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How can I scale up some of control curves of the Human Meta-rig
I've made a Rigify skeleton. After I generated a rig some of the control curves were created too small and they are hidden in my character's geometry. I tried to fix 'em in the edit mode, but the curves disappear once I activate the edit mode. So how can I scale up the curves? And also I'd like to change some shapes a bit. So can I do it on one side and have the other side fixed automatically?

Why not enable Properties -> Armature -> Viewport Display -> In front ?

It sure solves the difficulty of the selection. But it still doesn't make the controllers intuitive, forcing me to search for the tiny little curves inside a very fat character. =D Also not that great visibility within the shading mode. having the well-sized controllers in the right place speeds ups the work.  So I really hope that there might be a solution...

In pose mode, select the control bone you want to alter, go to bone properties, viewport display, and use the scale value.
If more than one bone are selected and you press Alt button when validating, the same scale is applied to all selected bones.
You can also edit the shapes, they are nothing but a simple mesh, note that the edit has to be performed orienting the mesh in object mode aligned with the bone, so that the edits are aligned too.

An update to this request since I've started flopping about inside ARP:
Today's current ARP version (3.69.23) features a button directly beneath the "Match To Rig" button in the RIG tab.  This lower button: Edit Shape.  Select the control you wish to edit, hit this button and then modify the spline geometry as desired.  The button converts into Apply Shape which you should hit once you're done editing.  Pretty straightforward.


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Export simple transform animation with FBX?
I guess I'm doing something wrong. I have simple transform animations on a bunch of objects (no joints used. Only rotate and translate keyframes). And when I save it to FBX, only one object remains the animation on it while the other stays static. I know I can save simple transform animation to fbx. I did it with Maya a few years ago. But now I can not achieve the same result with the Blender. Any thought?

source: Stack Exchange

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

sort: votes


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How to bake a generated texture from displace modifier to UVs
Is there any way to bake a texture that I generated for Displace modifier? Or any way to recreate it one to one in the shader editor? I need to make a few fixes (to redraw it a bit) and also use it for generating my color map. Thanks T_T

One way to do this is with an intermediate bake. Assuming the original object is displaced by the modifier along its normals...
(Bake Type: 'Emit') Bake the positions of displaced shading-points of the modified object, in object space, by using these nodes:

Use a floating-point format, some numbers in the next step will be negative, so OpenEXR is good. I've called my image 'Displaced_P'.
Then subtract the surface-positions of the unmodified object from 'Displaced_P', and find the length of the difference along the unmodified object's normals, with this tree:

.. and bake the emitted result of that into your 'Heights' map.

The illustration above shows:

A sphere, modifier-displaced by a procedural texture
The results of the first tree, which you bake to 'Displaced_P'.
The results of the second tree on the unmodified sphere, baked to 'Heights'
The result of using the 'Heights' image to displace the sphere, in place of the procedural original.

Some of the displacements are negative, so you will have to uncheck Clamp in the 'Heights' image-texture's Texture tab > Colors panel, when you use it with the Displacement modifier.
All of this assumes the displaced object and the unmodified object share a UV map.

I haven't packed the image-textures, they're 2K, for this example.

Thanks. A bit complicated though. At last, I ended up baking it in Maya

I may be wrong but it looks like there's no automatic way to bake the height map of a Displace modifier.
If your object is flat with 3D relief, you can apply the Displace, give it a black and white gradient texture on the Z axis, plug it into an Emission, create a plane above and bake the Emit.
If it's a more complicated object, Ilakya gives here a method to do it, with the Multires and Shrinkwrap modifiers:

Create your model with its Displace modifier.
Create a second object that will contain the model as a sort of cage.
Give this second object a Multires modifier. Give it also a Shrinkwrap modifier, Wrap Method > Project, with the model as Target. Hide the model.
Subdivide the Multires of the second object until it looks like the model. Lower down the Level Viewport down to 0.
Apply the Shrinkwrap modifier.
Give your object a material, create an Image Texture, keep it selected but don't plug it for the moment, create a new image for this Image Texture.
Go into the Render panel, choose Cycles. In the Bake panel enable Bake from Multires and Bake Type > Displacement, click on Bake, it should work.

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


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Any tricks for a huge shader nodes trees to become faster?
I've noticed one interesting moment: each time I create some complex shaders they always slow down my Blenders viewport. At the same time, sometimes when I purchase any plugins that include complex and even bigger shaders they work fast and updates in real-time. So I wonder... Which nodes should I avoid while creating big node trees? Or are there any tricks that help to improve the shader speed? Should I use groups inside the groups? Any noises that should be replaced or maybe I shouldn't copy the group input node (I've read somewhere that it won't affect the speed) etc...

I've noticed that people use UVMaps to replace a gradient texture node. It looks like this:

But is it actually better to use this node instead of a Gradient Texture node? And how can I create it? >_<

It is not a first-time issue to me. So I don't post a direct example. But just to show an idea here is my shader vs the one with a quite similar result that I've got with some plugin (mine is the black one and it is way slower. How come?

I’ve noticed that Noise Texture can really cripple performance in Eevee (or material preview mode - which also uses Eevee) and this is far worse the higher the ‘Dimensions’ is set. Minimise the Dimension where possible - eg, don’t use the default ‘3d’ when only using 2d UV coordinates (I don’t know if that’s applicable in your case). I presume Musgrave may have the same implications since it is also noise-based. I presume this is due to Eevee caching the noise to attempt to improve performance for the actual rendering.

It looks like some of your textures have high detail values, I can't really see, though.

What about texture coordinates node? Are there some types of outputs more resource-intensive than others? Or it doesn't really matter?

I don't think it really matters for the Texture Coordinates - they're all pretty low overhead. Does it make much difference whether your rendering in Eevee or Cycles (you'll have to use Rendered view otherwise it will use Eevee anyway).


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How to customize the top bar of the 3D viewport
I'd like to change the order of instruments on this toolbar (see the image attached). I'd like to bring blenderKit to the right corner and move all the shader options from the right corner to the center. Is it possible to do so?
I really need the shader and gizmo options in the center. I work on a small screen and if I add any extra editor type (like UV or image editor) they become hidden behind the outliner.

If you hold the mouse wheel down over the toolbar you can drag the whole toolbar left and right with the mouse which might help. This applies to all the Blender toolbars that are wider than their window.

Can also collapse the menus. (View, Select, Add, Mesh, etc)  Right click in a blank part of menu, Header menu, uncheck show menus.  Why I asked this somewhat related question  https://blender.stackexchange.com/questions/146815/get-topbar-area-instance-to-toggle-menus  ie can collapse most area type menus and save to start up file, to have them collapsed by default, however AFAIK cannot do this with topbar.


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Starting character with cube or six sided cylinder?
I always start with a Cube, but recently I saw some tutorials which are starting character with a six sided cylinder. The result at the end is same, after I add my loop cuts, but I am still interested if its there any advantage of this method or is it just preference of an artist?
I would just like to mention that I prefer cube because it makes me feel like I am more in control where edges and cuts gonna be. The question would be: Does it make any difference, at the end, starting with six sided?

The general idea (usually) is to start with as little geometry as you can get away with depending on the shape of the object you want to make (especially if you plan to subdivide later). Therefore, if a cube works just fine for what you need to do, it has 2 less faces than the cylinder, and therefore is probably preferable.

A cube is not a good idea.The more angular the basic shape is, the worse it looks when it's rigged. Use a prism and make it rounder with e.g. Smooth modifier.


text:
Where is " convert to Dual Mesh in blender 2.9"?
When I try to do convert to Dual Mesh in blender 2.9 version
There are not "Convert to Dual Mesh"
And then I searched google about Add-on but it doesn't work as I wanted to do

This is what I did on 2.9

This is what I want to do on YouTube.
I know I could go back to 2.83 to make it but why it disappears …
Thank you for reading :)

https://youtu.be/aLGKFwkXDHM?t=274 As an option, I can offer a crutch)


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Blender Object (Exported As FBX) Slightly Transparent And Poor Quality When Imported into Davinci Resolve
I followed this tutorial by Blender Guru and finished creating a 3D donut: https://www.youtube.com/watch?v=rKPSB8tcXhQ
It was really good and looked photo realistic but for some reason when I exported the donut as an FBX object and put it in a Davinci Resolve 3D scene it looked poor quality and slightly transparent.
Here is the donut rendered in Blender (with the Cycles engine and a noise correction node):
https://i.sstatic.net/E3SME.jpg
Looks perfect!
Here is the donut after I exported it as an FBX object and put it in a 3D scene composited with real footage of my basement floor in Davinci Resolve:
https://i.sstatic.net/psXtf.jpg
Looks really Bad...
So what and I doing wrong here? It seems like the textures are not getting exported correctly.

Please use the tools from this site to upload images,so that they show as part of your question and not as links. I see two options: 1st option is to composite directly in blender.  2nd option is to render the blender scene as OpenEXR and composite in resolve. https://blender.stackexchange.com/questions/174098/i-have-tried-to-import-exr-files-to-davinci-resolve-with-the-luts/174228#174228 in any case there is no need to use FBX

Thanks for the response! It seems like this thread https://blender.stackexchange.com/questions/174098/i-have-tried-to-import-exr-files-to-davinci-resolve-with-the-luts/174228#174228 is actually for rendering an image. I'm trying to create a stand alone 3D object and I'm planning on doing the compositing in Davinci. The problem is that the 3D object that I exported seems to be low quality and slightly transparent. Is there a way to export the whole object with the perfect photo-real quality that blender produces?

You are taking a baked material and rendering on a completely different color pipeline with completely different light values. You can't expect blender's cycles results from fusion.

Oh okay that makes sense. So I guess the best way is to just composite the footage in blender? Is there any way to export the object in a way that Davinci can recognize as identical?

Fusion is not a render engine. Blender is not a video editor. Don't use the software for what is not, but use the strengths of each one for what they are good at. Edit and color correct in resolve. Render in blender. You can do compositing in both, but, again it helps if you learn what each program can and cannot do.

I'm not 100% sure I'm following. So I should export the object from Blender right? And then import the object into Davinci? Right now I have been just going to File > Export > FBX with just the donut selected and clicking the checkbox "Selected Objects" and then importing the result into Davinci. Are there more steps on exporting a 3D object from Blender that I'm missing? Is there some kind of tutorial about how to do this?


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How can I link certain scene properties (also camera properties) across multiple scenes?
I have a character rig linked across multiple scenes I need to be rendered from multiple angles for a variety of animations. However, depending on the animation scene dimensions and frame-length change. In addition, so do camera properties such as the orthographic scale. I use compositing nodes to render out each scene with different cameras to output the frames for the different angles, however it is really frustrating to have to go through each scene and adjust their properties each time I want to render a new animation.
Is there a simple enough way I can link the scene and camera properties (excluding camera and position and angle properties) to a single scene so that I would only need to adjust the values one time?

Hi :). You can easily link camera data between multiple cameras. But I don't think you can easily exclude some parameters (like view angle, focus point, etc)

AFAIK the Scene object doesn't abide to the same Object Container > Data Properties as most other Blender objects (Mesh, Curve, Camera, Text, Metaball, Lattice, etc.) so you can't really link one scene and selectively override individual properties. You won't be able to change output dimensions.
However you can link a camera from another file and selectively override its properties with the Library Override functionality.


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Deformities appearing when using Surface Deform and Shrinkwrap modifiers
I am having a lot of difficulty getting a cube, which I have flattened a bit, to properly deform around a cylinder.

This image is before I apply both shrinkwrap and surface deform modifiers. I do have plenty of vertices as well, made sure to subdivide both the cube and the plane.

The second image is what my cube is doing once I have applied the two modifiers. What is making my cube deform so weirdly and how do I fix it? I have tried moving the plane between the cube and the cylinder. I have kept the plane in the center of the Cube like the first picture, nothing changes the outcome.
Little FYI- Shrinkwrap modifier is applied to the Plane and the Surface Deform is applied to the cube. I have the most recent Blender update and I have watched multiple Shrinkwrap / Surface Deform videos to no avail.
Thank you for any and all advice and help in advance.

share blend file

Also you must try "ctrl + a" and apply rotation and scale to all of your objects one by one

If I've got you right, typically, you would use a Lattice Modifier to do this.. or, in this case, you could just solidify the plane after wrapping. It also looks as if your Shrinkwrap should be set to 'Project' along an axis, not closest point.

Sorry for late response. So a couple of things real quick.
1, I am new and not sure how to share my blend file here.
2. I do use ctrl+a and scale/roate all objects individually without issue.
3. I am unsure of how a Lattice Modifier works.
So what i'm trying to do is take a thin cube that looks like a thick sheet of metal and get it to basically hug the cylinder face. I got it to work once and then the update from 2.92 to 2.93 happened and I haven't been able to make it work since.

Also figured out a work around that did just what I wanted.
What I ended up doing was going into wireframe mode, making a few edge loop cuts around the main object. highlighting a few faces and duplicating them. From there I separated the duplicated faces so that it was it's own individual object as well as has the perfect shape that forms to my cylinder. I renamed it and can now extrude, scale, whatever i want to the duplicate.


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Exception Access Violation during render when modifying material per-frame in script
I'm duplicating an object and its material and then modifying the new material per frame. The object exists for ~0.5 seconds and then is destroyed. All of the duplicated objects are stored in a dictionary (this is an attempt to resolve another problem here).
Unfortunately I'm getting random Exception Access Violations on lines where I'm accessing the duplicated object or material. See the following code:
    material = [x for x in bpy.data.materials if new_bolts[bolt_name][0] in x.name]
    if len(material) > 0:
#        m = material[0]
#        tree = m.node_tree
#        nodes = tree.nodes
#        bolt_group = nodes.get('bolt_group')
#        bolt_length = bolt_group.inputs.get('Bolt Length')
#        if bolt_length:
#            bolt_length.default_value = length
#        else:
#            raise Exception("ERROR, Bolt Length not found!")
        context.collection.objects.get(bolt_name).material_slots[0].material.node_tree.nodes.get('bolt_group').inputs.get('Bolt Length').default_value = length

(context is bpy.context passed in as a parameter)
These are two different attempts (commented vs. uncommented); both have resulted in an access violation exception on either bolt_length.default_value = length or the uncommented line (I've also gotten them many other places).
The script runs perfectly fine when using the Timeline in the editor (looping many times), as well as with doing the "Viewport Render Animation" option. It's only during a "normal" render that it crashes.
I tried rendering on a single thread, as opposed the auto-detected multiple, but that didn't help.
Does anyone know how I might resolve this?

My "solution" to this was to avoid running the script, and instead treat the object as a particle and make my modifications there.
https://blender.stackexchange.com/a/231301/125759


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How to curve the mesh without using bezier?
i have a little problem in blender. How can i curve the mesh like the image below without using bezier.

Thanks !

Various Features you can explore

Proportional Edit with a suitable vertex density so there are more vertices to bend
Use a portion of a torus
Use a portion of Cylinder with Solidify Modifier
Curve Modifier and apply on top portion first and isolated
Link to Tutorial https://www.youtube.com/watch?v=MrNVVHdKd3E

You can use "Simple deform" modifier for bending or bevel it in edit mode.


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Cannot transform, scale or move (aka edit) vertices, faces or edges - X,Y,Z locked
I'm using 2.8. Yesterday I had no issues editing my mesh. Now, after I select vertices (faces or edges) I cannot scale or move it for editing- it feels locked. I turned proportional editing on and off. I also tried using cursor, move, transform, etc. Maybe I accidentally pressed something. Any ideas?

It worked after I removed a shape key and turned on shape key edit mode.
I'm not sure why I wasn't able to edit the other shape key. Any input is welcome. See pic.


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3D manipulator stuck on left side of split viewport
I'm using Blender 2.8. I split my viewport but accidentally moved the 3D manipulator to the right side- I don't know how I moved it nor how to move it back to the left side. The ride side is in rendered view. When I try to use the measure tool,  manipulator and other tools on the left side, I get an alert that says 'gizmo hidden in this view'.

Can you show on picture whats wrong ? Or go to C:\Users\UserName\Application Data\Blender Foundation\Blender and delete folder 2.8X

@SlobodanVidovic There is no need to delete that folder, it wouldn't fix the described problem anyway.

It appears that you've hidden the gizmos in the left viewport, which is why the Move gizmo is invisible and the Measure tool gives you an error message. Enable them by clicking the Show Gizmos icon shown below.

Ensure that the following options are enabled in Viewport Gizmos.

The exact error message is "Gizmos hidden in this view" which is printed by view3d_ruler_add_invoke() (view3d_gizmo_ruler.c) when the Measure tool is used and v3d->gizmo_flag has the V3D_GIZMO_HIDE or V3D_GIZMO_HIDE_TOOL flags set. V3D_GIZMO_HIDE is set when Show Gizmos is disabled and V3D_GIZMO_HIDE_TOOL when Active Tools in the Viewport Gizmos options is deactivated.


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Blender 2.8 How to hide vertices overlaying half of object in rendered view? See pic
My viewport is split. On the right side of the split my object is in rendered view (see image) but half of my rendered object shows the vertices of my object instead of the fully rendered mesh. How do I disable this setting? Blender 2.8

Put your cursor/Mouse where the edit function is, then hold middle Mouse button and drag right. Then you Will find something that looks like 2 circles Press that.

@Yohello, it worked! Thanks so much!


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2.9 Model Not Attaching to Rig, Object Uses Mirror Modifier
I've been at this all day and can't figure out the solution. I've cleared the parent alt + p, cleared the scale, removed doubles, and on and on. Nothing works. My model uses a mirror modifier. That might be the problem.  Download the file below. Thanks!

you need to unparent the armatures from the object, then parent the object to the rig called metarig. Then I don't know how rig is supposed to work with metarig...

@moonboots that didn't work. Thanks, though.

@moonboots rig is Rigify's generated rig, created from the metarig. The mesh needs to be parented to rig not to metarig to take full advantage of Rigify.

@Blunder oh ok my bad

You parented the armatures to the mesh as children. That's not what you want.
The mesh needs to be parented to the armature called rig which was created from the metarig.
First, you need to clear the parent relationship. In Object mode, select the rig armature and clear its parent (Alt+P). Do the same for the metarig.
Hide the metarig or move it to an archive collection. You just need it if you want to change and re-create the rig armature.
Then select the mesh (infant_model) and the rig armature. Make sure the order is correct and the rig is the active object (highlighted in light orange). Then use parent them Ctrl+P > With Automatic Weights.
Switch to Pose mode, and grab the IK controls (like hand_ik.L) to test the rig.

this worked 100%, thanks a bunch for your help :)!


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Insert keyframe through python and set its properties
i'm trying to set some keyframe values programatically after its creation, and for now, i didn't find a way to return this keyframe properly, i have to loop through the entire fcurve which is not very efficient...
For example, i would like something like that :
# add a location x keyframe on frame 1
new_key = object.keyframe_insert(
    "location",
    index = 0,
    frame = 1,
    )

# set keyframe left handle type
new_key.handle_left_type = "VECTOR"

# set keyframe value
new_key.co[1] = "10"

But the keyframe_insert() method only return a Bool for succeeding or not in keyframe creation.
Do you guys know a way to get the keyframe the proper way ? Really stuck here !
Thanks in advance, cheers !
But the keyframe_insert() method only return a Bool for succeeding or not in keyframe creation.
Do you guys know a way to get the keyframe the proper way ? Really stuck here !
Thanks in advance, cheers !

See https://blender.stackexchange.com/questions/64447/how-do-i-add-keyframes-to-a-newly-created-action-with-no-associated-objects  ob.keyframe_insert creates action, fcurve etc if need be, whereas you wish to get a reference to the fcurves keyframe_point.  Also related https://blender.stackexchange.com/questions/55858/how-to-set-the-easing-of-keyframe-with-python-fast-slow-etc

thanks for pointing me in the right direction ! the fcurves.keyframe_point.insert() method is definitly the one to go with here ! cheers !

Found a solution using this related thread https://blender.stackexchange.com/a/32540/31246 and this How do I add keyframes to a newly created action with no associated objects? (thanks @batFinger)
Here is the resulting code where i already have a bunch of variable (frame, value, data_path, array_index, handle_left_type) :
# parent is the object/node_tree ... containing the animation_data
# get_unique_name is(collection, base_name) is a function to ensure name is not used,
# and if so iterate by adding numbers

# find fcurve
if parent.animation_data is None:
    parent.animation_data_create()
a_d = parent.animation_data

if a_d.action is None:
    new_name = get_unique_name(bpy.data.actions, parent.name + "Action")
    a_d.action = bpy.data.actions.new(new_name)

fc = a_d.action.fcurves.find(data_path, index = array_index)
if fc is None:
    fc = a_d.action.fcurves.new(data_path, index = array_index, action_group = group_name)

new_key = fc.keyframe_points.insert(
        frame,
        value
        )
new_key.handle_left_type = old_handle_left_type

Cheers !


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Evaluate FCurve without keyframes won't work
i'm stuck here, i'm trying to evaluate a newly created FCurve to get the current value of associated property, and keep getting "0". Here's an example working code with scale:
import bpy
# getting the object
obj = bpy.context.object
# the active object have action but no scale fcurve
# let's create it for x axis
fc = obj.animation_data.action.fcurves.new("scale", index=0)
# evaluate the current frame
value = fc.evaluate(bpy.context.scene.frame_current)
# print the result
print("value is %f" % value)

This returns "0", but the active object is "1" in x scale
(code can be run from console with selected object with action and no scale keyframe to test)
I don't really know how to get this "1" value programatically with object and data_path only.
The getattr() method could work, but i'm also using this code on pose bones, with these kinds of datapath : 'pose.bones["Bone"].location[0]' and this doesn't seem to work with getattr()
Any clue out there ? thanks in advance guys ! cheers !

Get the object from the path.
Can get the object from the datapath via (with and without coercing to the value)
>>> C.object.id_data.path_resolve('scale')
Vector((1.0, 1.0, 1.0))

>>> C.object.id_data.path_resolve('scale', False)
bpy.data.objects['Vert.001'].scale

can look at the last part of the path and check whether that property is an array,
>>> C.object.bl_rna.properties['scale'].is_array
True

however it is possibly easier to try and iter and if not use the index.
datapath = 'scale'
index = 0
frame = bpy.context.scene.frame_current

if not (len(fc.keyframe_points) or len(fc.sampled_points)):
    ob = obj.id_data.path_resolve('scale')
    try:
        iter(ob)
        value = ob[index]
    except TypeError:
        value = ob
else:
    value = fcurve.evaluate(frame)

print(value)

perfect ! works like a charm, i am not familiar with path_resolve() method, seems pretty handy ! Thanks a lot ! just a question though, what is the use of iter(ob) in this case ?

Here's the function i end up with thanks to @batFINGER answer if anyone has the same problem :
# process original value
def process_original_value(parent, fcurve, data_path, array_index, current_frame):

    if not fcurve.keyframe_points:
        data = parent.id_data.path_resolve(data_path)
        try:
            value = data[array_index]
        except TypeError:
            value = data
    else:
        value = fcurve.evaluate(current_frame)

    return value

cheers


text:
Where is the "Legacy Mesh Format" option im the Save As dialog?
I need to use the "Legacy Mesh Format" option to be able to export Blender meshes. In 2.79 this is available when selecting "Save As", but I cannot find it in 2.82.
Is it somewhere else, or, if not, is it possible to work around this somehow? Right now, I have to first append the mesh to a 2.79 file, resave it as Legacy Mesh Format, and then use the 2.79 file for further processing, which is annoying.
I can of course stick with 2.79, but I much prefer the new user interface, so I would like to be able to solve this.
Thanks, PSD


text:
How to import a grease pencil draw into another grease pencil file?
I want to copy a 3D wire frame I made by grease pencil and paste or import it into another 3D wire flame. so that I can compare those two...work on both of them in the same 2D animation tab
Don't know how to do it...
blender 2.8  Mac pro user

I'm just a beginner, but if what you wish to bring into your new blender work area is a .blend file, you can "append" (otherwise known as import) the file from the File menu in the upper left.  I believe that you must be in "Object" mode when doing so.  If I'm wrong or I misunderstood, my apologies.  Perhaps this will help:  Additional link info

To add Blender Grease Pencil animations to a different file:

Open the file you wish to import into
Click File --> Append
Find and double-click the Grease Pencil .blend File you want to import
A new menu of directories pops up, select COLLECTION -->
Select the specific collection that contains your grease pencil drawing
Done, you should now see your Grease Pencil drawing inside the new .blend file

Reference:
How To Import Grease Pencil Object


text:
Lost orange object selection outlines
2.8 - suddenly lost my 3d view orange object selection outlines in one file... can still select, but no indication of selected object. Is there some setting I can check?

In 2.79 it is Properties>Display>outline selected.

Could be you have disabled Display Overlays..........

Or in the Overlays menu you have unchecked the Outline Selected option.

Thanks!! Didn't realize that that was a toggle button up there. (And the overlays menus still work, even when it's turned off.)

@JoeWeisman - in addition to "thanks", please accept the answer.


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liquid texels visible through glass - any solution?
Successfully filled a glass with wine, and the liquid (wine) creates a nice smooth skin on top, but!... the bottom of the wine, which is also visible through the glass, doesn't bother to smooth out, and looks kinda lego'ish.

Any ideas on how to coax the liquid physics to apply its smoothness where the wine meets the surface of the glass?

Rendering with 2.8 EEVEE, btw. Although I imagine it's a matter of how the texels create polygons, i.e. irrelevant of render type.

Right you are! Thank you very much - looks like a solution.


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ivy generator missing in 2.93?
2.93 - enabled the ivygen add-on, and the "generate" tab now appears in the sidebar, but... the tab doesn't do anything. There's no options window when the tab's selected.
(I followed the manual, selected a vertice, snapped the 3d cursor to it, changed to object mode with the object selected...)

I've not used it before but it seems to work ok in 2.93.5 under Windows 10. See my answer below.

In Object mode, after setting the 3D cursor position, click Create in the sidebar and you should see Ivy Generator in the dropdown at the top of the screen:

If you click that you should see all the settings and clicking Add New Ivy should spawn your ivy shown below:

Wow, thanks so much!. I doubt I'd ever notice that pull down menu on my own. (t seems that the documentation and tutorials are either inaccurate or tricky to follow.)

No problem. I just followed my nose! :^)  Please check my answer to accept it.


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Cycles hair, huge difference in the preview render and the final render
When I added hair particles to mesh and stared grooming the fur for a cat model and stared doing test renders, I found a huge difference in the preview render and the final render
this is the final render

this is preview
is there any way to correct?
the model is using the hair shader with color nothing complex
also is there any work around to render fur in 2.8 eevee using base color texture of cat
please reply
thank you

See if the Children Particles are too high.

If you have a subdivision modifier with different subdivisions in viewport and render, it can cause familiar problem.


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Bridged Vertices Show an Indentation
I bridged two objects. In edit and object mode it shows a smooth, single object. Rendered view shows an indentation where the two sides were bridged. I cannot sculpt it smooth, smooth vertices in edit mode or otherwise fix this distortion. There are no doubles, overlapping or hidden vertices and the two object are joined.
The steps that I took: the object was copied/pasted (see the image where the collections tab is open, image 3) and the mirror modifier removed. I then duplicated the newly unmirrored object, transform-x'ed, aligned, and bridged the duplicated side.
I am using three modifiers: cloth, subdivision, and solidify. All physics settings are mostly defaults. I am using Blender 3.6

Check that the face orientation is the same on both sides by checking Face Orientation on the top-right Viewport Overlays menu. The whole object should be blue. If half is red, go into Edit mode, select All, and then hit Shift-N to recalculate the normals. See if that fixes the problem.

@johnEason, flipping the normals removed the indentation. Ty, Cheers!

Good! It's usually the first thing to check.

I know this but forgot. Won't forget it again.


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Object Set to Front Orthographic View Changes to Perspective View When Exported as a .glt
I changed the camera for my object from perspective to othorgraphic view so that my 3D image displays as if it is a 2D image. When I render the animation in Blender everything is fine, but when I export my file as a .glt my object displays in perspective view. Is there an export setting that can fix this?


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Part of Object Distorts Switching from Edit to Object Mode
I'm working on my mesh in edit mode. When I switched to object mode part of my object suddenly shifted. I'm using version 3.6. Any suggestions why this is happening.
The change when I tabbed to Object Mode:

You have created shapekeys so the problem probably comes from here but maybe share your file (remove some parts if you want)? https://blend-exchange.com/

While preparing the file to send you I deleted several shape keys. It seems to have fixed the problem. What about the shape keys is causing the error?

It probably comes from the shapekeys but as I don't know exactly what you did it's hard to explain precisely

I copied several layers and each had several shape keys set. Your suggestion fixed the problem so that's good news. Thanks a bunch. You saved me a lot of headaches.

It's probably due to your shapekeys. When you are in Edit mode you'll see the basis shape of your mesh, plus all the changes that you'll do on it within this shapekey. As soon as you'll switch back to Object mode, you'll see the other shapekeys influence if their value is not set to 0. This may be the reason here.


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Can linked objects with physics constraints interact with other objects?
(Newbie to list:  1st post.  Hello everyone)
Specific question:  How to make linked objects with physics constraints interact with newly created objects.
I am trying to use Blender2.8 to animate off road vehicles driving over terrain.
Each vehicle is created in it’s own .blend file, with suspension and wheels made using physics constraints (e.g. motors, hinges).  The vehicle physics work fine within their own .blend files.
When linked into a overall .blend file, these vehicles either pass through local objects (when the local objects are in their own collection), or linked objects won’t move (when I placed everything in a single collection).   Note: I am creating a rigidbodyworld to include the relevant collection, but it’s not working quite right.
What is the best strategy for doing this? For a static object many approaches work - but these are physics-enabled objects which need to bounce and roll properly within the overall scene.   I tried different methods: link, append, instances, proxies.  I would like to use link because then I can go back and edit the individual vehicles and everything will update.  Does this make sense?
Basically I’m unable to have the linked objects with their physics constraints properly interact with newly created objects - even when I put everything in the same collection, and enable a rigidbodyworld.    That’s the question.
( I tried to find other posts on this question and found some useful info.  Sorry if this has already been answered.  Using Blender 2.8 2019-01-12)
Thank you for any suggestions.
Matt


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trouble using keyframes to animate a float value (in animation nodes)
Am learning animation nodes.
Within animation nodes, I would like to use keyframes to animate the value of a float number, but the keyframes are not having any effect.
To try this I right click on the float value and first 'add to keying set' then 'add keyframe'
it seems to work because no errors are reported and the value changes color.
But when I play the animation the keyframe seems to have no effect.   Screenshot below shows the nodes and my attempt to enter the keyframe.  (the idea is the float number then is used to place an object at a location).
Any suggestions to make the keyframe actually work are most welcome.
thanks,
Matt

Hm. Not sure if you can animate values INSIDE of Animation Nodes.
You could just add an empty to your scene, then keyframe the empty X location (a float), then use AN object transform input to use the value from the empty

Thanks that worked!!   I had the idea you could animate inside the nodes because it seems to be available to do that on the right-click menu, and the color changes after you add the keyframe, and so thought maybe there was way.  But the keyframe markers never appeared on the timeline.  The method you suggested is a great solution!

You can use Delay Time and Animate Float node in this case.

Another Method:
Create an custom property to a object(in this example Cube) and keyframe the value. then access it's value inside AN.
You can use Object Attribute Input node to do this.

Can you detail why this works?

thanks and that is a good suggestion  - I tried delay time and animate float - and yes it works but, unless i'm missing some options, i wasn't able to design enough control into the system to do what I wanted.  I need to animate a float variable to increase and decrease in various profiles - which are well suited for keyframes - but with the blocks available within AN i could only add a delay offset and choose among a few monotonic profiles (eg linear, segments of sines, etc).

@MattG I have added another method.


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Problem with textured panel lines and aliasing
I have a problem with aliasing and jagged lines.  Using B2.91 on Mac.
I've created a mesh of an aircraft wing and I want to use an image texture created on PS to create fine panel lines. My thought was the fine lines can be applied as both a color and also a bump map to give the appearance of real panel seams on the aircraft.
I created a 4k x 4k image .png file using PS. I UV-unwrapped the wing and applied the texture.  Panel lines that are curved or are not horizontal/vertical come out aliased.  They sort of look OK at a distance but close up it's poor. The picture below shows the problem.
Looking for any suggestion to reduce this aliasing or alternate method to create panel lines on a smooth mesh. (i have tried many tuts but many fail on these gently curved surfaces).  Shall I go beyond 4Kx4K? is this something to fix in PS first?
Thanks for any suggestion.
Matt

Hello :). Yes, using a higher res image is the way to go. Since the line is very thin, even in 4K it's only described by a few pixels. Bump mapping especially gives bad artifacts for low res textures.

Please show a close-up of the problematic area on your texture. If it's pixelated, then there's your problem. Bump mapping isn't always the greatest way to go, try using a normal map converter (many free tools available), instead of the cycles built-in bump node.

thank you for comments.  There is a close up shown - see the bottom part of the posted image - that intersection of two lines.  It's pixelated.  I will look into normal map converter and also higher res texture (but i'm at 4K x 4K already)

ah you mean just the texture - yes it's pixelated (when i view the texture and zoom an equivalent amount).  I see your point - i'd need to fix it on PS or use higher res.  Will look into the other ways too.


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Blender explosion animation not rendering
I am trying to create an explosion in Blender. However, when I try to render the explosion, this white box gets bigger in my particle domain but I can see the explosion in the viewport. What am I missing?

Found out that I just needed to put on a material for my domain. Now there is no box. But when rendering there is no explosion either. 1 frame just renders for like 10 minutes and there is no explosion. Guess I'll have to try to make my explosion from scratch.


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AMD Radeon Pro 460 not showing up in sys pref
I'm trying to set up my AMD Radeon Pro 460 for Blender 2.8 but I'm not seeing the Device show up in the system preferences. Is this a bug or not currently supported & if so why?

Related: https://blender.stackexchange.com/questions/128693/mac-pro-tower-sapphire-radeon-rx580-is-really-really-slow

I guess youre on Macbook? Opencl gpu rendering is not supported and abandoned by Apple. Try to use Radeon ProRender instead for gpu support.
https://www.amd.com/en/technologies/radeon-prorender

If you downviting my answers at least you can explain why. I dont see any point nor desire to help here anymore.

Blending in Trance, is one downvote all it takes for you to give up? It is not a very in depth answer, someone just didn't find it useful - no big deal. There is nothing said about the OS used in the question as well so the answer is based on an assumption that may be incorrect. You should clarify what the OS is in the comments.

Not one, two, by same gestapo guy it seems (two downvotes, but -4 points to rep), which dont like when posts are without autistic bells and whistles and gifs, so even retard could understand it. I cant add comments to questions, because my rep is lower than 50, ya know. And while I will get downvotes I never can do it. What depth there else should be? OpenCl is abandoned in macos (and hes obvliously have macos, Radeon Pro 460 is exclusive to macbooks pro), nothing else to add. The only workaround is to use radeon prorender instead of cycles, which is working on metal.

I would suggest taking another approach regarding reputation points - try answering more questions even better instead of concentrating on one or two that some people did not like. It happens. Sometimes even with answers that take far more effort to come up with. It seems AMD Radeon Pro 460 is only used in Macs, that was not apparent to me as I saw the question, I naturally assumed it could be that another OS is used. You should mention that in the answer. I think I can upvote it in this case since it seems appropriate now that I know that.

Thanks. I'll try your approach. But those limitation for posting comments is really dumb imo, so newbies can only add answers not comments, and obviously get downvotes for them, because they dont meet high-end autism standarts for some. So "smart" decision.

I know what you mean, sometimes the questions are very basic and poorly formed, but don't forget, Blender is free to download for everyone. There must be some children asking questions here as well - nothing wrong with that.

Thanks for the clarification. Looks like the current ProRender plugin isn't working with Blender 2.8 but apparently they are working on it - https://community.amd.com/thread/234171

Thanks for the clarification. Looks like the current ProRender plugin isn't working with Blender 2.8 but apparently they are working on it - https://community.amd.com/thread/234171


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Shadeless mesh that's being affected by lighting?
For a while now, I've been using the emission node to create shadeless materials and textures: that way, no matter what the lighting or environment is like, the appearance of the material does not change.
However, is it possible to create a shadeless material that is affected by lighting?
For example, I have a shadeless object with a texture using the emission node. I want the environment/lighting surrounding the object to affect the object's "tint" or "color," just like any other type of material, but in this case it's shadeless.
Thank you!

There is no way to make shadeless shader receive lighting - if it did, it would not be shadeless anymore. There is however a way to tweak a shadeless shader based on almost anything - through drivers and driving it's node values. So you can drive the material texture tint based off the light's color. Or if you are using the game engine mix in the real-time generated reflection map.

Okay, thank you very much for the answer, @Jerryno !

What you describe is not a shadeless material.
You can try and mix an Emission shader with another non emitting shaders like Diffuse or Glossy shader, giving you a blend between shadelessness and light interaction with your scene.
Just connect a Shader Mix node input sockets to different combinations of emission/diffuse/glossy and try them yourself.
Alternatively look into an Ambient Occlusion shader node. It doesn't react to scene light, instead being self shadowed by other geometry only. If correctly setup with a low distance value it can simulate shadelessness to a certain extent while keeping proximity shadows.
One final note, if you are not looking for photo realism and instead rendering lost of NPR stylized stuff Cycles, being a physically based render engine, may not be the most indicated for you. There are other faster less resource hungry engines out there that may be better suited for your work, like Blender Internal or even simply the OpenGL viewport.

Thank you so much for your response! I'll definitely experiment with mixing shaders or using the Ambient Occlusion shader node, and I'll see what kinds of results are yielded.

Depending on the engine you're using (blender render, in my case), you can create a diffuse material, apply it to your mesh, and change the "Translucency" parameter under the Shading section all the way to 1.
It should make a material that appears shadeless AND is affected by lamps and lighting.

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


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I have textures of wood but how to make a wet wood out of that?
I have a complete wood textures including col,nor,dis,gloss,refle etc..
Can anyone say how to make a wet wood out of that?

Please add also your material setup, this is important if you want to have more reflections on this wet map.

Either procedurally darken the texture with some color mixing effect, or find another darker wood texture and mix it with the previous using some sort of mask.

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


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Facing a problem while using particle systems
I was making some roof tiles with particle system.In the viewport it seemed ok but when i rendereed it the result was not expected.I attach the node setup i used for the roof tile particle,the result i expected was to have one colour for each tile from the two colours,But something iunespected happended.

Hello, it looks strange to me too. Would you please share your particle settings?

It seems like mesh geometry is intersecting with each other. Do you by any chance have child particles enabled and set a particle value higher than the viewport for the final render?


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Why fingers bones don't bend properly?
I'm new to animation and rigging in Blender, matter of fact new to blender. But I want to learn rigging and animation right now, and I've setup this rig:
And everything moving the large standing bone at the palm of the hand moves the entire arm properly. Yet when I try to curl/bend the fingers into a fist pose, here's the result:

Basicly I've setup the finger bones to copy rotation on Z axis from floating curl control bones. That's all. Any ideas?

it coud be a rigging problem (wrong bones rotation) or weighting problem (mesh not following a correct bone rotation)... but you didn't show where the bones are, here...

I'm sorry,  stack exchange didn't allow me to upload more than two links:
[link]http://imgur.com/a/hNopm

It can be fixed by adjusting your weight paint. Try distributing the weight more accurately according to the vertices. It should fix your problem.

I've tried adding more weights / removing but nothing seems to work... I've tried removing weights everywhere except the actual finger didn't work. I tried adding more weight on the palm of the hand (area close to the fingers) and that didn't work...

Perhaps you could use this link to attach your .blend file so that I can view it and maybe figure out what's wrong with it: blend-exchange.giantcowfilms.com

That would be very kind of you!

I've done a little bit of changes to your original file. Mostly, I've adjusted the length of each finger bone so that the joints match up more evenly for each finger. Then I've done a little changes to the weight paint, although you could touch it up further.

 Here's the edited file. Hope it's what you wanted :D

Oh wow! That's exactly what I wanted. Thanks for the help! Appreciated


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Character facial expressions
I am working on a small  game project with a bunch of buds and would like to know how to add simple 2d character emotions onto a 3d model and have their be multiple expressions within that model. I'm not sure if i'm describing this right, but if you've ever played Goemons adventure or Kirby and the crystals shards on Nintendo 64, I believe they do this same thing. Basically to re-clarify, I want the character to have a default emotion drawn onto their face (eyes open, nose, smile) Then have that be changed to something else instantly whenever a new emotion is called for. Basically the emotions look like their drawn on rather than sculpted.

please post a screenshot of your 3D model, to understand how can you achieve your goal.

This is easy to setup with the UV Warp modifier. This will allow you to change the UV mapping and map the face to different places on the texture, where you will have all the facial expressions:

These expressions can be part of your other textures. UV unwrap the face to the first expression:

Add the modifier to the character. Create a vertex group for the face and setup 2 objects that will define the UV warping transformation. If your character is rigged, you can have 2 bones inside the rig for this purpose:

Animate an Action for the To object with keyframe on each facial expression. This way your expressions could be randomly placed in the UV where there happens to be space for them. When you move the current frame number in the Timeline, your character should swap faces now.
To control this from the rig, you just have to put an Action constraint on the object/bone that is responsible for transforming the UVs. We will drive this Action constraint from another object/bone, let's call it Control. Now moving this Control on single axis on integer values should show all the expressions (keep the Max and End parameters the same):

Now you can set an integer property on your head object or bone, that will drive the Control location:

Thats very helpful! I am not the modeler for my project, I was looking into this for him. I'll be sure to pass this along. Thanks!

authors: Елизавета Беклемишева


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Make Wind Force Field Only Effect 1 Object's Emitted Particles
I want each wind force field to only effect the particles emitted by the closest 1 of the 2 planes. As the file is right now, each wind source effects both plane's emitted particles. I want the top wind source to only effect the top plane's emitted particles, and the bottom wind source to only effect the bottom plane's particles. Btw I'm not asking about how to turn the "Wind" off in "Field Weights" in the Particle tab. I already know about that, and the problem is that it turns off the particles' ability to interact with ALL wind. That's not what I'm asking. I need to know how to make the BOTTOM wind source only effect the BOTTOM plane's particles, and the TOP wind source to only effect the TOP plane's particles.
Here are some pictures of what I'm talking about:

Also here's a link to the file:
https://drive.google.com/file/d/1mUtE0LIvGokOJ8Q5uQtx-XvUOxKy3sCd/view?usp=sharing

Add lower wind effector, bake lower particle emitter, remove lower wind effector, add top win effector, bake top particle emitter?

Oh wow, yeah that did it. Thank Emir!


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Texture Bake Still Doesn't Match The Original Texture
I can't get this ground texture to bake properly. I made a video of myself baking the ground texture in this video: https://youtu.be/5M787vD3R8o . I was able to improve this bake (thanks to some help from a previous post), by changing the UV mapping to "Project from View," upsacaling the pixels of the image to 6000px by 6000px, and unchecking direct and indirect lighting in the render settings.
Here are some pics of the changes that I made to the bake after I shot the video:

These are the steps that I performed to get my new bake:
UV Unwrap the surface (UV mapping to "Project from View")
Create texture image node for diffuse
Bake with Cycles GPU set to diffuse
Create texture image node for normal
Bake with Cycles GPU set to normal
Create Pincipled BSDF node (I changed it to a Diffuse BSDF node)
Connect diffuse image color to Diffuse BSDF color
create Normal Map node and connect normal image color to normal map color.
connect normal map to Diffuse BSDF's normal
Create material output node and connect Diffuse BSDF to it

This is what the original material looks like without baking:

This is what the material looks like after the bake optimized with a previous post's advice:

This is an earlier version of the Blender File before I did the optimized bake via previous advice. https://drive.google.com/file/d/16Aa1-2q11oSf8mj9JxMPNTXy4yRC0t4o/view?usp=sharing
Even incorporating all the tips I received, I still can't get a bake that looks as detailed as the original. I want to move this terrain into Unity and therefore I won't have access to all of the complicated nodes that I have here in Blender. Does anyone know how to get a bake that actually matches the level of detail in the original texture? Let me know if you need more files or information from me.

Firstly, the color-space of your Normal Map Image texture should be set to "non-color" (you have it set to sRGB). Secondly, when baking your Normal Map, make sure to enable "32-bit float". Lastly, (and I'm not sure how much it's important here, I'll admit), most 3d programs favor powers of 2 for the final image resolution (ex, 2048, 4096, etc...). maybe try 4k first, then up it to 8K if necessary.

Thanks for the suggestion. It still looks pixelated and dark though.


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How to set specific location as an object's default (0,0,0)
So, my specific problem is the following:
I have a scene setup with multiple cameras in it.
When I add a new object like a cube, I would like it to have the camera's position as it's default location (0,0,0). Or in other words, I'd like to have the location coordinates of the object being relative to the camera position.
I can instantiate the object at the camera position using the 3D cursor, but that still gives me the world coordinates as the object's location.
I thought that "apply" does set the transformations to 0,0,0 at the current position, but turns out it doesn't.
I couldn't find a way to do it, but I might just not be searching with the right key words.
So any help on how to achieve this is much appreciated.
Thanks a lot!

I'm not exactly sure what you want to achieve, but if I understand it correctly, you want the camera to be the origin of an object? And the position of the object should be relative to the cameras position? If that is the case, use an empty at the cameras position, set it as a parent to the camera and all the corresponding objects. I'm not at my computer at the moment, so I can't try but it probably works if you set the camera as parent as well. All the best Marco

Thanks, that's exactly what I was looking for! :D
Works with the camera as the parent as well.

If you press shifts, select  cursor to the world origin. If you now add a cube, it will be placed in the world origin.

Thanks for the answer, but that wasn't what I was looking for. But I got the answer I needed (see above). Still, appreciate the help!

Do a Ctrl + A Apply Location, resetting the object’s origin to be the location of the 3d cursor. Then a Ctrl + A Apply Rotation will set the object’s default rotation to the current rotation.


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Weird geometry is being Generated when i use multi res modifier

This is the Screen Shot of my model and the extra geometry. This artifact happens because of my multi res modifier. But when I try to delete the multi res modifier and add a new one all of the sculpting i did is gone. Is there any way to fix this without losing all of my sculpting . I am in Blender version 2.79b.

It looks like you modified the geometry in edit mode (adding, merging or deleting vertices/edges) after adding the multires modifier. This is not allowed and will break the multires data as you noticed.

Do you know how I could fix this?

Correct the currently wrong multires vertices in sculpt mode or go back to a version before you edited the mesh.


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Poking a face with beveled sides?
I am fairly new to blender, and I am trying to make a terrain that has beveled sides, but I want the top to look low-poly. I tried flattening the top to make it a single face in hopes that the polygons near the edges of the face (shown below) would go away. However, when I went to poke the single face, all of the little polygons near the edges of the top face came back, and I can't poke those polygons like the middle gets poked. I want the entire face to poke out large polygons, just how the center of the face looks in the photo below.
So my question is, is it possible to make it so that the entire top face gets poked like the middle of it? (get rid of all the small polygons near the edges of the face and turn it into one big face?). Also, after that, how can I make the edges that are not already beveled (the ones touching the top face) to be beveled, but not ruin the poked out faces? Thank you!

Hello :). Can you be more precise? It's not really clear what you want to achieve. What do you mean by poke out large polygons? :)

I mean that when I hit "poke faces" with the entire top face selected, I want the entire top face to look like the middle of it (in the picture), where the faces are large and not small like their surroundings. Right now, only the middle diamond is doing what I want it to do. Sorry if I can't explain this well.


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Why is my sculpture growing sharp and edgy when I try to (for example) grow an arm from the main sphere? Or trying to extend something?
I'm completely new to Blender. I wanted to use it for sculpting, but I came across a big problem that is completely messing me up.
Like I'd be trying to make an arm or some horns, but when it gets just a little off the main sphere, it gets all sharp and edgy and looks stretched? If that makes sense.
But this is a really big problem for me, and there is sometimes where it gets too sharp, that the symmetry breaks and I can't even erase it?
Does anyone know how to fix this? Again, I'm a beginner, I literally don't know much about Blender yet, so sorry if I don't understand your answers I'm also using a PC, no mouse, so not all key shortcuts work.

It seems you are sculpting a 3d mesh without any knowledge of 3d in general. I think you did not subdivide properly the mesh or activating Dyntopo in your paint brush tool panel. That cause a weird mesh deformation due to low face polygons number, a topology problem.Spenting some time in watch some ytube tutorials could be a good star point.


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Blender doesn't update hair displacement when rendering
I am trying to animate a motion graphics animation with a somewhat complex setup: I use an object (object A) with a hair particle system on it as an instance of another object's (object B) hair particle system via the particle instance modifier. Object B also has animated displacement.
Now when I render the animation (either to a series of PNGs or directly to MP4) the location of object B's particles (meaning instances of object A) don't follow the displacement of object B.
My modifier order on object B is displacement first and then the particle system, so I'm guessing it should work.
Interestingly, when I render all images / the entire video in one rush this issue arises but when I render a single frame, then move the cursor in the timeline to another frame and render this single frame again, everything works as expected.
Therefore this issue seems rather technical to me so any suggestion is welcome. In case more info is needed I will gladly provide it.
I created a blend file reduced to the problem that can be accessed here:

What it should look like - or rather: what it does look like when one frame is rendered separately: Everything is fine - the particles stay on the surface of the deformed Suzanne.

What it looks like a few frames into the animation when I render all frames in one rush: Notice how the blue particles don't follow the topology of the red object.

For context
I'm using this setup as a workaround to use displacement on metaballs: The hair particle system on object A is rendered as metaballs objects so there are a few of them merging into another, giving the illusion of fake-displacement so they get more of a weird blob shape than their natural, strictly spherical shape. Meaning one instance of object A is supposed to represent one metaball (even though it is actually multiple). Object B with its hair particle system is used to have a bunch of these "fake-metaballs" swirling through my scene. Any advice on how else to simulate displacement on metaballs is also welcome.

please add screenshots so we know and can visualize what you are talking about. Text is nice - but one good image is more worth than 1000 words...or add your blend file.

@Chris thanks for t he advice. I added screenshots and the blend file

i still have problems to understand what your goal is. Do you want a metaball which is "kind of" wobbling?

@Chris Yes if there is a solution to get a wobbly metaball that can further be used as a instance in a particle system that would be my ultimate goal! What I described above is my attempt of a workaround since metaballs can't use modifiers.

@Nigelino not yet sure, but one clue is that all the sphere disappear if I disable "dead" instances....

Change the Physics Type to "Emitter", Physics Type to "None", and the instances now follow the vertices of the "parent".  I'm going to claim blind luck and allow the cognoscenti in this forum to explain.
your file with my edits:
At frame 30:

thank you for your answer! :)

@Nigelino -- It would help my reputation (points) if you ACCEPT this post as an ANSWER.


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Boolean modifier applied to imported obj
I've seen that Blender has some difficulties handling boolean operations such as difference, as discussed for example here:
Boolean modifier
However, I noticed a strange behavior of the "boolean difference" operator. In the image below, there are two boxes. The big one is generated as a "cube" inside Blender. The smaller is imported from a .obj file. The two wireframes look similar. Then, I "subtract" a sphere from each of them.

The known artifacts appear only on the imported box, not on the cube generated internally. I already played with the "auto smooth" property and with the "custom split normals" without changing the result. Is it due to a different internal structure of the two boxes or it depends on attributes? How can I make the behavior of the operation on the imported objects equal to the internally generated cube?

How the imported geometry looks like? I guess it's just a mess of triangles hence the result... Try to convert to quads and recalculate the normals before adding the boolean modifier.

The imported box is composed of six rectangular faces. This is confirmed by looking at the wireframe. I also tried with triangular faces, i.e. each face is split into two triangles. No difference.

Does the outcome is the same when using a same sized box created in blender?

Try to change the shading for the smaller cube to flat shading Or click on the flipped Green triangle in the properties window and expand the "Normals" panel the check on "Auto Smooth".

The box size does not matter. I tried with equal sizes, one bigger or the other bigger. Also the dimension of the sphere does not matter.

I already tried to play with "auto smooth" without any change. Could you please let me know where the flag "flat shading" is?


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Render Blurriness in Blender 2.79
I've had an issue with this render where every time I render the scene, there is always blurriness in the areas of shadow/transparency.

To combat this, I've previously attempted to increase the render resolution, the sample size, and I have confirmed I am using the Cycles Render Engine with GPU Computing.

I have also applied denoising with default denoising settings to this render, but I am still running into this issue. Does anyone have recommendations to fix this?

Hello :). This looks a lot like denoising artifacts. Since Blender 2.81 there is Intel Denoiser, which gives way better results.


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Tracing Geometry with an Alpha Channel?
I have not used a forum before to get an answer for a technical question, so bear with me.
also, my spelling is pretty bad :)
ok so,
I have an alpha channel for a logo that I want to animate. I want the logo to have depth. as in not just the flat image plane but extruded.
is there a way to cut out the logo from the image plane using the alpha image to manipulate the geometry?
ideally, there would be a way to have a blender automatically place edges around the edge of the logo so that I can just delete the parts that aren't needed.
any solutions???

Hello :). This answer could help: https://blender.stackexchange.com/a/160161/

For a logo trace it in a vector drawing program and export it as SVG.
No need to deal with alpha or pixels.
read the following links:
How do I turn my PNG Image into a mesh object?
Why can't I import a SVG file from Adobe Illustrator or Inkscape?


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Active camera not changing according to markers in viewport
I am working in Blender 2.82.
I have added some markers on my timeline and made the cameras bound to them. Now, when I am playing the animation, the camera in Scenes tab is changing, but the active camera (solidified triangle camera) is not changing in viewport. In rendering the cameras are changing fine.
What should I do?

Untick the "Use Local Camera" Button in View Tab.

Was having a similar issue. Didn't resolve after loading factory settings and I didn't have the "Use Local Camera" button in the View tab selected.
Realised that in my scene's Outliner View one of the cameras was disabled in renders. Enabling it made it switch automatically in the view port as expected.


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Toggle Grease Pencil "Use Lights" value using Python
I'd like to toggle the checkbox shown in the image with the Python editor in Blender, but can't find anything in the documentation that matches what I'm looking for.

You can use:
bpy.data.grease_pencils['GPencil'].layers['GP_Layer'].use_lights = False

The grease pencil object is:
gp = bpy.data.grease_pencils['GPencil']

Its 'GP_Layer' layer:
gp_layer = gp.layers['GP_Layer']

And its use lights property:
gp_layer.use_lights


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shrink_fatten on GPencilStrokePoints
I am trying to run bpy.ops.transform.shrink_fatten(value=0.3) while I have a point on a grease pencil stroke selected (in edit mode), but I am getting the error: "Operator bpy.ops.transform.shrink_fatten.poll() failed, context is incorrect"
Is there no way to shrink_fatten a grease pencil point with Python? Or am I missing something?

Your have a context issue because you might be running your script from text editor while shrink_fatten.poll method checks if you're in the 3D view.
Overriding context can be painful especially in edit mode, so you should avoid using ops whenever you can.
About the shrink_fatten ops, i noticed that it simply change the pressure value of each point. So i would try :
#set frame as the current active frame
frame = bpy.context.object.data.layers.active.active_frame

#set amount of pressure to add or remove
amount = 0.3

#apply this to selected points
for stroke in frame.strokes :
    for point in stroke.points :
        if point.select :
            point.pressure += amount


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(Blender 2.9) Viewport Cycles render progress bar
Since I installed the latest version (2.9) and render with cycles in the viewport, the progress-bar at the top is no longer there. Is it moved/removed or where can I find it?
Best regards
Olle

There is a x/n in the viewport directly (top left).

Only finding the top right menu (shortcut N)

I think you're talking about the render progress bar. When you hit render, just move the pop up window and open the main blender window. In the bottom middle you will find a progress bar.

Open the Viewport Overlays popover in the upper right of 3d viewport, to the left of the Viewport Shading Mode buttons, the downward arrow next to the two overlapping circles.
Check Statistics. If it doesn't appear, try going to a different display mode (Wireframe or Solid) then back to Rendered Mode.
You should then see render progress, as well as the number of objects, vertex, edges, faces and triangles in your seen in the upper left.


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How to stretch a mesh around multiple other meshes?
Hey all I am trying to model a squid and stretch a thin flap of skin between the tentacles near the base of the head and my problem is I don't know how to get a mesh to stretch between multiple tentacles like that.
I duped + combined them all into one mesh and tried a shrinkwrap with a plane and it just wasn't the effect I want or good and then in sculpt mode it was having issues as a plane is 2d and simple extruding it wasn't good since it was wrapped around other things.
Some other examples of what I'm trying to do to help visualize my problem. Canvas around tent poles, bat wings, or when sugar is being made around those sticks bakers use.
Just trying to stretch a mesh around some other meshes.
Any help appreciated, thanks

Please see a tutorial on armatures and weight painting.  Tutorials are certainly available on the site that has a name that rhymes with noonoob.  Perhaps there are tutorials here at BSE. Please show your work as multiple Blender Screen captures.  If you get lucky someone might create a new tutorial for you.  When someone appears new on this site it may help to show your work.  That is entirely your choice.

@atomicbezierslinger "available on the site that has a name that rhymes with noonoob" is this a riddle or a site you are not allowed to tell? Or for insiders only?

@thissiteistoxic Canvas around tent poles can be done with cloth simulation. Bat wings are just faces between the bat's bones https://youtu.be/TIVn6wHqs-c

@atomicbezierslinger you don't understand my question. It has nothing to do with armatures and weight painting.
I'm trying to get a mesh stretched between another is the simplest way to describe it. Like how canvas would be stretched between tent poles or webbing between a frogs toes or something.


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Shape key creation + high-low poly baking on sculpts?
If I got a high poly sculpted character is it better to do the low poly baking then create shape keys? Do the shape keys then bake? How do I ensure the character will maintain proper shapekey "physics" if many of the faces it relies on are now simplified?
Simply put; is it better workflow to make the shape keys before baking? Or after? This end goal is to make a character creator in ue but I want to do all the shape key stuff in blender. I just don't want to put the effort in for these high poly sculpted shape keys and have it not be chill. And I don't want to put the work in to low poly this dude and have it not be detailed enough for me making shape keys.
Any tips, advice or help appreciated.

It doesn't matter if you make the shapekeys before or after baking, although making them afterwards will make it easier to visualize the full results.  You make shapekeys on the low poly only.  Your low poly needs sufficient density for whatever shapes you want to make.  There's no reason to make shapekeys for the high poly.  They don't interact with the bake process at all.

And answered. Thank you sir.


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How do you bake out a world space/position normal maps?
Cycles doesn't seem to allow me to bake it's World-Space Normals or Position Map. I just tried to bake it the same way I'd bake a Normal Map but with their own Material and Image. Then some setting switched around.
That'd be cycles render, bake type diffuse, only color on the Influence, and selected as active is false. New Mat with the Texture Coordinate plugged into a Vector Transform and then just a Material Output.
I need image data of the world space normals and the position map so I can use the tri-planar node in substance to get a seamless sphere material.
But I can't figure out how to bake out my maps. And the bake is "successful" but the image data is just pure black. I know I got my material setup good because in the render mode it looks alright. Any help appreciated.

An object-space normal map, on an object without any rotation or parents, is also a world-space normal map.  So you can just unparent, clear rotation, and bake an object space normal map if you want world-space normals.
When I want to output arbitrary data, I generally use emission.  Run geometry/position into emission for world space position.  Remember that position is in Blender units-- save to .exr (which supports floating point values) if it goes outside of 0,1 range, or remap.
If you want some other way to bake world space normals, consider remapping the channels of geometry/normal from -1,1 range to 0,1 range, then emitting and baking.  Unless your application expects them in the -1,1 range, in which case, don't remap them, just remember to save as an .exr to support the negative numbers.
Whenever you're baking any values like this, remember that you want to bake to non-color data:

Thanks for the really good answer, I'll give it a try your way. Is there any particular reason why my way wouldn't work as well? And is that still gonna allow me to bake that to an image texture that what I need to use in substance designer.
My attempt

i've noticed that you could us a "Vector Math" block which does a MultiplyAdd. It requires less blocks.


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Blender model is messed up and missing textures in Unity?
So I need to create a personal project for my Gaming Concepts class so I decided to make some new models in Blender. When I imported the FBX file, parts of the model was missing textures and was transparent on edges, and some parts are clipping. Anyone know how to fix this?

The simpliest way if you create the shader in Unity and not export it. The clipping is caused by wrong face directions, you have to flip those face normals in Blender. If you switch to solid view and turn on backface culling you will see the clipping faces in Blender too.

Is there a way to export the shader seperately from blender?

The Blender shader not compatible with Unity. In the best case you will see the textures in the file. Just create the shader in Unity with the texture files.


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How can I properly unwrap this mesh to fit this texture?
Sorry if the question is vague but I don't know what other way to phrase it.
I've been working on a model for an eyeball and I've been using this model as a reference.

Not mine! This is Alef itd's!
I had a friend of mine redraw the texture for the retina, but I'm really unclear how to unwrap the mesh to make it match the texture. My mesh looks like this:

The reference I'm using unwrapped the model like this:

But I can't figure out where to put the seams to get this map.
Any help would be appreciated.
Thanks

check this out that is my solution... https://blender.stackexchange.com/questions/130285/how-do-i-wrap-this-label-on-cup/130286?noredirect=1#comment224548_130286

Thank you so much! That solved my problem immediately.

Possible duplicate of How do I wrap this label on cup?


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Why are some rigidbodies falling through passive objects and others are not?
I've been trying to simulate a chain falling onto a platform, but after I've applied active rigidbody modifiers to all links of the chain, and applying a passive rigidbody modifier to the mesh below, all of the links still fall through, with only one of the hands remaining on top of the mesh(even though the hand has the same modifiers as all the other objects).
Any solutions to this problem? I've tried increasing the the steps per second and resetting all the modifiers. Here are some photos of whats happening.


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Faces are Missing when Import from Blender to Unity
I am having a very weird issue with Blender. I have created a model of a mansion, with each face on the roof being a flat, solid object. However, when I import the model into Unity, the outer faces of the roof are missing.
I have tried subdividing and triangulating the mesh as other posts have recommended. However, the faces are still not showing in Unity.
Any help would be greatly appreciated.

Ok, it turns out that the issue was indeed inverted faces. After inverting it in blender the faces rendered correctly.


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control Z and Command Z arent working
I just downlodet BLENDER and immediatly started watching tutorials. but then I nóticed that I cant undo my steps.command-and control Z are not doing anything.
this is bad especially for me as a beginner.
what can I do. I allready went into the prefences and toggled Global Undo but that didnot change my situation.
p.s.
I have mac and currently version 2.79 of blender

https://blender.stackexchange.com/questions/78085/why-is-undo-redo-not-working

Does it work if you use the "Undo" button ? (in Toolshelf / Tools / History). If it works, right click this button, select "Change Shortcut", and choose any shortcut you want.


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Where is the toggle for 'Limit Selection To Visible'?
In Edit mode, in the Solid mode, I cannot seem to find the toggle for 'limit selection to visible'. Sometimes I just want to grab all the vertices I know are in an area quickly, to then scale then in the X, Y or Z quickly. Can I turn 'limit selection to visible' off? Do I need to go into XRAY mode to do this every time?

If it's the transparency that you don't like, you an adjust that in the shading menu.

That is what Toggle X-ray does. Control if you can select through objects or not. It shows vertices that otherwise would not be visible, and allows you to select them.

this works in 3.3 version as well

this does not allow for other modes like weight paint.

X-Ray button is the one to the left of the Wireframe shading, with two overlapped squares. It wasn't self-evident for me.


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How do I change my Edge Loop color from yellow to blue?
I'm just starting out on Blender and I'm finding the yellow edge loops on the grey object color a bit harsh on the eyes.
How do I change this so when I use the edge loop shortcut CTRL R, the preview edge loop will be whatever color I decide on?

Edit > Preferences >Themes > Usere Interface > Axis and Gizmo Colors > Gizmo Primary

Excellent. Exactly what I'm looking for. Thanks.

@Kiarian Please mark the answer as accepted (the grey checkmark) if it helped :).


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Lines on Object
I have used the Boolean modifier on the object pictured below. I then went into edit mode and linked some vertices, by selecting the vertices and pressing "F". I have done this because the modifier created ngons and I want quads.
Since doing this, the lines that I created are visible in object mode and when rendered. I'm wondering why this is. I understand this to mean I have created something invalid, but it looks fine to me
Any assistance greatly appreciated

I have figured out where I went wrong. I was selecting only two vertices when pressing "F", 4 are required to make a face or the edge will "float" above the previous face - hence it going weird
I will leave my question up in case anyone else makes my mistake


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Can't zoom after pressing Numpad (.) on object - Blender 2.8
I have had this problem previously and have spent hours on google trying to figure it out. Unfortunately most problems don't seem to match mine exactly.
So I'm doing a udemy course and the instructor tells us to center our view to the big toe of the model by pressing Numpad (.)(/Del). I understand this concept to mean that the viewport uses whatever you selected as a pivot point. Unfortunately the instructor fails to mention how to escape this mode, instead moving into the next video having done it himself but not explaining to the students. I am pissed to say the least
So I tried pressing Numpad (.) on the whole object, in object mode. This helped a little, but I still can't zoom into the feet properly. Before doing all of this, I could zoom into any part of the model just fine. I get that I could change the origin of the model and it would help, but I find it ridiculous that blender wouldn't be able to zoom the length of a human model - I hope that isn't the case and I'm just missing something.
Another article online mentioned that Numpad (/) fixes the issue, it does give the illusion of it being fixed but also hides all of the other objects
Shift (C) is another suggested solution, nope.
Orthographic view seems to help, but I can't use it for many of my projects as I can't see things properly.
https://youtu.be/FxFmeW6HjBo
This link is to a video example of my issue. When the camera slows, I am still rolling the mousewheel as fast as I can. I also try zooming back out, but am just as stuck.

@cegaton - I have already read this article, it's one of the first hits on Google. I already understand most of what's contained on this page, my issue comes from the fact that when you first open a new file, all is fine until the moment you press Numpad (.)/(Del).
If it were just some inherent trait of Blender, it would behave this way the moment you opened a new file. But it does not, it works perfectly at that stage. I want to be able to get back to this state after having pressed Numpad (.)/(Del), in other words undo whatever this function does

@cegaton I'm probably not explaining myself very well, sorry. I take it that by default your 3D view will orbit around the world origin. In my video, the origin of the model and the world origin are the same location. So you would think that if I set the model to be the orbiting point, it shouldn't differ from the default world origin. But it does, I can't even zoom in on the feet - which are a tiny distance away. I couldn't imagine how annoying that would be if you're modelling say, a house.

Enter Edit mode and select some vertices to orbit around, then press Numpad dot. In that case new orbiting center will be set to those vertices instead of the whole object. Problem shown in the video is directly related to the link mentioned in above.  There's also Shift+B > draw a box which you'd like to become a center of orbiting

why don't you use ---->>>> LShift+` <<<<--- shortcut to move around

In 2.8+ the simplest fix is to go into Edit -> Preferences -> Navigation and enable "Auto Depth"
This will fix the zoom slow down issue, but does change it so your cursor placement affects the navigation.
Since 2.8, some of the better responses have changed to this previously asked question and no longer work, or work differently.

Auto Depth was present in 2.79 and prior as well. None of general principles related to orbiting and navigating in viewport changed in 2.8, only most of them lost shortcuts or have new ones, as well as some of them have new names (like Numpad dot for example)


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Background reflected in glossy glass, but I didn't set it
I've made a roughness 0 glass pane, when I'm in lookdev mode it's reflecting a background that I didn't put there. I know I could just ignore it, but I'd rather be able to see what it'll mostly look like when I'm in the later stages. I also just want to know how on Earth I managed to set this background without realising it
Reflection completely ignores any objects I put in front of it. If I placed this glass inside my house, it would still just reflect trees (This is the point where I felt I couldn't ignore it - reflections are going to play a big part in my project and I don't want to be in render mode all the time)
The nodes are the default glass BSDF, except I set roughness to 0
The glass is set to 20mm thick, if that makes a difference
The background moves with my perspective and moves when I relocate the glass
I have a few HDRI's on my PC, but none look remotely like this
Also, I'm using cycles as I find Evee buggy as hell

Related: https://blender.stackexchange.com/q/112297/599

Lookdev mode uses Eevee under the hood overrides certain lighting parameters for a faster, simpler preview. The idea is for it to provide a reasonably general lighting setup out of the box without needing configuration, enabling users to quickly develop how their materials look.
You may find the following questions also relevant:
Differece between Blender 2.8’s camera and world HDRI
How to use 2.8's default HDRi's in renders?

That is the default preview environment which comes with Blender 2.8. You can pick a different one via the drop down next to the shading buttons in the header:

They are intended to give a quick way to check how a given material looks under different lighting conditions. If you check Scene World, the environment configured via the world material settings is used instead.


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How do I get out of this weird zoom in/out?

Can someone please diagnose this. I clicked on something on the keyboard but I don't remember what I pressed exactly.

Welcome to Blender Stack Exchange!
At the lower right corner of the 3D view, under the View heading, there is a setting called Lens that is currently set to 1. That is the focal length of the viewport camera, and should be set to something like 50 (the default in the current release of Blender).
Changing that value should solve the issue.

THANK YOU SO MUCH ITS BEEN LIKE THIS FOR A WHILE!!


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How to save mesh coordinate when batch exporting stl files?
When I Batch export objects of a scene each one into a single stl at the same time, it seems it resets the coordinates of each one.
Is there a way to make it save the coordinates so I can load all the stl files in another software and let the meshes still being in the correct position, and not at the origin?
Thanks.

What happens when you apply the location, rotation and scale before saving?

They can be transformed indipendently. Also, it seems obj file contains all the separated meshes as one file, but stl, if saves alone will join all of them, while batch exported will reset the coordinates. @RonJensen


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Problem Exporting Lattice Deform + B-Bones + Shape-Key Drivers
I am not too advanced in all this, and my problem has really stumped me.
I have created a couple of characters from VeggieTales, using B-Bones, shape-keys, and Drivers to animate the mouth and a lattice deform to "rig the eyes". Here's what I've got:

I'm planning on using B-Bones as well to animate the whole body.
My problem is I want to be able to export these characters and import them into other Blender projects - maintaining the rigging and bones, etc.
I've tried exporting it on every format available in "File->Export", and none of them will import the object with the Lattices and the Bones + shape-key drivers, etc. Some of them even don't export everything in the scene (the eyes, for example, disappear).
I'm wondering if there is a way to export such an object, maintaining parenting, Lattices, Bones, shape-keys, and drivers?
Thank you very much!

Well, my Blender instructor actually told me how to fix this problem, so for those of you who are experiencing this same dilemma, try this:
Instead of exporting the file, just save a file with ONLY THE CHARACTER. Then, open the scene you want to "import" the character into. Go to File->Append. Here, find you blender file with the character, and click enter. Then, go to the "Object" Folder, select all with the "A" shortcut key, and click "Append" in the bottom right hand corner. That's it - the character, with the armature, lattices, and EVERYTHING is imported to your new scene!
Sorry about this. I hope someone else has this question, and finds this answer helpful! :D


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How to Keyframing and Posing Bones based on Head and Tail Data
I am trying to create a custom armature that fits motion capture data. The data gives me head and tail coordinates for bones across a number of frames.
For example, in Frame 1, bone1.head = Vector(1.0, 2.0, 3.0) and bone1.tail = Vector(1.5, 2.0, 3.0)
in Frame 2, bone1.head = Vector(0.0, 2.0, 3.0) and bone1.tail = Vector(0.5, 2.0, 3.0)
I can set the frames properly, but when I use keyframe_insert(data_path="rotation_quaternion" or keyframe_insert(data_path="location"), the animation never changes. Perhaps this is because I don't change anything in the POSE mode, all my edits are made in EDIT mode, since I have to changehead and tail.
To fix this, I've tried calculating the rotation quaternion difference between the vectors and changing that in POSE mode, but I got stuck there as well.
Given bone data structured by head and tail coordinates, what is the best way to keyframe_insert so that the rotation and translation changes are captured?


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How to remove pinching effect when scaling a 3D object
I have an object that I imported from an STL file and I'm trying to scale the side of it.  When I select the region I want to scale and drag along the x axis I get this crease or pinching effect.  How do I get rid of it?  It seems to be caused by a large concentration of edges.  Do I subdivide this somehow?  The STL file I imported this from is not mine.  Is there an addon that would remodel this object a higher resolution of subdivison of faces?  The only thing I can think of to do would be to add more verticies and manually relink those edges to better space them out but that seems tedious and I'm wondering if there is a existing tool that could do this?  Thanks.

Maybe try a remesh modifier?

Hello Chris.  Thanks for the suggestion!  I just had a look at that modifier and it looks like the solution I need.   I guess I have to remesh and decimate to the desired "resolution", right?  Is there a better remesh modifier than the built in one?

The first ones that come to mind are RetopoFlow and DyneRemesh but those cost money. You could also try this one - https://www.youtube.com/watch?v=WmuSgMqPQkk - this is a link to a video outlining version 1 of this addon. There is a version 2 (link below the video), but there seems to be more community confusion about getting it to work than there is with Version 1. Other than that, some combination of remesh, decimate, and manual re-topology should get you pretty close to what you need.


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AnimAll for UV animation + Particles
Aloha!
I'm trying to make a sprite animation (like this one, a blood splash from metal slug) in 2.79.
I can get easily the animation with Animall, it's just 10 frames.
The point is i need many of this, and i wanna use the particle system to achieve it, with its randomness.

When I go further it just shows the last frame. I can loop it, but every particle will show the same sprite.

Is there a way to achieve my goal? I wanna make every particle starts on its respective frame 0.
Thanks in advance!


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How to speedup Soft Body simulations in Blender?
Is there a way to speedup Soft Body simulation in blender like in cinema 4d: https://www.youtube.com/watch?v=CykigKQwadU
I have a high-poly object and I can not animate it with soft body dynamics.
Thanks!


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Bottles with balls inside - Physics Simulation

I want to create in blender a realistic physic simulation with bottles that have balls inside, first example is created Blender and the second in another 3D software.
How to create this simulation in blender? I have to checked the normals,
applied all transforms for scale, position and rotation, set Origin > origin to geometry, increasing the Steps per second and Solver Iterations in the Rigid Body World settings (I tried with the maxima 1000 and 100), set collision shape to Mesh and tried 0.4 or 0 as margins and source to final, but doesn't work..., the simulation is a mess...
I have attached here the blend file, Who can help me how to configure the rigid body settings to achieve a realistic result similar with the second example ?
Kind Regards!
https://drive.google.com/open?id=1hFKMqcwAECv01WKFnYMo5G4z8hgmvUSz


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Emission glow through glass materrial
How to create a emission material that will glow through glass material in Cycles render? (volumetric light)
I have attached the project file here:
https://drive.google.com/file/d/1NreO9LvHx41nt_uOUxasqxgS9RXASLzr/view?usp=sharing
I do not want to be in Eevee, also without Compositing effects;
thanks in advance!

you can't make it glow like the Eevee bloom effect unless you do it through the Compositor. Or you have a trick like using Layer Weight

What have you already tried? What specific part are you stuck with? Please be more specific.

It looks like you already have an emissive material (the blue) - just turn up the emission strength.

If you don't want to use the compositor (why?), then you need to create volumetrics. Glow is either a post production effect, or is created by light scattered in a volume (like smoke, mist,  etc.) Either create a mesh that surrounds your object and use volume scatter on it, or add volume scatter to the world. Read: volumetric lighting not showing very well  And the glass material needs to be modified to let direct light through. Read: light rays through glass


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How to create this abstract animation in Blender?
How to create this abstract animation in Blender?
I don't know how to make the object rotate in this way? I tried to add Shape Keys, but doesn't work.

Here is my blender file:
https://drive.google.com/file/d/1zFrizwPYCivnB3DxJNT5JXVwCduLBYca/view?usp=sharing

I would say Geometry Nodes, but I hardly know anything about them. Maybe try a cyclic curve with animated twist?

Please use a title that reflects the content of the question. It should be succinct, unique and identifying, and summarize what the issue is so that users can at a glance broadly understand what your post is about before opening it. Use the [edit] link below your post and avoid any emojis salutations or extraneous text not essential to the question. Remember, your title is the first thing potential visitors will see, and will weight heavily on their decision to open your question, which will directly affect the number of answers you might get.


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Particles not rendering on final render
So I have an emitter object, emitting the said particles rendered from a collection. They show up in viewport shading with cycles, and when I render with motion blur, I see the motion blur for said particles. But the particles themselves, not a trace (they should remain scattered around after hitting the surface). I've been looking for ways to have them appear. All the collection is enabled for render, I tried baking the particle system before rendering, I tried rendering specific frames for tests and nothing. I've also set the start and end to 0, to a different value, tried particles as unborn, and as dead.. Just very basic falling particles.
The same particle collection is used as hair emission in another object (the proverbial donut), and they do show up in the render. Some images below with the particle system setup.
I'm new to blender, and did what I could already for this very first animation, and before making this post. Any help is well appreciated.

Can you add a screenshot of your particle system settings?  I suspect you may need to change the lifetime of the particles, but I can't tell without that information.

Please provide blend file

@MartyFouts lifetime is 250. (see 3rd screenshot). -- I wonder why are the Emission settings grayed out? What is the render setting for the particles? (Render > Render As)? The default is "Halo" which means invisible in the final render.

@Blunder the Render as is in the first screenshot. Trying to render as collection (as I did for hair particles). The blend file is here. And it gets grayed out when I bake it (forgot to add, but the blender version is 2.93)

It's the Motion Blur setting and probably a bug in Blender related to particles and motion blur. Baking as described in the bug report does not help. Related BSE question from 2018 about the same problem but no solution: Motion blur still showing after particles hit a sticky plane
The particles are rendered but they are blurred because of the enabled Motion Blur. The particles fall down at high speed (within a few frames, that's a fraction of one second). The effect is the same as the blades of a rotating fan that become blurred and "invisible" as the speed increases.
That's correct when they are in the air:
Falling sprinkles
But when the sprinkles land on the plate and stay there (they don't bounce in the viewport animation), they are still blurred because Blender probably thinks they still have a high speed. That's not correct:
Sprinkles on the plate (Motion Blur enabled)
It's weird because even when killed with the On Hit option and they stick like splinters in the plate they are rendered blurred.
When Motion Blur is turned off then you can see the particles clearly:
Sprinkles on the plate (Motion Blur disabled)

Ayy, it worked! Thank you! I'll try messing with the motion blur now to see if there's a way to deactivate it after the particles die. I f it's not possible, at least now I feel I can move on to render more complex stuff. Thanks again!