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mirror not working

it looks like there's a copy of the cube that isnt being affected by the mirror.
when i was building this model:

i set up the modifier to the default cube and went on my way. but now, it isnt working.

Can you post the file? Or more information? I don't see how the first and second image correlate.

theres no file that needs to be posted. when i set up the mirror modifier to the default cube, it doesn't work. the second image is just to demonstrate that it was working before, and i could create a model with symmetry. i am not doing anything different to the default cube, than i was when i made that model.

"It doesn't work"? In what way? I asked for the model because I don't have enough information to answer the question.

in the top image you can see i have pulled a vertice inward. but some copy of the cube seems to be present, and the edge of the cube remains the same. i do not know why this copy exists.

IMO it is best practice to halve the model and work from one side. As answered below. The "copy" is the left mirroring over right and the right mirroring over left.

It appears that you have a complete cube with a mirror modifier attached to it. This modifier doesn't copy changes of one side to the other, it duplicates one side and creates it on the other (in real time), where there should be empty space if the modifier is disabled.
Delete the half of the cube you aren't working on.

couldnt be this. i definitely did not delete any half of the cube the first time. from the moment the program loaded, i went modifier>mirror>edit mode> and started building the model. i didn't delete anything from the cube.

You could try it...

unfortunately, its not working anyway. half the cube gets deleted and thats all that happens. this is very strange. thanks for trying to help though.

Can you post a photo of the result? Or the file?

i think i found a bug. the only big thing in blender that i have changed today in the time since making that model, is enabling "loop tools" in user preferences. i have now disabled it, and the mirror modifier is working as intended.

having "loop tools" enabled seems to mess with something in blender, and the mirror modifier does not work the way it should. disabling loop tools fixes my problem.
the version of blender is 2.78


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what is the difference between scene layers and render layers
https://docs.blender.org/manual/en/2.79/render/post_process/layers.html
could someone please make a clearer explanation about the difference between the scene layers and the layer layers?

So you are looking for an explanation for Blender 2.79? Since blender 2.8 scene layers has been replaced with collections, maybe they are easier to undersand if you look at those. Can you explain what is not clear? The two pages on the manual seems quite detailed.

As Carlo says layers and render layers have been replaced by collections and view layers since 2.8, are you sure you want to learn the 2.79 system?

i hate the layout they made for the new versions. im very happy with 2.79. ill just experiment with render layers, scene layers and layer layers until i figure it out.

source: Stack Exchange

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

sort: votes


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Problem with asset browser importing objects with drivers attached that reference scenes
When I import an object from the asset browser that has any drivers on it that use "Single Property" and have the ID Block set to "Scene" the object instead gets placed in a newly created scene different from the one I was trying to import it into.
It also doesn't matter of the scene names are the same. For example if I import the object into a project with one scene just called "Scene", which is the name of the scene the ID block was set to use as well, it will instead create a new scene called "Scene.001" and place the object in that. Trying to link any objects over to the required scene just removes the scene settings from the drivers, so I have to go back in and redo each and every driver.
Also I noticed that when I click over to the newly made scene upon import, such as Scene.001 from my example, I noticed that it brings in everything from that project file that the asset was saved in, non marked assets and all.
Does anyone know of a viable fix for this problem?

Hello, I think unfortunately right now this is a limitation of the system, to avoid non functional assets, every single object that is tied to it will also be imported alongside with it.

That's a shame, I hope it gets fixed in the future at least. Thank you for the answer though.

Thank you for pointing this issue out. It’s really annoying, and I don’t think Dohab’s answer addresses the actual core of the problem. In essence, this issue, if unnoticed, can cause massive data bloating, and it just doesn’t make sense to me. When using assets in Blender, why is it pulling in unnecessary data like extra scenes? Ideally, the driver should simply reference something like "this scene… this variable," so why doesn't it work that way when using it as an asset? For example, I want a value in my node group to be driven by the current frame of the project I’m working on. Why can't I

I Stumbled upon this issue for a while, but I found a way to make it work. I don't think it's a limitation tho.
First, when you drag and drop your asset object into the scene, a little popup window appears with an option called "Instance" which is  checked by default.
Uncheck this option and drivers will work as expected.

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


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Can I use Resolume Arena video output as texutre / video input in blender?
Is it possible to use resolume arena output as video input/ texture using in blender?
I was wondering if I can use resolume arena to do some mock up in some stage design animations using blender?
Vinco

You'll have to explain what "resolume arena" is and what format it exports!

No. Blender is not suited for Realtime applications and doesnt support pipes like ndi, etc. I recommend Touchdesigner which can support fbx well.

Many thanks.....I was researching to do it the other way round. I found that using texture sharing through Spout can stream the render to Resolume Arena. This is what i am researching : https://vjun.io/jacobmesick/blender-in-resolume-through-a-spout-plugin-a90

You'll have to explain what "resolume arena" is and what format it exports! –
< Resolume arena is a playback and VJ software. I wanna use them to provide the video content to blender in real-time. This the arena : https://www.resolume.com/


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Video in compositor not showing in render
The video I am trying to key will not show in the renderer. It shows just fine in the viewer node, as well as in the preview on the composite node. I have looked online for solutions already:
Use nodes is on.
Transparent is checked.
Nothing loaded in VSE.
Only 1 (default) render layer exists in the project.
Any help would be appreciated!

There's a "Use Sequencer" checkbox that must be unchecked - even if you have nothing loaded in there it will overwrite your frames with the black output from sequencer

That solved it, thank you


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Why when image rendering object did not show up but in 3d rendering show up
I am new to Blender. I try to make donuts, but my object does not appear when I start rendering. So how to solve this? Because in-camera perspective, the object appears

Hello maybe check the render visibility settings in the Outliner window?

Thank you for the answer, and I have solved the problem from what you suggest

That screenshot looks like your model is incredibly small (from the zoomed in grid)
Check your model dimensions (via the inspector panel, accessible via the N key shortcut) and scale up the size of your model to something more realistic.
I’m guessing you’re running into clipping issues with your camera's minimum frustum distance.
Also double check that your camera is the active camera.

Check the render visibility settings of your objects in the Outliner window:


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Accurate wall thickness measurement in Blender?
I have some detailed models I have managed to successfully print at larger scales (20-30cm max height), however the wall thickness in many areas is very thin and when scaled down to much smaller sizes (<15cm) the wall thickness drops below the 0.5mm minimum required by my manufacturer.
I appear to be getting varied and unclear results using the measurement tool in Blender to measure wall thickness after applying a Solidify modifier. Even when applying the 0.5mm thickness the measurement tool is returning <0.5mm thicknesses.
Is there a better way? Ideally I am looking to see a minimum wall thickness for the entire model as a baseline, so then I can perhaps apply Solidify modifier to only specific vertex groups to bump up the wall thickness only in certain problem areas.

the values will be wrong in edit mode if you have not applied scale in object mode.  Is that your problem?

Hey, thanks. I don't think so. I've applied scale and still getting <0.5mm thickness with both measurement tool and thickness checker in the 3D printing tool panel


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Create grids on a plane
How can I create grids on a plane in Blender? Namely, a plan object is subdivided into multiple grid objects. I tried the following but did not work:

Create a plane
Select it in object mode
Tab to enter edit mode
Subdivide in into n components. In the viewport, I observe the plane is subdivided to the specified number of grids
Select all sub faces, and P Separate by Loose Parts
back to object mode. No new grid objects are either appearing in the viewport nor the outliner

I'm not sure to understand what you are trying to do. What you did is subdividing a plane into a grid. If you want a different object in addition to the plane, then add another plane object in object mode.

hello please show a screenshot and give more details because for the moment it's hard to understand what you're trying to achieve and what you have right now, if you want something that looks like a grid object, you can inset all the faces and remove them?

In Object Mode, go to Add > Mesh > Grid

The result:

I have been able to find the solution. It turned out I missed a step (edge split) prior to pressing P Separate > By Loose Parts. Naturally if don't split the edges there would not be any loose parts.

Create a plane
Select it in object mode
Tab to enter edit mode
Subdivide in into n components. In the viewport, I observe the plane is subdivided to the specified number of grids
In Edge mode, Split Edge. This fixed the problem
Select all sub faces, and P Separate > By Loose Parts

Back to object mode. No new grid objects are either appearing in the viewport nor the outliner.


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Why My transformation does not reflect in the viewport
Why am I not seeing the trasformation takes place in the viewport? please help explain what I am missing?
def transform1(objs, location=(0, 0, 0), rotation=(0, 0, 0), scale=(1, 1, 1), mode='XYZ'):
    # Ensure we're operating in object mode
    bpy.ops.object.mode_set(mode='OBJECT')

    for obj in objs:
        # Set the location, rotation, and scale of each object
        obj.location = location
        obj.rotation_euler = Euler((rotation[0], rotation[1], rotation[2]), mode)
        obj.scale = scale

        # Make the object the active one
        bpy.context.view_layer.objects.active = obj
        obj.select_set(True)

        # Apply the transformations to the object data
        bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)

        # Deselect the object
        obj.select_set(False)
    bpy.context.view_layer.update()
```

Sorry, I overlooked. The code I provided actually worked.

Hello and welcome. Please use proper code tags when posting code or error messages

how/where do you call your function?


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Blender FBX export is not rigging my bones correctly
I have this 3d model that has separate limbs as different objects, and all the bones are parented as "Bone" except for a few of them which are deform bones. I have an animation that's supposed to play

But when I Export it into an FBX, the animation is there but it only works on like 1 part of the model.

I've unchecked Deform Bones Only In the export many so that's not the issue. I don't know what could be causing this, I've messed with the settings a ton and nothing has happened. How can I fix this?

I think you'll need to share your Blend file. You can share it via https://blend-exchange.com/ following the instructions there to copy the link on that page and then edit your question here and paste the link into it.


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My Blender Pan, and Move don't work WORK
Nothing is working, I have tried Loading the factory settings, uninstalling and re-installing, uninstalling and updating, and lots of other stuff inside of blender i also deleted all of the files located in the, "Blender Foundation" folder.


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How do I set tool hotkeys to not take immediate action?
Whenever I select an object in blender, I want the the tool hotkeys (G for move, R for rotate, etc) to have the same effect as when I click them (just showing the appropriate gizmo), instead of for example pressing G and the object being moved with my cursor, or pressing S and the scale being attached to my cursor's movement. How am I able to fix this?
Thank you in advance.

ok, i know, you don't wanna hear that. But i don't think you will use the gizmo after using Blender for a little bit longer. Because mouse + keyboard are much quicker and more accurate than using gizmo.

I appreciate your input, I really do. But how much is a little bit longer? I've been using blender semi-seriously for a  bit over a year and a half now and I've always preferred the gizmo. I assume you mean using the coordinate hotkeys though (G for move and then pressing X for X axis, Y for Y axis, etc), correct? I could do it like that but I really prefer the gizmo most of the times. Nonetheless, thank you!


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How do I spawn particles inside a designated area?
I am trying to use an emitter to get particles to spawn and stay inside a specific area (in this case, a cube) but all I've been able to achieve is for the particles to spawn on the outside of the cube and not on the inside. I'm not sure how to achieve this or if an emitter is even the appropriate modifier to use.

Try choosing volume under source->emit from...


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i cannot assign the color to face materials in blender
I am facing color materials everytime I tried to assign the color. When I selected the faces on the trunk of the tree and assigned the Trunk color (Brown)in edit mode, it didnt change color on trunk as shown in the first photo.

Moreover, I deleted the Tree color(Green) material, it has changed to trunk color on whole tree. then, I selected the faces of tree and assign Tree color, it didnt change color on materials in the second photo.

In addition, when i tried to render the layout in Cycles render engine for first photo, the trunk is appeared as green color although it was in trunk color in Eevee render engine.  Can you help me please explain this?

in the picture you show the faces are not selected, you need to select the faces, then select the slot that has the material you want to assign, and click on the Assign button. If you delete a slot, the faces that had the material get the material that is on the previous slot.

I agree with @moonboots that looking at your screenshots the most likely reason could be that you don't select the faces you want to assign the color to. Without actually assigning a material to a face correctly, all faces will have the default first material in material slot 0. Which is green in the first screenshot and brown in the second, so the tree shows exactly what I'd expect without assigning different materials to specific faces.

If you selected faces and assigned material as you mentioned ... share you simplified file with one tree to let us see, use https://blend-exchange.com ...btw in your render top tree has some trunk material faces assigned.

Thanks for comments and the photos I uploaded are the ones that deselected faces after I selected faces on trunk and clicked on assign material. I would like to show clearly that the trunk faces and tree faces are still remain unchanged

If you are sure you did everything as it's supposed to be working, then you should really upload a file for us to investigate further as @vklidu suggested.


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Curve modifier destroying mesh when curve vertices are moved
First of all, thank you for the help - This issue has got me stumped. I've searched all over the forum and have seen lots of issues, but none that seemingly match mine.
Summary - Curve modifier works fine when curve is flat along the Z axis, but as soon as I move a vertice in the Z axis, it destroys the mesh.
Blender File - Blender file

As soon as I move the vertice in the Z axis, it ruins the mesh

I'm not sure what's causing this. I've;

Applied transforms on 'road'
Have not applied transforms on the curves - that seems to make things worse
Have centered the origin to the exact same spot, at world 0,0,0

Any help would be very much appreciated.

I cannot see how to remove the post, but I've found the answer to my question - I needed to go into the 'item' in edit mode and reduce the mean radius back to 1 after the transforms had been applied in object mode.


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How can I pixelate a procedural texture with a pixel grid that is completely static in world space?
I am trying to create a voxelized fire simulation, and then texture it so that the center of the fire is the brightest point. Here you can see what I currently have:
The voxelized fire sim, it is 3d but I showed it from front view for simplicity's sake
To create the effect of the fire being brighter in the center, I used a gradient texture that is located at this empty, so I could have the empty follow around the center of the fire, and use the gradient to drive the colors of the fire.

The Result
Then to make this effect pixelated, which is really important for the look of the voxel fire, I added in a snap vector math node.

The Result
Now as I'm sure you can see the problem, I can manually line up the pixels with the voxels (as they are at the beginning before the torch moves), but they aren't going to stay that way.
A better visual example of the problem. The pixels need to stay stationary as I move the gradient
I've been trying for multiple hours to figure out a solution and can't find anything online for it, and am not super good with nodes or math. Essentially, what is needed for this effect to work is a grid of pixels that are static in world space, whose brightness is affected by the gradient texture. However this is proving to be way harder than it seems.
Any help would be super appreciated! I've been trying so many different nodes in so many different orders that my brain has turned to mush, and I am completely out of ideas.

are all of your surfaces axis aligned?

There may be a way that suits you in shading, to pixelate the material in Camera or Window space, but..
.. forgive me if I'm missing an important point, but your whole workflow may be simpler if you Pixelate the 2D output, using the compositor, instead of Voxelizing the 3D source, in the geometry:

If you did choose that way, you would leave your original fire sim and model at a high enough resolution not to interfere with the downsampling.

I don't think he wants to voxelize the 2D output, but the texture he is using on the 3D objects... at least that's what I suspect when looking at the linked "better visual example". Although the fire sim image seems to imply your answer to be the solution.

@Gordon.. fair enough.. that's why the answer is so hesitant. OP may want to pixelate the texture in screen-space, while I'm suggesting it's the wrong thing to want :) Any pixelation of the material would leave the object-boundaries intact.

Hey! Sorry I may not have explained this super well. The fire is actually 3D, I just showed it from front ortho view to make the explanation a bit simpler - but I see that made it confusing. Pixelating in screen space would look very weird, especially were the camera to move. The effect I'm trying to create is a 3D gradient texture that I can use to drive the brightness of the flame towards the center. Then, I need to pixelate that gradient, but the pixels need to remain on a static grid in world space, and only change their brightness, not position, based off the gradient.

@AnthonyMadeira Hi!  What method did  you use for your voxelzation? Can you get the knife in there, with the brightness, so it's voxelized along with everything else?

@RobinBetts Hey! The voxelized fire is a fire sim I did, converted to VDB, and then used another object to do volume to mesh. After the Volume to Mesh modifier I have geometry nodes that attach a big bounding around the whole thing, and then a remesh modifier to turn it into blocks. The bounding box is so the remesh modifier will use a consistent grid for the voxels, instead of jittering around (remesh is calculated using the bounding box of an object). Thanks so much for your time! Any help is massively appreciated, I've reached the end of my own knowledge here.

@AnthonyMadeira  I like the bbox-remesh tip.    First thought would be to  render a glowing ball ( separate pass? ) remeshed by the same method as the torch and fire?

@RobinBetts How do you mean? Like, to render a separate glowing ball with remesh in another pass, mask it so it's only inside the fire? The problem is that it doesn't make a gradient, but a sharp cutoff from bright to dark. I can show you (https://i.imgur.com/0lEFeDP.png) the effect I'm going for. I can set it up manually for any single frame to look like this, but moving along with it is a problem. I did try your suggestion though, and I used multiple balls of varying size, but it looks worse and is more complicated than a gradient. There must be a way to make the shader setup work, I think.

@AnthonyMadeira I was thinking of a glow bleeding  around the fire,  not masked inside it?  Not sure.. will give it a go when I can..


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Blender bevel mitering struggling with very sharp corners
Blender's bevel tool (specifically in my case, the modifier) works pretty well and is extremely useful, however I think I've found a limitation of it. If anyone knows how to solve this problem, I would really appreciate the help!
When beveling a very sharp corner like the mesh in the image below, the bevel tool seems to really struggle.

As you can see, the sharp angle causes the connection between the edges to freak out. I've tried messing around with all of the bevel settings, I've tried also beveling the edge that connects both of these edges at the top, beveling the vertex that connects at the top and then beveling the edges separately, but blender really just seems to struggle here.
I recreated the mesh in maya just to see what it would do, and I got this result:

Maya seems to handle the operation just fine, and I believe it's due to it's Auto Mitering option in the bevel settings. When I turn it off, the mesh seems to have a similar issue to the one I'm getting in blender. Blender has mitering options as well, but no combination of them that I can find fixes this issue. Does anybody know what to do here? Or is this just a bug that needs to be reported?

You need to include the edge that's at the V going from the front to the back.

Unfortunately no, this does not help. It doesn’t fix the deformation and it also messes up the mesh even more :(

Can you add your blend file to your question? (How to add a blend file)

Here's an example of the problem in question:

I'm going with the idea that you've found a bug in the bevel code.  Maybe submit this last file as a bug report?

was my thinking too, will do


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Using blender model in A-Frame
I created a model on Blender, and noticed the model seemed to be glitching. Changing the View clip start and end resolved the issue on Blender. Now, adding the same model to A-frame the same is happening but I can't seem to change the clipping. Is there a better solution, either for A-frame or the model itself in Blender?
The model was exported in glb.
The model in A-frame:

The model in Blender:

We have no idea what "A-frame" is and in any case this Q&A site can only help with problems in Blender and its built-in addons, not with external programs. Changing the camera (View) clipping in Blender isn't going to affect external programs anyway because that's purely a visual effect.

@JohnEason I understand, but when I tried Stack overflow, they told me the same thing about Blender and send me here :)


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Some triangles in imported PLY with Color Attribute appearing dark
I'm new to Blender, and I was trying to render a model from the game Stormworks, a .ply file. Having imported it, and getting stuck, given the learning curve, I consulted this guide, however, the small helicopter I was trying to render appeared with some dark artefacts:

The darkness doesn't seem to be tied to the parts used in Stormworks, or any theme for that matter. I tried many things, like this guide said to do tris-to-quads, which didn't change anything, there was also an answer regarding backface culling, but I can't work out how that works, given that person had a wildly different looking version of Blender to me.
If anyone knows how to fix this, it'd be really useful, thank you.

It might be doubled geometry. Polygons resting on the exact same plane will produce shading artifacts, usually zebra stripes but it can also produce dark areas. Check if you don't have multiple objects at the same place in space, or if you don'th have doubled geometry in edit mode

It's only one object imported, could that change the solution?


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Origin on asset in asset library is diffrent from the original
I'm using the asset library browser for the first time, and I bought a people collection for it. I'm trying to add a group of people to the library so I can easily drag it into a scene. Here's the group:

All the people are parented to an empty object with the origin set to it. I moved this group to a collection and marked it as an asset. However, when I drag it out of the library again, the null object is moved all the way to the side, and it dosent move or rotate the way I like.

Why is this happening?

All the people are parented to an empty object with the origin set to it.

Collection instancing origins are set as vector properties that hold a coordinate in scene space, not pointers to objects. If you move the objects the collection center doesn't move with it, needs to be updated manually.

Consequentially, the origin point of an instance is set as the Collection Offset property, which is a property of a specific collection. If you moved your group of people into a new collection then you need to set the Collection Offset for the new collection as well.
In the Properties Window check the Collection tab for properties of the currently active collection, or the Object > Collections tab to set the originins of all the collections an object may be in.

Thanks, this fixed it, but I'm still not sure if I fully understand. Maybe you could clarify? Why does the origin not move if the collection is re-instanced? And what exactly is the last step doing? Is it setting the origin to be relative rather than absolute?

Collection origin is always absolute in scene coordinates. Moving objects around has no influence on scene origin coordinates. If you moved your objects into a new collection the new collection has the default origin at [0,0,0], regardless of where your empty object is.


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How would you approach modeling this organic structure?
Curvy and wavy organic architecture is fascinating, but I have no idea how I would attempt to model something like this:
Would love to hear any thoughts on how to approach this.  It feels like maybe layering curved layers along a base shape maybe, but then I don't know how I would make smooth transitions from the domed glass shapes to some of the curved walls and roof elements.

Hi Please use a title that reflects the content of the question. It should be descriptive but succinct, unique and identifying, summarizing the issue so that users can at a glance understand what your post is about. Use the [edit] link below your post and avoid anything not strictly essential to the post. Remember, your title is the first thing potential visitors will see, and makes your question findable for future users. See "What is the problem with posting an image or link and asking “How do I do this?""

Definitely using subdivision modelling (subdivision modifier).These types of complex geometries are very hard to control when you have complex topology. SubD allows you to have very simple topology while creating the complexity you need. See for yourself:

Simple topology of only 6 faces

Complex geometry that comes out of it when subdivision modifier is applied
To achieve this zaha hadid like forms you need to work with both fluid geometries and hard creases that connect them. This can also be easily done in blender either by creating loop cuts from the both sides of the edges you want to crease like this:

Note that this approach increases complexity of your model's topology and thus is less favourable (but sometimes neccessary)
Or by using Mean Crease that you can find under edge data in item options when in edit mode, like this:

This method does not create additional topology and is completely procedural.
In the end you get something like this out of only 6 faces that can be still easily controled:

Other option how to create such geometries would be using procedural modelling (you basically create a script that creates the geometry based on it). In blender you could try to do it in geometry nodes, but in my opinion they are not yet user-friendly enough to use them for such tasks.

Great response, thanks for the details and screenshots!  Looks like I need to start doing some subD practice.


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Bones appear in Layout workspace but not Animation workspace
I have a model that I am trying to animate. I set the bones to display "In Front" in the Viewport Display settings so that I could see the bones easily. This works in the Layout workspace:

But when I go into the Animation workspace, they do not appear:

If I switch to Wireframe shading in the Animation workspace, it looks like the bones are not rendered at all:

Does anyone know why this might be?

I deleted the animation tab, created a new one, and the issue was fixed.


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Blender 3.5 cube object doesn't render
Original startup file produced problem of not rendering new object but instead restoring a old render of a video.  Went to Animation Workspace and deleted channels and cleaned out the animation workspace and saved to new startup file.  Now Render does not render any object.  I created just a simple cube to work the original problem so the file couldn't be any simpler.

It sounds as if you need to go to File > Defaults > Load Factory Settings and then File > Save Startup File. You will lose any addons and other settings you've saved but at least you'll start with a clean slate!

Have you accidentally deleted the default camera? Without a camera in the startup file it will not render anything if you don't add a new one.

The first answer worked for the simple cube file.  However, when I go back into the current project, there is no change.  I was doing the CGI-Fast Track tutorial Sword In The Stone hoping to learn some new stuff when the problem appears. I went through my backups and they all exhibit the same problem.  I'm going to redo with a clean slate and periodically checked render.


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glTF Export creates weird Jitters in Animations
Crossposted from the subreddit; I can't seem to get the animations perfect when exporting to GLTF. I've looked all over for posts on it or different export settings but nothing seems to work. Here is an example of what I mean:
This is the idle animation as it plays in Blender

This is how the idle animation looks in a gltf viewer and when exported into Godot

All of the animations are slightly jittery like this, but the standing idle loop is where it is by far the most noticeable
As far as what I've already tried, I've got the animations stashed to NLA strips, I have already applied all modifiers, there are no shape-keys. I've even tried manually baking the animation and THEN exporting but that still doesn't seem to fix it. Is it something with the way the armature or IKs are set up or maybe my export options or something?

In the animation baking options, did you enable Visual Keying and Clear Constraints? If yes, please share your file

Oh hey that does work, thank you! Though, is there an easier way to do this? Or am I just going to have to like, copy the rig to have an editable version with constraints still and then manually bake every animation?

Okay, new problem, baking animation with Visual Keying and Clear Constraints does work, but i can only bake one animation before the constraints are cleared and all the other animations break

I figured out what was wrong with it!
It never had anything to do with the gltf exporter, after several trials and trying different models and export options I found out that it was my Elbow Constraints, the Elbow Pivot (that the elbow pole target was a child of) had constraints to remain in between the hand and shoulder. I removed the elbow constraints and it works.

The usual "manual" workflow for exporting animation is:

Save your work file
Bake your animation (menu Pose > Animation > Bake Action, Enable Visual Keying and Clear Constraints.)

Export your animation
(Optional) save as a new "exported" blend file (as a debug if you have an issue and need to go to your baked animation to check for any issues)
Go back to your work file

Some exporters do offer you some baking options on export, or bulk export your action tracks individually (though usually you can't do both at the same time), allowing you to skip some steps in that process.
The glTF exporter in particular doesn't seem to be able to bake animations on export, so you do have to bake manually, export and revert to before bake.

How would I bake every action for exporting when clearing the constraints from baking one action breaks all the others?

By doing what I wrote to do: save > bake > export> reload save

But won't it override the file each time I export it? Like I do save > bake anim1 > export > reload save > bake anim2 > export and it overrides the first one so there's still only one baked animation in the final exported file.
Unless you mean, to export every single animation as an individual glb file and then combine them all again in Godot?

One export = one file. If you export everything on the same file, you just overwrite the file with the new export.

If Blender had a way to bulk bake actions individually, you could do one big export with multiple actions inside it, but I haven't heard of any tool that does this in Blender yet, so manual individual export it is. Alternatively, you could try baking each action without "Clear Constraint" and then export all these actions in one file, but I personally had way too many bad experiences with this to recommend it.

I tried that and it did fix some of the initial jankiness of the animations but had its own bag of jankiness that came in, so clear constraints seems to be the best bet. I just wish there was a better way to do it. Thank you though!

Hopefully one day we will


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Need help connecting skeleton to model
I have downloaded an .fbx file and when I open it the 'bones' are not exactly bones and they're not connected to the model.
The 'bones' are in a hierarchy and I think they're not the right object type (I'm unsure what they are)

I've tried to look in the documentation but I can not figure out how to convert this structure into bones and how to connect it to the model.
My final goal in the end is to apply gravity on this model so it rag-dolls to the floor.

There's an addon made for converting empties into bones, available in paid and free versions:

5.0$ : Empties To Bones - Blender Market
Free : artellblender/empties_to_bones

You could use this to generate the armature, then parent it to the mesh via ⎈ CtrlP > Armature Deform With Automatic Weights.


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Is there a way to show Sample Count AFTER a render has finished?
Pretty simple-
Is there any way to store/show that total Sample count once the render has finished?
I feel like that should be useful information that should remain displayed. Is there any way to retrieve that info once done with a render?

Does this answer your question? How to show render-stamp for arbitrary values?

It's not really clear how one would do that. With adaptive sampling and time limited sampling it gets a bit more complicated.


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How do I get the local coordinates of an emptxy
Effectively, I need to reference the coordinate space of an empty. Now in shader nodes, youd just use a texture coordinate node's "object" output. However, I cant seem to get the same result in geonodes that actually does rotation "correctly". I feel like this is basic geo nodes knowledge, yet Ive struggled trying to find any reference on how to do this correctly.

Could you tell us a little more about your setup and maybe share your blend file? It's not clear what exactly you do with the position you subtract here.


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Armature not attaching to mesh
I have followed numerous tutorials and this KEEPS happening. When I go into pose mode the left sides of the legs do bend and rotate properly but they bend BOTH legs and the right side legs have no function... I am not understanding, this should be fairly simple. I duplicated the armature from the left to the right, I selected the mesh and then the bones and ctrl+p, with automatic weights and(just as numerous tutorials instruct) and then this happens.
Thank you in advance!

Are you using a mirror modifier?  For something quick, try applying the mirror mod before parenting to your armature.

also, let the armature in Pose mode, then select your object and switch to Weight Paint mode to see how each bone acts with the mesh

Nathan, that was the problem! I didn't apply the mirror and it was mirroring to the other side. You saved me from such a headache, thank you! And moonboots, I looked in weight paint mode and it indeed showed me that one of the leg bones was in control of both legs, I'll utilize that tool next time! Thanks guys!

Hi, you could write an answer yourself to show and describe what happened and how you solved it. This would help others in the future. Later you could also accept your own answer!


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Problems with connecting bones to mesh
Having this issue with combining bones to the mesh. Just set parent to the armature with automatic weights. Can someone tell me why those parts aren't connected to the mesh?

The armature's bones can only move vertices. If there aren't enough vertices to deform, the shapes will follow the bones. Show us a the screenshot in Wireframe Mode (Z).

I deleted this file. But that makes sense. So if I were to add a loop cut in the middle, would that work?

Yes, you will probabyl need more than one loop cut. Look at the examples on this page and how the vertices are distributed in the elbow and knee are to give support for deformations. It is advisable to start rigging (and weighting) after finishing the topology work.

This is very very helpful, thank you so much for the information and links:D


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Boolean Modifier Mesh Geometry
I'm trying to make a shower drain and am using a Boolean modifier into a very flat cylinder. I was able to get the circles where I wanted them, but the geometry is weird. When I add a subdivision surface modifier, it gets all messed up. I've been trying to dissolve edges, and re-mesh but I just can't figure out what to do now. And frankly, I don't really understand the root of this problem. Any thoughts?

Thanks!

https://blender.stackexchange.com/questions/58811/how-to-create-a-circular-shaped-grid-similar-to-a-manhole-cover and https://blender.stackexchange.com/questions/84455/smooth-shading-sub-surface-distorted-render/ Also see https://blender.stackexchange.com/questions/34451/how-to-cut-holes-in-an-object-using-another-object/and https://blender.stackexchange.com/questions/117068/boolean-modifier-combined-with-subsurf-modifier-creates-weird-shapes-how-to-fix

Possible duplicate of Boolean modifier combined with Subsurf modifier creates weird shapes. How to Fix?

Also see https://blender.stackexchange.com/questions/51233/how-to-make-a-perforated-plate

could you please share your file?

The reason for weird result are Ngons which are made by Boolean. When just cut out they look badly because of smooth shading though they still keep the original form, but with Subsurf the model goes crazy as Subsurf isn't really suitting wit Ngons, especially in these complex cases. Try to select all Ngons at once, then inset them with I. Then tringulate only Ngons (for quick and dirty solution)

The extrusions inside a flat surface should be inset, otherwise blender is trying to smoothen the sharp edge between the surface and the hole resulting in a weird geometry.


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How to apply the scale of a specific object through a python script?
I tried
 bpy.data.objects['Cube_1'].transform_apply(location=False, rotation=False, scale=True)

but it gives this error 'Object' object has no attribute 'transform_apply'
bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)

it only works if the object is selected in the viewport which is not useful for my case since I intend to automate this task for specific objects

for these specific objects, can you not individually automate the selection them and then apply the transform for the active selected object? Using 'obj.select_set(True)' before the transform apply

Run a loop over all the objects of interest which should be in your my_specific_objects_list and call select_set(True) on them and then call bpy.ops.object.transform_apply(scale=True). I don't see what the problem with this is. It is still all automated unless you can give us a specific scenario why this is not feasible in your case.
import bpy

bpy.ops.object.mode_set(mode = 'OBJECT')
my_specific_objects_list = bpy.data.objects

for o in my_specific_objects_list:
    o.select_set(True)

bpy.ops.object.transform_apply(scale=True)

thank you, since I don't have that many objects in the scene  your method worked great.

To apply all transforms without using operators:
import bpy
from bpy import context as C
from mathutils import Matrix

mat = C.object.matrix_local
C.object.data.transform(mat)
C.object.matrix_local = Matrix()
# the above line is equivalent to:
# C.object.location = 0, 0, 0
# C.object.rotation_euler = 0, 0, 0
# C.object.scale = 1, 1, 1

Since the order of decomposed Matrix transformations is such that scale is applied first, if you want to only apply scale you can just take the scale component and apply it and set the scale to the default:
import bpy
from bpy import context as C
from mathutils import Matrix

mat = C.object.matrix_local
location, rotation, scale = mat.decompose()
mat_scale = Matrix.LocRotScale(None, None, scale)
C.object.data.transform(mat_scale)
C.object.scale = 1, 1, 1

This also worked, thank you so much for taking the time.


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Followed a rigging tutorial from Ryan King Art on youtube, and one arm on my rigged character deforms, how can I fix this?

I created a rig for this character using symmetrize, and the weight paints look identical from one arm to the other. But for whatever reason, one side functions, and the other side does not. The bones do not stay inside the geometry of one arm, and when moved it makes the arm squish and bend in strange ways. I tried removing the armature from the broken side and mirroring from the good side again, and did the same with the arm geometry itself, but the problem persisted. This is the only spot on the character that does not bend properly.

Also looks like those control points at the elbows are in different places making me think there is a twist somewhere.

I had actually moved the elbow ik myself before taking the photo, I was trying to see if moving it did anything. But I'll try to look at the rolls on the bones to see if they are maybe out of whack.


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Part of mesh/object rendering on top of another
I've been working in creating a forest scene and I'm trying to use these flowers I found online. I'm pretty new to blender so I'm not sure if I'm just missing something or what. When I import the object it's render properly, however when I apply the texture, the leaves render over the top part of the flower. I made sure to check that the viewport display settings were set to in front. Any help is appreciated. Thanks!

I think you might have set your materials' Blend or Shadow modes to Blend.
Try setting them to Hashed or Clipped:

Material Settings — Blender Manual


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Blender emission quality issue
For some reason, the emission is very low quality when emitting from this partially transparent image. Any idea why?

What do you mean precisely by "low quality"?

The sampling rate should improve this kind of artefacts


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B&W roughness texture that is exported as a glb turns into a coloured image when re-imported back into Blender. Why does this happen?
Pretty much as the title states. I have a material that I've exported as a GLB file. The roughness texture is originally black and white, but when I re-import the GLB back into Blender, it's turned into a coloured image. I'm just wondering why this may be.

This is by design, and is not a bug.
The glTF format is intended for rapid delivery of 3D assets to remote rendering systems and GPUs.  There are no Blender "material nodes" stored in glTF, instead the format offers a well-defined PBR material with standardized channels for particular textures.
The roughness texture, as you've discovered, is stored by glTF in the green channel of the corresponding texture, with the blue channel reserved for metallic, and the red channel optionally for occlusion.  When you export a greyscale roughness image from Blender, it must be packed into the green channel.  The unused channels are left as white, and the exporter makes use of glTF's "factors" (in this case, metallicFactor: 0) to control non-textured amounts of metal.  This is a design choice to make use of the glTF metallic factor, to avoid spreading a fixed metallic value across a whole texturemap.  Full white (1.0) is used in the channel, such that it can correctly multiply with the user's chosen metallic factor without altering the factor's value.
This behavior is intended to run efficiently on GPUs using existing PBR shaders.  If you later re-import such a glTF back into Blender, a whole new set of nodes are constructed, to reflect the situation found in the file.  The result will not be as pleasing as the original, because the new nodes must reflect the channel assignments and various factors encoded in glTF. There's no ability to recover the original node arrangement, as it is not needed for rendering and so was not stored in the file.
Generally if you want to keep the original Blender node arrangement, you should keep the original Blender project around.  But the auto-generated arrangement you get from loading a glTF will round-trip in the sense that it can be exported to a second glTF file without any further alterations.

Ok wow, not a bug. We treated it as such, because we had this surprising behaviour in another workflow using re-importing (not Blender) and we needed to fix it.

This is pretty much an export bug of the glTF exporter. In the glTF specification, an ORM texture is produced on export (Occlusion, Roughness, Metallic). It expects the channel values as grayscale and packs them together, roughness goes into the green channel and metallic into the blue channel. If you check the produced texture with a glTF/glb viewer (for example Babylon Sandbox) you will notice the following:

the blender material has Metallic set to 0 and Roughness set to texture -> but the blue channel of the ORM texture is white! Hence the pink appearance. The generated blue channel should have contained zero's because Metallic was set to 0.
It seems that the exporter ignores bare values and only consumes textures correctly. Therefore you should add a completely black texture into the Metallic slot. This is ofc better because you can change the metallic texture to your liking and dont need to "multiplicate away" the wrongly imported metallic values (in your second screenshot).

Perfect, thank you.


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irregular shaped building
I am creating a dystopian city and I would like to create a series of irregularly shaped buildings from a displacement map of a wall I have downloaded.
I have turned the displacement map into a series of individual cubes that I would then like to be able to arrange together to form a building.
Here is an example of it in use as a flat surface (I have manually indented and extruded certain cubes to give the wall some dimension):

However, I would now like to create a large landscape of irregular buildings using these building blocks from above, creating a series of buildings such as the ones in this image:

I originally tried using the geometry node and arranged the cubes around a shape that I modelled to replicate the building however I couldn't get it to work as all the faces intersected with each other, I couldn't get the faces to point the right way and I also couldn't get them to follow the shape of the building to look realistic.

I don't think the geometry node is what I need to get the building to work but I'm at a loss of how else to go about this other than manually arranging every cube individually.
If anyone could give me some guidance that would be greatly appreciated :)
If I have left any information out please let me know and I will add it

I am not sure if this is the best possible approach for such task... Personally I would try to place random cubes with particle system with Z always facing up but with possible Z rotation and then I would select all boxes -> Separate by loose parts and tweaked some of those boxes to make taller, bigger or different shapes of buildings...

@MikoCG how would you make the cubes always facing up? -- the reference image looks a bit like the voxel remesher with "block" mode.

Nevermind, It's hair. You can comb it.

Yes you need to go to hair, use advanced option, go to rotation and choose Orientation Axis. This way all objects will face one single way

Here's a try with a remeshed sculpt, done by the Remesh modifier, method set to Blocks:

Then you can add a Hair Particle System, render the hair as a collection of blocks, and emit them from faces (Emission > Source > Emit From: Faces). Set Emission > Source > Particles/Face to 1.
Set Render > Render As to Collection, Render > Scale Ranomness to 0.500, and *Render > Collection > Instance Collection` to the collection of your cubes.
To smooth the blocky base use Shaded Smooth. If you like add a Displace and a Subdivision Surface modifier. The ParticleSettings modifier must stay on top of the modifier stack so the particles use the blocky mesh:

Here is a quick render test:

With a few modeled larger buildings, trees particles, better textures, some fog, and HDRI lighting you should be able to get an image close to the reference.
Geometry Nodes might work with the blocky base mesh, too.


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How to Render water Particles in separate render passes
I have a very large fluid simulation and I would like to render the particles on different render passes. I am running out of Vram, I am rendering with a RTX 3090 but I guess I found its cap. I can seem to find how to render each particle system on separate passes. I think if I can render the spray, foam, and bubbles I can build even more complex scenes. any advice is greatly appreciated!

Bump down from OptiX to CUDA to utilize shared memory pool.  Slower rendering, but you might avoid this problem altogether.

Awesome thanks! I will give it a try. I would still love to find a way to render separate passes for compositing in the future.


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Can't see the axis to scale objects

I don't really know what happened before but usually, it would have the 3 axis there so you can edit the cube for me as in the picture up top it isn't there. How can I get it back?

You have unchecked Gizmo overlays:

Thanks, I didn't even know that could be a possibility.


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Troubleshooting a Chevrolet El Camino SS in 3D Modelling
I have an issue about modelling a car which is a Chevrolet El Camino SS. I kept on deleting the object every time I am not satisfied with the topology of the car. It is a low poly model and it is not yet complete. I tried modelling the car in different positions but it did not work out.
I searched one car modelling tutorial but it is specific to one car - a BMW M3 E36. The tutorial was meant to be made for Roblox and I am trying to model my car for Roblox too. The link for the tutorial is here: https://youtu.be/AbfO0ryZ74k.
Also, I tried looking for a modelling tutorial for the El Camino SS but to no avail. I got the blueprints from the Internet and I looked for good reference photos about the car. I am still an amateur in modelling and modelling this one type of car is difficult. Will somebody give me help so that I could get a clue of where to start? I will provide the following photos and the .blend file to prove that I am not lying.
Incomplete Actual Model:

Blueprints:

.blend File:

First thing, import your images as Images > References or Backgrounds, rotate them so you have an image for all the orthographic views: Top, side, front... Then the best is probably to begin with the side view. Create an edge and extrude it along the shape:

Once done, switch to front view, extrude, mirror with the Mirror modifier, modify the shape according to the picture:

As you can see I already have the basic shape. Then continue with top view and so on...

Thank you sir or ma'am, this can help


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Is there any equivalent of an mix shader node but for displacement maps? If not how can I apply displacement only on a certain area of an object?
I am using the latest version of Blender
I do not want to use two different materials on the same object as it would just create a visible seam.
I want all of it to be it the same material.
I am asking this question because I want to put moss on an object but only on a certain place of it.

you can use a vertex group ;)

@Chris, did you mean Vertex Paint?

Plug your 2 differents displacement maps (here Noise Textures) into a MixRGB and use a black and white mask image as a factor in the MixRGB in order to separate the 2 areas:

You can't use a Mix Shader for this purpose, Mix Shader is used to mix shaders, like Diffuse, Emission, Principled BSDF, Glossy, etc.


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Blender motion blur on alpha channel
I’ve added motion blur to my object in compositing and it has registered on RGB channels but not the alpha channel. So when I export my image the blur outside the RGB channels of the object is lost. I’m not too sure how to solve this. I’ve attached an image showing how it looks in view port to how it looks once I’ve saved the image.

I didn't test it, but if you see motion blur in channels it is probably the same system as for emissions see https://blender.stackexchange.com/a/164940/2214

@vklidu thank you, I managed to fix the issue in the end, but the link you sent looks like it could also have fixed it :)

Great :) ... If you found solution don't hesitate to answer your Q ... this site is meant to be a knowledge base ... so go ahead :)

I made the mistake of using a mix node rather than an alpha over node which was why my alpha channel for the blur wasn't showing :) As soon as I used alpha over it sorted my problem :)


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Blender 2.79b weird shading glitch
In blender 2.79b when I go into rendered view, or render it, the model has these weird shading glitches

But it isn't apparent even on material view

Does anyone know why this happens?

I fixed it by disabling auto smooth, I don't know what caused it though...

The model may have custom split normals, it happens with models exported from other softwares. Go to the mesh properties and remove the custom split normals

ahh, that makes sense, I do base modeling in 2.9 and port it to 2.7


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Random texture transformation for each side of a cube
I'm trying to make a stone cube like in Minecraft.
Each side has the same 16x16 texture, but it is randomly rotated(0°/180°) and flipped (4 different looks: ) depending on the cube location in the world.
The cubes in my scene are 1x1x1 m.
I don't know ow to do this in Blender.

Have you explored the uv editor ? You can rotate and scale individual UV sets there

@Gorgious Yes, but I would have to do it manually for each cube. I'm thinking of using a 3d noise texture and object position in nodes. I just need to know how to get the transformation information from the noise, I used mapping node for plank texture, so I already have the inputs.

You could use a set of cubes which share the same mesh but have different materials assigned

If you want to render the cubes in Eevee you need six materials to get a completely random texture for each face of the cube.
In Cycles you can get away with only one material because it supports the Geometry node's Random Per Island value. To get this to work you additionally need to separate all faces of the cube. This can be done by an Edge Split modifier and Mark Sharp for all edges.
How to randomize textures for each face of the cube (Eevee + Cycles)
You only need one image texture that fits the face of the cube. It will be flipped (x/y) to create the other three variations. A rotation of 180° can be done by two flips (x-axis and y-axis).
Texture used in the example →
Having said this, now UV unwrap each face of the cube separately so that it becomes a UV island and covers the whole image. Select one face, U Unwrap. Select next face, U Unwrap, ... and so on. Then you have 6 UV islands stacked on top of each other:
UV unwrap
Now create a material setup that transforms the texture. It uses a choosen unique value and the random value of the object to randomly flip the texture on the x or y axis, or both. A flip is basically a scale by -1.
Make five copies of the material and assign a different material to each face of the cube (Material.001, ..., Material.006). Give each material a unique seed. This is just a random value. You can choose what you want. It's 1.111 for Material.001 in the example.
1000 little random texured cubes
With the material's seed and the object's random value, you can get a random value for each face of every cube thanks to the White Noise Texture (2D) node that uses both values (x and y) of the created vector as seed. The Math node (Greater Than) decides if the texture is flipped or not (0 or 1). The next Math node (Multiply Add) calculates the needed scale value (-1 or 1). The result is used to flip the texture on the x-axis - or leave it alone.
The same is done for the y-axis with a second random value that is provided by the other White Noise Texture (1D) node. The seed (W) for this node is the random value of the first White Noise Texture node to get another different random value.
Both calculated random scale values are combined to a vector and used for the Mapping node that finally does the transformation of the image texture. That's it.

Thanks! It helped


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How to rig unconnected vertices
i downloaded a .obj from the internet, and some parts of it are unconnected, and when i try to rig it to animate, i can't move that unconnected parts with the armatures, moving only a part of the mesh

also, even if they are unconnected vertices, they are all part of the same mesh, i can't find a way to send the blend file here, so if needed i can upload it in some site and send the link or something like that.

Yes please share the file, use the following site or another one: https://pasteall.org/blend/

ok, here it is: https://pasteall.org/blend/cc0240a6ce0e40599f59f60feb4240d9

If you're talking for example about this part, just assign it to the vertex group that it is supposed to be part of, i.e. the bone called by the name of the bone, which is Perna.r:


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Ik moving a leg in the wrong direction
i am trying to rig a leg, but while it works ok-ish when moving forward, it bends in a way that it is not supposed to backwards

In both times i tried using shift+X to not move in the x axis, but the armature rotates by itself to the side of the mesh.
Here is the blend file: https://pasteall.org/blend/86942948dc44427882bfe4092317a440

Set IK limits in the bone properties tab for each bone in the leg. For example, the lower leg bone should have two of three axes locked, and the last one limited to rotating only 0-170 degrees or so, thus constituting a knee joint.

I tried it, and it is still not working.

what is happening? Did it not respond at all?

I guess the IK just try to follow the Pole Target bone called Guia joelho, so if you don't want the IK to pivot, just keep Guia joelho in front of the leg and keyframe, or deparent from the controller bone so that it doesn't follow

@ZargulTheWizard it did respond, but only when i locked all axes, so it became basically a single bone, which was not what i needed exactly.

@moonboots well, this did help a bit, but it is still not perfect, when i move it backward it still goes to the side, just a little less, and i am not sure what did you meant with the keyframe, isn't that something you use to animate?

It doesn't look like there's any problem with your leg, maybe bend the knee a bit forwards in Edit mode though. What happens is that, as your pole target bone is parented to the controller, when you move your controller it also moves the pole target bone and if you move it backward at one point it makes the knee rotate, as the IK bone is supposed to point towards the pole target. If you don't want that you can either deparent the pole target (you don't have to parent it to the controller) or, when you create your animation, keyframe it so that it is always at a position that doesn't cause this flipped knee effect.


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Stretched 90 degree angle Bevel
So i wanna do a bevel on an edge but all the options except percentage one are doing it like the edge is at some weird angle and does not divide the faces equally, even though the original has a 90 degree angle. I dont see any problems with the normals here though the mesh has some ngons (though not connected in any way to this corner).
This problem does not accure with any other mesh in a scene.

... Ctrl A  > apply the scale of your object?

@RobinBetts Hey, Robin. Thanks for answering. I try to keep my scale at 1.0 so i use Apply all transforms to deltas from time to time, but i guess it is a little different thing, because if i apply scale it actually stretches this whole object.

The terminology is confusing. 'Applying' to Deltas is not the same as 'Applying'
'Applying' transforms is baking object transforms into the mesh. 'Applying' to Deltas is transferring object-level transforms to a secondary transform matrix. Really, the Delta transforms are useful only in animation, when you want to keep a zero-point handy, to return to.
When you 'Apply to Deltas', the object is still carrying an object-level transform, just in a different place. The 3 Bevels below are: 1. with the object carrying a non-uniform scale, 2. with the scale 'Applied to Delta', 3. with the scale truly 'Applied'.

Bevelling before Applying object-level scale is the same thing as scaling after bevelling. That's the internal order of events. There really is never any need to scale in Object Mode during modelling, except, perhaps, when setting 'Dimensions', in that panel. Avoid, whenever possible, the most common cause of questions on BSE. :)


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How to add film grain using the compositor
How to add film grain using compositing nodes.

Do you want fake grain, or real grain captured from film?  Do you want one frame of grain, or do you want a grain overlay for video?

To add film grain using the compositor you first need to create a noise texture.
Go to the texture propertiers and click new, then select noise.
After that, go to the compositor.
Add a Texture node and select your noise texture.
Add a Mix node and set it's type to Screen. Turn Clamp on.
Plug your render to the top image slot and the noise texture to the bottom one.
Adjust the Fac to your liking.
You are good to go!

(I forgot to check the Mix Node's Clamp on the image)

Just a heads up to people that a.t.m. this does not work with the real time compositor being in alpha (in my case blender 3.4 alpha).


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Composite differents parts of render. (Creating Masks)
Can I have different compositor nodes for different parts of my render? I presume the way to do it would be using masks but I just cant figure out how to create/make them work.
Half of my render is blue and the other half is orange, so I would like to have different color balances and stuff for each side.
So my question is: How can I do that? And if using masks, how to I create a mask of my render and them use it on the compositor?
Thanks! =) (sorry if the question was confusing)

Hi :). Yes, you can limit compositor nodes using a mask (any BW image/gradient will do). But please add an example of your render and preferred mask type :)

So that's a preview of my render and the red circles would be the two masks I would like to composite individually. https://imgur.com/a/lKr6qtm

Ok so I found out how to create masks, now how can I composite them alone? Like, have a different color balance node for each mask?

Ok so I was able to figure out how to use the color balance, I just connect my mask node to the "Fac", but how about other nodes? Like "Lens Distortion" and "Glare" for example.

Hi :). Simply use a Mix node, with your mask plugged into fac. You can use it with any input.

as Jachym commented here is an example:
here with part glare: (as you wanted, solution via mix node and mask image)

without glare: (i just muted the glare node)

with full glare: (glare connected to viewer instead mix node to viewer)


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Wrinkling in flat UV
Adjusted a model to accomodate a few holes. For some reason there is a wrinkling in the applied UV. I went in and tried eliminate any overlapping uv's that may have produced this issue. I cant seam to figure out the cause when rendering.

SOLVED
I was able to solve this issue by creating a new edge using the knife tool to intercept the weirdly interpreted anchor points.


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How do I stop myself from creating light? I'm trying to change the lighting but I create my own light and I shine all over everything
I want to edit my scene's lighting, but wherever I go, I create light. how do I stop this?

either you are god or you are in Solid mode (top right of your 3D view)

Your question is very unclear. Anyway, press Z and instead of Solid, select Rendered, it should look better.

Love how this question is phrased and love moonboots' response (i was thinking the same thing) Really made my day : )

In 'Solid' view mode, Blender automatically lights surfaces based on their angle to the viewport. In order to see the effect of your lighting you need to switch to 'Rendered' mode which you can do by simply clicking the relevant Viewport Shading icon :


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Is there a feature in blender similar to Unity's render textures?
I want a texture/shader in blender that displays the camera's view. is this feature possible?

Do you mean 'shades surfaces differently when they're visible through the camera'?

I think he means like a live "video screen" displaying camera view

No this is not possible trivially. You have to use a different view layer with a different camera and composit it afterwards. However the aspect ratio of both cameras has to be the same so this is not really usable


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How to create a graph(ANN) with blender 2.9+
I want create a graph, or similar, like this:

How to do this with geometry nodes(a procedural method) and/or with modifier?

Hello :). What have you tried so far and where exactly are you stuck?

I can create a wire frame version of myobject with modifier(maybe i prefer use only gn). Then, i need to put/parent an uvsphere in each node with a random scale. like that image.

Blockquote

I used Animation nodes to do something like this
my result:

first of all this is not a fast way to do this so I unchecked Always and set it to change if AN graph changed

so I made a grid to have some points and used noise and offset matrix nodes like this

then using those matrix transforms instance and placed spheres

so now its time for splines between them
there is a node(find close point) which gets a list of points and makes some edges based on distance or amount of edges you like to make for each point
but the problem is in your picture there is no intersected lines so we have to remove them by masking that edge list I learned this here
so for finding those intersected lines we need some values like starting and end points of each line I also got length just in case(later I use it for deleting the longer edge for each two intersecting edges not the little one)

properties we need to do this:

maybe there is a better solution (rather than two nested for loops) but I looped through lines and using this method found intersected lines and then changed corresponding index in result array to False so it wont be in edge list connected to spline making nodes
here is the code:
def orientation(p1, p2, p3):

    # to find the orientation of
    # an ordered triplet (p1,p2,p3)
    # function returns the following values:
    # 0 : Colinear points
    # 1 : Clockwise points
    # 2 : Counterclockwise
    val = (float(p2.y - p1.y) * (p3.x - p2.x)) - (float(p2.x - p1.x) * (p3.y - p2.y))
    if (val > 0):

        # Clockwise orientation
        return 1
    elif (val < 0):

        # Counterclockwise orientation
        return 2
    else:

        # Colinear orientation
        return 0

def doIntersect(p1,q1,p2,q2):

    # Find the 4 orientations required for
    # the general and special cases
    o1 = orientation(p1, q1, p2)
    o2 = orientation(p1, q1, q2)
    o3 = orientation(p2, q2, p1)
    o4 = orientation(p2, q2, q1)

    if (o1*o2*o3*o4 == 0 ):
        return False

    if ((o1 != o2) and (o3 != o4)):
        return True

    return False

results=[True]*edge_size

for i in range (edge_size):
    for j in range (edge_size):
        if  i == j :
           break

        if (results[i]==False):
            break

        if(doIntersect(starts[i],ends[i],starts[j],ends[j])):
            if (lenghts[i]>lenghts[j]):
                results[i] = False
            else:
                results[j] = False

Good. But I think in the future i can do that with gn with few nodes. for example.
https://ibb.co/gy5Y1NQ

yeah GN looks really cool


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How to change input from Object to Collection
I have been having a great time playing with Felipe Del Rio's procedural building demo file, but have hit something I don't understand.
When I go into the Geometry Nodes>Window Instances, I see the GeoNodes modifier inputs (which are available in the modifier properties tab) wired to their respective "point instance" nodes.
I can switch from an object to a collection inside the Window Instances module, and select a collection there--but when I go back to the modifier inputs (visible in the modifier properties tab) I am only able to select an object, not a collection.
Does anyone know if there is a way to change the type of input in the Modifier properties tab?

Internally it's not the same node socket and data type so you can't have the same Group input linked to both Object and Collection inputs. V3.00 (still in alpha) introduces a Switch node that you can use to switch between two different geometries but it also means you'll have at least one useless input and a superfluous on/off input just to switch between the two. More to the point, you'll have to recreate an input by dragging from the last empty socket of the group input node to the collection input to initialize a propper Collection input in the modifier UI

Also dynamic type change is in the works (no ETA) https://developer.blender.org/T87049


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Seeking Guidance: overlapping video projection on cut tube
I hope you’re all doing well! I’m currently working on a project and could use some guidance on a particular aspect.
I have a cut tube where I plan to project two videos using overlapping projectors on its inner surface. Unlike real-time mapping tools, I’m aiming for a simpler solution that involves playing pre-rendered videos on each projector using the most cost-effective hardware available.
Specifically, I’m looking to achieve to get two correctly distorted and slightly overlapping videos that perfectly fit the projectors’ surfaces.
I’d appreciate any advice or suggestions on how to achieve this effect using Blender (or any other easily accessible tools, if there’s a simpler way). My primary aim is to learn and solve this problem.
Thank you all for your help in advance!
Best regards,
limestone

What do you need this for? It will help others understand your problem. For example, do you make some kind of a simulation, that shows how an image, cast by two projectors, will look when displayed on a curved surface, and what the overlapping color will produce? Or contrary, do you want to find some kind of a setting to divide a video to two, and then use two projectors to maximize the surface used while minimizing deformation of projected video? 2. Why yellow projector is above blue projector, if it's displaying on bottom, i.e. why the projector frustums cross each-other?

"perfectly fit the projectors’ surfaces" - what is a projector surface? Can you define it clearly? 4. "slightly overlapping videos" - could you point it in more objective terms, as we don't see the actual overlap on the screenshot? The Front Orthographic view kind of looks like there's close to 50% overlap, I wouldn't call it "slight".

Thanks for the quick reply! English is not my first language, sorry. I will try my best to describe it better:

Yes, I want to find a setup to divide a source video into two video streams for the projectors to maximise the surface and correct for the deformation of the tube in blender.
This is defined by the physical mounting of the projectors some else does. But you are right, I will talk to him to find another solution so minimise overlap from the beginning of the beam.
By projectors surface I mean the two images the projectors are throwing.

There could be a reason for such mounting, e.g. it makes both projectors further away from the surface, allowing for larger coverage.

ad 3. The two images should perfectly match - maybe with a slight (soft?) overlap in the renders. By overlap I meant the overlap of the two video streams that overlap at the tubes surface, not the beam actually overlapping from the start.
4. see image here: https://imgur.com/a/O41H8u7
The projectors are short-throw. Maybe that's why he came up with this mounting solution. I will have to check


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How to completely disable tonemaps and color management for custom OETFs and tonemaps
As you know, Blender has a built-in filmic LUT and sRGB OETF.
To go even further, I would like to add light adaptation, tonemaps and OETF directly to the renderer's output linear HDR image.
How do I do this?

"completely disable tonemaps and color management" - don't know how to do it, but if I save a render as EXR file (which is linear) and then open it with Photoshop, it says the embedded profile doesn't match the working color space, and I can choose to either use the embedded profile, convert it to the working color space or disable color management completely... maybe you can do this in other software as well?

I don't know what "light adaptation, tonemaps and OETF" are, but 32bit float EXR format cannot even save anything else than what you want. It saves linear color only so render or bake whatever you need to EXR.
Raw rendered images come from the Render Layers node, then Blender applies color transforms during viewing or saving the compositing result. Color transforms get applied when you save images with most formats, except EXR. EXR stores raw data from the render(or compositing) without color management, because it can save all 32bit values(as precise as they come from render) while lower bit depths require colors to be compressed to smaller range with tonemapping, color grading, LUTs, OETFs(not sure how 'optic' part applies here, but why not) or whatever fancy term you want to use for this, anyway, that's just fitting the color values to smaller range in hopefully meaningful way so we can see everything.
So you can:

Set up render with compositing so Render Layers node-> compositing magic -> color management -> image (like JPEG)

or

Render everything to EXR and do compositing to the rendered files so Render -> EXR files -> Load EXR files back to Blender instead of Render Layers node -> compositing magic -> color management get applied -> image

Filmic transforms get applied with color management. Color management happens automaticaly to saved files, Viewport and Image editor when you view compositing results in it. If you wanted to "do color management" yourself(not recommending it), you can set display device and everything else to "none" in the color management settings. That's probably a bad idea.
You could also look into other color managemt solutions than Filmic. They exist.

Blender's color management is based on the OpenColorIO library. By
using the same OpenColorIO configuration in multiple applications, the
same color spaces and transforms will be available for consistent
results.

https://docs.blender.org/manual/en/latest/render/color_management.html#:~:text=Blender's%20color%20management%20is%20based,be%20available%20for%20consistent%20results
See the nice diagrams of how it works there as well.

Customizing the tonemap function is necessary for film simulation.

In what software do you want to do that? If I understood you correctly, you want to leave render color values completely untouched out of the render so you can process the renders in other software than Blender, is that correct?

I believe custom tonemapping are possible by creating a tonemap node on the composite node. To do this, the picture must be RAW on the beginning of the compositing node.

It's RAW from Render Layers node. You can process image from it with various nodes and output as render, but if you want to render first and then do compositing while looking at the result, you should use EXR format. EXR format saves all info from the render as it is before any color transforms done by color management. You can also render passes and save them to Multilayer EXR so you have control over separate diffuse, glossy and other components and also can use Cryptomatte masks. Color management transforms like Filmic get applied to what you view or save after compositing.

I tried to update the answer.


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Geometry Nodes - Distance Comparison to trigger Geometry Switch
I've been working on a node setup for a while and I cannot for the life of me figure out how to trigger a boolean with a distance comparison.
I'm trying to have the the instance geometry switched based on there distance from an object.
I may be searching incorrectly, but none of what I can find shows how to solve this. So I'm stuck really, and I need some help here. I'm sure its simple, but I'm not the most "logic", or "node" savvy person. Please let me know if you have more info or ideas!

This might be helpful: https://blender.stackexchange.com/questions/274557/

Thanks for Responding @quellenform!
That's the part I'm kind of struggling with. Its giving me a diamond which the link you gave says diamonds are putting out a field attribute, but the manual is saying that the output for the Compare Node is a standard boolean.
I think I'm not understanding the context of what boolean the "Compare Node" is producing and why the Switch Node "Boolean" Socket is not accepting the input.


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Why is my circle emitting light at a funny angle?
You can see from the reflection that the light coming from my 'sun' is not in line with the normal of the shape. Instead it comes off to the left at an angle? Any ideas why this might be?
I have checked that the normal definitely points to the camera in my scene, so I'd assume the reflection should do the same...
Any help greatly appreciated!

Figured it out! There was some bump on the plane that seemed to be interfering with the emission :)


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3d object to 2d template
I have a 3d model of a chair in a .dae format
I want to convert it in its real dimensions and print its surfaces in paper so I can use it as templates.
Since its my first time using blender, I was wondering if something like that is possible, and if it easy how easy it will be to do it?
Are there any resources that you recommend? (Its kinda difficult to make any research on it because I dont know the right terminology)

Maybe what you want to do is an unwrap? In that case you need to select the edges that you want to cut and press U > Mark Seam. Then select all and press U > Unwrap. Check the UV Editor window and UV > Export UV Layout to save it as a PNG


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Rotate end face of Cylinder keeping cylinder diameter
I once saw a tutorial on YouTube that gave me a simple keystroke to rotate the end face of a cylinder without deforming the sides. I used it many times, but then didn't require it for a year, until now, when it would be really useful.
Most answers in public forums relate to using the bisect tool instead of rotate, but that was not the solution I came across on YouTube and interrupts workflow.
Does anybody know how to do this? It is extremely useful and precise, as you can simply enter [something] then [r] and then the degree, and it forms a perfect turn in the cylinder without crushing the sides.

You Rock! Thank you, moonboots! Not sure how to enter the degree, but it works for me.

actually it's not in degree, it's an Offset value as you can see in the Operator box, you move your vertices on the chosen axis

https://blender.stackexchange.com/questions/33497 https://blender.stackexchange.com/questions/116183

You're probably looking for the Shear tool, shortcut AltCtrlShiftS (mh yes, you'd better not have lost a finger), it will make the selection slide on the X or Y (it's View orientation by default), then press 1 or -1 to get a 45° or -45° angle (the value is an Offset, not an angle, as you are not doing a rotation, you are sliding the vertices on an axis). Open the Operator box to enter or modify the values manually:

As I said, this is great, and a great solution, but I'm still not sure it's the solution I once found on YouTube. But either way, I really appreciate the help. Bisect was killing me.

it was the Knife tool maybe? Once you've pressed K you press C to cut orthogonally or 45°, and press Z to cut through

I just don't know. I feel like a complete moron. I never write down these useful things, and then months later, I'm like, "wait, how did I do that again?!"


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Skyscraper Lights selection for emissive shader
I'm working on some skyscraper using a PBR, but I was wondering if there is a way to select the faces that contains the windows with the lights on, and put an emissive shader; or if there's a way to select a specific color (yellow) to select where the emission should be.

I suppose that you're using an image texture, in that case you could mix it with an Emission in a Mix Shader, and also use it as the factor of this Mix Shader, so that all the bright parts of the image become emissive (you could also use the Emission inputs of the Principled BSDF but you can more easily control the Strength of the Emission with the following setup):


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Add more "depth" starting with one texture
I am using the Node Wrangler to apply the texture (I am using just one texture, a simple photo) to simulate roughness, normals and so on.

Is there a way to create more "depth" starting from just a texture?

You can take another Image Texture Node, open the same texture, and set the Color Space to Non-Color and use that to simulate depth using a Bump Node. It usually works, sometimes doesn't, so this isn't a surefire way to work about it. But that's what I would do if I was restricted to just that texture.


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Convert gltf into FBX
As the title says, I have a gltf file, and it opens more or less ok (textures are off).
This is the outliner:

Is there a way to convert this to mesh and then work in the usual way?
Many thanks!

If "Import glTF" → "Export FBX" is not working, you'll need to share much more detail about what you're trying to do, what you expect to happen, and what is happening instead. The screenshot of the outliner doesn't explain the question.

Those are empties from the hierarchy, and you need to expand them to get to the meshes. No need to convert anything


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Fluid simulation not showing for complex scenes
Good evening all, I'm experimenting quite a lot with the fluid simulation, but unfortunately it only seems to work with very easy shapes.

The cube is the domain, the mountain the collision object, and the sphere on top is the water emission.
I've tried lots of difference settings, playing with the division, and pretty much everything else.
Am I missing something? I'm using 3.0 Alpha btw
Thank you

As you can see in your screenshot, the smaller cube in the bottom right corner of the domain cube is the voxel size at the domain resolution you've set. This is much too large for the small details in your landscape.

Hmm maybe it is because your fluid resolution is too small (like if it is 64, then try 128, it will be harder for pc so choose that number wisely). You see that small cube in the edge of your domain? That's a size of particle and your sphere is smaller than that cube... Maybe you can try to make particle smaller or sphere bigger.
Not sure about it without your blender file, If you can post it as well

Thank you for your answer, I did try to change the parameters you suggest, but doesn't seem to work. Anyway, if you want to have a look https://www.mediafire.com/file/b25xjgraeop9n9l/mountain524.blend/file

Hmmm 1st thing... your icosphere is set to outflow (that means that water is going out of scene... I presume you wanted water to come out of icosphere? If yes then you have to change it to Inflow ...
Then you need to go to cache and change Type from All to Replay... change resolution division of your domain and you are good to go... it worked in my case, let me know about yours

It did work! Thank you


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My texture isnt wrapping my object properly

So i was doing Cg Geek's satisfying animation tutorial and when i tried to add the texter this happened. It wouldnt wrap all the way

Ad the texture to the Boolean cutter object as well.

Hello, what do you mean by "this happen"? Maybe pack your image and share your file? https://blend-exchange.com/


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How to create a sphere with faces that alternate to create rings of diamonds using instancing?
I'm trying to create a diamond-encrusted ball but am struggling to find a sphere mesh that allows me to add diamonds in rings periodically. I am using instancing to place the diamonds around the sphere however the UV layout isn't right. Is there a way to do this in a way similar to this image? Thanks

At first I input a number of how many rows I want on each half sphere, e.g. 36 in my case. Then I multiply it by 2 (for top and bottom) and plug it into the Count of a Points node.

I divide ½ Pi (90°) by the input-1 to get the angle per row from center line to top. The cosine of this angle multiplied by the ID of each point gives the Z position for each point.

I instance a Curve Circle on each point, the sine of angle × ID is the scale of each circle. I also put some random Z rotation on the instances to vary the placement of their points.

Then I delete instances to remove the central rings up to a value of my choice according to their distance from the center line to make room for the golden ring from the reference image (which I did not create in my setup).

Then I realized the instances to get rid of the decreasing point radius towards the top and bottom and resample the curves by a value to set the distance between the individual diamonds in a row.

I added a diamond object with the Object Info node and instance it on the points of the resampled curve.

Then I make the diamonds point towards the center with a Align Euler to Vector node, to get the right alignment I subtract the position of the points from 0, 0, 0. The Rotate Euler node is to randomly rotate the diamonds around their Z axis so that they are not all looking uniform.


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stroke not showing up while drawing
I'm in blender 3.4.1 grease pencil. When I draw a stroke, it is invisible until I release the mouse. thus, I cannot draw very accurately. Does anyone know how to fix? Thanks.

Working on a mac, by any chance? It's under investigation by Grease pencil developers, you can follow or subscribe to the bug report here. For Mac, there will be Metal support in Blender release 3.5, which solves the problem.


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Lighting issues in render + artifacts
So, I´m trying to render the camera scene in the first image, but when i render it it bugs out and gets those weird black triangles, besides becoming pitch black. For reference, another scene rendered in the same space.

Patterned triangle artifacts like that are usually the result of an OpenGL error (or rarely, a failing GPU) - make sure your graphics drivers are up to date.

It might be Z fighting. Check if there are no duplicate meshes, or faces. If You have a plane, for example, select its border edges and press f, it will make a face that effectively duplicates the mesh and is very hard to notice.

This solved it, thank u for the help.


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How to set a constantly visible background in Blender editor?
I'd like to set some background in the editor (while editing objects). But not putting it on a plane, instead make it like environment, like in a game engine.

https://blender.stackexchange.com/questions/110532/cannot-find-background-images-feature-in-blender-2-8/

Add a hdri to the World's background (as Environment Image) and enable it in the Viewport Shading.


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tidying up scanned pistol grip to 3d print
I'm trying to model a pistol grip so I can make it more orthopaedic.
The trouble is when I try to work the mesh from the scan into a flat surface I am unable to get a flat plane surface to model the rest of it onto.
The scan doesnt have any 90* corners either.
thanks

You may need to model it in two half's then mirror it.


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Creating a patterned carpet
Couldn't quite find the answer I was looking for so if you know how to or can link to an existing post that would be great!
I'm trying to create a carpet based on an image (Persian Rug). I've created single colored and multi colored rugs using vertex groups but they have been quite simple. Does anyone know how to take an image of a detailed pattern with many colors and apply hair to it and have it match the colors/ separate based on color? There must be a fairly fast way of doing this.
Thank you!

If you add images as planes (addon) then add a hair particle system to the plane, turn off emitter in the particle render settings leave particles rendered as path, add child particles (interpolated) you should get each hair strand colored based on the position of the plane where it was 'grown' from.

If that is the effect you are looking for please write up an answer to your question including images so that others may reference the post in the future.

 Mesh> Add Images as Planes> Select desired image saved on your drive (Must enable Add-on in User Preferences)
 Add Particle System, change to 'Hair', under render settings, disable emitter and leave set to 'Path'. Add children 'interpolated'. Also might want to increase number of hairs to 5000+ so you can see it when you do a quick render with shift+z.
 Now when you render, you should see your image with the correct hair color!


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hair particles does not move while rigging a character
so i have been doing this character and I put hair particles on it and I Tried to rig it but while rigging it the hair particles Does not move with the hands it stay at the same position , did i miss something here? thanks in advance

In modifiers make sure that armature is before hair particle system.

Black Cloud is right. The order of modifiers (hair particles and armatures are modifiers as well) is important here. I had the exact same problem before and it was solved by changing the modifier order.

yup that worked thank you guys , helpful always


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Grass Particle Hair Are Big
So Recently I Tried To Put Hair Particles As You Can See But Everytime I Scale The Plane The Hair Particle Gets Wider I Probably miss Something Here I Just Want To Make The Hair Particle Skinnier And Straight Any Help Would Be Appreciated

It's in hair shape, but I'm guessing you scaled in object mode and didn't apply the scale?

sometimes when you are pro but forget a very useless mistake , thank you appreciate your help


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How to make roughness vary linearly along one axis for a vertex group?
I have a vertex group selected along a surface scratch and want to vary the roughness parameter in principled BSDF from lets say 0.5 at the start of the scratch to 0.2 at the end of the scratch linearly using a mathematical equation. Essentially making the scratch shine more as you go from the scratch start to end. Scratch is aligned along the Y-axis as shown in the image. Can anyone please direct me to achieve this solution. Any help will be appreciated.

If I understand this correctly, you don't need a vertex group whatsoever:

I'm using generated coordinates, which output n,0,n at the -y side, and n,1,n at the +y side.  Then I'm remapping this to the 0.5, 0.2 range.  I'm showing two of them, side by side, so you can see the difference in roughness at the edge between them.
That's assuming your scratch is a single object, which is how generated coordinates are calculated (on an object-by-object basis.)  If you wanted your scratch integrated into some other object, you might consider UV mapping the scratch to the 0,1 range in its UV's y axis (ie, the V axis) and then using UV coordinates instead.
As shown, this is a mathematical formula-- it's linear interpolation, the formula of a line: roughness = 0.3y + 0.2.  But, depending on your definitions, everything is a mathematical formula.  If you want some specific mathematical formula, we'd need to know what formula to implement it for you.

Hi Nathan, thanks a lot for your quick reply. This seems to be the solution I am looking for. I tried it on one scratch, it looks as I expected it. Thanks again for your time and effort.


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I can bevel, but its hidden inside the cube
when i bevel the edge of the cube, it's hidden inside of the cube and i don't know why. the structure still remains of the cube eventhough i bevel it.
So i've already did face orientation. So the cube is not inside out. And I already did crtl a scale.
The bevel is hidden inside the cube. I don't know why. Look at picture. enter image description here

You must have some duplicate geometry.  A to select all and Alt + M -> Merge By Distance

Thank you so much!


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Importing different textures in a mesh from blender to Roblox
I wan't to make a drawer that has metal handles but wood body and for some reason when I import it as an obj to Roblox studio the handle parts become wood instead of metal which is weird and I can't find the problem please help.

Hello and welcome. Did you UV unwrapped your object?

what does unwrapping do to it because no I didn't unwrap

So I guess you have 2 materials in Blender, one for the wood, another one for the handles? Does Roblox accept and understand multiple materials?

UV unwrap could help you to paint an object with different textures (like wood and metal) and/or Bake your materials into single images that you can export with your 3D object

Yea Roblox does accept it but I might have done something wrong for it to be like that @moonboots

How would I do it then because when I unwrap the handles it makes the texture uneven and doesn't look right @Emir

UV unwrap is not a one click action, there is a process that you need to do in order to get good UVs, it could take from minutes to days of works eve for a simple model. You need to lear about it, start with youtube.


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creating multiple scenes in blender
ok so i have an animation, ive made the first scene and ive rendered it, i then want to make another scene where i move the characters and the camera around, is there a way i can save the first scene so if i have to go back and edit anything im able to just open the scene and do what i gotta do?
Essentially im asking if i can save my scene, change it around and then be able to go back to the way the scene was before i changed it so i can render it again?

If you create a new scene, type > Full Copy type, the first scene and the new one won't be linked, which will allow you to make the changes you want without affecting the other one. This is an advantage and a disadvantage, depending on what you want. For example if you edit an object A in scene 1, its copy object B in scene 2 won't be changed. If you want it to be changed you'd better make some linked-duplicate objects...


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How do I simulate airflow in Blender?
I am trying to build a simple simulation on the Blender physics engine that will simulate airflow in my PC case. Modeling a basic computer tower to scale in Blender was hard enough as it is (for me).
For now I am simply trying to simulate fans in a box. I am ignoring all the internal obstructions.

I think the best way to approach this is with a "Smoke" physics simulation, but there's not really an option to make the smoke go in a certain direction at a certain rate (is there?) to simulate in and out fans.
I know this is a very general question with answers already, however I could not find one for this use case.