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When I set High resolution, the smoke disappears
This is a frame when I set the resolution to 32:

And this is when I set 200

How can I keep the smoke when rendering in high resolution?. Here is my file:
https://drive.google.com/file/d/1RJ50NZrlADRrVVbQjly4bLBWzMX5Jw3M/view?usp=sharing

I've seen bug reports about Adaptive Domain making problems in combination with Dissolve, especially when Slow is checked. Maybe this could be a problem. Then your Vorticity setting is much much too high, in combination with a short dissolving time it "blows" your smoke away... or it becomes very thin, maybe you need to set the density higher as well. Oh and the Add Resolution in the Adaptive Domain is much too high as well, as @Chris said in his answer.

Thanh you so much !

I just downloaded your file.
I changed the adaptive domain, add resolution to 5.
and with 200er resolution i got this result:

Thank you very much, but I don't understand what you mean, I want fire and smoke at 200 quality :D

you have 200er resolution. Please read here: https://docs.blender.org/manual/en/dev/physics/fluid/type/domain/gas/adaptive_domain.html#bpy-types-fluiddomainsettings-additional-res. -> this setting is for outside of your domain

yes, i got it. thank you so much. I found another problem. I scaled my domain to make it bigger !


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Mark seam on mirror modifier blender 2.93.1
when I made an object with mirror modifier, and then go to edit mode select the edges to make mark seam, I didn't see apply on the mirror modifier because I'm using blender 2.93.1
anyone can tell me where can I find the apply button so the mark seam can be attached to others[! side. thanks

Click on the little rightmost downward-pointing arrow besides the cross near the top. There, in the dropdown, click 'Apply'. Note that you must be in Object Mode to do this

you can also select the modifier and press Ctrl A

Just because you can't see the seam marked on the mirrored side of the object doesn't mean that it hasn't been marked! If you click the leftmost hollow triangle icon at the top of the mirror modifier all the geometry on the mirrored side will be shown including your marked seam. Most people leave that option off to avoid confusion because you can't actually select or edit anything on the mirrored side even if you can see it displayed.

wow..... thank you guys, it's really helpful

I saw apply button in the old blender version

It's been moved to a dropdown in later versions of Blender.

thank you, John this is for the first time I learn blender... The only teacher I know is that experts sharing their knowledge on youtube, and I get a good answer from masters blender in this site, makes me so excited

Glad to help! YouTube is an excellent resource for learning Blender but it's not so easy to ask questions there!

source: Stack Exchange

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

sort: votes


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Can I move (the view) on a 2-D scale (Only up and down)?
I want to move my camera (not the Blender camera) only up and down. If I zoom in on a section, the other section of the project disappears (I am terrible at explaining)
I also can't just move the entire picture because I'm using a background image as reference.

The question is not really clear. Maybe Ctrl+8 and Ctrl+2 (Numpad) ? Shift+middle mouse button ?

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


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Lighting for the filament of a lightbulb
I want the light of the filament of a lightbulb to  cast an orange glow on the objects around it, but I want the actual filament to be a bright white. What can I do? I am not experienced with Blender

Possible duplicate of Making an Emission shader emit a different colour of light than the colour assigned to the object?

https://blender.stackexchange.com/questions/53359/how-do-you-make-an-image-emission-without-washing-out-the-image/

Related: https://blender.stackexchange.com/q/15669/599

Probably best to understand that the “white” in the core you are used to seeing isn’t “white” in most instances, but rather a particular colour.
We have grown to think that there is “white” at the core of many high emission objects due to learned aesthetics that largely stem from photographs. Candles, which are distinctly orangey, fires, the sun, etc. are all captured on film as blown out, which after adaptation, is a neutral white.
In raytracing, if you use a decent camera rendering transform, you can lean on it to generate exactly what you are hoping for. A wonderful example here is from Tynaud’s neon demonstration.

As you can see, the colour emitted is a rather saturated blue, yet the core naturally overexposes to a blown out white.
Lean on a good camera rendering transform and have your emission high enough.

as pointed out by @Gez, and this answer, mine was so wrong, it had to go..

@RobinBetts It wasn't so wrong actually. It was an approach that produced the intended result but being a "hack" it wasn't the most appropriate for realism.

I completely agree. It produces the correct result. The only issue is that in some instances, the solutions can accumulate into problems that require more solutions. In all fairness, it is an extremely common thing to work around as we have been living in the dark ages of camera rendering transforms for a long, long time.

Part of the reason why this "looks correct" is that our eyes actually experience a similar non-linear saturation effect. Almost any sufficiently bright light source that's not purely monochromatic will look white(ish) when viewed directly, simply due to being bright enough across the whole visible spectrum to saturate all photoreceptors exposed to it.

This is a simple example of how to do it properly. Note that it also works for lamps (you can make them warmer or cooler with a blackbody node).
The intensity of the emission shader will depend on the size of the object. If you make a really small filament it will be really high (like 10 times the intensity of a point lamp) and it will be a festival of fireflies, but you get the point :-)
Doing it this way will give you the white core for free with filmic, and other effects also come for free: You can add a glare node in the compositor with the threshold set to a value close to the intensity of the shader, and it will make only the filament glow.
Keep in mind that, as Troy just said, the colour of the filament isn't really white, but the high intensity exceeding the capabilities of a camera means it will get clipped to white. That's a learned aesthetics from photography that we grew up seeing, and that's what Filmic Blender emulates, desaturating colours as they reach the clipping limit of the transform.


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Grease Pencil stroke thickness proportional editing doesn't work
basically, Just started using the Grease pencil and I want to add some outlines to a logo ...
problem : I add a stroke and I want to make a smooth transition between thick and thin along the stroke, so I add an arc stroke, go into edit mode and I can edit the thickness of individual vertices but when I go to proportional editing : OH, NO, no matter how far I scroll the falloff circle, it will always edit the thickness of the entire curve (I'm decently sure nothing is wrong with my file and I just accidentally activated some setting that does this)

file:
https://drive.google.com/open?id=1oz_8H4qpYjc6P2FN-caK9Jk_dH2rhE_-


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Can't add material to mesh
Ok ... i just installed Blender today, watched some tutorials but i got stuck at this step because on none of the tutorials has this happened :
when i select an object and i go into properties menu, under material, i have no + button to add a new one

nevermind, it was just me being dumb ... the button is there, i just needed to scroll up


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Workflow for texturing in games (in Unity)
I struggle to find information on this topic, which is more of a general question.
I currently strive to decide on which workflow is better for interiors texturing for my game (like a big house for example).
Considering performance optimization and quality, which of those seems the most professional to you? :

Group objects by Material, and use a seamless texture for all of them - this seems to save on performance because all is drawn in one draw call. But is it still true with 2K+ textures?
Also, those look odd because there is no details, everything looks perfectly matching together.
Texturing every object (1K-2K textures).
Using the laborious Atlas approach.

I was struggling a lot with this topic two weeks ago aswell. And I had the same issue finding info on this topic. And while I haven't found a golden rule of thumb, I have found a workflow that works for me.
For my character, I made a 2048x2048 image split up in grids of 1024*1024 with a hard pixel line for use as a reference when placing the UV's.
Then I baked a 2048x2048 Ambient occlusion for each of my gridslots, in my case : Character Skin, Shirt/Vest, Pants, Accesoires, in which in each of the images only 1/4 of the space will be filled. I then combine those 4 maps in the correct order in the original 2048*2048 image in an image editor, save that, and reimport that in blender for each of your 4 slots.
All UV's will still be correctly aligned, and this allows me to paint/texture directly on the atlas, making any change to the character very easy and fast! My entire character, consisting of multiple objects is now mapped to 1 texture for the basecolor.
In your case for interior objects, I would make a similar grid but with more slots, maybe 4048x4048 divided by 4, bake/paint each object as you go along, and then add them to the atlas after each object is done.
It's a bit time intensive, but it gives you a lot of control over the process. If there is a better/faster way to do it, I would very much like to learn it too!

Thanks for your input, I'll see if it applies to my case.
Meanwhile, I found this which gives already a better insight on how to do.
https://answers.unity.com/questions/195486/best-practices-for-developing-optimized-interiors.html
I'll be going for separating my building into objects following the rooms, then painting the rooms on different maps. I could eventually combine that to one big atlas but I'm not sure if It's faster to handle one huge map (guess the trade-off stops after a certain resolution?).

I don't know if I'm fully correct, but I think the main purpose of atlassing is to minimize draw calls swapping textures in and out very rapidly as at runtime. So unless you can move very rapidly between various interiors at runtime, I don't think it will be very important to atlas all your interior texture into one.
In your case, I would personally create a unique texture map for each interior, and a separate atlas with textures for stuff shared among interiors (doors, tables, etc.).


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Can this decimate scatter effect be done with nodes?
I'd like to make a node group that with a "scatter" slider would make the texture scatter to bits as shown below. Can this be done with nodes?

I can get the following effect with only a few nodes.

It is essentially just dividing the coordinate space up and walking it over.  What I can't do is track each individual pixel and make sure it's represented in the final scatter.  However, since you're dividing the UV space and not the image's pixels you effectively have infinite resolution choices.

Here's the final node tree, hope you can tell what's going on with my uncooked pasta.

Essentially we're using a MixRGB node where we give you the Fac handle as the Scatter input.  In the MixRGB node we're mixing between unmodified UV Coordinates and a set of UV coordinates with our modifications.
At the bottom here, there are lots of ways to generate this random output but I thought White Noise was pretty tailor-made for the job.

We generate a grid with a Voronoi Texture with Randomness set to 0.  I gave the Scale as another user input.  Throw the Position into the White Noise Texture and you've generated a map of values between 0 and 1.  We can then "normalize" the values for our purposes to a range between -0.5 and 0.5 and Math -> Add the result to (in this case) the X coordinate.

With enough divisions you lose track of the fact that things are sliding around.


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Using Mix Shaders for Texture Paint Layers, Black Colours Do Not Show
I'm trying to set up a layering system like in Photoshop using Mix Shaders for when I texture paint in Blender. But when I use a black colour on the 2nd/top layer, it doesn't show up. It acts as an eraser. Black will show on the 1st/bottom layer, though. Every other colour shows fine. I've also tried the same approach with a Mix RGB node, but still black does not show.

After messing around with it for a bit, I figured it out. The Alpha of the second layer needs to go into the Factor of the Mix RGB node.

I think the original problem was that you were putting two color outputs into a mix shader node.


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Why is the domain in fluid sim visible? (blender 2.92)
When any object is set as domain for the fluid sim, it is not transparent whereas it works fine with gas.


text:
How to merge cylinder face with torus?
(I apologize if this is a dumb question, I am a graphic designer who is new to the program.)
Hi! I'm currently working on a menstrual cup render and need to add a pull ring to the bottom of the cup. IE I need to merge/join this face:
with the top of this ring:

In other places I've seen this sort of ring created through face extrusion, but the cylindrical face in question doesn't have those inset faces. Merging seems to be the obvious solution, but the number of faces and the angles create an issue. What would be the best way to go about this?

hello, don't you have pictures of the original object? it would help to understand how they join

As @moonboots has commented, it depends on what sort of transition you want..
If you were using a sub-d modelling approach, you would keep your pre-subdivision topology to a minimum:

By having only 8 vertices in the circumference of the cup, you make picking a hole with a matching number of vertices from the torus relatively simple:

Allowing you to use Bridge Edge Loops to make your basic fillet. There's a certain amount of adjustment you can make in the tool itself.
After the bridge is made, you can tweak with tools such as:

The shipped add-on Loop Tools > Circle for the profiles, not forgetting it has an 'Influence' setting, allowing you to interpolate between rectangular and circular
CtrlB bevelling edge-loops, to tighten corners, create creases..
Vertex Menu > Smooth, use with care..
With 'Normal' as you Transform Orientation, and 'Individual Origins'as your Pivot Point, you can make tiny adjustments to individual vertices along their normals.

This shows a basic smooth join, after subdivision, (and a Bevel modifier by angle to sharpen the ridges in the cup):

By having the topology straight and simple, it's relatively easy to make variations, using, for example. simple extrusions of faces along their normals.

You could try using Modifiers

Boolean Modifier - with Union
Sub Surf Modifier
Re-mesh Modifier then maybe a limited dissolve 3-4 steps.

Here's a step by step video tutorial that will help, it explains things well.
Video Tutorial Quick
Video Tutorial better geometry longer
It really depends on the detail and how smooth you want it and if having crazy looking edges/faces/vertices are ok or if you want better looking geometry Link

Start with a torus that has the same amount of minor segment that the cylinder has in its slice.
Create a circle from the cylinder base.
Place them so that they correspond and add a shrinkwrap modifier to the circle, like this (choose the axis that fit to the orientation of your model and make sure its is not rotated):

Join them, remove inner vertices from the cylinder (on left below).
Join the vertices by enabling "snap to vertex" option and "auto merge" option (on right below).

Join all that to your cylinder, select the edge loops and use "bridge edge loops" from the menu:

Select the edge loop at the jonction and bevel it CtrlB:

Modeling steps included in the blend file:

Ooops, almost duped.

@RobinBetts, well took time for both of us to write it... nearly in the same times... by the way, if you want to talk about your curvature NPR... (in chat preferably) ?


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How do properly setup the textures in a startup.blend file
I am trying to setup a new template with a startup.blend
The way we have set up our directories, the only way to guarantee textures will load properly is by using relative paths.
Since the new file created based on this template won't have been saved yet, the relative paths break.
Is there a recommended way to included textures in a startup.blend file?
Thanks,
Koen

Is this something you can go to File -> External Data -> and pack it into the .blend?

Hello Allen, thanks for that answer, that’s what I ended up doing. The one downside is that my file went from 1mb to 50 mb as it includes a large environment exr. All the files derived from this startup will now carry this load as well. Still experimenting with more elegant solutions. Cheers, koe n

https://en.wikipedia.org/wiki/Symbolic_link
These can point to nonexistent locations, maybe it's a jumping off point for you.


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Cache button and bake button missing in fluid
[
Bake button is missing in fluid panel. Other tutorials said to change the cache settings, but that too is missing!
The picture is fully scrolled, there are no more options
How to bake?

are you not supposed to bake the domain? also, in the domain, the Bake button will only appear if you select Cache > Type > All (or if you select Modular and in this case it will be in the different subpanels of the domain panel). At least it works this way for liquids.

You have set this to a type “flow” fluid object. The flow objects go inside the “domain” fluid object, which has the cache. Flow objects cannot do anything without the domain.


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Take renders of every combination of objects in collections?
I am pretty new to blender, and have a simple scene setup to render objects, I typically use F12, then scrape that screenshot with snippit, kludgy but simple
Now what I'm looking to do, is have a few collections, and take every combination of one object from each collection, and render them
so collection 1, 2, 3 have objects a b and c in them, i'd need render 1a_2a_3a , 1a_2a_3b and so on
My first thought is I need a script of some flavor, but with some intense googling I have only been able to find people trying to take renders of the same objects, but with different colors or textures
any thoughts/help? =/

Do all the collections have all the objects in them (each object is in three collections)?

@TheLabCat Yeah, each collection has its own group of individual objects, no object exists in more than one collection, I could rename them however we want so the script or whatever knows what to toggle, if I have to rename everything with a convention "group1_A" "group1_C" whatever, thats fine, I can change the environment to match whatever we can come up with. there's obviously another collection with the light sources and backdrop and such which should remain on.
Really, there aren't that many objects (only 4-8 in each group, but up to like 8 or 10 groups)

So… I’m guessing this is going to be a combination lock or something. But no matter, this can be scripted. The API can pretty easily hide and show objects, and I think it can call a render too. The tricky part would be running through every combination. What you need is a numerical base counter…

To be honest I could program something like this in VBA, but this is all new to me, just calling out 8 or 10 variables, and the including the variable in the object name so they can be cycled on and off seem to be doable, then loops within loops for each one.
I'll do some more poking around to see if I can figure out how this scripting works and some functions

good luck (non sarcastic). It is in Python, so it should be pretty easy. GHY.

I’ll look into it later when I get a chance

Thanks, I know absolutely nothing about python, so this will be a whole adventure ~.~


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How do I made my road more curvy?
https://zapodaj.net/4478fa0baa9c4.png.html
I used curve and array, but my road is not smooth (subdivide doesnt work)

Hello please share your object: https://pasteall.org/blend/

Turn up the curve resolution

Hello and welcome. Instead of having users go through links and external sites please use the builtin tools to embed images in your post. See How to upload an image to a post? or GIFs

The problem is simple, your road is too low poly, I assume it's just made of one plane with 4 vertices and subdividing the curves won't solve that :

Try to go to edit mode and subdivide your road mesh perpendicularly to the direction of the curve like so :

And you will get the desired result :

The more subdivisions you add the smoother it will be. Don't overdo it though.
Hope I helped.


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Bump and Normal Map node changes color of my Image Texture
I tried to use apples as a texture and add to it a bit of depth. But after adding bump or normal map it changes color to black and white. How can I keep the color?

you need to plug it into the Base Color input

I tried it now but color changed just to  blue :( https://ibb.co/Kx6Wnwz

Plug the image into the Base color, as well.. but not through the Bump node, for that branch.

It worked, thank you!


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UV Editor Problem
.....Hi, guys!
Today i've started doing the city by CG Geek's tutorial(https://www.youtube.com/watch?v=NW_djQS_N8U&t=590s).
So the problem is on 10:17, when he choose "Cube Projection" he gets this on his UV Editor
.
.
And here is what I get when I use the same function:

maybe U > Reset and U > Cube Unwrap again?

Still the same trouble

maybe share your file? https://pasteall.org/blend/

https://pasteall.org/blend/a9e4620e9b3e487986b04fefed941502

At one point he separates the roofs from the sides of the buildings, what you can do is select one top and press ShiftG (Select Similar) > Normal, choose the top view and Unwrap > Project from View. Now create a second UV map, invert your selection and Unwrap > Cube Projection. You have 2 UV maps, you can create 2 materials, one for the tops, one for the sides, and use one UV map per material.

Big thx, gonna' try this a little later, and write if it solved my problem!

"Unwrap > Project from View"
You mean that I need to press "U", then select "Unwrap", and after this I need to press "U" again and select "Project From View"?
P.S Sorry, I'm newbie at blender :(

Yes press U (Unwrap) and choose the Project from View option


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Blender Texture Painting problem: Draw won't work but fill will? Video included
https://www.youtube.com/watch?v=uSn9gDS2ljs
Hi there
I'm a complete beginner on Blender Guru's doughnut tutorial
https://www.youtube.com/watch?v=nht2RoYBUfA
After 5:39 I can't continue because draw won't work. Fill will work so I can make the texture a solid colour, and I know it's all linked up properly because of this.
When I try to draw, nothing happens except my mac slows right down for a second with a loading wheel, then nothing changes.
Trawled a lot of forums and videos but nothing really works

hello, please pack your images (File > External Data > Pack All Into .blend) then share your file: https://pasteall.org/blend/

You have created a texture in your Brush Settings (and it's completely black), just close it:

I can't upload the blender file because it is too big, but if you gave me an email to send it to I would send it over for you to take a look at.
I would really appreciate your help :)
Lewis

please don't use the Your Answer field to post comment, instead click on "Add a comment"

Sorry, when I tried it said I needed 30 credits! Really appreciate this, thank you so much


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How to use previous tile rendering system with blender 3.0?
Blender 3.0 is insanely slow for me on cpu. Its fast in the viewport but the rendertimes are 2-3x slower than 2.93. I really want to use the geometry nodes and other improvement s in 3.0. Is there a way to use the 2.93 tile rendering system with 3.0? I really dont want to have to work on an outdated version of blender until this thing gets fixed.
Specs:
Cpu: intel i7 4790k
Gpu: No gpu
Ram: 16gb ddr3 1600mhz

Maybe you can share a File where you encounter this problem. https://blend-exchange.com/

Go in the Properties Editor > Render tab > Performance panel > Memory subpanel. You can set the tile size here. It's at 2048 by default.

Tiled Rendering will be slower in almost all cases than the new Systems.
Your problem most likesly comes from another Source.
With CyclesX there are improved algorithms that decide automaticly and more fine grain where to render how mutch, and dont waste render time on already converged areas. This allows for a more user centered approach letting you decide in genereal how noisy of an image or how mutch rendertime is okay for you - instead of fiddeling with numbers and see wat comes out and retry if it wasn't okay.


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dark areas are not being rendered properly
i've attached the final render of my scene, does anyone have an idea what can cause these grainy areas on dark surfaces such as the black kitchen cabinets and the glass. i rendered with 2200 samples and 2000*2300 res. global illumination
what other material or render properties should i pay attention to in order to make the scene look nice and sharp even in dark areas?
or is it lighting setting after all?

Interior renders tend to have a lot of noise, how exactly is the room lit? I see a few small lamps but I guess the main light source is an HDRI shining through the window? Does the window have glass or is it just open to let more light in? Are you using denoising?

as you can see at the comment of Gordon - you do not provide enough information to your question. So maybe for you it is the easiest way to give us all necessary information by providing your blend file.

@GordonBrinkmann thank you for your answer! yes i am using an hdri with a strength of 10.000  and portal area light to the windows, i also tried to make some adjustments with the exposure and gamma but didnt want to burn the light areas. i do have windows materials, should i get rid of them? they wont be in the render frame anyway.

thank you too @Chris i just tried to attach a screen shot of my settings for the hdri, the glass and the render but dont find a way how to do it

You can add images of your settings by editing your question via the button at the bottom and then adding them as you did with your scene images. To save a screenshot of a Blender area go to Window > Save Screenshot (Editor), hover over the area and click to save the image.

@kseniazaks A window glass material can definitely create more noise than when the light shines directly into the room, and it can also absorb a lot of light, depends on how the material is set up. And the HDRI - the strength is 10 (10.000), not 10000 (10,000) if I understand it correctly? I would definitely keep the portal. However, you have to be aware that in real life, sky and sun are very, very, very bright. Real cameras adjust with aperture and exposure time, outside settings result in very dark images inside. So playing with the exposure is a way to fix it.

@kseniazaks On another question I explained a bit more in-depth and showed examples of how the settings can vary, maybe this will give you some hints on what you can try and change to get better results: HDRI lighting too dark and HDR image just acting odd


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can't select the objects but 3D cursor move
I have the problem about select objects. When I try to select them, it doesn't work but 3D cursor looks moving (Im not in 3D cursor mode). This problem happened sometime, but works good all of sudden (and doesn't work also)...
If someone know how to solve this, let me know please.

most likely your Blender preferences are on "right click select". Either change that or use a right click to select your object.

It works well !! Thank you so much for  resolving the problems.


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Baking combined normal map

Hello. I’m trying to combine two normal maps: brick wall and sculpted scratch. In viewport it looks fine, but after I bake it into third separated texture – I get very “pale” result.
At first I thought that I simply made some mistakes, but now I start to think that everything works as intended and baked result is different because normals of the object also were taken into account.
So please explain to me, why my baked result is very different from viewport and how could I get proper one.

Maybe make sure image you save to is set to 32 bit color float, then bake again. To avoid object normals' baking do that on a plane mesh or not in Blender altogether (CrazyBump, AwesomeBump, Khaled, online generators etc or Substance)

@MrZak 32 bit float didn’t make any difference. Guess it possible to combine maps in some raster graphics editor, but it’s not a solution as it’s much more comfortable to set maps positions with UVs and besides it wouldn’t help if I decided to use procedural texture.

I didn't refer to raster graphics editors, those are more specific ones, albeit external apps. Anyway adding different decals, patterns or whatever in normal map while making it work with the rest of the surface and textures is done in Substance in one step. Blender isn't quite there for that

The inconsistency in brightness is due to the difference in how Eevee and Cycles(used to bake the texture) handle the normalize node. That is why your baked texture looks brighter.
Instead, you can use these one of these two options that are consistent across the two render engines.
Combine the two normal maps with a Mix node set to Overlay. This works because it treats each channel with this equaiton:
(Target > 0.5) * (1 - (1-2*(Target-0.5)) * (1-Blend)) +
(Target <= 0.5) * ((2*Target) * Blend)
or
Use a mix node set to mix with another black and white image plugged into the fac, masking areas you want mixed in.
Aside, The method your using doesn't seam quite right. Testing your normal file with a single point light in the center, it appears to be skewing. Maybe because it isn't combining the blue channel.

It resulted in this bake which is too bright like you described:
Here's the example with the method suggested in this response. Notice the point light distribution has no apparent skewing:

Here's a comparison of the baked normal maps from the two methods(yours on the right).

I hope this helps!

I don't think it's that easy: How to Combine two Normal Maps?.

@zak My question is specifically about baking, merging maps more or less working fine.

@brockmann Yeah, was using this artical.

@brockmann Just edited my answer.

@ZakNelson Thank you for detailed response.
I played around Overlay, and indeed, there is very small difference after baking. Although it seems like Overlay itself gives more flat/pale result, however quick test in game engine shows it look... alright. Bit confused at the moment, but so far it's definetly the best result.

Glad you found it helpful Zaorish and sorry it's confusing. Overall, the normal map should be a near a light purplish blue, .5,.5,1 in rgb, corresponding to xyz. If it get's that right, you can start tweaking materials and lighting or the original normal maps.


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Is it possible to bake normals for multiple similar objects using single high poly?
I’m trying to find the way to bake all teeth (see picture) from one single high poly tooth. Is it possible?
Teeth were made with array and curve modifiers. Modifiers were applied as the lower ones was deformed too much and needed manual adjustment. I tried to use curve without deformation too, but didn’t liked the result, so it was shrugged away.
Copy UV maps from one tooth to rest, didn’t gave any positive result.
So give me pls advice on how to do it, or what is a proper workflow in such cases.

If possible, please attach an illustration of the final product, etc., to help inspire the respondent. Also, if possible, attach the Blender file along with it. Thank you.。https://blend-exchange.com/

Ok, I kinda managed to do it, but…

Unwrap model while it still has Array on it, so that after it been applied isles would be stacked on top of each other.
Separate single tooth, the one which corresponds to high poly.
Exported LP model with only this single tooth to substance.
Baked.
Re-exported LP model with all teeth.

It seem like some terrible way of doing it, and there must be something more sane.


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how to select random faces but not vertices or edges
im trying to make something and I want to randomly select only the faces not the edges

Make sure to be in face selection mode before random deselect.

Blender will random select/deselect depending on the selection mode (vertex, edge, face). Here you have to use face selection mode.

Select a top face.
Select similar faces, to select them all.
Then use 'select random' and use 'deselect' option


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blender render is broken
my render output looks broken. the main mesh is completely missing and the water part looks broken. I added the bushes as particles. does anyone know how to fix this?

Hello, zen .. glad you've got a fix! This looks like a simple slip-up in the end, and is not a very searchable item for the archive, so I think it's OK to close By all means edit and flag to reopen if you object.

I’m voting to close this question because it's the result of a simple mistake.

im sorry i resolved it in a few hours but forgot to close it after the 24 hour cooldown

No problem .. the self-answer is fine.

I hadn't applied the geometry nodes. Applying it and removing all hidden objects fixed the problem.


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How to simulate a normal map where one is not provided for a photographic-style & texture-based low poly flower/plant?
I purchased this low poly flower collection, which I am quite happy with. However, I had to recreate the material as it did not come through in the OBJ/FBX, just using the texture image provided and alpha clipping. There are no normal maps provided.
This is the basic appearance from on top so you can see the general structure that was used in many of the designs:

This is quite fine and looks good from afar and a more typical angle, but I am just wondering if there is any common method used to creating a normal map effect where a normal is not provided that might make these flowers look more natural and 3D still.
If such a common method exists, if you know, would it be possible to also use it within Unity, which is my final destination?
Thanks for any help or advice.

if you just need the normal map you can use this https://cpetry.github.io/NormalMap-Online/

you can convert your images to normal maps, as Vagabonk says, or you could try to directly plug them into a Bump node? It will use the values of your images


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How to combine two render node outputs into one composite, side by side? (Sum, mask, ramp?)
I am attempting to make a video output from Blender which has the (1) video natural to the left side, and (2) a black and white alpha mask on the right side, kind of like this but L/R instead of top/bottom:

To do this I need to accomplish two steps
1) Make the canvas (render output pixel dimensions) twice as wide as usual.
The first way I tried this would have been ideal: I read here that you can use a Mix node and here  that you can use a Mask node to define the output canvas size.
So in theory you can set the Mask node to twice the width of your render, input this into the first Mix node, and input your actual render into the second of the mix node, and you will get twice the canvas on output. This looked correct in the node editor (the Composite preview was the correct double width) but when I tried Render it was still not twice the width there (even viewing composite in the render window).
Is this a bug? This would be a nice way of doing it. But this failed.
Alternatively, I can set the right panel Resolution X to twice what it should be and Aspect X = 1, Y = 2, then apply a 50% X scale to my render. This is the best I can come up with:

Here we can see (the unchanged default cube is at the center) I have distorted the output on the right panel to give twice the canvas width to work with, then scaled the output from this by X =0.5 to regain natural dimensions, and translated the image and alpha to move them to each of the sides I want (image on left, mask on right).
2) Combine the two outputs into one
I tried splitting channels, using a color ramp (if I had x-position of pixels and image width I could use this I think somehow to make the ramp mix one to the other?.. but I don't know how...), and doing various addition/subtraction.
However, I could not get an output that was perfectly the natural render on the left, and just the mask on the right.
GOAL
I might ideally want two solutions: (i) with a black background on the left ("pre-multiplied"?) and (ii) with transparent background on the left. In both cases we would have just the black/white mask on the right either way.
Test project is here:
Any solution or ideas?

If one of your layers is transparent (here the main render), you can simply use an Alpha Over node. Basically, it puts the 2nd input above the 1st input, based on the alpha channel of 2nd input.

I've cropped the B&W image, so that it doesn't appear below the render. You can just disable the Crop node by pressing M (mute) when selected.
Tips

You can Ctrl+Maj+Click on a node to see the preview.
If you have multiple Composite nodes, only the active one will be used (meaning the last one selected).
Premultiply is about whether your keep the color information (RGB) in the transparent part (A) of the image or not. If you ever have a dark edge or bright edge around a shape when compositing multiple image, it would probably be because of premultiply not set correctly.

If you need the final output resolution to be different from the render resolution, you can use a File Output. It will save the input to some file you have to setup. Remember that Blender will keep saving your Composite output even if you save something else with the file output.
And here is the blend file :


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How can I change the material/bulb color for this simple fluorescent light?
I am working with a simple model of a fluorescent light, but I can't understand how the material works. I want to be able to change the color of the casing and also color of the light glow. The trouble is it all seems to be one material and I'm not sure how this was done.
Usually I see most things would be designed with say two materials (one for the case, and one for the light) and the materials would each be applied to the relevant faces. But here the whole thing is one material so I don't get how that works or how I edit each section's color/parameters.
Here are screencaps:

Here is the file:
https://easyupload.io/14eq8n
How specifically would I change the color of the casing or the bulb?
Thanks for any help.

The file you've uploaded is missing all image textures so that everything shows pink when I open it. Anyway, here's what's going on in the material:
The node called "PBRNode" which is fed into the Principled BSDF node is a group, meaning there are more nodes inside which you can change / edit if you enter the node by selecting it and pressing Tab just like entering Edit Mode in the 3D Viewport.
There you can see that all the information like "Base Color", "Opacity", "Emissive" etc. is defined by PNG image textures (which are missing in my download). Since there are no RGB nodes giving the colors, the only way you can change the colors of the casing or the bulb has to be done by manipulating the PNG files.
Of course you can change it inside the node group to a limited extent with Hue/Saturation nodes, multiplying by a different color in a MixRGB node or other ways to manipulate the colors. But basically the color is defined by images in this material.


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Cycles Render Preview is Slower on 2 Video Cards than 1
Got a GTX 1080 & a GTX 760. Cycles rendering in the preview (Shift + Z) is much faster in both 2.79 & 2.79.4 with only the GTX 1080. Once I enable both the GTX 1080 and the GTX 760 and use the Cycles render preview, it is quite a bit slower, but I was expecting it would be faster. Is this a bug?
Thanks.

Viewport preview only ever uses one card. It is probably using the slower one when both are enabled

@DuarteFarrajotaRamos I am pretty sure all the GPUs are utilized in viewport also. Never had a problem with this and they show utilized in GPU-Z also.

You are right, was under the impression it did not. I found this https://developer.blender.org/T44273


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Mesh not staying fixed to bone when moving
I have made a model mesh of a robot type with resricted rotations on speparate object parts.
So there are constraits ie thigh child of hip with Thigh Y and Z rotation locked ZYX Euler. (see pic)
It is not compleat but was moving ok so i started to rig and then parent mesh to the bones.
I was following this link as a base for the animation.
https://www.youtube.com/watch?v=W4TkA5P5Qes
Now in pose mode some of the mesh objects do not stay fixed to the bones.(see pic)
This is my firt attempt at 3D modeling and animation so i may have got a bit too ambitious and hopefully just made a simple mistake.
Thanks for any help

I seem to hava partialy solved the problem be deleting all the constrains on all the objects but am still having some trouble with a few of the objects that have been copied and are keeping their bone constaints and have mesh parts duplicated seperately


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Transparent Material in Blender but not in Unity
I am working on creating model in blender that has part of its material transparent. I would like to port it over to Unity to use as piece in my game, however the transparent section is not properly being rendered in Unity. I have unwrapped and baked a UV map, which I then saved in my Unity project. However, the transparent section of the material is not transparent but black. I've tried chaning the rendering mode in Unity to transparent but that makes the whole model transparent. I'm not sure what I need to do to get only the transparent section of the model to render properly. Any suggestions would be helpful. I have provided images of my model in blender as well as in unity with the current material settings.

When working with transparent textures you'll have to set up a separate material in Unity that has it's surface type set to transparent and another material for rendering the opaque parts, In blender you'll have to assign an extra material slot for this transparency the extra slot will show up in the material options for your model in Unity.
Select the parts of the mesh you want to use the transparency and click "assign"
In Blender

In Unity

Alright, that did it. Thank you for your help.


text:
I can't see bend on bones in Edit mode
I do not see instant bending during rotating bone in Edit Mode. I have to go back to Object mode and after then I can see the bend. Thank you for advice


text:
help with a shading issue
I have a model with rocks surrounding it

In layout i see everything just fine but as soon as i go into shading mode the rocks turn into what looks like mist. Any ideas on what this is and how to fix it?

Hello and welcome. 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.

Did you accidentally plug the material for your rocks in to the volume of the material output instead of the surface?


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How to mirror entire armature?
I have a rigged model of a human right arm - https://drive.google.com/file/d/11F8P9zs4Fdkb_hYBB_QHxgYF3PR_LqPa/view?usp=sharing

Loaded into my three.js application:

I'm not looking to symmetrize this model or create a mirror duplicate. I'm trying to convert the entire model along with its bones and mesh so it resembles a human's left arm instead.
I'm new to blender, I first tried flipping the armature across the global x axis in object mode and the result looks correct in blender:

but when I import this back into my application scene, it seems like something still isn't correct?:

However, I do not believe that is an issue with three.js
I also looked up various tutorials which instructed me to change the suffixes of bones from "Right" to "Left", mirror the mesh, add mirror modifiers, check x axis mirror, update bone directions, etc... and these options produce the same results?
Can someone help figure what else I'm missing?

Select both object and apply the scale (Ctrl+A) in Object mode. This will flip the normals on the mesh, so go to Edit Mode (of the mesh), select everything then use Mesh>>Normals>>Flip.

@FFeller So I selected the bone group and the mesh, went into object mode, clicked apply scale. Then I selected just the mesh, selected everything, and then tried to flip the normals but I got the error "could not create merged face." I also tried this  with recalculating the inside and outside normals?

Your mesh is fine. But the bone orientation is wrong. All bones stick out of the mesh but they should be inside. And there are too many bones for the thumb. You need to fix this first or you have a hard time animating this.
Bone Layout
Your bone layout:

Good bone layout (Rigify meta rig):

Renaming the Bones
When you fixed this, give all bones the .R suffix in their names. (_R, _Right or ´.right` work, too). This can be done with the batch rename Ctrl+F2:

find:  ^(.*)$
replace: \1.R
choose type bones and activate the regex operations * as shown here

Mirroring the Bones
Blender mirrors objects at their origin. That's the little orange dot. Because the origin is in the center of your mesh and armature they will be mirrored in the middle.
In Object mode, Switch to front view with Numpad 1 (or menu: View > Viewpoint > Front), and move the armature to the left. Then apply the Location with Ctrl+A > Location. This will move the origin to the world origin.
Switch to Edit mode, and choose the menu entry Armature > Symmetrize. This will copy all "right" bones and make them "left" bones. The suffix will change automatically (.R <-> .L or _Right <-> _Left):

(Bone layout is still wrong)
Mirroring the Hand Mesh
In Object mode, just select the mesh, apply the Location with Ctrl+A > Location, add a Mirror modifier, move it to the top of the stack and apply it.
Note: If you want to keep your weight paint then don't apply the mirror modifier yet. Parent the mesh to the armature first with Ctrl+P > With Empty Groups. This will create the vertex groups for the left bones. Then apply the mirror modifier. It will fill them when the option Mirror modifier > Data > Vertex Groups is selected (default).

Weight Paint
In Object mode, select the mesh and then the armature (must be the active object, selected last). Parent them Ctrl+P > With Automatic Weights.
Test the armature in the Pose mode.

Wow this is an amazing tutorial thank you! As far as the bone orientation goes, this isn’t my model, this is a downloadable model from a company called leap motion. I did notice the bones were not orientated normally as well. I think the reason for this may be when you move a specific bone in blender, because of its unusual orientation and relation to parent bones, it causes the parent bones to curve in what seems a more natural way than if the bones were oriented in the standard way?

Ah, I see. I've already wondered how you did the weight painting with this bone layout. Have you imported the model from an FBX or OBJ file? In the import dialog, there is an option (Armature > [X] Automatic Bone Orientation) at the right bottom. Enable this checkbox and see if it helps. Blender tries to rotate the bones properly. Just to clarify, the rig works as it is. But the layout will give you a headache because when the bones will be rotated then it's hard to see which one is which one & how the hand is deformed when you hide the mesh for a moment. Also Automatic Weights won't work.

Yes it was actually an imported FBX, I just tried that and it looks like it does help! The bones along the arm seem to be misaligned slightly from head to tail and of course the extra bones are still there but that definitely saves some time! I was experimenting with manually moving each head to tail so this is a nice trick. And yes, rotating the bones with JavaScript seemed to produce the desired effects regardless, so it wasn’t a problem for me but the consequences of that are good to know. Thank you again for your help!

Thank you for the answer, it put me on the right track. I also had a rigged and weighted left hand for leap motion that I wanted to mirror. I was able to do it without reparenting/re-weighting the rig. I duplicated the hand (rig and mesh), symmetrized the Armature (with correct naming scheme), then I scaled the mesh in Edit mode to -1 on the X-Axis and recalculated the normals. Then all I had to do is to rename the Vertex Groups - switching R for L. Delete the Left bones.
And yes the Leap expects these strangely rotated bones - maybe because of different coordinate systems Blender vs. Unity


text:
Help me fix shading issue here
Help me fix shading issue here.

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

Remove the Subdivision Surface modifier of your boolean cutting object, simplify it (with the Checker Deselect you can easily remove the edges and keep only 1 out of 4):

Select your main object, hide the Subdivision Surface modifier for the moment, apply the Boolean modifier, rework the topology:

Bevel the edge to make it sharp:

With the Subdivision Surface modifier:

Thank you so much! I am flabbergasted how you could decipher the way out of this. Much appreciated. BTW, do you have a Youtube channel ? Where you teach how to make stuff?

yes I have the Blender Moonboots channel but it's in french  ;)

I subscribed. Hoping to learn even though it's in French! :)

thanks, don't trust the subtitles though  ;)

Haha. OK. I'll trust my eyes only!

I watched one of your video. "Small exercise 7" and I must say you should definitely make  videos in English. It will help so many. Redirect people who need help from here to your YouTube channel. -- >

it's already exhausting to do it in french, but maybe I'll translate the most popular, good idea, thanks  ;)


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How to snap an active vertex to a face
I'm trying to slide an edge along it's normal and snap the active vertex exactly on the face. I'm trying in the GIF with face snapping+active on but it doesn't work. It it somehow possible?

Do you want to snap one edge of the prism face to the cube face?
What is the desired end result? Easiest way would be to select all and in Ctrl+F menu use Knife (Intersect) with Self Intersect mode, then remove extra geometry; sliding along edge while snapping afaik isn't possible.


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can anyone tell me why my model shows up like this
i have recently started on blender.  i been working on model for a while and i came to this problem. when i render image it doesnt either show the model or show up weird. i have been trying to find what the problem is. can anyone tell me what the problem is?   heres the image ?

Have you severly altered your color management? Does this issue continue to occur, when you append your objects into a new scene?


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How do I export a mesh then import it in to another blender file while keeping the original textures?
What sort of exporting format should I be using? Or will I have to re-assign all of the textures again? Thanks.

Copy the mesh and open new blender and paste in that file

As atek said, just press A to select all of the objects in your blender scene that you want to be copied over. press Ctrl C to copy and then just simply open up a new blender file and press Ctrl V to paste those objects into your new scene. this will bring all of your textures with it.

cool didn't know that this works...

What Sarcha & atek have proposed here will indeed work however, it is not really the best way to go about it as it would be handy to have the particular object(s) available for use over multiple files and projects. The 'proscribed ' way to do this is using file>append. In the scene that you want to move the object from select the object and make sure that you have it named in the outliner. (If you cannot find it in the outliner due to many unlabelled objects select it in the 3d viewport and then hover over the properties window and hit '.' (period key on num pad.))
Save the scene and close it. (If you have multiple objects that you want to move then highlight them all and make them into a group using cntrl+G.) Name the group.
Now open the scene that you want to place the object in to and go file>append> find your blend file > meshes, (find your labeled mesh,) and click on append from library. (In the case where you have a group labeled go to groups instead of meshes.) all attributes including texture will then come into the new scene.


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Blender 2.79b crashes on start V2
This question is a continuation of this: Blender 2.79b crashes on start up
System: Windows 10
Drivers:
Nvidia: **397.93** 05/24/2018 - this is the lastest driver
Intel: I use Intel® Driver & Support Assistant to update all CPU drivers and i also have the lastest one.

In weekend I reinstalled Windows 10, and install Blender 2.79b.
When i double click on the blender icon, the Console starts first, then i get the gray Blender window and it's immediately closes.
Here is my log file, when i run "C:\Program Files\Blender Foundation\Blender\blender.exe" --debug-memory --debug-gpumem --debug-all > results.txt. in CMD:
AL lib: (EE) UpdateDeviceParams: Failed to set 44100hz, got 48000hz instead
SRNA Subclassed: 'Context'
SRNA Subclassed: 'Operator'
SRNA Subclassed: 'PropertyGroup'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Bone'
SRNA Subclassed: 'EditBone'
SRNA Subclassed: 'PoseBone'
SRNA Subclassed: 'UIList'
SRNA Subclassed: 'Mesh'
SRNA Subclassed: 'Object'
SRNA Subclassed: 'Texture'
SRNA Subclassed: 'Header'
SRNA Subclassed: 'KeyingSetInfo'
SRNA Subclassed: 'Node'
SRNA Subclassed: 'NodeInternal'
SRNA Subclassed: 'ShaderNode'
SRNA Subclassed: 'CompositorNode'
SRNA Subclassed: 'TextureNode'
SRNA Subclassed: 'WindowManager'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Operator'
SRNA Subclassed: 'Operator'
SRNA Subclassed: 'Operator'
SRNA Subclassed: 'Operator'
SRNA Subclassed: 'Operator'
SRNA Subclassed: 'Operator'
SRNA Subclassed: 'Operator'
SRNA Subclassed: 'Operator'
SRNA Subclassed: 'Operator'
SRNA Subclassed: 'RenderEngine'
SRNA Subclassed: 'Panel'
SRNA Subclassed: 'Menu'
SRNA Subclassed: 'Operator'
SRNA Subclassed: 'PropertyGroup'
SRNA Subclassed: 'AddonPreferences'
I0603 15:00:57.028302  7828 blender_python.cpp:186] Debug flags initialized to:
CPU flags:
  AVX2   : True
  AVX    : True
  SSE4.1 : True
  SSE3   : True
  SSE2   : True
  QBVH   : True
  Split  : False
CUDA flags:
 Adaptive Compile: False
OpenCL flags:
  Device type    : ALL
  Kernel type    : DEFAULT
  Debug          : False
  Single program : True
  Memory limit   : zu
I0603 15:00:57.049250  7828 device_opencl.cpp:59] CLEW initialization succeeded.
Error: EXCEPTION_ACCESS_VIOLATION

Which GPU are you using/CPU? It might not be supported. Also, that setting hertz error makes me think there is something wrong with your system settings. Perhaps reset the BIOS to default values?

i found a solution. This is all because of Intel HD Graphics dirver, which works together with my Nvidia Geforce graphic card.
Step to solve:
a. Press Windows Key + X, choose Device Manager.
b. Expand the Display Adapters.
C. Right-click on the Intel HD Graphics graphics card driver and click on Uninstall.
Then i start blender and all works fine!
But what happen with Intel craphic driver, i don't know)


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Color picker is broken? 100% red with 50% green is pure yellow? Identical to 100% red with 100% green? Nonlinear RGB scaling?
Is there some complexity to how the color picker works? I can't make sense of it. If I select 100% red and 100% green, this should represent pure yellow and it does.
However, if I also select 100% red and 50% green, this also creates pure yellow.
I only move away from pure yellow once I drop the green considerably more. In an RBG system, 100% red and 50% green is most definitely not pure yellow.
Is there some perceptual curving or nonlinear scaling of the values in this color picker and if so, how does it work or scale? Is there any way to use a traditional RBG or HSV color picker?
This link suggests RBG should be linear but it is either broken or this is false: HSV to RGB conversion
I used Just Color Picker (Free) to sample the displayed color in Blender with both settings and it is identical:

Thanks.

Does this page of the Blender 3.2 Manual help?
https://docs.blender.org/manual/en/latest/interface/controls/templates/color_picker.html?highlight=color%20picker

Color channel values in Blender go from 0 to 1 so if you enter values greater than 1, that's "fine" and Blender will use those values, but they cannot be displayed so they get clipped at some point and the same color is displayed.
Note that it's not good practice to use colors with values greater than 1 in Blender. If you do that in your shaders, they may not behave in a predictable and realistic way and your renders might have more noise. However there may be plenty of situations you might want to use something that was meant to be color information for something else in Blender and then the ability to input any values(even negative for example) is great.


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Applying materials differently to one spot of an object based on a bool (ie. use a cube to determine which parts get material A vs. B)?
I am wondering if there is an easy nondestructive way to determine which faces of an object get one material vs. another.
For example, if I have a low poly mountain created by adding the "landscape" add-on and then I want to apply a "snow" material to the upper faces without manually assigning them by selection, can I use a hidden cube to overlap the ones I want the "snow" material for and then have that determine the assignment?
Can this be done in geometry nodes or material nodes somehow?
I always prefer nondestructive editing as it provides much faster prototyping and experimentation.
Thanks for any ideas.

try GN:Geometry Proximity

This is a "typical" use case for shader nodes and a little math.
You could e.g. use this node tree to give water to you landscape:

It simply chooses the color by using the z coordinate. Everything which is less then a value you choose will be painted blue.
By using this method you could add different colors to different ares like this:

if you then add a noise texture to make it more random and look more realistic, you could even animate your snow ;)

of course you can always tweak and tune it more and more...like giving waves to your ocean and animating it with color ramp and wave texture:

if you want to control the color by another object e.g. a plane, you can use this node setup:

result:

Wow. Very nifty. Thanks for the detailed and elaborate techniques. :)

Glad I could help. I learnt myself a lot by doing it


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How to draw or create a rounded rectangle in Blender using curves (not a plane/cube)?
I am interested in creating rounded rectangles from curves (not planes or cubes). I am aware of how to round a plane's corners using the bevel modifier.
The best I have done for rounded rectangles using curves is to make an SVG of a rounded rectangle from illustrator and import it to a curve.
This looks like:

You can see the curve features two nodes on each edge with handles all running along the horizontal and vertical axes.
Is there some way to draw or create something like that directly in Blender easily or modify the degree of rounding?
Otherwise I will just keep making them in Illustrator and importing them like this when such a shape curve is needed.
Thanks.

Blender has the same tools as Illustrator, if you enable two addons:

Add Curve: Extra Objects (to add a rectangle)
Add Curve: Curve Tools (to round corners)

wow...didn't know that. Learning everyday here...!!! +1

me too. i just tried the shipped adddons and it worked :))

Very cool. Thanks. Only downside is you can't use the same function to edit the corner roundness once it's made. Looks like you only get one chance to determine the roundness unless I'm missing something but thanks. it's still great and I'm using this method now. Still faster than making it in Illustrator and exporting. Please let me know if I missed something in terms of how to change the roundness once they are made. Thanks.

Hi @mike :). I don't know more than you, only discovered the plugin when answering this question :)). Anyways, good luck with your project.

Geometry Nodes lets you construct this curve as a modifier on a dummy object:

which means it can be adjusted after creation:

However the disadvantage is that constructive modifiers can't be applied on curves without first converting them to a mesh. If you need to manipulate the curve as a Bezier in Edit Mode , something like @Jachym's answer is better.

damn...that's right!!! +1

@Chris .. nothing wrong with your answer.. many ways to skin this cat. I think Jachym's is closest.

I think so too. Less work

Create a plane, TAB, CTRL-SHIFT-B -> move your mouse as you desire it, then object -> convert to curve


text:
How to create glowing light bulbs in Eevee?
I would like to model hanging spherical bulbs like these in Eevee:

I thought I could follow this tutorial to make transparent spheres, then put a point light inside and it might come out reasonably:
https://www.youtube.com/watch?v=CtfNtpJa3hU
However when I try to make some spheres I get this:

And then when I sent them to Transmission =1, they turn into these flat grey things:

What am I doing wrong? Is this possible to do in Eevee?
I know I can just set "emissions" to white, but this just washes out the color and shading. As you can see in the pictures of the actual hanging globe lights, they are not simply just white spheres but rather develop shading around the edges which simply making a high emission sphere does not capture at least not in Eevee.
I figure I must put a point light inside of a translucent sphere and it should then glow appropriately but can't make it work.
Any thoughts?
Here is my simple project with the 5 spheres:
https://easyupload.io/cjduoo
Thanks.

did you turn on all needed settings for glass materials in Eevee? Refraction in render settings and screen space refraction in material settings?

Oh nevermind, I just checked your project and you have IOR set to 0, set it to 1.3 or 1.4

Thanks MikoCG. That helped. They now look like glass balls. Do you have any ideas on how to make them glow appropriately in Eevee? I tried putting a point lamp inside one and it didn't really do much except refect off the surface off the neighbors. Thanks again.

well, there can be multiple ways to do it. Personally I would do it with one single sphere, use noise or other texture with colorRamp in transmission and roughness to give it that look in picture and then use colorRamp again for emission strenght to make some parts emit more light and some emit less light

I don't know is this gonna work but yeah maybe -

In the Material properties activate Use Nodes and open the shading. Add a Transparent BSDF shader and a Mix node. Link the Principled Shader (already there) and the Transparent BSDF (shift+A) to the input side of the Mix node, and the output of the Mix node to the Surface input of the Output node.

2.Adjust the Fac setting of the Mix node to determine the amount of transparency.
*You can see transparency in Cycles, but not in Eevee until and unless the settings of the material, switch Blend Mode to opaque or one of the other options (just try usin' all on by one) and make sure this must be turned on

It was actually much easier, it was only IOR set to 0

You can also enable Backface Culling on the bulb material under Properties > Material > Settings, or disable shadows of light.


text:
Self Property vs. Property Group
When I run this code, group property shows up. However self property doesn't show up. Maybe the property path is wrong. Can you help me please :)
import bpy

class PropertyAsGroup(bpy.types.PropertyGroup):
    group_property = bpy.props.FloatVectorProperty()
    # ...etc ..

class AddonPanel(bpy.types.Panel):
    bl_label = "Hello World Panel"
    bl_idname = "Hello"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'
    bl_category = 'Tools'
    self_property = bpy.props.FloatVectorProperty()

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

        # ui
        col = layout.column()
        row = col.row(align=True)
        row.prop(scn.my_addon, 'group_property', text='group')
        row.prop(self, 'self_property', text='self')

def register():
    bpy.utils.register_module(__name__)
    bpy.types.Scene.my_addon = bpy.props.PointerProperty(type=PropertyAsGroup)

def unregister():
    bpy.utils.unregister_module(__name__)
    del bpy.types.Scene.my_addon

if __name__ == '__main__':
    register()

You already answered your own question. Adding custom properties to a panel class is not supported (for scope reasons), see: https://docs.blender.org/api/blender_python_api_current/bpy.props.html and https://blender.stackexchange.com/a/57332/31447

Thank you, both links are very helpful. I was struggling to find documentation.


text:
Change Current Frame acc. to Active Layer
I need to write a script, that automatically changes the current frame according to the active layer. For example if layer 1 is active, current frame is 1. If layer 2 is active current frame is 11. There are 2 problems:
If I run this code:
 bpy.ops.anim.change_frame(frame=25)

it gives error:
Expected an timeline/animation area to be active

I can read the active layer via bpy.context.scene.active_layer however, I have no idea how to make this script always check the active layer.

Answer provided. Don't forget to upvote and mark as answered if it solved your problem to help future users

Use context.scene.frame_set(frame) to set  the current frame to frame.

The draw callback hack.
There are a number of ways to make a script run constantly, via scene update handlers, modal operators, and draw callbacks to name a few.
The scene update handlers run a squi-billion-times a second which IMO is overkill. A modal timer, akin to one in text editor > templates > python > Modal Timer Operator would do the trick, but has some downside as it potentially blocks auto-save, and other functionality while running.
The draw callback, primarily designed for bgl and blf displays can be used.
Example, left in the blf which writes on 3d view. The frame is set using the active layer.
import bpy
import blf
#from gi.repository import Gdk
class DrawingClass:
    def __init__(self, context, prop):
        self.prop = prop
        self.handle = bpy.types.SpaceView3D.draw_handler_add(
                   self.draw_text_callback,(context,),
                   'WINDOW', 'POST_PIXEL')

    def draw_text_callback(self, context):
        font_id = 0  # XXX, need to find out how best to get this.
        # draw some text
        blf.position(font_id, 15, 50, 20)
        blf.size(font_id, 20, 72)
        blf.draw(font_id, "%s %s" % (context.scene.name, self.prop))
        scene = context.scene
        layer = scene.active_layer
        frame = (layer + 1) * 10 + 1
        if scene.frame_current - frame:
            scene.frame_set(frame)

    def remove_handle(self):
         bpy.types.SpaceView3D.draw_handler_remove(self.handle, 'WINDOW')

if __name__ == "__main__":
    # test call
    dc = DrawingClass(bpy.context, "Auto Layer Running......")

Hint: If you give the script a .py extension in text editor you can import it into other scripts / console etc.

You can do this using the below script:
import bpy

if bpy.context.scene.active_layer == 1:
    bpy.context.scene.frame_current=1
elif bpy.context.scene.active_layer == 2:
    bpy.context.scene.frame_current=11

Thanks but this still doesn't check active layer continuously. If I run this script on layer 2 then it changes current frame, however if I go back to previous layer it doesn't change current frame, unless I run this script again.


text:
Why are these textures diagonally tiled?
Context
I am attempting to modify a model of a house that was first made by another user of a transport simulation game, Simutrans. My modified .blend file of the model is here (distributed under the Artistic Licence). Note that it will eventually be rendered as 128 x 128 pixel images for the game, so it doesn't need very fine details.
I would like to change the replace the original textures of snow on the house with JPGs of a slate roof and bricks on the walls. These JPGs were supplied by the original modeller and are available (under the Artistic Licence??) from a Simutrans repository.
The Question
I have changed the roof texture to the slate JPG, but the image appears as a series of diagonal tiles. The brick texture for the walls has the same problem. These diagonals appear completely unrelated to the meshes.

Why are the textures diagonally tiled? How can I have one image on each roof and wall? If the (2D) JPG was mapped onto the relevant (2D) faces, that would probably be sufficient. Ideally, I would like to have the slate image repeat three times, once for each of the terraced houses.
These are the texture settings as the previous modeller left them (I have not intentionally changed them except for the filepath to the JPGs):

A Failed Attempt to Solve This
I guessed that the answer lay in the Mapping tab. By changing the 'Coordinates' setting from 'UV' to 'Global' and the 'Projection' setting to 'Flat' I was able to get one slate image on each roof - success! However, the tiles are now displayed at 90° from the desired orientation on the roofs of the houses behind the terrace (on the left of the view). By swapping the 'X' and 'Y' settings for one another, I was able to correct the error on one set of roofs...and re-create it on the other. And repeating those same settings for the walls only shows a very blurred image of the bricks.

Almost everything I know about Blender has come from the excellent Wikibook, Blender 3D: Noob to Pro. Unfortunately, its chapter on UV mapping, which I suspect is where the answer to this lies, uses the example of a 3D sphere. My walls and roofs are 2D faces, and when I try to open the UV Image Editor I get images of other textures used by the original modeller, but not the ones I'm using. If I am to use the Image Editor, I would need to understand what it means to mark seams on a 2D face when I'm hoping to avoid tiling on most of the faces.

If you go into edit mode you will see that the faces have odd edged subdivisions on it.
so if you go back to the UV image editor select all or A then press u and instead of unwrapping go to project from view. This will unwrap the project from view.

Oliver, the Project from View button does seem to do something. But the affected faces don't all have any odd edged subdivisions on them. You can check this in the .blend file that I supplied above.

However, the screenshot that you kindly provided suggests that you are assuming that I am trying to project a 2D image onto a 3D mesh. That is helpful information as it helps to understand why my case doesn't fit the guides that I have found.


text:
How to move multiple not in plane vertices to a surface or an edge?
I am using Blender since few time and I would need to ask you this: is there a way to move (grab) multiple vertices, that are not on the same plane, to a common face (edge)?
My problem is like to project, along a specified vector or direction, a set of vertices without copying them, but, before, moving them.
I have faced this problem when trying to fix some thin face or not planar face in my geometry: in these cases it would be great to create a "brand new" planar face, that lays on the correct plane, and then make all the bad face vertices move on it along a specific vector (to do that I usually create a custom reference system and use one of its axis).
Thank you,
Federico

That is the question? Custom transform orientation doesn't help?

@Crantisz Thanks but custom transform orientation, for my knowledge, gives me the possibility to move, copy, rotate, scale, etc...along specific axis other than the default ones. My problem is how to move/project a whole set of vertices on a specific face at once. I can do that one vertex per time, but, when dealing with a lot of vertices as in my case, it is not an efficient solution.

.. does this help? https://blender.stackexchange.com/a/111210/35559

@Robin Betts Thank you. It's a while I don't come here and I don't use Blender, I have seen your tips right now. That thread is about straightening multiple edges before multiple faces, anyway I will give it a try "adding 1 dimension" to suggestions sent in that thread

At first, we take a case, when you already have custom transform orientation.
So, I have this setup, with custom orientation:

Set 3D cursor on the plane, that is should be a zero-level for vertexes. Depends on left\right click select mode in your setup, you can press Left Mouse Button, or use a 3D cursor tool.

Set transform orientation to 3D-cursor (use . key):

When press S, Z, 0 to scale vertexes by 0 in z axis.

But wait, where is a simpler way
I don't use a transform orientation in this way.

At first, I rotate a view in a face direction using Shift+Num 7:

When in the snapping I select Snap to Faces, Project to self and Project individual elements:

When I press G, hold Ctrl and press Left mouse button without moving. As a result, selected vertexes has been projected on face. This method works with curved shapes in background also.

Thank you. It's a while I don't come here and I don't use Blender. Your way looks really promising, even because it is related to faces before edges, like the tips in the thread Robin Betts has suggested commenting my question. I will give it a try asap. Cheers


text:
Is it possible to move the origin point of the global reference system?
I am using fspy add-on in order to match the render camera with a photo I took and that I want to use as background image for a building render.
This add-on requires a sort of match between a reference point you set in its preparing standalone part (fspy is composed of a standalone part and a blender add-on to import the camera settings files you get from the standalone part) and the global reference system origin inside blender.
Now, the photo I took is such that I should position the reference system origin of fspy outside the photo itself. This thing is not possible in fspy.
A solution could be that to move my entire blender scene, in order to have the global reference system origin in a position that resides within the photo I took.
Anyway my scene is quite complex, so I was guessing is it were possible, before, to move the global reference system origin.
Thank you!

Short answer: no.  You can only, as you mention, move things in reference to the global coordinate system, but you can't change it.  (Mathematically the two are equivalent, but the mechanics isn't.)

Thanks @Marty Fouts !


text:
"Distortions" In Faces
How can I fix these "distortions" in the faces around the hole?

Josh Gambrell on youtube has a number of tutorials on booleans.  He's worth a look.

if it's caused by bad topology you need to fix your topology


text:
How do I make the camera's depth of field affect an imported image?
I'm using Eevee in Blender 2.9 and I have imported an image (with alpha information) as a plane. My camera's focus distance is extremely low but the image I imported isn't being affected or blurred by the depth of field. I'm not sure if this is able to be solved, but it seems like a fairly big limitation if there is no way to make an imported image affected by the camera. If it can't be fixed, is there any alternate way to blur the background image? Perhaps with nodes?
I'm also curious if I can make the camera affect an HDRI in the same way. I've included a picture for reference, thanks in advance for any advice. (Note that the mountains in the distance are too sharp).

related: https://blender.stackexchange.com/questions/9394/how-to-blur-a-texture-node-in-cycles-material and https://blender.stackexchange.com/questions/48240/how-to-make-hdri-map-more-subtle

The image contains no depth information, to blender it is just a plane, so you won't be able to have any selective defocusing based on the distance to the camera.
If you want to blur parts of it selectively, you need to create some kind of depth map: a black and white image in which the close areas are dark and the far ones are bright.
Then use that image in the compositor. Feed the original image to a defocus node and the fake "depth map" as the Z information. You can use a color ramp to change the values to determine what areas get blurred.

Read:
How can I get a Depth of field render pass?
Blender (Cycles) Manual DOF


text:
How to change the shape of this pocketwatch chain (along a bezier path)?
I am trying to modify the following blender project of a pocketwatch:

https://easyupload.io/3fvmfs
I would like to change the shape of the chain pathway. I can see the creator included a bezier path for it, implying it was generated to follow along the path. Looking at the detail of the chain, it does not look like they manually lined up all those links like that.
It would be virtually impossible to manipulate the shape of the chain in any meaningful way if I must manipulate every link individually.
How would this chain have been generated along the bezier curve? How do I generate a new chain (or change the current one) to match it if I change that bezier curve?
Thanks.

If it is already applied with modifiers than there is no way to change it with bezier(you CAN, but it will deform too much) I would recommend to take 2 pieces, delete the rest and follow one of many tutorials on youtube like this for example: https://www.youtube.com/watch?v=_r6O_ePQYX0 (just type "chain along path blender" and you can find many tutorials about it better than me writing about it

You should have created a straight chain, what you've got here is an already twisted chain, if you give it a Curve modifier with the curve as Object, as MikoCG says, it will get even more deformed: the curve takes the object as it exists and twist it. If the object is already twisted it will be even more.


text:
How to make this mug of beer work in Eeevee and not just in Cycles?
I have a mug of beer I'm working with which is composed of three elements: foam, beer, and the glass mug.
In Cycles it looks reasonable as one would expect:

However, in Eevee, I can't see the beer liquid in the glass unless the glass is removed from display:

It seems in Eevee, the glass "hides" the beer liquid.
Is there any way to make this work in Eevee?
My presumption is Eevee only allows refraction through one object at a time, and for this to work, I need to refract through two objects in series (the glass, then the beer liquid).
Is there any Eevee solution? Here is the blend file: https://easyupload.io/ii14h7
Thanks for any solutions/ideas.

Unfortunately, due to the very nature of how EEVEE "approximates" things such as reflections and refractions (transparency and caustics), quality will always be much diminished compared to Cycles - Expecially when trying to view a material with transparency through another material with transparency. You can try something like the graph below to get closer to what you're looking for, but EEVEE will never look as "correct" or "clean" as Cycles in this department. Don't forget to change the material's Blend Mode to Alpha-Blend:


text:
Is there any way to create a light that does what world lighting does? ie. Diffuse "non-directional" scene lighting?
I find world lighting helpful for giving objects a bit of slight illumination from all angles. Eg. Designing 3D icons/buttons. In this application, I am using world lighting with a flat white color, surface is "background" and strength 1-2 range.
Is there any way to set up a light in the scene that accomplishes the same or a similar thing? Ie. scattered lighting diffusely from all angles?
The reason I am interested is that for example in my current project, I am rendering my buttons in a brighter lighting (activated) and lower lighting (de-activated) setting. I would rather have a light I can turn on/off in the scene than be constantly changing the world lighting and worrying if I am going to remember how I set it 2 years from now if I want to change something again.
Thanks for any thoughts.

Hi :). You could add a large sphere with Emission node around your whole scene, and turn it on/off for renders.

Thanks Jachym. I think that would work for Cycles but not Eevee. I usually just use Eevee as it's faster. But appreciate the thought and if I'm using Cycles I'll try that.


text:
How to scale multiple handles of curve simultaneously without changing their anchor positions? ie. To sharpen corners of a "mouth"?
I am making a simple cartoon mouth with a curve which I will then solidify, convert to mesh, and use to cut out of a head with a bool.
I am trying to "sharpen" the two corners of the mouth by scaling the handles towards their anchor points:

For example, manually roughly if I scale them both down to look approximately symmetric I might get:

I saw a video of someone do something similar on Youtube but while adjusting them both at the same time so I know it's possible However, I cannot figure out how to do it.
If I select the 4 handles and scale it warps everything bizarrely. If I select the two anchor points then scale, it must use either one handle or the other as an pivot point and brings them closer together.
I can obviously eyeball it and scale them each one at a time as shown above. But I am wondering what the correct way is I saw on Youtube to scale them simultaneously/symmetrically to just sharpen the corners without changing any positions of points.
Also, I understand there is no way to use a curve as a bool, which is why I will convert to mesh after. Is there any other good way of accomplishing this? ie. using curves to make a cartoon mouth then cutting it out of the head? Ideally I wish I didn't have to convert to mesh. A curve mouth is easier to manipulate.
Thanks.

Set "pivot point" (at top or bottom of 3D view) to "individual origins", select all handles you want to affect, then scale. You could do it non-destructively (what you're after with not having to convert to mesh) by creating a mesh object and using geometry nodes, referencing your curve object, to create a mesh object that you could use as a cutter for a live boolean modifier.

Little hard to get an efficient workflow, but you can select all the points and then use box select to deselect the origin. That way you can use scale to also symetrically move handles towards each other.

As Nathan commented, first set "individual origins", then select all handles you want and then press "S" and they will all be scaled. Here a small video tutorial: (which i think is always easier to follow than reading text - just my opinion)


text:
Deforming the brim of a woman's summer hat or cowboy hat in a natural looking fashion?
I would like to create some simple cartoonish summer hats like:

The simplest basic model of this type of hat can be made simply by starting with a plane, insetting it, then extruding the inset, marking the crease to around 0.4, and applying a subdivision and solidify modifier:

Proportions and the rounding of the dome can then easily be shaped with crease settings or scaling.
However, the part I can't figure out a good or effective solution for is the natural brim deformation that these hats tend to get.
I presume a good solution might also allow a method for making the brim of a cowboy hat:

The basic point in both is you want to deform the brim without creating new material or changing the basic surface area of the brim (which might otherwise make it look distorted and unnatural).
Ideally I would like to do it non-destructively with modifiers but I presume that's not likely possible.
Is cloth simulation the solution here? eg. For the women's summer hat could I somehow apply a different weight to the four brim vertexes and thus nondestructively let them sag differently because of it? I am not knowledgeable on cloth simulations, so if this will work please provide any settings I can try.
The only thing I can think of that I know is to apply a lattice or apply my existing modifiers then sculp it but those are not really ideal. Any thoughts are appreciated.

You could begin with a cylinder that you extrude and subdivide:

Then you can deform, with the Proportional Editing on, or with a Lattice:

At the end, give it a Solidify modifier and apply it:


text:
Shading after making hole/boolean
so I've been working on my gun project for a little bit now, and I am having some trouble with the shading. As you can see here I've made a hole and joined another object using union in boolean modifier:

However the shading seems to look very bad and I don't know how to fix this.
(For the other hole I sculpted it instead of using booleans)

Hello, is it a problem of shading or is it a bad topology? maybe share your file: https://pasteall.org/blend/

It's very common to have shading issues after boolean operations. Josh Gambrell has some great videos on fixing this exact thing. https://www.youtube.com/channel/UCXfGjwohMgPm4Ng2e1FXySw


text:
Shade smooth boolean problem
so today I am working on a shotgun model. I am trying to keep this model not too high poly, around 8-10k tris per each part of the model. And I have stumbled across a problem, which is my shading. I have been dealing with this problem for a very long time but I have no idea how to fix this. This is what I am talking about

As you see, you can notice the very ugly shading next to the hole, this is what the topo looks like.

I have no idea if this topology is good or bad ( if anybody can inform me about that it would be soo appreciated ) but I have a feeling it is because of the topology. If anyone can tell me how to resolve this problem it would be so great. ( I am trying not to use shade flat / bevel modifier / edge split modifier. )
EDIT: I've realized if I move some vertices near to the hole, it kinda fixes it but I don't know if this is good / bad practice.

Yes your topology is bad, ngons create these artefacts, try this topology instead (create a hole, extrude inwards and right click > LoopTools > Circle):

Hello, so I am trying to achieve what you have showed me, but I have no idea on how to actually create those lines. I have tried CTRL + R (Shortcut in 2.79) but it doesn't seem to work

once you've created a hole, select the square edge loop, then E and extrude inwards, then right click > LoopTools > Circle


text:
How do I transfer material from high poly mesh to low poly?
I have created a monster in Blender's geometry nodes, and now am in the process of baking everything onto a low poly model.
I have now run into some trouble as I am trying to transfer the materials through texture baking, and was wondering if anyone could give any suggestions on how I can proceed.
Below is a picture of the original monster: I extruded the mesh using a wave texture, and then applied a different material to the extruded mesh using a set material node. After that is a picture of my low poly model.
I have figure out how to bake the normals so that my low poly mesh has the wave patterns, but how do I bake the material (pink and purple colors) onto the low mesh model as well?
Thanks so much!!

to bake the Diffuse you need to create an Image Texture with a new image, keep this node selected, choose Bake Type > Diffuse, disable Contributions > Direct and Indirect, activate Selected to Active, and bake, if it doesn't work please share your file

thank you! I will give it a go


text:
Lags in Pose mode 2.90
When I started using 2.90 version, Pose mod started to lag (when choosing some bone). There are no lags in previous versions. I have: RAM 16 gb, 64-bit OS, AMD Athlon X4 840, Nvidia GeForce GTX 960

Have you tried unchecking File -> User Preferences -> Viewport -> Selection -> OpenGL Depth Picking? I had the same problem, but when I disabled this it seemed to be fixed.

Had this issue recently - In my case it was due to having multiple modifiers calculating after the armature in the modifier list. Try re-arranging them or simply applying them before you pose.
As a side note, I duplicate meshes I am about to apply modifiers on so that If I make a mistake down the line, I haven't 'destroyed' the original model. Hope this is helpful to someone.


text:
Objects and Meshes not showing up on collections tab
Hi non the new meshes that I add to my scene are in the collections tab could someone please help with it, I’m sorry if I’m missing something super obvious but I am a newbie and don’t really understand, Thanks.

Hey, i think you have added your mesh to the mesh "Cube.001" via SHIFT+A in Edit Mode. If you want to make a separate object instead of adding this into an other mesh, go in Object Mode and hit SHIFT+A.
But you can also separate parts of meshes or merge them anytime.
F.e - if you want to separate the door from the rest of the house, select a part of your door mesh, hit CTRL+L to select linked vertices and then hit P and select "Separate Selection".
But if you want to merge your door with the house again, select both of your objects and press CTRL+J.
Let me know if it was helpful.

Hi thank you so much! You were correct they were all merged together I didn’t know if you add an object while in edit mode they connect, thanks again much appreciated :)

You're welcome. I`ll just post the comment as answer so other viewers find it quick.

i think you have added your mesh to the mesh "Cube.001" via SHIFT+A in Edit Mode. If you want to make a separate object instead of adding this into an other mesh, go in Object Mode and hit SHIFT+A.
But you can also separate parts of meshes or merge them anytime.
F.e - if you want to separate the door from the rest of the house, select a part of your door mesh, hit CTRL+L to select linked vertices and then hit P and select "Separate Selection".
But if you want to merge your door with the house again, select both of your objects and press CTRL+J. Let me know if it was helpful.


text:
How do I make this iridescent wavey material?
I found this beautiful render consisting of different iridescent glass-like objects. While I understand how to generate this geometry, how would I go about generating this material? Is it in the lighting, the reflection, the caustics?

More of this render can be found over here

I think it has more to see with the environment and lighting than with the material itself which looks like reflective plastic

Agreed, I don't think this is iridescent. The central extrusion is not transmissive, just metallic, and it's all in the stylised reflected environment?

Tip: You can use the search box at the top of the page to search for previous similar questions. https://blender.stackexchange.com/search?q=iridescent


text:
How to show an object in viewport as it is in another keyframe, without going to that other keyframe?
This is keyframe 1

This is keyframe 2

I would like to see the object as it is in another keyframe, without going to that other keyframe. For example, I would like to see the object as it is in keyframe 1, while working in keyframe 2. I want something like this:

0nion-Skinning - Slash add-on (3D) $ https://blendermarket.com/products/slash or Greace pencil (2D) https://docs.blender.org/manual/en/latest/grease_pencil/properties/onion_skinning.html

Blender Does not support anything as direct as Onion-skinning like in 2D Animation (without addons at least)
Blender DOES on the other hand, support Motion paths, Which will show you essentially the same information in a more basic way. To Use it, select the object, and find motion paths in the object info tab

Click Calculate, And it should give you a result like this:

Hopefully this helps!


text:
How to set a library override on a linked material using python scripting?
I'm trying to do a library override on a material linked from an external blend file.
It can be done manually through the outliner by right clicking on the material -> Library Override / Make / Selected
How to do this by script ?
I tried this :
myLinkedMaterial.override_hierarchy_create(bpy.context.scene,bpy.context.view_layer,do_fully_editable = True)

but it does nothing... override_create() doesn't work either...
I also have this piece of code which is working on the override part, but only if the material has been manually selected in the outliner :
import bpy

def get_outliner_area():
    if bpy.context.area.type!='OUTLINER':
        for w in bpy.context.window_manager.windows:
            s = w.screen
            for a in s.areas:
                if a.type == "OUTLINER":
                    return a

area = get_outliner_area()
region = next(region for region in area.regions if region.type == "WINDOW")

with bpy.context.temp_override(area=area, region=region):
    for item in bpy.context.selected_ids:
        if isinstance(item , bpy.types.Material):
            bpy.ops.outliner.liboverride_operation()

I'm looking for a way to do this override on any linked material, without the need of selecting it manually beforehand in the outliner.
Is it possible ?
A workaround would be to iterate on all the items listed in the outliner, but I can't find any clue on how to get access to this list... It seems that only the list of selected items are available, through bpy.context.selected_ids :(

override_hierarchy_create should return the override if myLinkedMaterial is effectively linked.

override_hierarchy_create () does strictly nothing in this case :(
Bu maybe I'm issing something. If you have a more detailed explanation on how to use it, I'm interested.

nothing more, really. Just it works for me... so if not for you maybe something is different in other parts of your code ?

in my case I have an object which is local to the scene, and its mesh data and material are linked from an external file.
In the python console, with my object selected, I type :
C.view_layer.objects.active.material_slots[0].material.override_hierarchy_create(C.scene,C.view_layer)
This is creating a duplicate of my material, but this is not overriding the material on the object in blender 3.6.5.
Doing nothing on blender 4.0.

I'm also having an issue with this as well. Looking into this now. I'll post here if I find anything useful


text:
How do I remove all these tris in this area?
I have this model

And I want to remove all the tris in the middle to reduce the count and keep it flat

How would I go about doing this?

I am sorry but I see no triangles. Could you elaborate and explain more what you are trying to achieve?

We can't see any tris, but if you're talking about reducing the amount of quads from 6 to 2 you can do it this way:

First select this edge and push it:

Join the opposite vertices:

Dissolve the vertical edges:

Then push these edges:

And again join and dissolve:

You can even end up with 1 quad if your topology allows you (you need to dissolve an horizontal edge on the left or on the right):

I love how you explained step by step. Topology guides just show the end result and it makes creating them without ruining your shape difficult.

thanks, that's the way I've found, but there may be others  ;)

I'm not French but I subscribed to your channel. Using auto-translate, the tuts are followable

Hey thanks for the support, I'm not sure you can trust the translation, it seems whimsical from what I saw, learn french instead aha  ;)