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Trouble exporting FBX files
I'm pretty new to Blender and have been working with a model (Rain) that I'm trying to export as an FBX with textures and animations. Blender freezes for 3-4 minutes while exporting the FBX, then the resulting FBX file throws a 'corrupted file' error when trying to load into a viewer. Any hints on what I may be doing wrong?
Thanks!

Hello, could you include your file/screenshots of the issue?

Could be something to do with this: .fbx export why there are no materials or textures plus the fact that the Rain model uses some pretty complicated animation code which the FBX format probably can't handle.

so what format should we export the file in ,if it complicated animations like rain? @john.

I've no idea to be honest. I doubt it was ever intended to be exported as it was originally created for one of Blender's own rendered videos.

Thanks for the responses/suggestions. After working on this a bit more, I found a few suggestions for FBX exporter settings: Armature > enable 'only deform bones', disable 'add leaf bones'. Bake Animation > enable 'NLA Strips' and 'All Actions'. This significantly reduced the export time, but the file still crashes in AutoDesk FBX Review. I decided to import it into the program that I actually need to use it in, touchDesigner and it imports with animation and some textures. Still trying to figure out why some textures are not importing...trying to figure out how to add screen shots here..


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If we have half hollow head, how to sculpt the other half in blender
I am new to blender and currently using blender 4.0. After making 2-3 head sculpts, I thought of making a head sculpt using the Face builder option. After making it, I realised that the face doesn’t look the same from both sides, so I separated half of the suitable face and duplicated and applied mirror option alongside x-axis, and joined both of them. Later, I observed many holes and overlapping in the final one, so I decided to sculpt the minor details, but couldn’t work. Then I thought that there could be a method in blender, that if you have a half hollow head sculpt, how to sculpt the other half. Please help me!

Can't you use the Mirror Modifier with the Merge option turned on?

source: Stack Exchange

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

sort: votes


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Can't "Copy Data Path". How do I fix it?
This is my first time using blender and I was trying to setup a driving system for FK/IK Switch for the arms but when I tried to copy data path for the Main bone, I couldnt?
This is what my screen looks like currently:

I've tried turning on python tool tips as well as tried installing python to my computer. I have also tried deleting and creating a new custom property for the bone as well

Nevermind I realized I cant place a custom property like that on my bones. I had to attach it to my armature.

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


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Is it possible to make a texture map that controls where shadows appear? And can I use that same map to display stylized dynamic shadows?
I'm making a low poly character (think like a mixture between a psp character and a character model from final fantasy 8) that makes it difficult to display rendered shadows without it looking Jank as hell. So I wanted to know if I can make a special map that displays intentionally made shadows depending on the rotation of the camera? I also kind of wanted to make the character with a style similar to that of Sonic riders if you ever saw the opening for it, (with the cross hatching shadows and such, I'll post a link to the opening)https://youtu.be/3dYgTNOjsI8?si=g8V9jLxfRxX5_qtO

You have better chances of getting a answers if all of the information is visible in this page, instead of asking users to visit links just to understand your question. Please use the [edit] link at the bottom of your question (https://i.sstatic.net/vHwEx.png) and use the tools on the site to upload images directly. See: How to upload an image to a post?.

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


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Seperating an object
I am quite new to blender so it's a search for advice rather than an issue.
So, I'm creating a computer mouse, and I want to separate the sides from the main body, however, I do not know how to do it.
After some research I found the Bisect tool, however, that leaves me with triangle faces on top and then one large face (highlighted).
Is there a better way to do this?
Are the triangles that big of a problem? (It will be used for 3d printing not animation or rendering)
Is there an automatic way of separating that large face to match the rest of the body?
Any advice would be much appreciated.

Actually it's always better to work with as few polygons as possible and only add geometry when you're glad with the general shape, but it may not be a problem here if you don't plan to change your object later, so you could leave it as it is

I see, I thought there might be problems with having such a large face and triangles. Unfortunately, I would also want to do some more editing e.g. add a stick that's facing out of the side that can be inserted into the main body

it depends on your final goal, is it made to print, or is it for an image/animation? etc... For your stick you can simply use boolean to add it

Select the faces of the mesh you want to seperate. Hit P key in the keyboard. That seperates the mesh from the main object and leave you with 2 object. Tab out of edit mode and you will have side as a different object.


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Modeling Eyelid for animation
That's my first post so first of all - Hello everybody.
I am creating a simple cartoon character and I am stuck at one thing - eyelid for a specific shape of the eye just like in the attached image. Eyes are separated from the body because I want to animate them occasionally outside of it. I can't figure out how to model eyelids that can be fully closed from top to bottom.
Thanks for any tip.

hello, could you please elaborate a bit? what does "how to model eyelids" means? do you mean what kind of shape you could give to the eyelids? do you plan to always display the eyelid? etc...


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Ambient occlusion texture baking shadows too dark
When I bake my object using a blank image texture, dark patches appear in the middle of the torso and legs region after baking with bake type: ambient occlusion.
This question is similar to this one : Ambient Occlusion Bake Too Dark On Some Meshes on Blender 2.8
but I followed the accepted answer i.e. flipped all the normals but still the Baking is not correct.
screenshots below:

I'm using Blender version: 2.92.0

CPU device capabilities: SSE2 SSE3 SSE41 AVX AVX2
OpenCL device capabilities: No OpenCL platforms found
CUDA device capabilities: No CUDA device found

I think the issue is that my UV wrapping is too crowded?
I'm new to Blender and am following this youtube cowboy texturing tutorial. In the video they are using an old version of Blender.

You have a collection called "archive" where you probably have older versions and backup copies. The objects are only hidden in the viewport ("eye" icon) but are rendered and thus affect the texture baking result. Uncheck the checkbox of the collection to prevent rendering of the objects it contains. Alternatively, you can enable the render restriction ("camera" icon) and turn off rendering like the viewport visibility. https://i.sstatic.net/0tr7x.jpg Use the filter in the top right corner to enable it.

Thanks! it got baked perfectly after unchecking the "archive" collection


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Why is my model reflecting light like this?
I was doing simple model but when i extruded some parts they started to reflect light very  strangely. Any ideas why?

Could you show a view of the model in edit mode so we can see the mesh?

That image is the rendered view so shadows will depend a lot on the lighting. What does it look like in solid mode?

This issue must have occurred due to shade smooth. This issue is quite common. All you have to do is go into object properties -> Normals -> AutoSmooth


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Edge coloring hierarchy
my problem is when I'm doing complex project for some game I have to do few things in one edge which is mostly: edge sharp, edge seam and edge bevel weight, sometime after check all sharp edges i'm doing bevel and seams at the same time but blender is showing only one color (blender hierarchy is: 1. Seams [red] 2. Bevel weight [dark blue] 3. Sharp edges [light blue]) and It would be really helpfull to be able to change that hierarchy for like few hours and than change again. Been looking for that setting in properties but found only option for changing a color for one operation.
Best regards

I don't think you can change the hierarchy. Best option is probably to turn the display of each overlay edge type on and off by adding it to the quick menu.

@JohnEason this is actually a perfect sollution thanks a lot for help!

No problem. I'll rustle up an answer with images shortly.

You can't change the hierarchy, but you can add the option to turn the display on and off on the quick menu.

Bring up the overlay menu.
Right-click on a display option (in this case Sharp) and
Select Add to Quick favorites.

I'm using Hardops, hence all the menu entries shown below, but normally pressing Q will just bring up the quick menu and you can turn the displays on and off from there.


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how to separate the sculpting layer as a different object in blender?
i have sculpted a dragon now i have applied some texture/alpha like curly horns,skins using brush on whole body of a dragon, now i want that extra texture which i applied as a different object or layer. so that i can independently edit both of them. if i can hide the texture , i want to see only original dragon body or vice versa. that's what i want.

There aren't sculpting layers in Blender like those in ZBrush, probably yet. You can workaround this by using shapekeys (setting value of key to 1, then sculpting), but that should be done before sculpting

If you have applied these directly to your base mesh you will not be able to separate them.  The closest you can get to what you want is to use the multires modifier which will allow you to sculpt different levels of detail at different resolutions.


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Zooming out makes image disappear in shader
I followed Jonathan Kron's tutorial on creating an LED-display shader. It basically multiplies together your desired image with a grid of little RGB images. It looks great when zoomed in, but when the camera / 3D view zooms out, the "lit" LEDs disappear (shader graph at the bottom):

I would expect that they'd still be viewable, just a little more dim. To my surprise, this problem does not happen when I change the color of the "LED image" from red to green:

Why does this happen? How can I keep the red color showing when the camera / 3D view zooms out?

Maybe due to aliasing, the LED texture at this scale becomes completely green?

Your led-check.png image doesn't have any Texture Coordinates connected so it will default to using UVs while the other images use Generated.
I don't see how that could cause the texture to disappear at a distance, but it was the first thing that jumped out at me from your screenshot.

Also, the keyframed Fac of the Color Mix node is a negative value, that could cause some unexpected behaviour.

@gcs_dev thanks those are both good guesses; unfortunately, fixing those does not solve the problem

@MarkusvonBroady I tried playing with the values in Preferences > Viewport but unfortunately, none of them seemed to affect it.

Are the 'x' or 'check' images themselves striped? My guess is somewhere, downsampling is going out of phase, sampling only the black stripes. I've made a procedural version of the screen-filter, so not using your led-rgb.png, and it's working OK.

This may have to do with the downsampling of the filter ('led-rgb') image.. I've made a node-group which makes the 'Trinitron' filter procedurally, instead:

By wrapping the scaled UV space into 0-1 cycles, it produces square UV tiles, 0-1 per tile. ('in-pixel UV')
By subtracting that from the smooth UV, we get a per-tile UV coordinate, at scale. That's scaled back down to an overall 0-1 to look up the color in the image(s). ('pixellated UV')
The 'in-pixel UV' X generates R,G and B strips per square tile, using the color ramp
The 'in-pixel UV' X,mod(1/3), and Y, are compared to 0 to generate black bars between the RGB strips, and the tiles. ('X Bar' and 'Y Bar')
The X Bars, Y Bars, and RGB strips are multiplied with the image to be depicted.

With this effect:

Used with solid green and red logos, it seems to stand up to Level-of-Detail resampling OK:

This works great, although "wrap" seems to be missing from my math node, so "modulo" worked alright.

Hi, @Benjamin! Thanks! Sorry, yes. That's Vector Math > Wrap, there in 2.8x. The only reason to use it is that it's an all-positive sawtooth, where Modulo dips into the negative with numerators below 0. 'Generated' never does, so that's OK, here.

@batFINGER Thanks! I guess we .. er.. I, have to be of a  certain age....

Throw this I in too. Huge blast from past seeing Trinitron together with  the RGB colorramp.  Wonder what the age is that the q Who or what is Trinitron? rings no bells.


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Backside of object will not get dark, why not?
I put only one spotlight to the left side of my photo setup and the ambience light (world) is set to full black. Ambient occlusion is at 0.33 and 120 m distance. Why does my object get light from the right side, when it should be almost black, similar to the preview in layout mode? There is no light coming from the right. I tried all types of nodes as described in similar questions here on this site but nothing comes near to the desired effect. I'm using version 2.9.2.

are you sure your other lights are disabled for render? in the Outliner dropdown menu, enable the camera icon to check. If it's not the problem, it may be the indirect light even though it seems a bit strong...

please provide blend file so we can check it out,because what moonboots already mentioned is totally right, but we cannot see on your screenshot because of your settings the screenshot doesn't show whether it will be rendered or not

This shadow cannot be made if there is no light source at back side of the chair.

And given that there are multiple lights in your collection, I think you deactivated viewport visibility(Eye icon) only. Click the Filter icon, and click the "Camera" button to see render visibility.
If it's on, object will be seen in the render. Turn off the "Camera" button to disalbe the light in render.

2D Snubby, you saved my day! This was exactly the problem I faced and now i could solve it the way you showed me. Thanks a lot!


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Texture gets reduced or flattened at object corner and part of an object
The texture I applied gets (1) reduced or flattened at the corner area of the backrest, where the corner faces the camera. And it gets (2) reduced or flattened at about one fourth of the armrest facing the camera. How can I avoid this?

have you checked the UV?

What can I do / should I do with the UV?

maybe pack your image and share your file: https://pasteall.org/blend/

Sorry, the file is 1.04 GB big and it doesn't let me do any changes, because my Blender always crashes (also with older files) since two hours ago. So I cannot make it smaller. PasteAll needs a file smaller than 24 MB. What can I do to prevent these shutdowns? Should I reinstall Blender?

or don't pack the images and just share the object so that we can check the UVs?

The error doesn't occur after I copied the object into a new Blender file. The mapping is perfect on all surfaces. Why does this happen?

hard to say, again, please share your file

Hello moonboots, I uploaded a test version with only one chair to pasteall.org. The problem doesn't occur in this one but the UV/mapping settings are the same as in my primary file. How do you get my upload?/Users/gaborlengyel/Desktop/Blender_Sessel_Test_UV_upload_2021-04-11_1055.png.    https://pasteall.org/blend/4e87bc9466e6485f95ed45471f7c7640

yes weird because it doesn't seem to be any problem in the file you share, if you put a grid texture it seems to project correctly (a bit stretched, that's all)


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Unwrap goes crazy when I try to texture paint
I'll apologize for asking this question up front, since everybody except me seems to get it, but all the tutorials I've found work with simple maps, and I am completely lost.  I'm a forensic pathologist, and I'm trying to use blender 3 to demonstrate injuries.  In this case there's a gunshot wound through the head, illustrated with a simple arrow, and incisions on the arms.
I'm trying to draw the incisions in the arms as simple red lines.
So, I have a human mesh generated in Makehuman.  It's rigged, if that makes a difference. It has a mapped texture, and the map makes sense (of course):

I go into edit mode, choose all the vertices, and open up the UV window where I usually show my camera view...

Now I choose the "Smart UV Project" option:

I use the default options, since I don't really know what they do -- but I randomly changed all of them and the results were different but not any better.
This results in the map being broken up and apparently thrown around randomly:

As an aside, I also just tried "UV unwrap."  When I did that,the major part of the map stayed the way it was, but a number of small maps in the upper right corner got big and/or ended up all over the place.
I thought "this can't be right," but I decided to try to texture paint anyway, just to see what happened.  The answer was that the mesh reflected the wacky map and the brush didn't change anything, so I couldn't paint regardless:

So now I figure I'm at the end of a cascade of doing things wrong, but I'm pretty much at a loss.
Any help or pointers to a tutorial that addresses this would be greatly appreciated.
Thanks in advance!

What exactly do you want to do? The character model that you have is already UV unwrapped and textured. So I wonder why you want to do this again. If you just want  to paint on the model (tattoos, wounds, markers) you can do this in the Shader Editor. Use a new image and mix it with the skin texture.

You not need unwrap the mesh for paint, import the model again and on paint options add new Base Color Texture, and paint it over.

Yep, y'all nailed it.  Thank you for the speedy and spot on help.  See my reply to SlickRed  below.

I don't think there is any need for you to unwrap the model (using either Smart UV project OR unwrap). From your screenshots, it looks like the human model you have comes with a perfectly serviceable UV map that can be used for texture painting.
You should therefore be able to apply texture painting by setting up a material as follows:

This set up will use the UV map that comes with the model.
Use the Image Texture node to create a new texture, then switch to Texture Painting and select the new image you created to start painting.
It also looks like your model comes with a pre-existing texture for the skin. (Apologies, I'm not familiar with Makehuman).
You will likely therefore want to set-up your material so that it ADDS color on top of the pre-existing texture.
Something like this:

This was perfect.  Thanks.  I still can't find a tutorial that shows this.  The only change I made was that it works better with "color" as the mixing criterion rather than "add."  When I opened up the human texture from makehuman it was a little confusing, mostly because of all the nodes dealing with subsurface scattering.  It took me awhile to parse it.

Glad to help :) Yeah trying to make sense of an existing node-tree when you're new to material nodes can be a real headache. The main inputs on the principled BSDF shader that are used 95% of the time are Color, Metallic (either 1 or 0), Roughness and Normal. Roughness determines how shiny (or 'glossy') a material is (i.e. a mirror would have 0 roughness). Normal maps (connected to the Normal input) are used to 'fake' surface level details such as bumps/creases. The SSS nodes you referenced are used to add realism to the flesh, but are probably not required for your use case.


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Stop append deleting string variable when click to add more objects string list
This may be a simple thing to do but this what I have got
import bpy

selection_names = []

for obj in bpy.context.selected_objects:
    selection_names.append(obj.name)

print(selection_names)

it comes up with ['Cube.001', 'Cube.004', 'Cube.004', 'Cube.007', 'Cube.008', 'Cube.009']
if I do it again without selecting objects it comes up with this
[ ]
As if I hadn't added anything to the selection_names.
I'd like it to add more objects when I select more objects

it is exactly right as you describe it. If you select objects, they will be printed if you run your script. If you don't select anything, it will print [] - which means, the list is empty because you didn't select anything. Maybe you wanna change/improve your question what you really mean!?

or maybe you wanna delete selection_names = [] because this resets your list.

Your code is clearing selection_names = [] every time you run it.


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Material disappears when applied to part of the object
When I make the material and I choose a part of the project to give the material to it disappears. See the video. What is the solution?

Hi. While videos can be good, ideally all question content should be in the question body, in the form of good descriptions of the issue and images. Thanks.

It looks like the normals of the faces which have the second and third material applied to them are inverted. There is an option in each material panel which enables Backface Culling. If this is checked then faces with inverted normals will become invisible when viewing those faces from the outside. So check in the Materials > Settings > Backface Culling. If the faces do have inverted normals you can correct them  by selecting the mesh in edit mode and open the Mesh menu > Normals > Recalculate Outside.

It’s the same problem, but on Blender version 2.8 there is no problem and I don’t understand anything

I watched your video again and you are correct, there is no reason why faces with the iris and pupil materials should be like that. If you look carefully, when you are in viewport shading solid mode the moment you apply the iris material the shading of the selected faces change and the same thing happens when you apply the pupil material ! And when you switch to material preview mode those faces disappear as if the normals were flipped and you have Backface Culling enabled. A mystery. Perhaps upload the .blend file for others to check. https://blend-exchange.giantcowfilms.com/help/

Edit above comment to say : the faces "disappear" while you are still in Solid shading mode even before switching to Material Preview mode.

@3fingeredfrog I actually shared the file with another person and the material was a very normal work and I don’t know what it is


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Can I use features like "Use count" in Collection Instance?
Enable Particle > Render > Use Count
And on the this image I set
Cube: 2
Cone: 3
Sphere: 21

Is it possible to set this in Geo node?

you can use the instance index to pick which instances goes on which point. this could be used to set a number of each instance.


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Weight Paint Problems
Link to the file
I'm pretty new to blender. When I use keep parent automatic weights, somehow the bone on the neck has some weight on its right finger. But when I erase the weight paint, the bone for the head has some weight paint on the same place. And the weird thing is when I erase the weight paint from the head bone, it appears again at the same place for the neck bone. I don't know how to solve this.

So the neck-bone has weight pain on its right hand.

And then I erase it

When I select the head-bone, there is also weight paint on its right hand

I erase it as well.

But it appears at the same place for the neck-bone again!

Disable the Auto Normalize option and paint:

Also do you really need so many polygons? I won't make the animation easy, you'd better give your character object a Subdivision Surface modifier

It works! Thank you so much! I am using the multires modifier because it is easier to sculpt. Do you have any recommendations of making a model or some ways to make a model with fewer polygons?

create a low-poly object, use a Subdivision Surface modifier to make it rounder, don't apply the modifier, put it under the Armature modifier. With your current object you could try a Ctrl E > Un-Subdivide, and tweak the Iterations value in the Operator box (try 6), then give it the Subdivision Surface modifier (with a level of 2)

Got it, thank you so much!


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Backface culling/selection
How do I toggle between backface selection and camera based selection? I mean when I'm in edit mode if I drag-box-select I can only select faces that are facing the camera. I know that if I switch to wireframe I can select everything at once. But I almost never need camera based selection, it's useless to me. So I want to be able to disable camera based selection and not have to switch to wireframe every time. Usually in other software there is a checkbox somewhere for this, but I can't find it in Blender.
So far this has been my biggest issue. Any ideas?

This "checkbox" is next to wireframe mode button (left side).

@vklidu can you please tell me what it's called? or send me a documentation link or something? I can't find it. The wireframe button is up right corner next to other shading mods and an I can't find the option there. Thanks


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What is this sub object mode addon in the pic?

I've been looking for this for a long time so that I'm able to select my sub-object modes by holding a button like I do in Maya.
I saw this video that is using this but I have no idea what addon it is? Does anyone know?
Thanks

It is called MACHIN3tools. You can find it here: https://gumroad.com/l/machin3tools


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Code to toggle viewport display material alpha
I'm new and I'm trying to learn how to make a toggle for the alpha channel of of the viewport display material so that I can set a shortcut on it. I can't do that by normal means it seems. So I'm trying to make a script for it. I already know how to make an addon. I know how to do something like this in Maya but I can't figure it out here in Blender!
What would be the line of code I should use to make this happen? I'd like to toggle between a value of 0.2 and 1 with the said command.
This is the attribute in question:
bpy.context.object.active_material.diffuse_color[3]
Thanks!

You would have to implement an Operator for a shortcut. I'd suggest ask for the alpha value and set it based on a certain condition. Following example is based on our famous operator_simple.py template that comes with Blender (Text Editor > Templates > Python > Operator Simple):
class SimpleOperator(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "object.simple_operator"
    bl_label = "Simple Object Operator"

    @classmethod
    def poll(cls, context):
        return context.active_object.active_material is not None

    def execute(self, context):
        # Get viewport display color
        diff_clr = context.object.active_material.diffuse_color
        # Get the alpha component and set it
        if diff_clr[3] == 1.0:
            diff_clr[3] = 0.2
        else:
            diff_clr[3] = 1.0

        return {'FINISHED'}

How to implement the shortcut: Create keyboard shortcut for an operator using python?


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Embedding a sphere within a hemisphere
I am new to Blender and would like to create a model for my chemistry students where I show a section of a 2s orbital. Basically this means creating a fuzzy sphere of one color embedded at the center of a fuzzy hemisphere of a different color. I tried to create a UV sphere, apply subsurf, and smooth for the inner sphere. I then duplicated this sphere and scaled it up for the outer sphere. Afterward, I cut off half the outer sphere and now have the inner sphere sitting in the middle of a hollow hemisphere. I just wish I knew how to close the gap between the edge of the hemisphere and the inner sphere, and have the two objects be blurry/fuzzy with different colors.
Thank you for thinking about this and any suggestions you could offer.
Das
Tags

Boolean difference modifier
A boolean difference modifier will do this for us. Simply need the two spheres and a "chopping block" object.

Two UV spheres, smaller in larger.  Use the cube as a difference boolean modifier target to cut away from the outer.
The cube is displayed as a wireframe, and can be hidden from render (and or viewport)
Could also use the inner to "core" out the slot.

Can transform, or change the chopping "cube" to for example a spin modifier created cylinder to animate a reveal.
How to use a mesh to reveal an object
Re a blurry material see
material issue - how to make blurry/emissive material?
Related
Create a sphere with multiple layers and a chunk cut out showing them

Thank you so much! This is incredibly helpful.

I was able to do what I wanted by using your suggestion of Boolean operator. I was curious, though, as to what you meant by using the inner to core out the slot (as an alternative approach). How might I do that? Thank you.

Not alternative, in addition to. Like taking stone out of peach half. Indents the  small sphere hemisphere dent  into large hemisphere  Not having wireframe sphere in hole prob would have made second image better.

Thank you again for helping me with this. I understand the objective of cutting out a hemisphere shaped dent with the smaller sphere into the larger hemisphere but still trying to understand how to execute this particular operation. Does this mean cutting into the outer hemisphere with the smaller sphere using Boolean difference? I already got what I needed by using the cube as a Boolean cutting object but would like to learn how to put dents,such as in this example, just for the sake of knowing how to do it.

Select the outer hemisphere, enter edit mode, enter face select mode (3), select all (A), right click and select "extrude faces along normals". Move the mouse up or down (whatever is inward for you) until the edges "fill in" enough inwards. If you want to do this in a non destructive fashion, you can apply a "Solidify" modifier to the large hemisphere. I think the default direction is inwards anyway, just change the thickness value to what you need.

If the OP wants a flat rim.. maybe chuck in an Autosmooth?

Yeah, or add a couple of supporting loop cuts (if extruding), or after applying modifier.

Wow! Didn't know I could do that! Thank you!


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bevel doesn't work right
Im using last version of blender and when I want to bevel, blender does this:

instead of this: (make it manually)

so maybe this happens because I have my configurations wrong but I don't know how to turn it as default (if thats the reason)
Someone knows how to make the bevel work normal?
WITHOUT MODIFIER! JUST WITH THE BEVEL TOOL IN EDIT MODE!

if you press n and go to:
item -> transform -> scale
can you see if the scale is all 1?
for example scale is all 1

if it is not all 1, for example, if it is something like (4, 1, 0), it is not all 1

if this is the case, this might help: go into object mode, select the object that is causing the error, Press ctrl+A, and then choose Scale

now check to see if the scale is now is all 1. If it is try beveling again.
I hope this helps
if it does not work. Do you happen to have other modifiers or connections to other objects that might be changing the scale of the object?

with all 1, the bevel works but i lose the structure of the object, I mean that if I can make a bevel which doesn't care about the scale of the object, because if I make the bevel in with all 1 and scale it back to the structure I want, the bevel also its scaled

If the object scale was not all 1, setting the scale to all 1 manually should cause the object to deform. However, if you select the object and press ctrl+a you can apply the scaling. this will set the scaling to all 1 and retain the structure of the object.

ok my fault, Thanks!!


text:
Select objects with name sequence
I'm trying to organize a big scene file where some objects has this name (small sample) "US40.004, US40.005, US41.001, US51.006" or even possible for the names to be like this "US-009.009, US-009.010, US-015, US-016" as you can see the names are incremental or in sequence, and then I have some other objects with the name "USA, USDOT"
On my script I ask to select all the objects with "US" in their names but it select also the "USA, USDOT" which I don't want then to be selected.
Is there a way to tell the script to focus on selecting the objects that has US plus the sequence?
I hope this makes sense.
Here is my code so far:
import bpy

params = ["US", "US-"]

for obj in bpy.context.scene.objects:
    if any(x in obj.name for x in params):
        obj.select_set(True)
        bpy.context.view_layer.objects.active = obj
    else:
        obj.select_set(False)

well, unfortunately you did not exactly specify, which ones should be included and which ones not.
it basically uses regular expressions and searches for starting characters "US" and then an optional "-" and a number. Then a match is found. Since you know python i think you are able to adapt that to your code. Have fun!
So i made it like this:
import re

txt = {"US40.004", "US40.005", "US41.001", "US51.006", "US-009.009", "US-009.010", "US-015", "US-016", "USA", "us30.0055", "uS30.99"}

for eachText in txt:
    x = re.findall("US[-]?\d", eachText.upper())

    if (x):
        print("Yes, there is at least one match!", eachText)
    else:
        print("No match", eachText)

result:
Yes, there is at least one match! US-009.010
Yes, there is at least one match! us30.0055
Yes, there is at least one match! US51.006
Yes, there is at least one match! US-016
Yes, there is at least one match! uS30.99
Yes, there is at least one match! US-009.009
Yes, there is at least one match! US41.001
Yes, there is at least one match! US40.004
Yes, there is at least one match! US-015
Yes, there is at least one match! US40.005
No match USA

my change was just this: eachText.upper() -> so i convert the text to uppercase before i check whether it fits or not.

That's great thanks, the only thing I can't make my head around is what if I don't want to feed the txt list manually, for example I only add in the txt = {"US", "US-"} and the code search among all the objects the ones that has US(number sequence) and ignore the "USA" object.

i don't understand your question. the txt -> is your bpy.context.scene.objects. You just have to exchange your "if any(x in obj.name for x in params):" to "x = re.findall("US[-]?\d", obj.name)
if (x):"

i updated my answer

Thank you so much for your time and support. I think in my head the question sounded ok but was difficult to express it with words.

No problem - you are welcome

The only draw back of this solution is that the cases are not ignored. Do you know if there is a way to bypass this?

i updated my answer

bpy.ops.object.select_pattern
As mentioned in your previous question re the operator script  Script is selecting all the objects (unwanted) there is already a pattern matching operator, bpy.ops.object.select_pattern which uses Unix file token matching.  See no need to "reinvent the wheel" and write another, which so far has no extra functionality.  Here is quick run down on how it works. (The code of the operator is available in bl_operators/object.py.)
>>> bpy.ops.object.select_pattern(
select_pattern()
bpy.ops.object.select_pattern(pattern="*", case_sensitive=False, extend=True)
Select objects matching a naming pattern

options to extend the selection, and a case insensitive match.
>>> import fnmatch
>>> fnmatch.fnmatch(
fnmatch(name, pat)
Test whether FILENAME matches PATTERN.
Patterns are Unix shell style:
*       matches everything
?       matches any single character
[seq]   matches any character in seq
[!seq]  matches any char not in seq
An initial period in FILENAME is not special.
Both FILENAME and PATTERN are first case-normalized
if the operating system requires it.
If you don't want this, use fnmatchcase(FILENAME, PATTERN).

So for example sake will pinch
>>> txt = {"US40.004", "US40.005", "US41.001", "US51.006", "US-009.009", "US-009.010", "US-015", "US-016", "USA", "USADOT"}

make a pattern, Case sensitive, any name starting with "US" but not having  an uppercase character as third character. then end with anything
>>> pattern = "US[!A-Z]*"
>>> for t in txt:
...     t, fnmatch.fnmatchcase(t, pattern)
...
('US-009.009', True)
('US40.005', True)
('US41.001', True)
('US51.006', True)
('US-016', True)
('US-009.010', True)
('USA', False)
('USADOT', False)
('US-015', True)
('US40.004', True)

Looks about right, so a call with instead object names matching the sample list
bpy.ops.object.select_pattern(pattern="US[!A-Z]*", case_sensitive=True)

in object mode will select all objects denoted True above
To clarify, re the commentary below, it is not necessary to use the operator could (thought this was implied TBH) instead
for ob in scene.objects:
    ob.select_set(fnmatch.fnmatchcase(ob.name, pattern)) # match case

Re setting the active object. If the context object is no longer selected, or None and you wish it to be one of the selected
if context.selected_objects and context.object not in context.selected_objects:
    context.view_layer.objects.active = context.selected_objects[0]

ie If the active object is set and selected probably don't want to randomly change it to another of the selected objects.  (BTW most selection operators do not set the active object)

Thank you for the detailed explanation, although your answer worked properly I like to avoid the use of operators (not sure if it's a urban legend that they are slower), but it is really great having both solutions in one place.

Do you mind measuring the execution time of both scripts? I guess the operator is faster in this case. If so, there is no reason to "avoid the use of operators" IMHO @JuanCarlos

I will try to test both later, if I have understood right the whole operator thingy is that the scene gets updated everytime that an operator is called, for small scenes nothing to worry about, but when the scenes are huge and complex scripts then the speed will be noticeable.
Here is an interesting discussion about it:
link

Depends on the case... and in this case it's just 1 call which does 2 things at once @JuanCarlos so what we can do is measuring the execution time to make sure...

yep, isn't slower and doesn't make much sense to reinvent the wheel in this case. I think it's funny that beginners in particular come up with that post... had the same discussion 2 years ago, believers.

@JuanCarlos Did you have the time to test? Too much work for you? Would help all of us... so if you need help, just send me a file to test...

@brockmann Sadly I haven't have time, I'm full with work, andthe files I work are under NDA, but would be nice to build up a "benchmark" script where one uses 100% operators and then another script that does exactly the same but without operators.
I could run them on my files which contains crazy amount of objects and deep hierarchies.


text:
Update target with new same name object+suffix added
I have a script that automatically adds an empty as a target of a constrain which works as it should be, but when I run again the script it adds another empty with the suffix .001 and what I would like to is that the target updates automatically with that new empty with the suffix .001 and so on.
Is that possible?
import bpy

empty_name = 'MyOwnEmpty'

o = bpy.data.objects.new( empty_name, None )

bpy.context.scene.collection.objects.link( o )

o.empty_display_size = 4
o.empty_display_type = 'ARROWS'

for x in bpy.context.selected_objects:
    objs = x.constraints.new(type='COPY_LOCATION')
    objs.use_offset = True
    objs.target = bpy.context.scene.objects.get(empty_name)

When Blender creates a new object, if one of that name already exists then it adds the suffix to make it unique. You can pickup that name immediately after creation via the 'name' property.
In your case you simply need to use o.name in place of empty_name :
import bpy

empty_name = 'MyOwnEmpty'

o = bpy.data.objects.new( empty_name, None )

bpy.context.scene.collection.objects.link( o )

o.empty_display_size = 4
o.empty_display_type = 'ARROWS'

for x in bpy.context.selected_objects:
    objs = x.constraints.new(type='COPY_LOCATION')
    objs.use_offset = True
    #objs.target = bpy.context.scene.objects.get(empty_name)
    objs.target = bpy.context.scene.objects.get(o.name)

That was the trick, thank you so much :)!

or objs.target = o

Very good point @batFINGER! :-D


text:
Select whole hierarchy from different parents at the same time
I have a script that runs ok as long as there is only one parent (Empty object) selected since I need to select the whole hierarchy, but if I have many parents (Empties) I'm unable to do the same, it always work for the first parent (Empty object) leaving the others untouched. Is there a way to acomplish it?
This is not the prettiest code ever but it works until that point I'm facing.
This is how the hierarchy looks after running this piece of code, but as you can see, after that I would need to perform a Clear Parent and keep Transform and this is what I cannot accomplish.

import bpy

collectionFound = False

for myCol in bpy.data.collections:
    #print(myCol.name)
    if myCol.name == "FBX REVIT Scene":
        collectionFound = True
        #print ("Collection found in scene")
        break

# Creates a new collection
if collectionFound == False:
    myCol = bpy.data.collections.new("FBX REVIT Scene")
    bpy.context.scene.collection.children.link(myCol)

# Set the new collection as active
def recurLayerCollection(layerColl, collName):
    found = None
    if (layerColl.name == collName):
        return layerColl
    for layer in layerColl.children:
        found = recurLayerCollection(layer, collName)
        if found:
            return found

layer_collection = bpy.context.view_layer.layer_collection
layerColl = recurLayerCollection(layer_collection, 'FBX REVIT Scene')
bpy.context.view_layer.active_layer_collection = layerColl

# Selects whole hierarchy
myObj = bpy.context.view_layer.objects.active
bpy.ops.object.select_grouped(type='CHILDREN_RECURSIVE')
myObj.select_set(True)

# Move selected objects to another collection
# List of object references
objs = bpy.context.selected_objects

# Set target collection to a known collection
coll_target = bpy.context.scene.collection.children.get("FBX REVIT Scene")

# If target found and object list not empty
if coll_target and objs:

    # Loop through all objects
    for ob in objs:
        # Loop through all collections the obj is linked to
        for coll in ob.users_collection:
            # Unlink the object
            coll.objects.unlink(ob)

        # Link each object to the target collection
        coll_target.objects.link(ob)

bpy.ops.object.select_all(action="DESELECT")

structures = [
    {
        'name': 'CURTAINS',
        'items': [
            "Curtain Wall Mullions[!A-Z]*",
            "Curtain Wall Mullions",
            "Curtain Panels[!A-Z]*",
            "Curtain Panels",
        ],
    },
]
for structure in structures:

    selection_pattern = bpy.ops.object.select_pattern

    for item in structure['items']:
        selection_pattern(pattern = item)

    # Pattern Selection which search only inside a custom Collection
    all_in_list = bpy.context.selected_objects.copy()
    collection = bpy.data.collections['FBX REVIT Scene']

    bpy.ops.object.select_all(action="DESELECT")
    for object in collection.objects:
        if object.type == 'EMPTY':
            if object in all_in_list:
                object.select_set(True)

I found the solution so others can benefit from this as well.
After the las line just add:
for obj in selected:
    bpy.context.view_layer.objects.active = obj
    bpy.ops.object.select_grouped(extend=True, type='CHILDREN_RECURSIVE')
    bpy.ops.object.parent_clear(type='CLEAR_KEEP_TRANSFORM')


text:
How do i make my hair particles follow the emmiter?
Beginner here. I am making a stylised dandelion and have used a hair emitter and a turbulence forcefield to give it some soft movement at the puff. I want to also have some turbulence on the whole plant including the stalk, so it waves around both at the "root" of  plant and the individual puffs wave around as well. I thought i would parent all my objects (Stalk, Emmiter, Puff object and turbulence FF) to an empty so i'd be able to treat it as one object? But when i rotate the empty to test it, the hair particles detach from the emitter and stay in place.
Is this even the right way to achieve this? How can i have a second turbulence forcefield affect the whole thing, while keeping the turbulence i have at the puff at the top?
Thanks for any help!

I found a solution in the answer of this question.
I used the workaround described by moving the emitter and then cancelling, then it updated the position.


text:
How to randomly wiggle vertices?
I have this object (flat plane) with a Lattice modifier, I want to randomly wiggle the position of each vertex on the Lattice individually - how's best to do this? Similar behaviour to wiggle expression in After Effects. Even better if I can "posterise" this movement to about 8fps. (I'm a 2D Animator experimenting with 3D, sorry if i've not got the right terminology!)

Thank you


text:
I have only got one handle visible in the graph editor when set to bezier

I can only see the bezier handle to the right of my breakdown frame in the graph editor. I've tried setting the previous keyframe to bezier as well but i still only see one handle
Thanks for any help!

I solved my problem by selecting all my keyframes in the graph editor and setting to bezier. (Pressing "T" in the timeline > Bezier)

Hello and welcome to Blender.SE! Thanks for your contribution! Is this an answer that contributes to the solution or another question? Please try to focus as precisely as possible on the answer, and clarify questions in the comments. Thank you!

Hi, thanks! I basically solved my own question, yes sorry it's confusing because i included a question in it. I would like to mark it as the solution in 2 days time. The last part of my answer i could have included as a comment, apologies i didn't think of that but thank you for clearing it up.

No problem, no harm done. But I would still ask you to edit the answer again and describe the solution in more detail, so that others can also benefit from your contribution. Thank you!


text:
How to scale down part of an object evenly?
Sorry this seems like the most noob question ever, but I'm not sure how to google it specifically.
How can i scale down this long part of my mesh so it's "skinnier"? If i select all the faces and scale it stretches the joined part too.
I've tried locking the scale to different axis' as well but they look out of proportion like this:

I want the keep the length the same but make it skinnier.
Thanks!

S > Shift-X was exactly what I needed. Thank you! - I'd like to be able to mark your comment as a solution but i don't think I can on a comment?

Ok. I'll add it as an answer.

It looks from your image as if you want to keep the X length the same. in which case use S > Shift-X to scale just in the Y and Z direction. You may need to change the Transform Pivot Point setting first, but you haven't shown the top menu bar so we can't see how it's currently set.


text:
Parent objects with physics
Hi I'm quite new to blender so I don't even know what the technique is called to google it or any of the right search terms.
I want to make an object like this, the centre ball as the controller and the other attached balls parented to its motion but they have physics and drag behind the centre balls movement.

I was thinking to use a hair particle system but i need the "hairs" (the child stalks) to be two objects so I can colour separately the stick and the ball. If i make them one object i can't give them separate materials. The sticks attached the centre ball need to be completely rigid and not bend like cables, I already looked into soft body cables but they don't get as rigid as i want.
i am looking into rigid body physics but I don't know how to get the results I want.
Thanks for any help!

You can try with Physics and Rigid Body Simulation following the settings on the screenshot bellow.
Create a Master Ball and the desired number of child balls to be affected by the Master Ball on the screenshot bellow they are named "1" through "5". Make all the balls Rigid Bodies of type Active. Lastly add a Ground Plane object with some loop cuts to test the simulation - make it Rigid Body of type Passive.
Keep note of the Shape types of the rigid bodies!
Create the same amount of Empties as the child balls and parent them to the Master Ball. Copy the physics settings as given (the same for each numbered ball although they can vary in size and settings). Give to each Empty a Rigid Body Constraint of type Point and select the two objects affected by it (always the Master Ball as First object and the corresponding numbered child object as Second, ie empty e1 - Second -1, e2 - Second -2 etc.)
Here is the screenshot of the set up:

The simulations was done in Blender 3.6.5 and should looks something like this:

Try reproducing it by description first. If something doesn't work quite right you can download the example blend file below:

Adding sticks to the balls are not described but basically you can parent one side of a thin Cylinder to an Empty "e" and Track To constraint with Target the desired numbered ball.


text:
How can i make a left hand in blender a right hand
I made and rigged a hand model, but it is a left hand, i need left and right, how could i make the left hand a right hand?

As Ryou says you can mirror your hand (Ctrl + M + axis, or S + axis + -1), once mirrored select all in Edit mode and Shift N to recalculate the normals of the mirrored object

Forgive me if I misunderstood your question but perhaps you can:

Make a copy of the left hand. (Shift + D)
Right click the copy of left hand.
Mirror - (Choose appropriate axis).

this sort of worked, how do i remove the original hand and just keep the mirror?

You can just delete the original hand by selecting it, pressing "x" (shortcut to delete object) and choosing delete.
or better yet, skip step number 1 and just mirror the original object.


text:
My hand rig breaks the hand fingers when making a fist
This is my first time rigging in Blender 2.9 and im trying to rig a hand and the fingers, but once i have everything rigged, and rotate the hand into a fist position, all of the fingers break, i have attached the .blend file, can i get some help?

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

Your bones are not correctly rotated, select your bones in Edit mode and press ShiftN (Recalculate Roll) > Global X Axis (for example):


text:
Stationary Blender particles on rotating circular plane not rotating as if following planes rotation
I want my particles to rotate as the circular plane beneath them rotates in order to give the impression of ships or cars travelling in a circle. My particles normals are not orienting in the direction of feigned movement.

I tried the following:

Delete everything in initial scene
Create Mesh - Circle
Edit mode with circle selected, Extrude, Scale
Object mode, Create Mesh - Cone
Scale down cone
Select circle, insert rotation keyframe (Will insert 0 value keyframe at frame 1)
In timeline, click frame 359
Rotate circle 359 degrees on the Z access and insert keyframe (Check for full rotation)
Select circle and add particle system modifier
In particle properties, select hair
In particle properties under render, select cone as the instance object
In particle properties, click advanced and enable the "Rotation" checkbox
In rotation change orientation axis to "Normal"/"Normal-Tangent"

I tried UV unwrapping the circular plane but nothing happened. I've tried seemingly every possible orientation and applying transforms. Any help is greatly appreciated!

you can kind of "fake it" by building a mesh circle like this and  extrude it.
If you then set the phase to 0.5 you get what you want.
You can hide this circle and adapt it to your needs.

if you need further details, let me know.


text:
How to Rotate Object around a Tilted Axis
fairly new to blender! im trying to animate an atom for my friend and I have it modeled, but am trying to animate the rotations of the electrons. the problem is they dont follow a set axis, and are on a tilted axis. i have tried using a circle path and setting it as a constraint on the object, but it doesnt actually rotate the object. if anyone could help, that would be amazing <3

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

This approach is quite flexible: if you want to make late adjustments, there's a minimum of work.
Working in the XY plane, Transform Orientation: 'Local', Pivot: '3D Cursor' at World 0:

Create a sphere for your nucleus
ShiftD Duplicate it.. move it off to one side, and in Edit Mode, scale it down to make an electron.
Create a Curve > Circle to be an orbit.
Give the electron a Follow Path constraint, aimed at the orbit:
(If, now, or at any stage, the electron is not on the curve, select it, and hit AltG to set its translation to 0.)

In the timeline, decide on a length for the animation loop (e.g. 50 frames). At frame 1, key the 'Offset' in the constraint to 0.
At frame loop+1 (e.g. 51) key the 'Offset' to 100.
In the timeline, (just in case) hit T, and set the electron's (selected) keyframes to 'Linear' interpolation.

You should now have one electron, looping on an orbit.
For more electrons-animated-on-orbits, ShiftLeft-Arrow go to frame 0, and:

Select the curve and its electron, AltD make instances of them, and right-click to drop them in place.
(Deselect the electron,) and  RY rotate the curve to a new angle. It will take the electron with it.You can change the phase of the electron by RZ locally rotating the curve.

For more .. rinse, repeat.
Because everything is instanced, you can use the 'Bevel' in the orbit's Data tab > Geometry panel to change the thickness of the orbits all at once, or, in Edit Mode, change the size of the electrons all at once. If you revise the speed of one electron, the CtrlL menu will let you copy the animation to the others.. and so on.

Create the orbit rings as torus objects
In Edit mode add a sphere to the torus to create the electron
In Object mode rotate the entire ring on one of the major axis.
Do not apply rotation.

Here is an example.

I created a torus and added a sphere in edit mode.  Then I duplicated the ring/electron and rotated it 120 degrees on the Y axis. (Shortcut Shift–DR120Enter)
I repeated this step to generate the 3rd ring/electron.
Because I did not apply the rotation, each ring still has a Local coordinate system where the Z axis is perpendicular to the ring.  If I want to rotate and ring, I select it in Object mode and rotate along the local Z axis.  (Shortcut RZZ180Enter)  The technique for rotating on a local axis rather than the global axis is to type the letter representing the axis twice: ZZ
You can tell that you are rotating on the local axis, because after you type the second Z, the blue line representing the Z axis will be tilted:
.


text:
How to make a gust of smoke collide with 3d text
I've got a gust of wind blowing smoke on some 3d text, however, there's no EFFECTOR or collision in the physics tab to choose from for text, now what? LOL
I can make the smoke collide with Suzanne - or objects, just not with text.

what about creating an invisible effector that has the shape of your text, or just convert your text to mesh?

Wow! Who would think it was that easy?! Thank you...

As moonboots said, just convert the text to mesh

then use it as effector:

That's a great illustration what I'm trying to do, thank you so much!

Thank you and You are welcome!


text:
Node Texture Connections
I have no idea how to connect the 9 textures to a flat plane just using nodes.
Confusing, in that not all the names on the textures match the input connections on the BSDF.
All PNG:

image
ao
height
metallic n
normal
roughness
roughness_wet
smoothness
smoothness_wet

This tutorial explains it perfectly, with tons of Shader Editor reference images: https://www.cgbookcase.com/learn/how-to-use-pbr-textures-in-blender/


text:
What is the Latest Version under WinXP?
What is the Latest Version under WinXP?
I download the Installer and it says WinXP not supported.
Please tell me what latest or most-good Version of Blender is running under WinXP?
Thank you!

1st step: https://www.google.com/search?q=blender+windows+xp, 2nd step: open first link: https://www.blender.org/download/requirements/, 3rd step: read: Blender 2.76 and earlier still supports Windows XP and OpenGL 1.4 graphics cards.

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


text:
Another holographic hot stamping material
holographic hot stamping on packaging

Hi, How do I get the holographic hot stamping effect like this?

I've tried few setup but non of them look a like.
Please help....

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


text:
Is anisotropic BSDF different to principled BSDF w anisotropy?
I have a simple sphere. Half of it has an anisotropic BSDF material, the other half has a Principled BSDF material with anisotropy. I believe I have the same settings for the two materials, but they render differently. How do I get the materials to match?

It looks like if you play a bit with the Principled settings you get about the same result. I can't tell you more as I don't know anything about anisotropy   ;)

Yes, there is a difference in the formulae for calculating the U and V roughnesses. The Principled BSDF copies the anisotropy controls of the Disney BSDF.
Here is the code that calculates the roughnesses for the Anisotropic BSDF from the source code.
if (aniso < 0.0) {
    roughness_u = roughness / (1.0 + aniso);
    roughness_v = roughness * (1.0 + aniso);
  }
  else {
    roughness_u = roughness * (1.0 - aniso);
    roughness_v = roughness / (1.0 - aniso);
  }

With the Pricipled BSDF the code looks a bit different.
float aspect = sqrt(1.0 - Anisotropic * 0.9);
float r2 = Roughness * Roughness;

float alpha_x = r2 / aspect;
float alpha_y = r2 * aspect;

alpha_x and alpha_y are the U and V roughnesses.
A while back, I made a node group that can convert U and V roughnesses to Roughness and Anisotropy (for Anisotropic BSDF) or Roughness and Anisotropic (for Principled BSDF)

This node group will output the Anisotropy and Anisotropic differently so that the roughnesses are consistent across both nodes.

The manual section on the Principled Node says

Compared to the Anisotropic BSDF node, the direction of highlight elongation is rotated by 90°. Add 0.25 to the value to correct.

There is still a bit of a difference. Can you tell why?
https://www.screencast.com/t/7t0HoxB7xt

Part of the difference there is the specular component of the Principled BSDF node.


text:
Button operator to open a specific file
I want a button to open a specific file, so I tried open_mainfile as an operator, but I cannot seem to pass the file as an argument for the operator using the row.operator("wm.open_mainfile").filepath solution. Here's the code I run from the Text Editor:
import bpy

class LayoutDemoPanel(bpy.types.Panel):
    """Creates a Panel in the scene context of the properties editor"""
    bl_label = "Layout Demo"
    bl_idname = "SCENE_PT_layout"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "scene"

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

        scene = context.scene

        # Create a simple row.
        layout.label(text="Open a file dialog:")
        row = layout.row()
        row.operator("wm.open_mainfile")

        layout.label(text="Open a file directly:")
        row = layout.row()
        row.operator("wm.open_mainfile").filepath = "C:/path/to/my/file.blend"

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

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

if __name__ == "__main__":
    register()

To me, both buttons open the same file dialog.


text:
move manipulator not working
So i have been working on model but my move manipulator is working when i enter object mode the two other manipulators are working fine.

But when i create a new mesh its there it also appears when i go into edit mode but not object mode.

Could you please edit your post and revise your screenshots, post a few more  with exactly the objects described in Object mode and Edit mode so that we get a better idea what the problem is?

Otherwise, did you by any chance add the new mesh when already in Edit mode ? If so, that means you added mesh to an existing object which combined it with the first mesh which can only be moved together in Object mode. To prevent that, stay in Object mode when adding a new mesh which creates its own moveable object.

One of the few reasons why your translation widgets are missing might be that the location of your destroyer is locked. Sadly your screenshot has the properties (N ) closed, so I can only guess. If the little locks are dark, then that's very likely the reason.


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Object material/color not visible - Only wireframe

I'm a total beginner in Blender and I can't get this object to show any color/material. Once I merged the bottom circle with the plane, the plane lost it's color and now only a wireframe is visible. I have tried to add a material (see above) but it still doesn't show. I also made sure that wireframe mode is turned off. What could be the reason for this?


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What tool can I use to explore a scene created with blender?
I want to use a generic tool/game/app (either on PC, or on Android, or as a web page) that loads a scene, and allows me to move around in that scene at eye level, and look around. It's not just for me, it's also for friends and family, so it has to be super easy to install and start.
15 years ago, I was exporting the scene as a Quake 3 map, then I would just "play" that map to explore it. That was perfect: easy to install, easy to load a custom map, nice feeling of walking around.
What would be the right tool today?

You could put it on Sketchfab or just place it in Unity with the standard  player model


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2.8. How to make properties tab horizontal instead of vertical, like in 2.79
Is there a way to get the properties tab looking like the one from 2.79, where the options were put horizontally instead of vertically?

Instead of like this:

I don't know if this is correct so I'm making it a comment not an Answer.  But I have noticed that loading older files will (by default) load the UI details from the file, including disorienting things like having headers on the bottom.  If this strip is included in that, you can load an old file, then clear the contents, and then save that as your default.blend.

@JDługosz AFAIK the 2,8 properties navigation bar cannot be put into horizontal mode. It can be hidden and switched left / right.  In 2.7 and below it was possible to make the flow of the properties panel either vertical (default) or horizontal  (rt click in header)   If this is implemented in 2.8 then would assume navigation bar would be top / bottom.


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How do I merge edges so that the merge creates vertices?
I am trying to use blender to model walk-able area maps for a game. I am using very simple shapes and want the minimal triangle count as possible. Given this:

I want this end result:

I accomplished this by snapping the angled plane to the flat one and then I subdivided the flat plane's edge twice and merged the vertices. This was finicky because I had to manually move the connected vertices to create a rectangle, and also because I had to manually subdivide the plane. Is there a way to connect the two edges in this manner without this process of subdivision + manual vertex adjustment?


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Poses are Applied to my Dopesheet Automatically
I'm trying to match animations to an idle state. So any animation that ends with standing I want the ending to match the idle animation. Likewise with any animation that starts with standing.
When I add poses to the library the poses are automatically applied to my dopesheet.
The first pose is set as frame 0.
The second as pose 1.
How do I make a pose library that I can copy keyframes from to do the matching I'm trying to acomplish?

You're using the old pose library, which is just there for backward compatibility. Use the new pose library from the Asset Broeser and the Action editor's N-panel for a more modern approach.
See https://docs.blender.org/manual/en/3.0/animation/armatures/posing/editing/pose_library.html for more info.

So... you have to make pose library that is separate from your animation apparently.


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Decal Applied in Shader Node Only Rendered When Close
I have a number of decals I'm applying with shader nodes to a procedural texture.

The decals render properly when inspecting them closely and stop rendering completely as I move the camera or viewport away.
Close

Medium

Far? Not even that far away

I have another decal setup that doesn't have any procedural wear that seems to render from far away just fine. I've used the decals that don't render properly in this way and they still exhibit the same behavior.

Hi, Haskell, do you think some of the information we might need is concealed inside those node-groups? Maybe.. maybe not. Sharing your file on https://blend-exchange.com/ might help, here.

The solution was the texture interpolation for the image in a node group.
Changing from Linear to Closest fixed the rendering problem.


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How to Use Named Attribute to Modify Meshes Instanced on Points
I have a geometry node group that creates embroidery. I would like use vertex groups so I can parameterize more of the settings on a per vertex basis.
I'd like these to scale the global parameters I use in my node group. For example there is a height parameter and a width parameter for the whole mesh. On areas where the edges are at an acute angle I'd like the height to be lower than the global height.
So in the picture I'd like the selected point to be 50% height (0.5).

I also need to control the width of the threads per vertex. Controlling the width when I was using a spline was easy. I used the radius field as seen above. The problem is splines, for whatever reason, have no way to set external attributes like you can with vertex groups so I converted my spline to a mesh and am now trying to use the vertex groups to shape the threads.
How do I use my vertex groups set values to modify the threads I'm instancing on points?

Well... the logical method I had envisioned of crafting the threads I wanted before instancing them on my mesh does not work.
The workflow of geometry nodes does not work like that apparently.
You have to instance the threads on points and then modify them afterward by realizing instances.
So answer is... instance the primitive curve line on points, realize instances, then parameterize your curve lines.


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How do i recreate this Equirectangular option for the image texture

How do i recreate this.  because every time i make a new image texture node and try to change that option,  the Equirectangular option does not come up.  btw i am also in the object setting, not world setting

That option only exists for the Environment Texture node, not the regular Image Texture node.

oh thanks a lot dude!


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How can I make a custom IK arm rig on an already made Auto Rig Pro rig
I rigged my character with auto rig pro but a disadvantage of Auto Rig Pro that I've experienced is that the arm moves as an FK rig (As opposed to Rigify with its IK arm rig). I've tried to customize an IK of the arm movement by applying an IK constraint to ARP's hidden bone layers. But I cant manage to do it without messing up with the rig. Can anyone help me?

I guess you already found your answer but maybe other peoples will need this too.
Here is one way to do :
Once you have your rig, go into pose mode and select the rectangle part of the hand.
Then on the panel on the upper right of the screen go to "tool"

Under Rig Main Properties you have "IK-FK Switch". 1 = FK ; 0 = IK
So if you want IK, switch it to O. I hope this will help.


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How Can I create wings with auto rig pro
I've read the Auto rig pro documentation and I saw you can make wing rig with it from the limb options, but I tried I couldn't see any wing options there. Is there something I'm supposed to activate before then?

The problem was that my Auto Rig Pro was just outdated

Please use the edit link on your question to add additional information. The Post Answer button should be used only for complete answers to the question. - From Review

@Nate_Sycro27 this is a perfectly valid answer

The wings rig is not a separate limb option on its own, rather it is an option on the arms limb rig.
See http://lucky3d.fr/auto-rig-pro/doc/auto_rig.html?#wings

I'm well aware of that, its just that I dont see any option like that when I go to limb options for the arms


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Alternative to Option or Command for Emulate 3 Button Mouse?
As far as I can tell you you can either use Option or Command (OSKey) to emulate a 3rd mouse button. Both of these options, however, nuke important functions. Any work around for this?
I saw that some people are re-assigning the lost shortcuts, but I'm new to blender and I'm unsure how many I would have to re-assign nor what to re-assign them as. I would much prefer making my own custom shortcut modifier to use instead of option ( like shift+control or control+option). If there a way to do this? If not is there a list of common shortcuts that are not used by Blender already?
Blender 2.90.1
Thanks for your help!


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Determine whether object has rotation or is not uniform and reset it
I am very new to Blender. I am using 2.93.4 version.
I was creating a dormitory building, often pressing wrong combinations, selecting not the object I need and transform it, and making another mistakes.
Suddenly, I noticed that balcony does not "fit" the building properly:

I tried to rotate it, using mouse, but even holding shift or\and control key rotaion is not accurate. Then I noticed, rotate "widget" in bottom-left corner, where I set all x,y,z rotations of balcony and build to zero, but it still does not fit. But, in the same time, their vertical corners also are not parallel to 100% not rotated and uniform cube, that I created for testing.
So in my opinion there can be two issues: either I reset rotation wrong, or balcony's (or building's) surface is trapezoidal (or other) and not rectangular.
My question is how to check both and, mainly - fix.

It's located in the right bar in the 3d view, you can open it by pressing "t". You can reset a selected object's rotation by pressing "alt+r".

@FFeller it helped, thanks!


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Can I change face selection transparency?
I want to reduce face selection alfa, because, for example when I setting up UV often I just can't see the result, until I deselect. I tried to search how to change it in preferences, but didn't find anything helpful. Google also didn't help
Can it be changed?

Edit > Preferences > Themes > User Interface > UV Image Editor > Face Selected, click it to bring up the color controls panel, lower the Alpha (bottom control) to what works for you.
The same can be done in Edit > Preferences > Themes > User Interface > 3D Viewport > Face Selected.  If you want your new settings next time you open Blender then click the Save Preferences button in the lower left of the Blender Preferences window.

In 2.93.4 it is just Edit > Preferences > Themes > UV Image Editor \ 3D Viewport. Not in User interface section. However, thank You

Sorry, missed that you were asking for 2.93, my answer's for the current 3.0.


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How to export faces from mesh as another mesh?
Perhaps I am missing something pretty obvious and simple, but can't find the way to get copy of some faces of existing mesh as new mesh.
Say, I have some comlicated mesh, and I want to get some part of it but as new mesh. Mesh is too complicated to use boolean to "cut" the part that I do not need, for example.

What do you mean by "Mesh is too complicated to use boolean to "cut" the part that I do not need", could you please show a screenshot?

@moonboots Currently I have just jsut some cubes combined by boolean in one mesh, but You can consider probably any high-poly model as "complicated mesh"

If you select several faces, you can press P to separate them from the rest of the mesh, or you can separate by material, or by loose parts. The result will be two or more mesh objects where there was one.

Literally what do I need, except I do not need faces to be removed from original mesh, just be dublicated instead as new mesh. But it is good answer, anyway

Select the faces.  Duplicate them.  Then press P to separate the duplicates.

You can

Select the object containing the mesh;
Enter edit mode;
Select the faces you want to copy;
Press Shift–D to duplicate the faces;
Press right mouse button to exit move mode; and
Press P and select Selection from the Separate popup menu:

This leaves the original faces intact in the original mesh and creates a new object containing copies of the selected faces

Thanks for feedback, @TheLabCat was first though

@Stdugnd4ikbd true, and I don't grudge them the points, so don't change the accept on my account, but they didn't solve your problem, leaving out the bit about duplicating.

I think the best decision is to upvote Your answer, because it is indeed better, but to keep first answer as accepted, because it is correct, and it was first.

@Stdugnd4ikbd I think that's a fine decision.


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Set vertex position along axis so it be equal another's position
There is a face, that consists of few vertices, and initially all of them was coplanar, so the face was parallel to the floor (XOY).
But I moved one vertex along z axis, so now face is not parallel.
How can make z axis value of some vertex be equal to another's vertex z coordinate?

you could flatten all the vertices with a SZ0 but it may deform the face, which you may not want, you could also move along Z and snap to another vertex?

@moonboots, can You describe both approaches in more details?

sure but could you show a before and after with a clear view of your mesh?

@moonboots, before and after what? Also the whole mesh is pretty large, it is plane of terrain for a game

Supose you want set the z = 1 of this 4 vertices

Scale to z=0

change z=1 in N-panel

If you've moved your vertex along Z, activate the Snap option (or press Ctrl when you'll want to snap), and choose Snap to Vertex:

Select the vertex, press GZ to move along Z, point your mouse cursor towards the vertex which you want to align with, it will snap:

Or select all, make a vertex of the coplanar faces active, choose Active Element in the Transform Pivot Point panel, and SZ0:

Thanks, but X Y was first, and it also works


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Transparent texture + roughness
I have a window texture with alpha channel. Texture is applied to whole plane, no additional geometry.
I want texture in part where it has alfa value to be transparent, but at the same time has reflection through roughness.
How to achieve that?

Hi :). That's what the Transmission slider does (glass). It's transparent, but still shows reflections from grazing angles.

@JachymMichal, thanks that works


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Blender freezes every few seconds in specific scene
Originally problem appeared on Blender 2.93, but today I switched to 3 exactly hoping that there all will be fine, but, the problem is still here.
I have been experimenting with creating city terrains, so I made a simple road with some area around it. First, Blender worked as normal, but at some point it started to freeze every few seconds (about 10).
It seems, that that behavior started after I hugely scaled up uv for an large area around the road, but the problem is still here even after resetting uv.
I tried to disable autosave, I, as wrote above, updated Blender, but it didn't help. Currently I am going to update graphical card drivers, but not sure that it is solution.

I tried your file, I have tried many different things but I didn't experience any problem at all. What hw are you using? Is it enough for minimum requirements?

@MikoCG I am using Surface Go 2, it has low hardware, but it is weird, because this scene seems to be pretty light. I have been working earlier with more complex models with bigger amount of vertices, 8k textures and there was no such problem… Today I will try to update drivers, and if it will not solve the problem, then I don’t know

I am not really sure because I cannot replicate your problem with my hardware, try those drivers if anything will happen or try different version of blender as well

@MikoCG I remembered one more detail. From this  https://youtu.be/-VgtSL5ZpYc video I dowloaded a blend file with nodes and applied one of them to randomly rotate tiled texture of mud near the road. And approximately after that it started freezing (even after I disabled the node)

I remember that, I used it for my whole use of 2.8x blender and it never caused any problem even on my older PC... and I just tried it on 3.0 just in case and still works

@MikoCG but I checked a Shading and that node is completely removed (seems to be). What I notice more - seems that freezes are not happen in object mode for solid (without textures) as for material preview shading mode. Seems that it happens only in edit mode, and seems, when I select edges/faces

@MikoCG, well, seems that driver update solved the problem

@MikoCG, wait, no, drivers didn't fix that, but I noticed that I actually did not removed that custom node, because first I was looking on asphalt material, and node was on mud material. And now, after node removing, seems, that the problem is gone


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Can branched curve be applied as curve modifier?
I am trying to make a branching road like this:
I created same curve by manually drawing it, and a road sample. Applied to road that curve as a curve modifier, but, unfortunately at the branch point, the road does not branching as well.

Is it possible to do it that way? Blender 2.93.4

nope, you can't. Read this for more info: https://blender.stackexchange.com/questions/40343/branching-bezier-curves

@Chris, yeah, already read that

https://blender.stackexchange.com/questions/57284/is-it-possible-to-extrude-a-curve-in-two-directions/57288#57288


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Fixing shadows in cycles without increasing subdivision
I'm creating a dune model in blender with cycles and the shadows are kind of messed up. the model is only created from a subdivided plane and then using noise textures. it already has 1.7 million vertices so i don't want to increase the subdivision modifier any more. Do you have any ideas how to make the shadows "softer" without increasing subdivision?
Thanks in advance!

it may be the "terminator effect", you can try to increase the size of your light to fix it. Anyway it will be fixed by an option in the next Blender.

Using 2.90.1+ version of Blender, in Cycles rendering, you can change the shadow terminator offset:

This is per object, in the object property panel.
A link to the documentation.


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strange colors/textures on render - looks fine in viewport
So I am not sure if I did something wrong here but, I am creating a sort of demonic creature and it looks like this in the layout window in Render view (Cycles):

and in Texture preview mode it looks like this (closer up shot)

However, in the Render tab, and when I go to actually render the image, it looks like this:

Please share a screenshot of your settings for a quicker answer. Also, did you add lights to your scene?

maybe your lights are not visible in render, you need to check that in the Outliner


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Blender script: how to determine if a vertex from one 2D mesh is inside another?
Using the Blender API, what is the best way to find out if a vertex from one 2D mesh is inside another?
All I want is a simple yes/no is a point inside a mesh.  But even something this fundamental is proving very vexing.

The script below selects wrong half the time, making it little better than flipping a coin:
# Function to find nearest vertex not inside another mesh
def find_nearest_vertex_not_inside_bm_b(intersection_point, bm_a, bvhtree_b):
    nearest_vertex = None
    min_distance = float('inf')

    for v in bm_a.verts:
        point = v.co
        location, normal, index, distance = bvhtree_b.find_nearest(point)

        if distance > 0:  # vertex is not inside bm_b
            dist_to_intersection = (point.xy - intersection_point.xy).length
            if dist_to_intersection < min_distance:
                min_distance = dist_to_intersection
                nearest_vertex = v

    return nearest_vertex

#
#
def is_vertex_inside_mesh(vertex, bm, bvh_tree):
    point = vertex.co.xy
    polygon = [v.co.xy for v in bm.verts]
    return is_point_in_polygon_2d(point, polygon)

#
#
def is_point_in_polygon_2d(point, polygon):
    x, y = point.xy
    n = len(polygon)
    inside = False

    p1x, p1y = polygon[0].xy
    for i in range(n + 1):
        p2x, p2y = polygon[i % n].xy
        if y > min(p1y, p2y):
            if y <= max(p1y, p2y):
                if x <= max(p1x, p2x):
                    if p1y != p2y:
                        xinters = (y - p1y) * (p2x - p1x) / (p2y - p1y) + p1x
                    if p1x == p2x or x <= xinters:
                        inside = not inside
        p1x, p1y = p2x, p2y

    return inside

Please and thank you for any help.


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Plotting object mesh on blender generated image based on object pose
I am generating images from blender and also saving obj.location and obj.rotation_euler. After this, I want to plot the mesh of the object on the image generated based on the objects pose that I have saved.
something like this
But I am not able to make sense of obj.location and obj.rotation_euler
x,y,z = 2.3005263805389404, 3.887678861618042, 0.505042314529419
3d rotation = -0.012391275726258755, -0.02587204799056053, 1.8222243785858154
which are plotting my object mesh outside the image. I noted down my blender camera position as
bpy.data.objects["Camera"].location  = <Vector (11.5000, -10.0000, 8.0000)>
bpy.data.objects["Camera"].rotation_euler = <Euler (x=1.1093, y=0.0108, z=0.8149), order='XYZ'>
I am not sure how to proceed further.

Have a look to world_to_camera_view here https://docs.blender.org/api/current/bpy_extras.object_utils.html#bpy_extras.object_utils.world_to_camera_view

world_to_camera_view takes in a 3D point. But in my case, I have a location and also orientation that needs to be transformed. And Also I wanted to perform this transform manual to get a better understanding.

objects have a "matrix_world" property. You can transform its vertices coordinates from local to world using it obj.matrix_world @ v.co

I think I must be trying to transform from world to local. As the blender obj location seems to be in the world. Right?

To plot (draw) on the rendered image, you should go from local to world then use world_to_camera_view. obj.location is world (if the object is not parented or constrained, etc) but its vertices coordinates are stored in local and you need them in world.


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Identifying the source of unexpected lighting differences
I am seeking out ideas for why the darkened areasof this .gltf behave so differently with lighting than the other surfaces. Specifically the lower molars, and the tongue facing surfaces of the lower incisors.
I have attempted substituting the materials of each tooth (they each use a different one with seemingly identical properties) and it has no effect. I have attempted transposing the various elements around incase it is a shadow or a lighting issue and it has no effect. This is my first blender project and I am at quite a loss.
What is most perplexing of all to me is that the tongue facing surfaces of the canines do not exhibit this behavior.
For this file, I would like each tooth surface to render with identical lighting; this model is being used to exhibit research results on the spatial positioning of childhood tooth decay, by updating the texture and material of the teeth accordingly.
Thank you so much for your assistance.
the file itself can be found here if it would aid your investigation,
https://drive.google.com/file/d/1DCN1bfNcfQFS2YS195rX1iaaQRdxRrIb/view?usp=sharing

Maybe flipped normals? Go to your Viewport Overlays, and turn on "face orientation" to see what's going on, or select all in edit mode and select mesh > normals > recalculate-outside

Many of the objects have custom split normals data that need to be removed. This is fairly common with objects imported from other software, and is good to check when running into any shading issues with imported objects that aren't simply resolved.
To fix, simply go to Object Data>Geometry Data>Clear Custom Split Normals for each problem object. To speed up the process, you could use ⇧ Shift + R after selecting the next tooth to repeat the last operator. See the gif below for an example:


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How to Straighten Arch-Shaped Mesh
I have been attempting for several hours now to "unbend" this teeth model with little luck. The goal is to place all the teeth along a single plane with minimal deformation to them or the gums.
So far i have attempted many curve modifier deformations, but most end up in disaster. Unfortunately each tooth needs to still be a separate mesh at the end of this process.
What do you think you would do to achieve this?
Thank you so much for your help.
Here is the model file if it might be of assistance https://drive.google.com/file/d/1a_uuDKqHhfvP1Tu1N0fQDOYP7lYzmU5G/view?usp=sharing


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How to slide or scale loop cuts
So there's a question I have regarding loop cuts. I don't really know how to explain it, but I know a tutorial which shows it at 00:50 in the video.
https://www.youtube.com/watch?v=rtO9maU709k&t=78s
It's basically two loop cuts on top of each other, one stays put while the other is able to be scaled up or down etc. But when I try to do it, it doesn't work, it's like Blender tells me that I already have a loop cut there so the other one is not needed.
Am I doing something wrong?
Thanks in advance.

I can't replicate your issue. Mine behaves the same way as shown in the tutorial video. Can you share more details?

I had 'Proportional Editing Mode' set to ON, which caused the problem. When I switched it OFF, it all worked as intended.


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Mirrored UV map is breaking up textures per-face
Uv map was mirrored, but then every single face in an island is ripped seperately.
The map is in the perfect place but the textures per face are acting wonky.
Screencast of the situtation
(I'm sorry i wasn't able to upload a gif)
For more details:
The mesh is downloaded from blendswap, comes Unwrapped and Textured.
I modified one side of the mesh using edit and sculpt modes. X-mirror was on, but sadly somewhere i deleted some faces and i think it stopped copying my edits over to the left side.
The error is on the left side.
I deleted the left side.
I selected the right side and did shift+d scale x=-1
but ofc that only uses same UV's as right side while the textures aren't exactly the same.
I couldn't re-unwrap using U>Unwrap because the mesh is changed, and the resulting unwrap is different.
so I selected right side, separated by selection, mirrored it using mirror modifier, deleted the original side (lol must be tiring to read this, sorry.) and selected this new object in object mode, shift+selected the original object, did ctrl+L Transfer UV maps.
That last step must have made the errors.
I manually edited the new left side UV's to fit the texture map perfectly. BUT, the textures seemed off for this one side. Every face shows gradients. almost like if the normals weren't set to smooth. But they are.
The maps are in the perfect place, but when i select islands in the UV editor, it doesn't select the whole island, just random chunks of faces.
And the same happens when i select vertices.
I tried W>Remove UV doubles, at a low threshold too. It doesn't work.
Any way to salvage this? Is this a bug?
In the end I am deleting half the whole mesh and just going with mirrored textures... It doesn't really matter that much, I'm just surprised at the mess haha.

It's becouse faces in that place are "rotated". Let's i describe it in image:

your vertex number 1 is on position of vertex 3, n.2 on position of 1, n.3 on pos. 2.
so it look like all vertex on right place, but this places are wrong
Look at my another example. As you see all faces are in right place, but selected face is rotated at 90 degrees. Same thing in your model, but many of faces are rotated.

So if you have original model - try to transfer it UV map using Data Transfer modifier


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How to apply two different materials in Blender Internal on front faces and back faces, *while involving transparency*
Basically, I want to see through the transparent front faces to the opaque back faces. This isn't the same as flipping all normals and executing backface culling because I want the front faces to be slightly visible, using its specular highlights and/or ramped fresnel.
I made two materials, one a diffuse (though i have enabled the transparency checkbox just in case) and another a transparent material, and mixed them in the node editor with Geometry>Front/Back as the factor.
How to get the backfaces to show through the transparent front faces?
If anything plugs into the alpha output, it doesn't do the job, it makes an alpha blank space through the whole object.

How to execute a combined output without having two meshes overlapping?
Thanks in advance!
An added bonus would be if such a material would work in the GLSL viewport, that'd have me just overjoyed haha.
(Also coming from a cycles material mix node background might be why this is so confusing to me. I know Blender Internal uses a MixRGB only, which is mixing the color values, and not actual shaders, and that's the problem. But I hope this is still possible in BI... maybe some BGE settings?)

Related https://blender.stackexchange.com/questions/59070/striped-sphere-hide-backfaces

Does this help? https://blender.stackexchange.com/a/102474/29586

I'm not having this issue.
Use the Backfacing output of a Geometry node to drive the Fac input of a mix shader. The top Shader input is what will show up on the front face and the bottom Shader input is what will be on the back face.
Also, I enabled Alpha Clipping on the front face material in the material Settings panel. Backface culling is also turned off for the front face material.


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Object pose in camera coordinates
I want to convert object pose (location and rotation) from world coordinate to the camera coordinate. Is there a function to convert not only the location but also the rotation of an object to camera coordinates in blender?

Convert Space
Every object in blender has the bpy.types.Object.convert_space method.
For example to convert the world space matrix of the cube, into the local space of the camera
>>> cube = C.object
>>> cube
bpy.data.objects['Cube']

>>> cam = C.scene.camera
>>> cam
bpy.data.objects['Camera']

>>> cam.convert_space(matrix=cube.matrix_world, to_space='LOCAL')
Matrix(((0.6859205961227417, 0.7276763319969177, 1.4901161193847656e-08, 0.0),
        (-0.32401347160339355, 0.305420845746994, 0.8953956365585327, 0.0),
        (0.6515582203865051, -0.6141703724861145, 0.44527140259742737, 0.0),
        (0.0, 0.0, 0.0, 1.0)))

There are two ways to do this:

Parenting

just make your object a child of the cam, and it will copy its location and rotation.
select first the camera, then the object.
press Ctrl+p

Object constraints

drivers
Right-click on x/y/z location

As I need to do it in a pipeline any idea how can the same be accomplished using python blender pkg?

He @GuruHegde, its not completely clear to me what you want.
Do you want to automate the process of connecting the camera and a object with python, or something else? What python pkg, do you mean just the blender api?

Currently, I am using blender (bpy- python api) to create a dataset(around 10K images) for my deep learning 6D-pose estimation task. I am saving the rendered image and also object pose(obj.location and  obj.rotation_euler). But the pose values I am saving does not seem to be in Camera coordinate. My guess is that this is in world ordinate. I tried converting this by multiplying with camera.matrix_world matrix which did not work for me. So this is why I want to find a simple way in blender python API to convert object pose from world to camera coordinate.

If i understand you right you want the location of an object(s), relative to the camera.
In this case, make the camera a parent of that object(s). And apply location and rotation to that object, all movement will now be relative to the camera. python parent: https://blender.stackexchange.com/questions/9200/how-to-make-object-a-a-parent-of-object-b-via-blenders-python-api, python apply location and rotation: bpy.ops.object.transform_apply(location=True, rotation=True, scale=False)

The only thing you should do is to just find the relative matrix of the object with respect to camera. (for details see THIS_LINK where I have explained how these kind of stuff work)
You should do like below:
import bpy
from mathutils import Matrix as mat

cam_name = "Camera" #or whatever it is
obj_name = "Cube" #or whatever it is

cam = bpy.data.objects[cam_name]
obj = bpy.data.objects[obj_name]

mat_rel = cam.matrix_world.inverted() @ obj.matrix_world

# location
relative_location = mat_rel.translation
# rotation
relative_rotation_euler = mat_rel.to_euler() #must be converted from radians to degrees
relative_rotation_quat = mat_rel.to_quaternion()

and you'll get the following result:
print(relative_location)
>>> <Vector (-0.0079, 0.0600, -11.2562)>

print(relative_rotation_euler)
>>> <Euler (x=-0.9435, y=-0.7096, z=-0.4413), order='XYZ'>

print(relative_rotation_quat)
>>> <Quaternion (w=0.7805, x=-0.4835, y=-0.2087, z=-0.3369)>

Your approach and the one above from @batFINGER don't give exactly the same results. In my case, I'm getting Quaternion((0.8464428186416626, -0.5244007110595703, 0.048664890229701996, 0.07855068147182465)) using @batFINGER's, and Quaternion((0.8464428782463074, -0.5244006514549255, 0.048664890229701996, 0.07855068147182465)) using yours. Could the matrix inversion be the cause of minor numerical differences?

Instead of explicitly calling inverted() and performing the matrix multiplication, it could be advised to use a linear system solver, e.g., Matrix(np.linalg.solve(camera.matrix_world, blade.matrix_world)).to_quaternion(), which in my case gives Quaternion((0.8464428186416626, -0.5244007110595703, 0.0486648827791214, 0.07855071127414703)). Still not a perfect match, but seems closer.

@Bruno the order of magnitude of this difference is 10**-7, it will be never seen. the cause of this might be rooted either in quaternion conversion or in matrix manipulations (either inversion or multiplication roundings) but I think quat conversion case is more probable. Anyway it cannot be seen or measured and doesn't matter

I agree the difference in the quaternion representation is negligible. The first time I noticed the difference was when comparing the matrices. @batFINGER's approach gives Matrix(((0.9829229712486267, -0.18401706218719482, 1.4901161193847656e-08, 1.0398652605658754e-08), (0.08193755149841309, 0.43766748905181885, 0.8953956365585327, 0.624844491481781), (-0.16476815938949585, -0.8801049590110779, 0.44527140259742737, 0.3107289671897888), (0.0, 0.0, 0.0, 1.0)))

and yours gives Matrix(((0.9829230308532715, -0.1840170919895172, 1.4901162970204496e-08, -0.007881620898842812), (0.08193756639957428, 0.4376675486564636, 0.8953956961631775, 0.6848568320274353),   (-0.16476818919181824, -0.8801050186157227, 0.44527143239974976, -10.945426940917969), (0.0, 0.0, 0.0, 1.0))). The last column has "bigger" differences.

provide a file on https://blend-exchange.com/ for me to see

Unfortunately, I can't. But here are the matrices: >>> camera.matrix_world Matrix(((0.6859206557273865, -0.32401347160339355, 0.6515582203865051, 7.358891487121582), (0.7276763319969177, 0.305420845746994, -0.6141703724861145, -6.925790786743164), (0.0, 0.8953956365585327, 0.44527140259742737, 4.958309173583984), (0.0, 0.0, 0.0, 1.0)))

>>> obj.matrix_world Matrix(((0.5403022766113281, -0.8414709568023682, 0.0, 0.0), (0.8414709568023682, 0.5403022766113281, 0.0, 0.0), (0.0, 0.0, 1.0, 0.6978417634963989), (0.0, 0.0, 0.0, 1.0)))

I'm sorry if it's not possible. I can't follow this way.


text:
Can we use "Grease Pencil" to mask other objects?
I'm trying to use a "greasy pencil" to cut out other objects. Like this red cube in the example. The white cube and the pink circle are in a collection. I want to make an object go through the middle of the cubes in After Effects, but the Circle also needs to be on top.

Is there a way to do this?

If you need a mask, I suggest you use tools for making masks. Cryptomatte is a good tool for masking and separating stuff in your renders.

This is just a passing thought, but if I needed to apply a mask to a 3D scene in grease-pencil fashion, I would probably just render the mask objects to a different layer and mask it out in the compositor.