursor movement speed?
I have this annoying issue. I am trying to position my 3d cursor with accuracy of about a cm (half inch) but the 3d cursor movement speed is waayyy too fast to get any kind of accuracy. The way I am trying to move it is by going to view tab (top right) on 3d view and dragging one of the 3d cursor axises to move it to wanted location.
Despite me holding shift the cursor moves way too fast to make any kind of accurate positioning. It doesn't even move smoothly but in jumps like I have some kind of grid snapping on. I don't know if I do and how to turn a grid snapping off for it and how to make the speed slower?

use the operator panel (bottom right of the 3D view) to adjust to the wanted value once the cursor is released.

You mean place the 3d cursor manually by putting in the coordinates? Doesn't solve the issue which is unusably fast and imprecise 3d cursor movement.


text:
How to copy keyframes from one object to another?
I would like to know how I can copy keyframes or better a complete Animation to another object, so both objects have the same Animation.

Select the non animated object, Hold down Shift And select the animated one, then Ctrl + L >> Animation Data.

Hope that helps.
Good Luck


text:
Blender/ LuxRender Refractive Rendering Performance
This is mainly to do with LuxRender but I'm using Blender to control it, so sticking it here.
Within Blender I create a new default scene, switch the render to LuxRender and render the box & light. It takes about a second for the box to display and continues on for a few minutes.
If I then change the material of the box to Glass and re-render the scene is black for at least 1hr 30m (at which point I gave up). The log shows no issue and both CPU cores are on 100%. This is a low performance CPU (Intel(R) Core(TM) m5-6Y57 CPU @ 1.10GHz) without OpenCL/GPU rendering.
Is there any way to speed it up by reducing the accuracy of the refraction, amount of light bounces or similar?


text:
Projecting light through a lens (refraction) onto a surface
I made a lens in Freecad which I imported into Blender. Being new to Blender I managed to;
a) position a red bulb behind the object
b) give the object a material, set transparency, raytrace and a refractive index.
At this point I could see the red light from the front but not through most of the object, while the camera at the rear. I then went about positioning the camera behind the object and inserting a plane onto which I was hoping to show the refracted light. It appears to ignore the lens.
Files and screenshot here:
https://blenderartists.org/forum/showthread.php?441655
Can anyone advise what steps are required to make it work?
Thanks!,
Andrew

You are using the blender internal enginge but you need a ray-tracing render engine for this to work.
blender has another engine called "cycles". unfortunately cycles doesn't handle refraction all that great, but you should give it a try.
you can change the engine at the top, see attached screenshot

I've tried this and it's worse. I can see the lamp via the center plane (no refraction) but all others don't compute. The default engine makes a better job of the appearance, though neither appear to be able to portray refracted light through an object. If this is the case, then the answer to the question is Blender can't do it?

I've now found LuxRender and LuxBlender. These are exactly what I'm after.

LuxRender and the plugin LuxBlender engine have far more refractive capabilities then the built-in Blender render engines.


text:
One Material not rendering
Does anyone know why this is happening?  Render view shows the material, while the final render does not, and it is only one material (black plastic renders a standard while clay).

Can you add a screenshot of your materials tab and/or compositing tree?

Nodes & Materials 1
Nodes & Materials 2
Render Setup 1
Render Setup 2
Render Setup 3

It looks like the normals on your object are inverted. Try recalculating them in edit mode with Ctrl N and see if that does anything. I can't imagine it would though. Other thing to check is if there is a material in the Material Override slot in the Render Layers tab.

They did need to be recalculated but it still didn't change the final render.
Normals Reset + Render

Did you check the render Layers tab to see if there was a Material in the Override slot?

Solved.
A couple of the node settings were set way too high and applying the effect over too great an area making it appear as though there was a white material over the whole thing.
Thanks for the help.

Check your material window again, under the selection area, make sure it is set to Data, not Object.

thats about all I can help without the file :) hope it works!

In his post he says that it shows correctly in the rendered view, while your suggestion causes rendered view to not show the material.

Hence my request for the file??? I attempted to provide as much a description as I could without proper information.

From the question though it is clear that your solution won't work. If you want to request a file it's better to add a comment to the question with such a request.

Screenshots posted in response to Brenticus' original answer


text:
Bake imported image to vertex colors
I've looked everywhere and can't seem to find an answer to this issue.
All I want to do is generate a UV Map, upload an image onto that UV Map, and then export a .ply file with the vertex colors baked in from the uploaded image.
I'm using 2.76; Blender seems to really want to go the other way. When I 'bake to vertex colors' it doesn't seem to have an option to pull the colors from the UV map.
thanks in advance.

Blender can't take vertex colors from UV map. UV map doesn't store them, it's just coordinates of the vertices but not an image. Generally it looks like Blender doesn't find source for the baking so try either connecting vertex colors to e.g. Emission shader and baking Emit pass or using addon like in the linked question

Thank you both. The addon in the linked question was exactly what I needed!


text:
What's causing the colorful artifacts?
I've been using Musgrave textures for years, but in 2.79, I am getting some ugly artifacts along the edges of the object. It doesn't happen in the preview render, only in the final render. Is anyone else getting this? It can easily be recreated by simply connecting a Musgrave texture straight into a diffuse shader and rendering with Cycles.

Everything is ok here. Upload file to: http://blend-exchange.giantcowfilms.com/ and I'll take a look.

Thanks, LukeD. @icYou520 suggested I switch off the denoiser, and that took care of it.

Just checked with my file and I can verify, it looks like the denoiser is the problem just check it off. Its weird.

Its hard to tell with the 2nd picture but there is definitely some weird artifacts. (click image to view them better)
Its real bad with princpled shader

Perfect. It is definitely the denoiser. I'll add a bug report so that the devs are aware of it.

Why is the denoiser doing this?

Its a bug, it has been reported

@icYou520 With my build of 2.79a, this bug still hasn't been completely fixed, at least in my renders.


text:
Dental modeling
Does Blender offer software for creating dental models? I am in need of designing and creating these models for 3D printing. The big corporations that offer this  service are inaccurate.

just like many other 3d softwares blender can create 3d models of almost anything though it does not specifically have something for dental models. if you decide to use blender i recommend sculpting because it is usually more organic looking. BTW welcome to blender

The software Blender does not have any tools specifically designed for creating dental models. There are addons which support the 3D printing process.

relevant https://www.blendernation.com/2018/03/13/liberteeth3d-another-add-on-for-orthodontics/ https://www.blendernation.com/2012/01/27/open-dental-cad/

Blender is a 3D creation suite. It does not 'offer' any software, because it is a piece of software itself. Although not primarily intended for dental models, it should offer all necessary tools to create them.
However judging by your complaints about the inaccuracy of professional services, I guess you are trying to scan something rather than modeling it yourself? This can definitely not be achieved with vanilla Blender.
One general thing on a side note: If 'big corporations' are not capable of fulfilling a task to your satisfaction, you might be asking something, that is out of today's technical scope...


text:
How to cut object like this?

Can anyone tell me how to cut through the object like this?

Hello. It seems like some addon is used here. What's the gif source? That might point you in the right direction.

Thanks for the suggestion. I found the addon called box cutter. Seems like it can do the same thing.


text:
My mesh goes nuts when I try to move points
In edit mode I select a row of edges (alt+click), when I try to move the row with "G" it pulls points that aren't selected. I have tried to fix this any way I know how. (Including changing the origin of my object. I am getting ready to yeet my computer out the window. Please help me

It sounds as if you have Proportional Editing enabled. Click on the O shaped icon and choose Disable, or just press the hotkey O (in blender 2.79) until the blue circle turns grey.


text:
Animating constrained/child objects
What im trying to do is to animate hands with pistol. When i animate it is usefull to have pistol connected to hand when i move it around. But in actual game i'll have pistol as separate object, NOT as child of hand. I tried many approaches to key pistol positions but i havent succeded in any of them. I tried child of constraint with visual keying but as soon as i set first keys pistol gets moved relative to hand and is no longer in needed position. I want pistol to be connected to hand when i keyframe it, but i want keyframes to get world positions and rotations without relation to hand bone. Is it possible to perform somehow?

So i managed to get kindaaa effect that i need. I have placed "child of" constraint on pistol with hand bone target. And if i place visual keyframes and then "set inverce" in constraint menu it gets right keys. Im sure that there is better solution, but as i see people here are only capable of putting "-" without replying anything.

when needing an object to be parented to another, but needing to switch parentage later, you can either switch over to a duplicate object at that frame and have that parented to the new parent, or force the same object to 'follow' the hand etc using keyframes and no parentage.  Keep the weapon's marker-Empty aligned with another that's on the hand. With Blender's graph editor, keeping the two in synch isn't all that difficult.  Whilst this introduces a manual a form of loose 'Rotoscoping', it does keep the weapon independant and unconstrained.

Further to the above - I have done what you're to achieve in Blender's game engine and for that used duplicate models that were snapped away until required, each either parented (attached) to another object, or free to be dropped or thrown later.


text:
SS & Transparency blue tint fix (eevee)
When a transparent material hits a surface with ss enabled, the edges appear blueish. The only way I could fix it is by enabling Screen Space Refractions on the hair, but that disables all the shadows it casts on the skin. Any known fix?

Eevee treats transparent objects differently than Cycles. They are sorted from front-to-back per object and do not receive any screen space effects.
This is fast and works fine for many cases, but it is only approximate and gives incorrect results for some object shapes. For more accurate results, enable Alpha Hashed transparency in the material. With a sufficient number of samples to resolve the noise, this gives accurate transparency.


text:
I need to update an alembic and keep materials
I need to import alembics in my scene and I would like to do a lots of updates of this object without losing my materials (& other datas).
For example, I have a main scene, I import an alembic, do some shading. Then, each time I modify the alembic, I need to re-assign the materials (or animation or modifiers).
I already tried to put the alembic in another file, link it and adding a library overide. It keeps my modifiers but not the materials.
I need to solve this problem because It is an important part of my worflow and I will have to work with differents peoples & we need to find a way to update easily the datas.
Do you have an idea ?
Thanks

I figured out that you were talking about editing the original alembic file, then re-importing it. Have you tried messing around with the content of the material slots to just switch materials easily?

Yes, sorry if it wasn't clear. I need to edit and import again my alembics without loosing the materials assignements, modifiers & positions.
I tried to link a blender file with an embed Alembic but it doesn't work for the materials unfortunately.

Have you tried attaching the material slots to the object data block and then re-importing the alembic but keeping the old object and changing it to use the new mesh data block?

Thank you for the tip, I didn't think about this (I never used Data blocks yet). I changed the datablock in the Object Property/Browse mesh data. The mesh changes well but I lose the shading properties.

OK, in the materials tab, there’s a little setting for each material slot whether it links the slot to the object data or the mesh data. I haven’t played with this very much, but it might help you. I’m more just telling you something to experiment with here.

I tried both with Data & Objects but it doesn't work. I can change the alembic and keep the modifiers, but not the materials, it looks like a bug and really don't know how to avoid it. Anyway, I just have to update the materials for the moment, I will live with it for the moment and will search again in a few weeks when it will be more vital. Thanks for your help !

I'm not an expert, but one option would be to re-link the materials by using Ctrl+L > Link Materials

The fastest way I found was to move the original alembic, close the project and reopen it, then you get an error.
Then you only need to update the file location of one object and all the other objects that have the same error will be updated as well.

Thank you, it will help on my actual project.


text:
Blender Not responding : What to do?
I need to unwrap a huge mesh and Blender stops responding each time I try.
Blender continues to use my cpu at 15%. Does that mean I have to wait and the operation will eventually be successful?
In this case, is it possible to force Blender to use 90% of my cpu to go faster?
Thanks for your help, I loose a lots of time of this.

Is that 15% across all your CPU cores? Check if you have one CPU core at 100% (and the other cores idling). If so, you can probably let it run and it will finish eventually. Also, you can try to unwrap only certain parts of the mesh at a time.

Thank you for your answer.
On my 8 CPUs, I have some spikes at 100% on 2 CPUs, but most of the time it is close to 20%.
It's been one hour now, I really don't know if I need to wait or not.
I would like to try the unwrap by certain wraps,  but is it possible to merge it after ?

No expert on UV unwrapping, but yeah, you can simply select faces of your mesh and unwrap them. Place them in UV space wherever you like. Then move on to the next set of faces. If you select the first faces again, you'll see that they stayed where you put them. No need to merge anything.

I will try this, thanks again !

Here's an answer with a short little gif to show what I meant in my comment.
You can unwrap parts of the mesh at a time and they will stay in place.
Hope this helps!

Cool, thank you it helps a lot, I hope it will work with my huge landscape !

Great! Be sure to mark as solved if this actually worked for you. Have a good one!

I still have the problem, even with this technic, it is crashing during the final step. Anyway, I will mark it at solved and will try another solution (probably using another software). Thanks again !

Maybe try to isolate the problem. (I.e. a specific part of the model, etc.) See if it crashes on a small scale as well. If so, you could try to fix that one part and/or file a bug report.

When I isolate, I works, but my problem is the huge mesh. I will try to decimate it more and maybe splitting it in different meshes (but the workflow will be more complex).


text:
Reduce glass reflections
I want to make a glass with some object inside.
But the way it is now, the outside reflections are too strong, making it harder to see the object inside (as in the wall on the right side of the picture below)
Currently I have this:

I want to be able to reduce the reflections on the right side of the picture, so the ball inside is more visible.

Changing IOR is not a solution, changing IOR totally changes the apparent position of the object inside
Changing IOR level in "specular" section doesn't seem to do anything substantial
Mixing a transparent shader causes the ball to appear in two different positions (the principled position with IOR = 1.3 and the transparent position with IOR = 1)

Maybe try to use a Layer Weight node as factor between your setup and a Transparent node? Could you please share your file so that we can give a try?

Use a refraction bsdf?

@Leander, sounds like a good way. It solves my problem but generates another: black regions inside the glass.

@moonboots, the file has just a cube, a ball and the material shown in the picture (the material of the ball is irrelevant)

ok but it's always easier for use to use your current file rather than to redo the thing, have you tried a Layer Weight node?


text:
Dyntopo is sharpening edges
I'm using blender 4.2.0 (Windows), and Dyntopo is showing a very unpleasant behavior.
Whenever I click to sculpt (any brush), dyntopo subdivides the mesh, but it's doing it without considering any type of curvature and just making very ugly sharp edges.
So, the image below is the original mesh (before sculpting):

there are currently no modifiers in the object;
already did the vertice merges;
already did the face orientation check;
shade smooth is on

And this is what happens when I click (just a single click, any brush)

So, is there a way to solve this? Is this a configuration somewhere? Is it a bug? Or is it expected behavior? (I don't see this happening in tutorials)


text:
bottle cap geometry nodes
I'm trying to create a screw generator for 3d printing.
So that it can create a bottle screw and a fitting cap,eventually it should have an option to set a tiny extra gap size between cap and bottle say 0.3mm or so it realy can be screwwed.
I managed to create a simple screw, but i've noticed some screws are indeed like this but others have one two (180 degree appart) three (120 degree appart)  or(90 degree appart)  threads, how to achieve that to below script?
Or should it be approached differently ?.

The input group is just simple values there's no math inside there

you can e.g. use this node setup:

Here you can control the top size, rotations and no of screws.

The only "math" in this node tree is the division of tau (2 * pi) divided by the number of screws so i know the rotation z value per screw.

thats what i was looking for, from here i can go on thanks

You are welcome


text:
When the object rotates quickly in a short number of frames, the blender does not understand which direction it needs to rotate
[this has been asked by a new user Павел Семенов and consequently deleted, but since I had an answer ready I'm reposting it - MVB]
STEPS TO REPRODUCE

Open default "cube" project
Insert rotation keyframe for cube at 0
Move keyframe to 150
Change rotation of the cube to 7200 degrees (20 spins)
Insert keyframe at 150
Run animation and observe the direction of spining of the cube

EXPECTED RESULT
Cube spins in one direction
ACTUAL RESULT
Cube spins in diferent directions
ADDITIONAL INFO
After changing same keyframe from 150 to e.g 350 (expanding the lenth of animation), no issue appears
How to solve this?

As in Gordon Brinkmann's comment [now inaccessible due to mentioned deletion]:

I'm sorry, but this is simply wrong, the cube is not spinning in different directions - it is an optical illusion. Try searching "wheel spinning backwards illusion" on Google or Youtube. What you see with the cube is a similar effect. Maybe you also have the animation on Bézier interpolation instead of Linear? The changing speed creates the effect of changing directions. With a Linear interpolation the direction would probably seem to be always the same (even if it would look as if it was going backwards, it would be constantly going backwards).

As for your question:

How to solve this?

Enable motion blur:

Other than slowing the object down you can also remove its radial symmetry - the cube looks the same after being rotated by a(n integer multiplier of) 90°, so I extruded it to a side to remove that symmetry:

Well, I actually prepared an answer as well and when I wanted to return to the question it was gone... so now it's your turn to answer ;) Mine was focusing more on explaining why it happens though. No matter how asymmetrical, if the rotation is fast enough the illusion can appear with all objects (as you can see in your example at the end as well).


text:
Execute Geometry Nodes tool from Python
Let's say I have a simple geonodes tool:

How do I execute it from Python, specifying "X" (socket_2)?
I know I could add and apply a geonodes modifier, but that requires object mode and the modifier won't have access to read/write "Selection"...

Geometry Nodes can process only Object mode mesh, not an Edit mode one, so you have to switch to Object mode in any case. And in case you in object mode then you can just add modifer to object and apply..

@modnop interesting,  so when I run the tool in edit mode it switches to object mode and back? Why can I choose both edit and object in geotool options? Also I would need to use numpy to transfer selection to a custom attribute...

Since Mesh and BMesh completely different thing.. its just more easier to convert one to other one than actually support such real time reflection. Even in case this is real time conversion for viewport display.


text:
Make a loopcut-like path to mark geometry flow
This is a somewhat meta thread, as often there's a need to mark a flow of loops for educational purposes:

(I mean the green arrows above)
So the question is how to achieve that. For the above screenshot I just used ShareX to draw the arrows and this method seems the best for most cases; however in some cases like if you want to make repeated screenshots, or renders, especially animated, it would be nice to have something more persistent, ideally as a part of Blender file…

Grease Pencil might be a good tool for that, but - ashamed to admit - I still have to learn it. I figured simple poly curves could be used to mark start and end of such marks, and then Geometry Nodes could use the shortest path between them, which for short enough segments should work:

The first frame removes triangles just to make it less common for the shortest path to go wrong way; obviously if you want to mark a path through a triangle (which wouldn't really be a loop-path), you would need to mute the green node inside orange frame.
The yellow frame subdivides, where all new edges are the all possible loops.
The red frame deletes all but the new edges, to only keep the loops. This again improves reliability and makes it easier to position the curve endpoints to get a correct path, as well as increases maximum path length, before the shortest path algorithm goes sideways.
The green frame converts faces to points at their centers and snaps the endpoints to these face-centers-points, because apparently Blender doesn't provide such an option (only edge centers).
The Fuchsia frame finds the index of the nearest endpoint and assigns it to the points mentioned above; only one, the nearest point will be stored in the attribute, so you can't assign multiple endpoints to a single face; could change that by moving instanced copies apart together with their respective curves and only then associate endpoints.
The pink frame checks the distance to actually mark the face-centers-points as start/end; this and previous frame could be combined using "Store Named Attribute" which supports selection.
2nd green frame duplicates the mesh for each curve, because otherwise I don't think I could change "End Vertex" based on "Star Vertex".
Light blue frame could maybe be more readable if it would check captured endpoint index → modulo 2 → equal 0 (first point of a spline = start) AND index → evaluate on domain: spline → equal captured instance index AND the boolean attribute.
Dark blue frame likewise could check with modulo equal 1.
Violet frame takes a normal of nearest surface to push the curve outside, which is important as sometimes triangulation may hide the curves snapped to quads…
Then just bevel the curve and done:

For a normal usage one probably would use much shorter curves, but I wanted to show roughly the maximum possible length of the curves before the shortest path algorithm fails (by finding the shortest path instead of the loop). Also, it is the user's responsibility to position the endpoints correctly, displayed by orange, L-shaped path.

The look could be improved using e.g. new Blur node (default 1,1 endpoints → boolean not could be used as weight to not move the ends), or converting to mesh, subdivision surface and converting back, or setting the spline type to bezier and handle types to auto… Arrows could be positioned on caps (again using endpoints and align to euler to tangent) or radius could be suddenly increased and slowly decreased to 0 near the ends… I figured it's all too easy, subjective and unnecessary noise both in the node tree and effect, naked curves communicate the flow well enough. Similarly ensuring the curves don't overlap is fancy but is it really needed?:

("Delete Original Edges" → Sample Nearest Point: Index → Group ID of Accumulate Field Node, add "Trailing" to the scale of the Set Position: offset)

WOW! That's commitment to the point of obsession! Hehe.. I'm on Linux, generally resisting other OS emulation, so don't have ShareX...  am I going to follow you down this rabbit hole ....?


text:
How to recover the colors of the Medium High Contrast look in After Effects?
Do you know a way to recover the colors of MultiExr shots in After effect with a Medium High Contrast look on it? I followed a tutorial that allows me to apply the Filmic LUT but not the look.
Thanks

can you share some screenshots?

SOLVED. I finally made a curve in AE to recreate the contrast.

Please share your curve so that others who find your question will be able to find the answer.

Export Filmic Base Log, and then use a spreadsheet to convert the contrasts to one that works in Adobe.

Since EXR has linear colors, I'm pretty sure that you need to use Linear to sGRB or Linear to Gamma 2.2 or Linear to Gamma 2.4 LUTs

Thank you for your answer.
I am not sure about this, I just need the small correction of the Look curves, not the filmic LUT.


text:
Easy way for merging two meshes
Is there a way of merging together two flat meshes A & B so that all vertices/edges/faces of B become part of A. Mesh B is a simple overlay (road) on top of mesh A (terrain). For performance reasons, this needs to end up as a single low poly mesh with a single material texture. Therefore road polygons and other parts of terrain need to have clear boundaries within the mesh to correctly unwrap.
Now I have the terrain and roads as two separate meshes. Merging these as two objects (Ctrl+J) will glue the two together but leave multiple overlapping faces fighting with each over at z. I believe I can also use Shrinkwrap to put one on top another with some offset but this is not what I'm looking for. Is there a way to simply weld one mesh with the other so that the whole structure becomes a single mesh with no duplicates or overlaying/double faces? Without manually tracing the pretty large roads mesh?
Thanks for any hints

Have you tried with a knife project ?

Thanks Softyoda! Just tried knife project and it sort of works. I mean it does the trick but you need to do a bit of leg work to set it up.
I was hoping there is something super simple like an out of the box boolean AND or something that can project one onto the other by simply selecting the two and running a magic command (not taking into account current camera view projection).
Still, this is the best solution out of all sorts of things I tried so far. Thanks.


text:
UV Map/Atlasing Texture Scaling Issue
I'm not really sure how to phrase this, and I'm a bit of a novice still, but basically I'm trying to atlas an object that uses multiple materials/textures, and I'm running into issues that degrade the quality. This is an example of just one of the materials, it is meant to be mapped to a 512x512 image.
https://i.sstatic.net/zWXDF.png
That works fine of course, and the quality of the image is as it should be. The problem is I've created a 4096x2048 image that contains all of the objects textures and plan to map each material to the corresponding texture. The problem is when I import the image the materials want to scale themselves to that image in the uv editor like this.
https://i.sstatic.net/zn31B.png
I've scaled the material down on the uv editor to fit its texture, but the issue I've run into is that the quality has then gone down significantly.
What I want is to import that image, and have the material stay the same size as it was for the 512x512 image so that I can retain the quality and properly create the mapping.

UV mapping is used to position a vertex on an image. The U and V values for a vertex are between 0.0 and 1.0, a value of 0.0 means it is on the left or top edge of the image, while 1.0 means it is on the right or bottom.
Whether you use a 512x512 image or a 4096x4096 image, a value of 0.5 will always be in the middle of the image. Where a face uses vertices that are 0.25 apart, the face will use one quarter of the image, a larger image means more detail on the given face.
In your example, you layout the UVs on a 512x512 image and then use a 4096x2048 image. As the new image is twice as wide as it is high the texture gets stretched in the one direction, which depends on the face orientation on the image.
If you want to increase the texture detail, you want to increase the image resolution the same amount in both directions.
It is possible to bake multiple textures onto one, which sounds like what you want to look into. To get the result, you want to make a new UVLayout that positions the multiple materials onto different parts of the image and then you bake the old materials onto the new image. This method allows you to convert between a square and rectangular image texture.


text:
Bendy Bones Mouth Driver's Setup
I am trying to drive the (in y) of the selected bone with the (z scale) of the (ctr_mouth_r)

But it doesn't work it twists in a weird way

Actually, I was trying to follow this tutorial Bendy Bones Mouth Setup
Here is my blend file  :

Much appreciated!


text:
What's the most fun way to make a Santa Claus hat?
I bought a 3D printer, and as my first project I decided to print a hat missing in my Santa Claus costume, however it came out pretty stiff and without any geonodes hair??? So I returned the 3D printer to the shop as defective and decided to use a normal printer instead, but then the hat came out rather flat…
I found the missing hat eventually but still can't get it out of my head…
How would YOU make a Santa Claus hat?
Of course without printing requirement, or any other, you know the drill.

Damn I missed these challenges. Nice one, and Christmas themed too!

felt, scissors, and tape?  Oops, that's a Twitter answer!

"decided to use a normal printer instead, but then the hat came out rather flat" You could buy two more normal printers and tape the three hats together, thus effectively giving you a 3d-printer at the price of three normal printers!

I've been so swamped this Xmas.. sorry  to have missed this one...

Possibly the most readable node tree...

Bonus: Santa Claus underpants

That is actually funny - being able to arrange and color your GN nodes to look like the object you are modeling. This could be a trend on its own.

@RumenBelev it is! quellenform's tree, my pentagram, TensorAn's city (Discord)

I decided to print a hat missing in my Santa Claus costume, however it came out without any geonodes hair???

The problem is that you need support for your hair, because the people who make 3D printers are lazy.

After printing, carefully cut away the support struts with a sharp knife.
If you don't have a sharp knife around, you can just print one!

Don't forget to mark edges as sharp where appropriate.

pretty stiff

3D printers don't support deformation yet.  What you need to do is print out a lot of hats and then change your hat 24 times a second.  It sounds tough, but like everything else, it gets easier with practice.

I think I need to print two knives, otherwise how do I cut the supports out of a knife?

@MarkusvonBroady Oh yeah, I didn't think it all the way through.  2 should be plenty though!  Blender keeps giving me console spam, but it previews good, so

I've been told knaves always lie (on the print bed), that looks more like a knight.

Extra bonus, behind the scenes:

I see you're a fan of Peter Jackson

Markus, Peter Jackson taught me everything.


text:
Does Blender Internal Use OpenGL?
As I understand it, Blender uses OpenGL for viewport drawing and preview rendering, but not for full rendering. For a final render, it uses either OpenCL or CUDA (depending on your graphics card). A few of the steps in the OpenGL pipeline are fragment shading, tessellation, and rasterization. From what I know about Blender Internal, it is a hybrid engine that uses both rasterization and ray-tracing. It also does shading and tessellation. Considering that these steps are also done in OpenGL, it seems to me that BI uses some steps of the OpenGL process for full rendering.
So that is my question: does Blender Internal use some of the OpenGL steps (fragment shading, tessellation, and rasterization), or does it recalculate those steps specifically for full rendering? I read a while back that BI doesn't use any OpenGL, but I'm not sure if that person was correct, or if I simply misunderstood what he wrote.

With Blender Internal all the work is done with CPU and has all the system RAM available. OpenGL uses and is accelerated with GPU.

Yes, I’m aware that BI uses the CPU and that OpenGL uses the GPU. So based on that, Blender Internal has nothing to do with OpenGL because it uses different hardware than what OpenGL uses. This would also mean that Blender Internal does its own rasterization and tessellation, which is completely different than the rasterization and tessellation that OpenGL does. Am I right?

It's not completely different. It's the same process, but different implementation.


text:
PBR Reflectance Values for Metals
In a PBR metal/roughness workflow, I know that all dielectrics are hard-coded to have 4% reflectivity at F0, and metals have a much wider range of 70%-100% reflectivity. It's important to use the correct reflectance values, but if I'm using images, then don't they already have the correct values? It would seem to me that creating procedural metals would require using online charts to get the correct values. For example, if I want to create a gold sphere, the values are (1.0,.76,.33), and I would enter these values in the color swatch to get gold.
However, if I have an image texture of gold, I would simply plug that into the Base Color socket and not concern myself with the reflectance values since it's an image of what I'm trying to create. Am I correct?
I've poured over countless web pages and .pdf documents about PBR, and I've found nothing that explains this.

This is not how PBR work, your image doesn't carry any data regarding roughness, metalness, or specularity. The Base Color is exactly that, it's just a color. Try plugin your image in a diffuse shader and that into the output node, that what the base color of the principled BSDF is. Look up PBR workflow, specifically what's a roughness map and a normal map as with the base color this are the 3 most important channels in a PBR workflow.

Okay, I got it now. I don't know why I was assuming that the image would "know" whether the material is metal or non-metal. My brain must not have been functioning lol. All the image knows is the color of each pixel, and the shader (more specifically, the Metallic slider) is used to give the image metallic properties, and the base color has the color of those metallic properties. It all makes sense now. Thanks!

The base color is not affecting whether the material is dielectric or metallic. In the Principled BSDF you have to set Metallic to 1.0 for a fully metallic material. The manual explains metallic in the following way:

Metallic
Blends between a non-metallic and metallic material model. A value of
  1.0 gives a fully specular reflection tinted with the base color, without diffuse reflection or transmission. At 0.0 the material
  consists of a diffuse or transmissive base layer, with a specular
  reflection layer on top.

If you were to connect an albedo texture of a gold material or assign a color to the Base Color socket of the Principle BSDF while Metallic is set to 0, you would get a non-metallic material that could look like the following image.

Once you set Metallic to 1.0 it will look like a golden material.

More examples of how the different properties affect the material can be found in the manual.


text:
bpy.ops.mesh.fill() Warning: No edges selected
I'm attempting to write a background script to process an obj file. It's a single mesh with a hole at both ends; I want to fill in those holes with triangles for rendering purposes.
The shape is along the Y axis, with holes at X=0 and X=[largest X]. I appear to be able to find and select those edges, but bpy.ops.mesh.fill() continues to give a "No edges selected" error. I've tried using bmesh, and also bpy.ops.mesh.loop_multi_select(ring=False) (in every combination!) but nothing seems to make any difference. I'm about to give up and write the fill manually. My code so far is as follows:
import sys
import bpy
import bmesh

argv = sys.argv
argv = argv[argv.index("--") + 1:]  # get all args after "--"
filename = argv[0]
filenameOut = argv[1]

#Delete the cube mesh
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.delete(type='VERT')

#Import object:
status = bpy.ops.import_scene.obj(filepath=filename)

#Deselect everything
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.select_all(action='DESELECT')
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action="DESELECT")
bpy.ops.object.mode_set(mode='OBJECT')

mesh=bpy.data.objects[0].data
EPSILON = 1.0e-5

#Find the highest X coordinate
maxX=0
for vert in mesh.vertices:
    if vert.co[0]>maxX:
        maxX=vert.co[0]

print(maxX)

i=0
for edge in mesh.edges:
    v1=mesh.vertices[edge.vertices[0]]
    v2=mesh.vertices[edge.vertices[1]]
    if -EPSILON <= v1.co[0] <= EPSILON and -EPSILON <= v2.co[0] <= EPSILON:
        i=i+1
        edge.select = True
        v1.select = True
        v2.select = True
print(i)

i=0;
for edge in mesh.edges:
    v1=mesh.vertices[edge.vertices[0]]
    v2=mesh.vertices[edge.vertices[1]]
    if maxX-EPSILON <= v1.co[0] <= maxX+EPSILON and maxX-EPSILON <= v2.co[0] <= maxX+EPSILON:
        i=i+1
        edge.select = True
        v1.select = True
        v2.select = True
print(i)

bpy.ops.object.mode_set(mode='EDIT')

#Just checking...
i=0
for edge in mesh.edges:
    if edge.select:
        i=i+1
print(i)

print("a")
bpy.ops.mesh.fill()
print("b")

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

bpy.ops.export_scene.obj(filepath=filenameOut)

Output is as follows:
[importing file OK]
1.587500810623169
164
164
328
a
Warning: No edges selected
Warning: No edges selected
b
[exporting file]

Uh. What?
I could give the bmesh code as well, but it too seems to successfully select edges... only for the fill() to  give the same error.

OK, maybe it just ... doesn't work. I have managed to get it done manually, using bm.verts.new and bm.faces.new, though making a number of assumptions about the topology of the input shape. I can give the code if anyone's interested, but I'm now working on code to mark seams and unwrap it. I just hope that the unwrap command works...

A bmesh approach.
Used a purely object mode bmesh approach.  Selects all boundary edges, then uses the bmesh "F" tool, the operator result = bmesh.ops.contextual_create(...) to fill the holes, and poked the resultant faces, bmesh.ops.poke(bm, faces=result\["faces"\]) to give a triangular fan from the edges.  Tested script below on selected endless cylinder(s).
import bpy
import bmesh
context = bpy.context
scene = context.scene
# completely remove cube if in scene
cube = scene.objects.get("Cube")
if cube:
    bpy.data.objects.remove(cube, do_unlink=True)
bm = bmesh.new()
# import from obj file here, only imported objects will be
# in context.selected_objects after import.
for o in context.selected_objects:
    # test here to continue if not mesh, can obj import other???
    # load bmesh
    bm.from_mesh(o.data)
    # find boundaries
    bound_edges = set(e for e in bm.edges if e.is_boundary)
    # used sets, may not be required.
    zero_edges = set(e for e in bound_edges
        if all(abs(v.co.x) < 0.001 for v in e.verts))
    right_edges = bound_edges - zero_edges
    # use bmesh "F" tool
    result = bmesh.ops.contextual_create(bm, geom=list(bound_edges))
    # poke the resulting faces to make triangular fan.
    bmesh.ops.poke(bm, faces=result["faces"])
    bm.to_mesh(o.data)
    o.data.update() # mainly only need for UI really
    bm.clear()
bm.free()

Thank you for that. I've got it all working now, but I'll bear that in mind if I need to revisit it. And I'll give you a tick for bothering to answer!
I initially used a method which basically did the same as a poke, but because the holes were very elongated (OK, these are surfboards!) the UV map ended up quite distorted. I then went for a sawtooth fill instead, which has come out perfectly.
I'm guessing that there's no means to specify which part of the object appears first in the UV map. I'm guessing that's also another question!

I believe it's because I hadn't marked the object as active. I added
scn = bpy.context.scene
scn.objects.active = bpy.data.objects[0]

before doing the fill, and that seemed to fix the error. Of course, the fill was completely ... not what I'd expected so I'm persevering with a manual one for now!


text:
Hotkeys to change viewport (Maya preset) won't work, why?
I'm using Maya presets. The hotkeys don't seem to work ether in 3D or Quad view.
It doesn't really bother me in 3D View but it's a problem in quad as I can't seem to change my Top Ortho view to Back Ortho view to adjust for my reference image.
Keybindings show that I should press Ctrl + Numpad Number key, but it doesn't work, I unlocked the view-ports under "Display" and nothing happens.
When I tried it under Blender default settings it worked perfectly.
Also I tried this on two separate computers with different scenes, same result.
I'm a beginner in Blender.
https://i.sstatic.net/88Hj1.jpg

Did you change or customize any other hot keys manually? It may be a conflict with other key combination, or it may well be a bug in the Maya Preset, those are not as well maintained/tested as the default one.

Mr Zak, you were correct! Pressing numbers instead of numpad worked! Please retype that as an answer so i can give you credit.

Everything works as expected, it's just that the keybindings assume Ctrl+0 should be pressed in order to activate front ortho view according to the Maya interaction preset (not Ctrl+Numpad 0).

If numbers from Numpad were expected it would be visible from this setup.


text:
Exporting a UV in background mode
I am running background mode on a VM without GPU. When I call bpy.ops.uv.export_layout I'm getting an error "GPU functions for drawing are not available in background mode"
I'm just calling:
bpy.ops.uv.export_layout(filepath=layoutOut, opacity=1.0)

Because of this, I'm stuck at Blender 2.79, when it used to work. Is there some other way to export a UV layout in background?
...OK, it doesn't work on our GPU rendering server either!

can confirm that svg output works fine in a headless blender, you could then use other utility to convert to png, inkscape or imagemagick can do it from the script or run a batch later

SVG... yes, of course! It's a vector map after all. I'll give that a try and get back ... before the bounty expires.

Yup, that'll work. I should be able to write something to parse it; it's just a pile of polygons. Not sure why Blender requires the GPU to do it. Thanks for that; I guess I should wait for any other suggestions, but if you post it as an answer, you're first in line for the bounty.

no problem, the exporter uses a python gpu module to draw the layout, and I guess that is not available in background mode... but sgv works as it is just text, so if you run 'bpy.ops.uv.export_layout' with mode='SVG' it should export the svg and later you could use for instance 'inkscape --export-filename=layout.png layout.svg' if you need pngs, it can export to pdf too

The only other thing I can think of is to see what happens if you disable GPU in settings in the blend file before submitting it.  Blender should be able to render anything in CPU mode, including UV Maps.  Otherwise, maybe file a bug?

I found the "Cycles Render Devices" in Preferences - System, but that doesn't appear to save in the blend file. bpy.types.PreferencesSystem doesn't look too helpful either. Yes, it should definitely be able to render in CPU mode, it's doing it on 2.79. Yes, I may yet file a bug. Many thanks for that suggestion!

The svg part of the uv layout exporter should work fine in headless mode, as it does not use the gpu module -such module is just a software library that allows to draw to the screen or to a texture-.
The svg output is in vector format but you can run a conversion tool later to get a raster file if needed, inkscape can be that tool. Here a comparison of how it looks, blender png export against svg > inkscape > png, it's pretty much the same...

and here is blender's uv export script in case you are curious to check


text:
RIP tool has weird outline

Hi I'm new to Blender.
After I used the rip tool(v), it left an outline in my model and I cannot remove it. I tried highlighting using "b", deleted the whole object, it's still there

are you in vertex select mode?

yes, I also changed in edge and face select modes. I still can't select the line


text:
Apply forces to an object with python
I have a statue (really cool statue, I know)

This statue is not relly stable, if you apply a force to it in the wrong place, it falls.
My mission is to with python see where (on the "plane") you need to apply forces in order for the statue to fall. The "plane" of the statue is divided into smaller faces so the thing I need to do is to apply a force to each face?
How do I do that with python?
Sorry for any bad english


text:
How to make custom 2D shapes to be extruded later?
I'm coming from AutoDesk Inventor, and so far I like Blender a good amount. But one question is, can you make custom shapes with lines like you would in a 2D sketch in Inventor?
Edit: Sorry, I wasn't specific enough about making a 2D sketch in Inventor.
So basically a 2D sketch can be placed on an xy,xz,yz plane or on a solid plane from another shape. In this instance, I'm looking for a way to make it on a plane.
When you make a 2D sketch, you are -like implied- locked to creating onto a 2D plane, while you are in that mode you are able to use lines, arcs, points, rectangles, etc to create a 2D shape which then after you are done with that, can make a 3d shape by either extruding, revolving, etc.
I was asking if there is a way to do something like that in Blender

Could you post an example or two? Not everyone is familiar with 2d sketch
in Inventor

Blender has Bezier Curve objects, which can be set to 3D or 2D type, essentially achieving the constraint to a 2D plane with the later. You can then extrude said curves, sweep them along a path, or revolve/screw them. Have in mind that unless you convert to a mesh afterwards there is not much more you can do with the curves though. Editing tools are also severely lacking, so you may want to draw them elsewhere and import either as SVG or DXF.


text:
Upgrading from 2.79, objects listed in hierarchy, but nothing showing in 3d view
I upgraded from 2.79, while some files load in just fine, some of my more recent ones load with no errors, but do not show anything in the 3D view? The items are listed in the hierarchy view, but I can't see or edit them in 3d view.

This might help: https://blenderartists.org/t/prevent-data-loss-when-transferring-from-blender-2-79-to-2-8/1171855

Looks like your collection is disabled in the viewport. Not sure if there is a shortcut to enable or not.


text:
Camera to behave as the viewport?
One of the things I haven't learned about using Blender is how look from a camera and use the exact same commands to pan, rotate and zoom with the camera as I do with the viewport. I'm used to doing this with either C4D, Maya, Modo, Max, etc... but in Blender It feels like a different workflow for those who are coming from other 3D applications. Is there anything that can be done about this either in the settings or through an addon?

You can position the camera at the current place you're look at in the viewport by pressing CTRL + ALT + Numpad 0

I don't know if theres a way to do that, but here's what I usually do.
*Open a new 3D view panel so you'd have two windows with the 3d view.
*In one panel, press 0 to go look trought the camera
*Now in the other panel you can move, rotate or whatever the camera and you'll see the results in the other window.
It's probably not as confortable as moving it directly but it's an option!


text:
Hair goes out of place when moving the armature!
So... The I have a rigged model with clothes and all, particle hair that follows the model, everything seemed to be okay until I moved the right arm!

If I reset the position everything goes back to place, but as soon as I move that arm in pose mode, those hairs go crazy. Everything else seems to be okay, I have the armature modifier avobe the particles, I don't know what to do, I'm actually pretty new to blender so It'd be awesome if someone could help ;v;

If you are new to Blender, go to page 4 in this scrapbook link here. https://docs.google.com/presentation/d/13UpIjJEE7Oa7x5BiMsjXGW5CGOTDF03-SocRYi4Babs There, you will find all the best playlists for absolute beginners wishing to learn 2.8x. They will pull you up fast on Blender and afterwards leave you with a swollen brain within short time. Page 5 is for those wishing to learn outdated version 2.7x.

You might want to visit Pinterest for boards on Blender. At Pinterest, there are TONS of gems for Blenderheads, stuff like alpha brushes, textures, nodes, addons, etc. Whenever I get stuck on topology during modeling, I always go to Pinterest where I find tons of topology ideas.

You should enter in weight paint mode and see if that arm is affecting other parts in the mesh


text:
getSceneList does not work
I'm trying to get a list of scenes in my .blend file.
bpy.ops.logic.getSceneList()

works once, but the second call throws an error that I don't understand.
    scenes = {sc.name: sc for sc in bpy.ops.logic.getSceneList()}

  File "/Applications/Blender/blender.app/Contents/Resources/2.79/scripts/modules/bpy/ops.py", line 189, in __call__
    ret = op_call(self.idname_py(), None, kw)
AttributeError: Calling operator "bpy.ops.logic.getSceneList" error, could not be found

Can anyone jump in and help me out? Thanks in advance!

Is this for the game engine?

I misunderstood how blender python works. Should have used BGE (Blender game engine)


text:
Boolean Modifier Issues (Engraving text on to a face)
So, what I am trying to do is engrave some numbers in to the side of a dice.
I have been following the tutorials that I can find which includes;
1) Converting my text objects in to a mesh
2) Applying the boolean to the dice and selecting the object.
Either 1 of 2 things happen, either the dice disappears, or nothing 'seamlessly' happens.
Can anyone shed some light on what basic step I may be missing?

Thank you again for your time!

You can manually join those indices mesh into one object and do the boolean again. It may help a little bit.

this worked okay for me. https://cdn.discordapp.com/attachments/387475783838466051/596601844961247272/unknown.png

You actually did what you wanted in the second picture, the old Text mesh is only still visible... you could delete it or hide it to see the results. Further notes on general good practice: After following Hikariztw's suggestion to join the text objects together first, which makes life way easier, you could try changing the solver to "Carve"... (in the modifier) takes a bit longer but is more accurate and less buggy most of the time. Also you could try to recalculate normals in edit mode for both objects (ctrl+N) –


text:
Too high contrast with pictures in video
Does anyone know if blender has settings on how images are converted into the video strip.
I made a vacation video h264 format with original videos and photos.
When I cast the video to the TV or watch it on pc then I notice the contrast of the still pictures seams all dailed up.
When scaling images on a video strip or when keeping the original size (which is a lot higher then the 1024p video. Still images shouldn't get some internal sharpening filter, it must be a Gaussian average filter.
Is there a place we can set that?


text:
DLOG-M color optimization
video editing
DJI drones have a recording format that seams a bit grayes to be better capture the full spectrum. Aanyone here tried to use blender to expand this color space ?
I'm sure blender can do this but I'm unsure what is the best approach to do it.


text:
VSE and image (slider effect, slideshow)
This year i want to make a video of all my vacation photo's and movies.
I wonder though if there is some kind of addon that would simplify the workflow of adding an image from transparent (or other video effects) to non transparent then after a second (or adjustable time) repeat it when adding the next image.  (as i have about 1200 pictures).


text:
spline node with randomized siblings (smooth end and start converge to a givven spline)
I am trying to get the following spline effect.
A group of splines (maybe starts from a grid), who follow a given spline but with some random offsets to the given spline. though this offset should be zero at the start and end of the given spline. So all the siblings (smoothly converge) at the end and start at the endpoint of the given spline. their randomization is thus larger at around the center
Or in other wordings, I have a master spline, and other splines are drawn around it, in a bit chaotic way (not just their normal distance but in essence the points which they go through are randomized between the start and end of the given spline, but in such a way that begin and endpoint there they go (slowly) from 0 then it randomizes more and then to 0 again at the end of the given spline.
To me it's for learning cause I don't know how to get it right.
Once I create instances, I don't seem to be able to randomize smoother spline's points close around the given spline, I don't have access to it (or I just don't understand that part of instances), even with a "realize" node it just won't work, and as seen in the image (not what I want I can fix an endpoint (but it seems just in the middle, and it's not smooth at all.
Ideally, it is possible to set a smooth transition using a 'vector curves node'.

Snap randomized copies to initial curve
Here is how I would approach it :

Generate copies of the guiding curve with randomized positions
Increase curve sampling if needed
Change start and end positions to match the guiding curve

Copies of guiding curve
Let's say your guiding curve is globally following the x-axis. You can easily spawn copies of the curve with a circle. I've displayed the circle on which I've spawned the curves just to help you understand visually :

There are tons of ways to randomize the position. My solution is especially suited if your guiding curve roughly travels along a line (here x-axis). Then it's only a matter of aligning the circle with that axis.
Snap ends of curves to guiding curve
At this point, each curve as the same number of control points as your initial guiding curve. If it's a bezier curve with 2 control points, then you would only be moving these control points. In our case, we can simply resample the curve (you could input the resolution of the guiding curve).
We now have a lot of control points, which we can Set Position. With the help of a Mix node, we can smoothly transition between the randomized position and the initial position.

Here I'm using a Color Ramp to encode which part of the curve we want to snap to the initial curve. Alternatively, you could use a Float Curve node.

Note that you can use other interpolation modes for your Color Ramp. The default linear probably won't suit your case, as it will create angles in your curves.
The Sample Curve here works as follows : for any Factor of our current randomized curve, we get the position of the guiding curve at the same Factor.

Final setup

My solution is especially bad if you want to retain the original number of control points.

That looks great, probaply the solution of what i want (i'd like it to be a bit more chaotic in the midle but i gues if the spline gets longer that will happen. i think though you solved the main issue i had with getting inside each instance of the various splines, by the looks. I'll test it next week. thanks !


text:
Wrong fps when importing footage
I use blender as my main video editor but I haven't used it since last summer, during which I was very pleased with it. Lately I tried using it again but it seems like it is not detecting that my footage (recorded with OBS in NVENC) is 60 frames per second. It instead shows 1000 fps with a .010 framerate base (idk what that means). Here's a screenshot of the situation
What does it mean? What could be causing this?
Thanks a whole bunch

Odd that it's showing 1000. Just click on the Custom button and select 60 FPS to change it, if that's what you want.

I did. But of course it just takes the same number of frames and streches it out into 60 fps so I get a slowed down footage with lots of redondant frames. It's like it truly reads 1000 fps in the video. Any other application tells me it 60 fps

Blender is confused by your codec, I suggest that you convert it to another media type, like a frame sequence? Or at least a less compressed format.

I tried importing some footage .. and assigning them to proxy when i tried playing back the footage with the proxy enabled it freezed on first frame .. the only way i could make it work is to use full render no proxy setting .. which basically defeated the purpose of creating a proxy in the first place.. Now i don't know if they have totally changed the way the VSE handles proxies in 2.79 as opposed to how it WORKED in 2.78.. but i would be bold enough to make a general statement that in 2.78 VSE works great.. in 2.79 its effectively broken..

Blender uses the same ffmpeg lib to make proxies, if it doesn't decode the codec that you are using then it won't make proxies either.


text:
Rendering Blender animations on a server: more RAM or faster CPU or both?
For my project Blender is used to take .STL files, and render a GIF animation (first - several jpg are created and then merged together in an animation).
This is all done using a server cron (daily). Obviously, I can't use GPU that can speed up things a lot.
I'm thinking about moving this blender-specific task out of the main server (so it won't make CPU nearly 100% while blender is working), so the application will work independently.
I'm using DigitalOcean for hosting, and it has standard droplets (like, containers or virtual machines) and optimized. Optimized has better CPUs (they are faster). But for the same price Standard droplet has more RAM.
So the question is: what is better for blender to work faster - to have more RAM with ordinary 2 or 4 vCPU (they have slower speed) and 4 or 8 Gb RAM, or better speed but for 2 vCPU and perhaps less amount of RAM (4 Gb)?
And how to optimize the server for blender speed? Any tips that can be applied in my server-related use case?

Similar question: https://blender.stackexchange.com/questions/95949/render-memory-usage-optimization/95951

I'm still new to blender so correct me if I'm wrong. But wouldn't it be more efficient to run it on your own computer with a good GPU? I thought CPU rendering was really poor. I'd imaging doing it over an internet connection would be even worse.

Of course, using GPU will help a lot. But when you deal with hundreds and thousands of files, doing all that manually is just not an option and should be automated. Thus, server is in use in my case, which doesn't have GPU, so I need to work with CPU instead. I do not do it over internet connection. Blender is installed on Ubuntu server in the cloud.

Note: I assumed that you are just running a single blender render instance on the system at the same time.
Depends on the complexity of you scenes. If these are rather simple scenes than not that much of RAM is needed. Adding more RAM will then not increase performance. More RAM will only increase performance when the machine is going to swap on disk.
If the complexity of the scenes are known, then the Amount of RAM can be received from blender easy (see top bar). Add some percentage slack and you will be fine.
If you still want to render more quick, then just add more CPU's. Blender is optimized to scale very well by just adding more CPU. It does not have noticeable overhead on memory.
Another way to increase performance is to optimize your scenes. There are a lot of topics and tutorials on area's where you can win speed.
So to answer short: Find RAM needed for the complexity of your scenes. Then just add more CPU's.

The scenes are rather small and simple (like, just a ring or a bracelet).

Is it better to have more mediocre vCPU or less but better vCPU?

That is something you should test. Technically there is a (very small) performance cost when comparing many smaller CPU's versus one larger CPU. It also depends on the average load of that system. It is better to have a less powerfull vCPU that is never idle, versus Larger vCPU's that can come idle more often. If that is worth it, depends on the price difference. In my opinion I would target for the smaller vcpu's and increase vCPU when needed. If you reach a boundary migrate to the larger vCPU's


text:
delete selected bones. Right click bug?
While in edit mode of my armature, whenever I right click the model window it pops up "delete selected bones" instead of letting me right click on the bone I want.
This started happening mid way thru a project is is highly irritating yet I have no clue how to toggle it off.
Any help would be appreciated.

You may have changed your key/mouse bindings. Have you tried resetting Blender to factory defaults?


text:
Png Textures Showing Black Mask when overlapping with other png textures
recently i've been wanting to sculpt a bird, so my first move was testing out feathers and noding them up. Everything was going great, the transparency was working the textures were working but when i started to use hair particle system, i saw that the png files masks where starting to show. After this i started to stack up 16 png textures and they even started to show the png mask. I dont know if there are anyways to fix this but if there is i would be thankful!
Problematic Picture:

Node Setup for Texture:

Also related https://blender.stackexchange.com/questions/73436/how-to-remove-black-box-from-my-cloud-cycles/73438#73438


text:
How do i remove images that are dragged onto an object?
at the moment i am modeling a Honda s2000 and setting up a render for it. However, i have accidentally dragged a blueprint of the car onto one of the pieces of the car and i don't know how to remove it. I cannot find it in the node editor or in the uv/image editor. Thank you to anyone who helps :D. This is the picture of my car's handle piece and you can see the blueprint printed over my carbon fibre material:

Don't worry guys i found it, if anyone has the same issue just go over to the textures tab and delete the dragged image!


text:
How to "straighten" a rigged character's head
So I have a playermodel that isn't in a t-pose, I managed to rig it with an autorigger, however the issue is that his head is turned slightly to the side around 20-30 degrees meaning he is stuck looking to the side when animated. Is there a way that I can use the bones to straighten out the character's head permanently so he looks forward?

Related: https://blender.stackexchange.com/questions/94050/how-can-i-keep-deformed-skinned-mesh-and-rigged-bones-after-scaling-them/94083#94083

You can try rotating the bone to be straight and then use Ctrl + A and select rotation to apply the current rotation as default/rest position,


text:
Weighted mesh doesn't animate when I import it to unity
I've made a model that is a single mesh for a head and attached it to an armature, the model doesn't have a body, it's just an object where a head would be. The idea behind this is so it can move this object around like a head would move, but it is just a floating object.
I used a child of constraint on the mesh to attach it to the head bone of the armature, however when I import it into unity and test it with a simple walking animation, it doesn't move. I'm not sure why this is, because when I use pose mode in blender and move the head bone, the entire mesh moves with it, but it just won't animate in unity.

You can't use blenders constarint system and expect unity to understand that. The only thing unity (or any othe game engine for that matter)  understands is a weigthed mesh and maybe shape keys. You need to create vertex groups and use the armature modifier.

This fixed my problem, had to learn how to use vertex groups and that sorted it. On a side note the animation I was testing it with wasn't importing properly, I imported the whole package and it worked after that.


text:
How change origin from object with collision area without change pivot area of collision?
Please look the pictures.

Have a explanation on the pics
Please help me if possible.its for spawn correct ragdoll object to position of the box.
Thanks

Try changing your collision bounds to be convex hull or mesh and see if the collisions work then.

The box is a character type i change to convex hull work bad the character its crazy very bad.my problem is when  endObject replace with a intanced group of rigodbodies its a ragdoll then  imstanced cant move origin too :/ the box origin in center.the instanced in botton made conflict to physics and distort mesh


text:
Every time I click an ico sphere appears
I have no idea what I clicked but every time I click on the screen an ico sphere appears. I don't want this. How do I get rid of it??

What do you meant "ico sphere". Please, provide some screenshot!

Maybe it's the 3D Cursor gizmo?

Maybe you accidentally added a shortcut to add icosphere (which is called by mouse click)...? Something similar happened to me once...

If you are using version 2.8 and if you are referring to the 3D Cursor, you can hide it in Overlays > 3D Cursor (uncheck).


text:
how to fix subsurf modifier deformity
I'm making a gun and one of the parts to it is not subsurf dividing correctly and creates this atrocity is there any way i can fix this? yes, i have tried loopcuts

See this https://blender.stackexchange.com/questions/142277/subdivision-problem-during-modeling/142281#142281

Blender will fill faces even where you don't want, so you need to correct your topology as explained by Dale Cieslak in his link


text:
detail not showing up from node editor
Hi I'm following the blender guru intermediate tutorial series and am on part 8 where he textures the anvil i am doing everything that he does but the added detail like the bump map just is not showing up on my mesh

Welcome, Case-F. The last node is not connected to the Mapping Node.

what do you mean


text:
Can't select vertex to use function "E". Function "E" Falling
I'm following this tutorial:
https://www.youtube.com/watch?v=JTIQ7KNM4XI
But when i do the function "E" (extrude) and stop and try to extrude again, it dosn't work correctly.

"...doesn't work correctly" isn't exactly specific. Care to elaborate? Please use the edit link below your question to add more information.

A possible cause for this might be that you have a vertex inbetween those you selected, that you did not select. If this is correct, then if you selected those vertices before extruding, the edge inbetween would not have been orange (An edge normally gets selected if you select the start and end vertices). If this inbetween vertex is very close or exactly on the vertices you selected you could try "remove doubles" to solve that and then try again...


text:
Is there any way to "apply" Vertex Group blend restriction on Shape keys?
I've got a model with driven Shape keys, many of which are restricted by vertex group blend (mostly left and right). They're modelled mirrored, duplicated and bound to vertex group.

Inside Blender it works fine, but borks out during export.
I'd like to "apply" the vertex group blend effect, so the final shape key is just data that is actually transformed.
Yes, I could manually make a "new shape from mix" for every key one by one, but they're already driven and it'd be extreme pain, as I have many models like this.
Hope there is an easier solution for this.

There is a way!  though done somewhat in reverse.
IN Edit Mode select all the vertex that you don't want to be effected by the shape keys.  press the W key (or vertex menu) and select Propagate to All Shapes.
Essentially what you are doing is, assuming the vertex group you want to apply to all the shape keys is the same vertex group, you can essentially take the inverse of that vertex group and apply it's vertex shapes to all the shape keys.  If you do need to use a different vertex group for each shape key, unfortunately this won't be as helpful.

informacion que cura, thank you

If you need to use a different vertex group for each shape key, duplicate the mesh using Shift+D, edit the shape keys, and then transfer the ones you need back to the original mesh.

Yes there is a way. Blender sort of has its own built in thing to handle this thing. The solution is similar to this: Shape keys and applying subdivision surface modifier
However because we are dealing with the mirror modifier it becomes trickier. I assume you want to export it because you are using it for your game or something (me too). But what you do is the following:
1.) Duplicate your mesh for each shape key (including basis), you can move the clones around to see them all at once
2.) For each shape key, set each shape key slider to 1 (just leave the basis one alone)
3.) For each shape key mesh, make sure your mirror modifier is not creating or destroying vertices. So make sure vertices are not colliding with the middle of the mirror when at full 1.0 because it would change the number of vertices and break this method. They can collide halfway but because we are going to be baking deformations at 1.0 that won't matter. The vertices in a shape key are allowed to go to the other side of the mirror modifier.
3.) For each shape key mesh do Convert To -> Mesh from Curve. This "bakes" out your model with the current deformations which of course takes into account your vertex blends, mirror, and subdivision if you are using it.
4.) Select all of your baked out shape key meshes with your basis as your last.
5.) Go to the basis mesh shape key panel and go "+" button -> Join As Shapes
6.) Voila. All of your shape keys should condense as their own respective sliders into your basis mesh. If one of them is missing it would be because they differ in vertex count meaning they collided or disconnected itself from the middle of the mirror modifier. Go back and fix it. You can just inspect each meshe and check at the top right details menu where it says how many vertices you have selected. Make sure they are all the same number.

The important thing is to preserve the exact number of vertices for each shape key deformed mesh. So I assume it would also work for other types of modifiers.

That's an interesting method, but it isn't quite what I asked for. There's no mirror modifier, just a symmetrical shape key, then restricted to Left or Right side.
If I was up for manual work, I could do it simpler by using the "New key from mix" option, just setting sliders one by one to 1, then making new key that would include only half of the movement.
The whole point was to find a method that will automatically do that for me.
Thank you for trying though!


text:
How can I make a tube with a certain shape?
I have the following shape in the 3 dimensions:

As I'm not sure how to properly express what I want to do, I'll try to do it in 3 (among 6) different ways that I can imagine it. I want to:

make a torus that will have the above shape
have the shape act as a skeleton for a torus
give volume to the shape (turning it into a "tube")

What I have found until now is this answer: How do you make a torus 'telescope' open?
Using that solution I end up with something like this:

It covers me almost perfectly except one minor detail. The object isn't a mesh that contains vertices/edges/faces. How can I make that happen?
Increasing the resolution below "Bevel" in Geometry, adds more detail obviously..but it is still treated as one, whole object and not as separate v/e/f.


text:
Mesh is invisible when game is played
I am building a game that is inside a sphere mesh but whenever I launch the game the sphere is invisible from the inside but is visible from the outside. I have already tried multiple fixes but the fixes I've tried involve them happening in Blender render or blender cycle which don't effect blender game.
It would be greatly appreciated if someone could help resolve this issue.

Invert the normals of the sphere so they point inwards

As you want to see the sphere always from the inside (and never from the outside) I suggest to flip the face normals.

select the sphere object
edit mode
w -> fFlip Normals (alternatively shift+ctrl+n)

Disabling Backface Culling is good on very thin objects that can be seen from both sides such as a sheet of paper, curtains, or leafs.

In the material properties under game setting was backface culling. That fixed the issue. I apologise for posting the question and then finding the answer.


text:
How do you start a complex polygon
I'm a beginner Blender user, and I'm sorry if this isn't the way to ask the question or if I'm even allowed to ask this question.
 I do have a little experience with Inventor, enough so to be able to make the item I am trying to make currently, but not enough to be called a pro.
So here's the shape in question:

I'm trying to get the really dark purple part, I can figure out sizing the pieces, but I don't know how to start the edges from a cube or plane without just making a cube and making all the shapes and boolean difference them out
I get that you are supposed to start with primitive shapes and go from there, but as mentioned earlier I can't figure out how to get a primitive shape to fit the middle.

maybe take a look at some floral ornament tutorials on youtube, it will help

If you don't think there is a fitting primitive, then don't start with one. I would simply start adding a few faces along the contours.

As your object is kinda flat with no overlaps here is how I would proceed:
I would create a cube merge all its vertices at center (select all the vertices and hit M -> at center) so I get only one vertex. Load a picture of the object I wanted to create as a reference (shift+a -> image -> reference) go to top view (numpad 7) draw the outline of the object (select your vertex and hit ctrl + right click to extrude your vertex where you are pointing with your mouse) fill the shape with quad (select 4 vertices and hit F) extrude the 2D shape, add a subdivision surface and shade it smooth.
Add some geometry where you want some crease and slide the geometry (hit GG to slide vertices along the edges) to get something similar to your reference (see picture 2). If you struggle with subdivision surface modeling you can apply the subdivision surface and jump into sculpting mode to create your desired shape on top of your rough shape. The crease, flatten, grab and smooth brush will be really handy. Finally you can make a bit of retopology if you need something clean with a decent amount of vertices.
Here is a quick sketch of the different steps (from left to right: create the outline / extrude and fill it / add detail and slide vertices / refine your shape in sculpt mode)

You can use the poly build tool https://oldetinkererstudio.com/poly-build-tool-blender-2-8-quick-tip/


text:
Imported object into unity lighting not working correctly
So the jist of it is I'm trying to get a toon shader to work on imported object from blender, I get this terrible looking jagged lighting in unity.
( the left tombstone ignore the one on the right )And I dont think it is the shader because I will put the default surface shader in unity on the object with the same jagged result.
I've talked with both unity and blender people and haven't been able to resolve it. From what people tell me the normals are all correct on the model.

I've played with smoothing and auto smooth in blender but the top image is the best result I have gotten.
The import settings in unity dont seem to help much either. The top image set to the following import settings.

And setting the Normals to Import gives me this.

I dont know if this is the right place to post this but like I said I have a feeling (With my limited knowledge of unity and blender) that this is a blender/ import issue because the official unity surface shader gives the same result.
Any help, links or advice on how to get that jagged lighting to be smooth is greatly appreciated

Did you UV map the model before exporting?

Yes I did a Smart UV Project with default settings.

Went through a video of manually unwraping with marking seams and that didn't change anything either

Real-time lighting and toon shading are both very dependent on mesh geometry since smooth shading only applies to shading with vertex normals and not raytraced shadow calculation that only accounts for vertex positions. With toon shader you are going to need more subdivisions on curved surfaces.
So now you have a 180 degree arc expressed in 5 edges. Try making the arc with 9 or 19 subdivisions and you will see the quality improve.


text:
Mirrored pose problem (IK goes crazy)
I have a problem when I try to mirror my run animation, the IK bones on the foot go completely out of control on the mirrored portion of my animation.
The white keyframes are what I copied, and the yellow are the keyframes are the ones I pasted with (shift ctrl V)

The IK bones go completely out of control in the mirrored portion of the animation.
I used sebastian lague's amazing rigging video
https://www.youtube.com/watch?v=Q9f-WVs3ghI

Can you upload your blender file so we can have a better look for this issue.

Yes here it is sorry for the delay

After take a look into your Blender's file. I think that your problem is about your Leg Control bones aren't have the same local rotation in edit mode. So whenever you do mirror paste, your bone will move at wrong direction.
How to fix it:

Select your armature then press TAB to enter Edit Mode
Select both of your Leg Control bones then press CTRL + N and choose Global + Z Axis

Back to Pose Mode and do your mirror paste, the rig is working perfectly now.

P/S: You must re-animate your animation, because after reset rotation, your armature doesn't work correctly with current animation. Here is your file after i fix it. Sorry about my bad english, hope someone could edit this :(

You are a life saver thank you very much. and your English is just fine :)

You're welcome.

I don't think this is just a coincidence. (I came here also from Sebastian's channel!)
The answer from Ryo is saved me, but I just want to make an update for some of like me. I use Blender 2.8 on macOS and shortcut here is Shift+n.
Also the rig in original question is not the same as in tutorial.
So to make this work I had to recalculate roll for bones : Leg.L, Leg.R, Toe.L, Toe.R, LegIK.L and LegIK.R. Only after these steps it works.


text:
How can I make a UV like this?
Look, I have this model:

And I'm just trying to make a UV like this (the landscapes):

I already have the two textures, which are these:

The mesh is just too complex for making a UV, I tried but finally gave up, isn't there an easy form to do this? It needs to be, these games are really old.

As far as I can tell the simplest way to do it is would be to use Unwrap - Reset with your mesh simplified to a single quad per UV tile and then add more model detail after, you should keep in mind those devs worked with pretty low poly models so they probably used something pretty similar.
I don't think there's any easier way than this possible in Blender, other than standard unwrap/projecting & manually alligning things. It would be pretty sweet if there was a way to stretch the UV selection to fit the border of the tile though, in that case you could just split your mesh UVs into islands for each texture tile.
This might be of relevance to you: https://blenderartists.org/t/project-uv-coordinates-from-low-poly-mesh/629378/5

thank you so much for your answer!, I will keep in mind everything you told me :)


text:
Convert a Normal Curve to NURB with less control points/Curve points
I have a Human spine cross section image and I am trying to develop it's 2D surface model in blender as I feel its more flexible than CAD design software( Solid Works, Solid Edge etc).
I have data table of around 12000 points (X and Y). How can I create a NURB curve minimizing the number of Control/Curve points. The reason why I cant go with the Bezier is the flexibility NURBS offers and the end goal is to model the complete spine of human and analyze for stresses and strains.

It is unclear what your input image looks like and the data table you mentioned. As nurbs is involved it needs custom python scripting. does https://blender.stackexchange.com/questions/72754/how-to-convert-a-mesh-model-to-a-curve-surface help?

Is this what you are looking for?


text:
how to generate an animation of a plane & its normal map out of image and its normal map
I have an 2D color image(added it as a texture to a plane) & its relevant normal map.
i'd like to create an animation of a camera going around, as an output i want the rendered color image and its rendered normal map.

i used the Principled BSDF Node to add the texture & normal map as a material to a plane.
i created the curve of the animation as set the camera pose properly.
the color image animation is correctly rendered, but normal map is not. please help.

Thanks


text:
wireframe in 2.8
In 2.8 Wireframe mode is so horrible. Is there a way to get that old wireframe mode?
It is now so difficult to distinguish two overlapped meshes in wireframe mode. Because in 2.8 it's like a half transparent thing or a semisolid thing. I need to set to the early kind of wireframe mode. Is there any way to do that in 2.8?

Can you try explaining your question briefly or add some images?

Capture.png
https://drive.google.com/file/d/1OCOd6qEFjCAegtQTP9OEm8YsP_g9owtF/view?usp=sharing
Capture2.png
https://drive.google.com/open?id=1ptsDqERPUi4uqpbHPE2fceACaZ7NFFkQ

@Yash Please visit the images above.In the first figure You can see a plane highlighted(which is actually is inside the building). But when I select the building, the plane inside the building is not view able

Are you saying that the edges are blurred in 2.8 and it was clearer in 2.79.

Yes. May be there are something I really want to do something to get that in 2.8.

Try Decreasing X-ray Opacity,
Click on Shading Drop Down,

You will see X-ray Bar,

Take it to 0.000

Now edges(wires) are much darker.
I know it does not do much work, but it is this according to me.

I fixed it. I enabled 'show hidden wire' option in overlays drop down menu. So I got the old wire frame mode. Thank you so much for replying

@Finisoft I didn't find any option like 'show hidden wire', can you add an image of that option so others can also enable it! ;)

https://drive.google.com/open?id=1QIvKiirGE4-3Pm74ooxiga1zqP6Z6VZ4

watch the image above

The "hidden wire" option is missing in 2.82. For anyone wondering you need to unfold the viewport shading options instead and turn on X-Ray with a value of 0 (What Yash said)