text:
Blending Displacement Textures with Geometry Node - why doesnt it work?
I am blending two noise displacement effects (Voronoi sand dunes + Wave Texture for little sand ripples), with everything plugged into Displacement node.

Now I want to drive the blending by using FAC socket, with Geometry Normal plugged in. I have set up my Geometry Normal effect like this, to split where the dunes break. When I plugged this into the FAC socket of the Mix RGB Node, I expected the white spots to have ripples from the Wave texture, and the black spots to have no ripples.

Instead, the Factor blending has no effect at all, it seems, it completely deactivates the Ripple effect.

Please, do you know what I am doing wrong?
Thank you!
Martin

I do find the maths in your tree a bit strange, where does it come from? The (simple) Displacement node expects a scalar (height), and you're giving it a vector, which has a direction. And you're ignoring the direction of the Geometry > Normal vector when you squash it into a scalar through the Color Ramp . Could you share that part of your node tree which generates the displacements at https://blend-exchange.giantcowfilms.com/ ?

Hello Robin, thanks for the feedback, I uploaded the scene here: https://we.tl/t-5invbXOPR5

The issue with your file seems to be Experimental Feature Set, where you use Adaptive Subdivision Surface modifier. Switching to Supported Feature Set works with Normal node (also easier to adjust direction).

I know it is not a solution if you want to keep Adaptive Subdivision, sorry.
It gives me an impression it's a loop that should not work, because Displacement node is waiting for Normal that is generated from displacement ... I would expect result of Normal calculated from flat plane, but it is calculated from output of Displacement that is at the end of node tree. It is like a question what was first - egg or chicken. But it works :)
It is out of my understanding how shader data are used by regular Subdiv vs Adaptive.
BTW - for Micro-displacement (Adaptive Subsurf) you don't need such high dense mesh, four vertices are enough.

Here is a test from scratch to avoid hidden things.

Feature Set - Supported
Few times Subdivided W Plane with classic Subdivision Surface modifier set to 4
Material Propeties > Surface > Displacement+Bump (even there is not bump set result is much detailed, hm)

Or you can use Separate XYZ node as factor for mix.. Mix node with colors plugged into Diffuse shader is just to better visualise effect.

Thanks for your help! I see it working in your scene, yet when I plug everything exactly the way you have, inputting the Normal Dot into Ramp and that into Mix Overlay Factor, it just doesnt work, the ripples are still distributed all over the terrain, not just on the Normal direction. Here is my scene, if youd be willing to have a look :-) https://we.tl/t-5invbXOPR5

You've cracked it better than me, I'm getting all sorts of counter-intuitive results, when I try to do what you would think is mathematically OK.

I have a home-made convolution node-group which can among other things, convert a height map to a normal map (Sobel operator), and that cuts the loop.. displacement and normals derived from the same source procedural height. And it works. Haven't answered with it because it's so huge.. What surprises me is that the height > normal conversion by a Bump node doesn't work. It's doing more than transforming colors; it must be jumping into the pipeline, somewhere? If I can clean it up, I'll ask this as a question of my own.

@RobinBetts I'm interested, if you can notify me, btw Adaptive Subdive works in different way then subdiv, if does it brings a light into this somehow.


text:
why bevel modifiers offset is not working properly with cylinder object
why blender modifier's offset is not working properly.

blender file

I guess because at one point it prevent the vertices to overlap and depending on your topology it may overlap quickly? But maybe share your file?

The clamp overlap option is active, thus the offset will be internally reduced to stay in the save range. To check where the problem lies, deactivate the clamp and adjust the offset. There will be artifacts appearing and those places are to be adjusted before the bevel can be used generating clean results.

thank you moonboots,xylvier for replying for my question.i uploaded my blender file.  As you say turn off clamp  overlap cause artifacts is correct. but consider modelling with non-destructive way  how  i clean up this artifacts without applying boolean modifier

source: Stack Exchange

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

sort: votes


text:
Blender 2.82 Properties cannot be added and used within an operator?
I was trying to go along with a 2.80 scripting tutorial.. But property names cannot be defined.
Invoke works as intended but no idea why this is failing.
import bpy
from bpy.types import (
    Operator,
    Panel,
    PropertyGroup,
)
from bpy.props import (
    BoolProperty,
    IntProperty,
    )

class Subdivide_operator(bpy.types.Operator):
    """Subdivide"""
    bl_idname = "object.subdivide_operator"
    bl_label = "Subdivide"
    bl_options = {'REGISTER', 'UNDO'}

    sub_visible: bpy.props.BoolProperty()
    sub_levels: bpy.props.IntProperty()

    def invoke(self,context,event):
        return bpy.context.window_manager.invoke_props_dialog(self)

    def execute(self, context):
        subdivide = bpy.context.object.modifiers.new(type="SUBSURF",name="Qsubd_subdv")
        subdivide.show_viewport = sub_visible
        subdivide.levels = sub_levels
        bpy.ops.object.modifier_apply(apply_as='DATA', modifier="Qsubd_subdv")

        return {'FINISHED'}

class A_Panel(bpy.types.Panel):
    bl_label = "Layout Demo"
    bl_space_type = 'PROPERTIES'
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"

    def draw(self, context):
        layout = self.layout
        layout.operator("object.subdivide_operator")

def register():
    bpy.utils.register_class(A_Panel)
    bpy.utils.register_class(Subdivide_operator)

def unregister():
    bpy.utils.unregister_class(A_Panel)
    bpy.utils.unregister_class(Subdivide_operator)

if __name__ == "__main__":
    register()

Annotations are properties of the class instance
Bold question title, for what in the end is a python syntax error.
The error is because the property annotations of the operator need to be referenced from the instance (self)
subdivide.show_viewport = self.sub_visible

Without, the script is looking for a local variable sub_visible that is not defined. Error message in question
Recommend looking at the templates that come with blender Text Editor > Templates > Python and reading the documentation.
A clean up...  spot the difference between this and question code.  I use the nvim editor.  It does a lot of clean up for me, or flags unused imports etc.

If imported, use the imported types and props.
Use the recommended naming convention for operator and panel types.  See Docs.
When context is passed, use it. Don't get into the habit of bpy.
everything.

Added min and max for subdivision property value. 0 and below will produce an error, trying to set to 12 could produce a meltdown.
A poll method as it requires an object and object mode and a mesh  context.object.type == 'MESH'
import bpy
from bpy.types import (
    Operator,
    Panel,
)
from bpy.props import (
    BoolProperty,
    IntProperty,
)

class OBJECT_OT_subdivide(Operator):
    """Subdivide"""
    bl_idname = "object.subdivide"
    bl_label = "Subdivide"
    bl_options = {'REGISTER', 'UNDO'}

    sub_visible: BoolProperty()
    sub_levels: IntProperty(
        min=1,
        soft_max=6)

    @classmethod
    def poll(self, context):
        ob = context.object
        return ob and ob.mode == 'OBJECT' and ob.type == 'MESH'

    def invoke(self, context, event):
        return context.window_manager.invoke_props_dialog(self)

    def execute(self, context):
        subdivide = context.object.modifiers.new(
            type='SUBSURF',
            name="Qsubd_subdv")
        subdivide.show_viewport = self.sub_visible
        subdivide.levels = self.sub_levels
        bpy.ops.object.modifier_apply(
            apply_as='DATA',
            modifier=subdivide.name)

        return {'FINISHED'}

class OBJECT_PT_subdivide(Panel):
    bl_label = "Layout Demo"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'

    def draw(self, context):
        layout = self.layout
        layout.operator("object.subdivide")

classes = (OBJECT_PT_subdivide,
           OBJECT_OT_subdivide,
           )

def register():
    for cls in classes:
        bpy.utils.register_class(cls)

def unregister():
    for cls in reversed(classes):
        bpy.utils.unregister_class(cls)

if __name__ == "__main__":
    register()

Thank you for the detailed response! I can't believe I forgot self lol.

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


text:
Totally new to Blender
Will Blender produce a real hair effect usings physics to add to Skyrim characters, I don't want blocky hair as in anime characters or will I need to learn 3DS Max instead.
Right, edited thanks to Duarte Farrjota Ramos

Hi, I would suggest that you please edit your other question. It isn't necessarily a bad thing if a question is closed, it just means in this case that it needs to be a bit clearer so that other users can understand your goals. :) Adding a reference image to your post that shows the exact thing you want to achieve in blender will  help someone who may answer give a good answer that is actually helpful for you.

Hi. Please don't ask the same question twice. I understand that as a new user this must be frustrating, but your original question was closed for a reason. If you would like to add information to your original question, you can use the 'edit' link below it. When the issues with the question are addressed it can be reopened (ie. not a question that relies on opinion, focused on one specific topic, and explained clearly and in detail, with images that explain your question - more information here).

I cannot be any clearer about what I want to know, you guys are obviously more concerned about how pretty your forum looks than answering a simple question. Don't worry about it, I'm sure I can either find the correct information somewhere else or I can simply go over to 3DS, I'm sure the guys at Autodesk would be happy to answer me sympathetically.


text:
New Bevel API - custom curve
I am trying for the first time to have a look at some python API.
So my goal would be to create a bevel modifier with the custom curve that I create:
  point_init(&profile->path[0], 1.0f, 0.0f, 0, HD_VECT, HD_VECT);
  point_init(&profile->path[1], 1.0f, 0.25f, 0, HD_VECT, HD_VECT);
  point_init(&profile->path[2], 0.75f, 0.25f, 0, HD_VECT, HD_VECT);
  point_init(&profile->path[10], 0.0f, 1.0f, 0, HD_VECT, HD_VECT);

So I can use use_custom_profile
The API doc:
https://docs.blender.org/api/current/bpy.types.BevelModifier.html?highlight=b
I don't understand is this:

custom_profile
  The path for the custom profile
Type: CurveProfile, (readonly)

Does this mean that it's not possible to give CurveProfile the points I want?
Thanks :)

Not sure the C code is that useful here. Can add points to the bevel modifier custom profile (on context object) via C.object.modifiers['Bevel'].custom_profile.points.add(x, y)

Hi, thanks unfortunately I think there is no way of doing this "yet", as when I manually change a point nothing is displayed in the consol:
`bpy.ops.text.run_script()
bpy.ops.object.modifier_add(type='BEVEL')
bpy.context.object.modifiers["Bevel"].use_custom_profile = True
nothing`

Hey, after trying, you were right ! I can add points, the only problem is now I cannot control the order of the points. Thank you so much @batFINGER, you can write the answer. How did you know the answer ? Because I searched everywhere

Add the modifier adjust settings

When using a custom profile, 2 points are created at (1, 0) and (0, 0).  Add points between these.
When finished adding points update the profile.
import bpy

pts = (
    (0.4, 0.7),
    (0.6, 0.3)
    )
context = bpy.context
ob = context.object
bm = ob.modifiers.new(
        name="Bevo",
        type='BEVEL',
        )
bm.use_custom_profile = True

bm.segments = 4
bm.width = 0.4

points = bm.custom_profile.points

for p in pts:
    pt = points.add(*p)
    pt.handle_type_1 = 'AUTO'
    pt.handle_type_2 = 'AUTO'
    pt.select = True

bm.custom_profile.update()

To work out new features, recommend using the python console and auto complete.  The API is pretty consistent. This is akin to adding fcurve keyframe points, or bezier curve points.
>>> bm = C.object.modifiers.new(name="Foo", type='BEVEL')
>>> bm.custom_profile.points.
                             add(
                             as_bytes(
                             bl_rna

Yes also found the ordering tricky, without testing it appears the first and last points could be indices 0, 1

Thanks for the tips, yeah, the order it is strange if I set up one of my point to y=0.24 it is the second last as the second last point. but if y=0.25 it is become the 4rth last..
But I will do mo research but thanks a lot

Awesome tips. Always indeed helpful!


text:
how to make a stroke, like in vector software (illustrator, flash, animate, etc.), with a round cap?

I am trying to make 'flat' vector lines in 3D space. I don't want to use a grease pencil object because I still want to use the 3d object modifiers.
So far, my solution is to make a Bézier curve, use the extrude option in the Geometry tab and add a solidify modifier. I also added a bevel modifier but it only makes the corners slightly rounded.
Is there a better way to do it? Especially is there a way to have round cap?
(In my picture I did a round cap by hand, but then I lose the ability to edit/animate my stroke (made with 2 vectors))
Thanks for your comments!
EDIT

By digging into the curve modifier that was recommended, I kind of found a solution:
I made a square plane and a filled circle of the same size (it's important that their origin is in their middle)
I also created a curve which has the same origin as the square.
Then, to the Plane, I added the Array modifier>Fit type>Fit Curve as well as the Curve modifier.
This makes a curve that follows exactly my Bézier curve. Then with the Array modifier, it is possible to add Start/End Caps, I selected the circle for that.
With a few adjustments and a Subdivision modifier it worked.
Now it's not a perfect solution, especially if I animate that stroke, the shape constantly changes.
Also, the fact that both origins have to stay at the same place doesn't make it easy to use... :(
Does anyone have a better idea?
thanks

i don't think thrre's any easy way to do it, you need to hook a half-sphere to each end of your curve and make their dimension fit perfectly so that you can't see any seam

Check my answer here. Basically, the line is modeled straight in 3D, then a curve modifier is applied.

@RonJensen Thanks for your comment! By digging into the curve modifier, I kind of found a solution that I added as an edit to my question. What do you think if it?

You can add an answer to your own question. Have you considered using capsule shapes in the array modifier? You can set the copies to overlap.

a solution (that is not perfect):
Make a square plane and a filled circle of the same size (it's important that their origin is in their middle)
Create a Bézier curve which has the same origin as the square.
On the plane, add an Array modifier>Fit type>Fit Curve as well as a Curve modifier.
This creates a curve that follows exactly the Bézier curve. (see picture for details)
Then with the Array modifier, it is possible to add Start/End Caps. Selected the circle if you want Round Caps. With a few adjustments and a Subdivision modifier it works.
To secure the whole thing, I advise adding 2 Object Constraints on the Bézier curve: CopyTransform (the plane) and Limit Distance (0 m) (see picture for details).
This blocks most of the possible problems that you will get if you try to move the plane object.
This method doesn't let you easily change the width of the stroke (which depends on the plane's size)
Trying to scale the whole thing might get you in trouble and break the link between the plane and the Bézier Curve.
Good Luck!!

I forgot to say that on the Bézier Curve's properties I checked Stretch and Bounds Clamp

And I also realized that it is better to use CopyLocation and CopyRotation instead of CopyTransform. When doing so, changing the scale of the plane will change the width of the line instead.


text:
Screencast Keys Not Working on 3.0+
Anyone know why screencast keys won't work on Blender 3.0+? I don't think it's an addon conflict (It works in 2.93 with all the same addons installed.) Hoping this is a known thing/quick fix. Here's the error:
Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender 3.2\3.2\scripts\modules\addon_utils.py", line 371, in enable
    mod.register()
  File "C:\Users\Jay\AppData\Roaming\Blender Foundation\Blender\3.2\scripts\addons\screencast_keys\__init__.py", line 104, in register
    utils.bl_class_registry.BlClassRegistry.register()
  File "C:\Users\Jay\AppData\Roaming\Blender Foundation\Blender\3.2\scripts\addons\screencast_keys\utils\bl_class_registry.py", line 58, in register
    bpy.utils.register_class(class_["class"])
ValueError: register_class(...): already registered as a subclass 'SK_OT_ScreencastKeys'

for me...it works. Maybe you can share some more information like error message or when it is not working? when enabling? when installing?

did you remove the folder screencast in your blender/scripts/add-ons directory? it sounds like it is "double" installed

Double install seems to have been the issue. Thanks!!!

glad i could help


text:
cutting a hole in cube with subdivision surface modifier already applied
I'm trying to cut a rectangular hole in my cube. You can download my source file on this link. The cube was tempered with subdivision modifier and the shading is smooth. This is what I got so far:

I used the left block and a boolean modifier to cut a hole. The problem is that I need my hole to be exactly the same shape as block-right angles are necessity. The Blender gives a warning that my boolean modifier is not the first one and that results may not be what I expect. So how do I cut a block hole out of the object with smooth surface? This really bugs me and I'm very thankful for your help.
EDIT: situation after smoothing inner part of cube with subdivision modifier and Smooth option from Shading panel:

First things first. Boolean is not a good choice in my opinion to receive simple shapes like that.
If I understand you right, you only want a cube which has rounden edges with a rectangular whole in the middle.
This is how I would do it.
First create a simple Cube.

Than subdivide it twice

Delete the inner faces

Now select "Bridge Edge Loop" under the "CTRL +E" Sub Menu

Last but not least, round your edges

Now you can still add a subdivision Modifier to make it even more smooth.

To keep the whole sharp, select all edges and increase the Mean Crease to 1.

Now select the faces you want to be sharp and click Faces -> Sharp under the "Shading"-Tab

Thank you so much! Is it possible to add subdivision modifier only to outer edges? I want the inner part to be a rectangle

@krompir2 yes you can, hang on I will update my answer

beautiful! I wanted to add additional smoothness so I clicked Smooth from Shading panel. Unfortunately, the whole cube gets smooth. Is it possible to apply Smooth only to outer edges?

@krompir2 yes it is, I will update again :D

Man, I love you :D

This is my last question, I promise! After smoothing everything except faces I wanted to be sharp I got this funny looking edges of the hole(I eddited my question with picture). Can this be avoided?

try selecting the faces next to the whole and set them to flat shading as well

It worked, thank you again!  For future projects I would like to hire a capable 3D artists and you fit the profile perfectly. Do you have a business card(webpage) so I can contact you someday?

Let us continue this discussion in chat.

Since my reputation is too low I can't really chat. Thank you for your help.

oh didn't notice, sorry. Maybe jsut check out my companies website. (http://www.weareslim.de).
We also make 3D Projects. Here's one of our experimental webgl projects (http://ninjadash.weareslim.de)

great stuff. thx for the info

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


text:
Can I make a software inside Blender?
I want to make a software for 3D geological modelling (it's a PhD project) and I'm researching the best way to achieve this. Below it's a GIF I've made with Blender to illustrate how it would work.
The user would create differente soil or rock layers by interpolating between lines drawed in 2D planes. By interpolating between planes, the software would create volumes.

The example above is very simple and such is my description, the goal would be to make possible to achieve very complex geometry like this one:

Being a Blender user for almost 10 years (but I've never used the API), I've initially tought Blender would be a good idea to start with.
After talking to some researchers who deal with both geosciences and programming, I was advised to try Qt. Qt really looks very good, and it also has a 3D specific module.
Anyway, the question is:

Is it possible to modify Blender so much trough it's API that it
can become a different software? One reduced in size, with only the
functions I want? For example, with just the basics of modelling and the functions I would create, like interpolations. Also, the software would have a completely different interface, specific for it's use.
It would not be a different Blender distribution, it would be a different software, using Blender modelling and tools underneath. I don't want to say to a potential user "go download Blender, and this add-on, and this other one". The goal is to have a ready to use software.
If it's possible, is it worth it (to modify Blender that much)?

License would not be a problem, because I plan to release the software as free and open source.
Thanks in advance.

No you cannot do that level of modification through its API (python scripting). You will need to edit the source code. Considering the effort that would be required, I really don't see that it would be a good idea to build this software on top of blender - based on your needs, this could easily be constructed inside a game engine, or from scratch.

Looks like you'd need to experiment.
Pick a small task, give yourself a week to solve it, reflect, iterate (cf. PDIA, Cynefin-complex, Fail faster).
Here's some ideas for you to test:

Making a different software out of Blender might require changing the source code, so try to build Blender from source. See if the build cycle is fast enough.
You'll likely need to remove the unnecesary tools from the user interface, so see if you can.
You'll likely need to add new tools or behaviours to the user interface, so see if you can.

Creating an 'Add-on' with python is the closest you'll get to what you're aiming for. There are tons of tutorials on how to create add-ons for blender.

Thanks but I don't want just an add-on. I've edited the question to make it clearer.

Blender's code is open source, so modifying is possible. 2. Yup, you could make a new software out of it as long as you have the same license. 3. I don't think it would be worth it, but that's up to you.

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


text:
How do I create a widget for my armature
I made a simple door with a one-bone armature that allows it to swing plus/minus 90 degrees, and I wanted to have a widget to grab while posing it, instead of using the bone itself. Something like arrows pointing in the direction of each axis.

How would I assign such an object to the armature so that when in pose mode, I see and manipulate it instead of the bone?
I've seen UI in other rigs (Pitchipoy, etc.), but I can't tell how they're set up for this. There's a Custom Shape property in the bone panel, but it seems to replace the model for the bone itself, whereas I'm looking for a sort of proxy for that bone.

This could be one way to create a custom shape to control your bones: create a custom bone. https://youtu.be/6aRdurh30f0?t=1m9s
However, I'm sure you're more interested in this way, creating a custom shape that can control an aspect of a bone (like how the arrows in your image control the rotation of the door). https://youtu.be/8-IkdjzyJMQ?t=23m4s
Hope this helps!

The second link illuminated the solution. What I didn't realize is that my reference rig is using a dummy bone for the shape; that's why I didn't see a custom shape assigned to the primary bone. So my question was based on incomplete knowledge, and your suggestion does produce the desired result. Not sure why you got downvoted, but I upvoted you.

Is it possible you could provide an at least an outline of how to perform the techniques described in these videos? Links are great, but try to avoid relying on them. If anything happens to the linked content, the answer goes up in smoke. Thanks :)

The short of it is this: Create a shape (some vertices strung together, like my OP image), then assign that object as a Custom Shape for the bone. You'll likely need to muck with origin, offset, scale, etc. Or you can create another "dummy" bone which copies the position of the control bone, assign the shape to that, then assign the dummy as a custom shape for the control bone. The latter method gives a bit more flexibility for position and scale.


text:
Is there a way to increase the resolution of the viewport trackball?
I use Turntable mode for orbiting in the viewport. I often find the sensitivity insufficient for my needs. It has a sort of baseline granularity to it that makes it hard to align edges or vertices in the view perfectly. Maybe it's constrained to 1-degree increments?
You can observe this as follows: Place a couple of edges at non-cardinal angles, establish a pivot point, zoom in quite a bit, and try to adjust the trackball such that two vertices occupy the same point in the view. I'll elaborate if needed.
I'm wondering if there's some way to increase the trackball resolution (preferably a continuous, smooth orbit). I couldn't find anything in User Preferences. I'd consider using a maintained addon.

Im not super sure if I understood, but make sure you have rotate around selection enabled, and try using the zoom to object with the . (dot) key in your num pad, that'll adjust the zoom levels to the objects scale, or vertex, works in edit mode too.

I'm not having trouble finding a pivot point. When I pivot, the trackball moves in small increments, not a continuous smooth arc. I.E.: the trackball angle changes by a 1-degree increment (or something), when I really need like a 0.1 degree change.

ahhh I understand now, I had to put up with trackball mode in Mari and absolutely hated it haha.
I tried a few keys to see if there is a "precision" mode but no luck, thing is you are rotating very few fractions of a degree around your pivot, but the zoom is exaggerating the movement, also using perspective view helps, A LOT.


text:
How to "erase" some of my sculpting
I've done quite a bit of sculpting on an object (way too much to start over) but I don't like what I did in a certain region. I'm past the point of undo. Is there any way to reset, or erase, the sculpting on only that region?
Edit: I realize that I can continue sculpting such that it looks more like its original state.
I'm specifically asking if Blender stores the original state of the mesh at a per-vertex level, and if you can revert a set of vertices to that state - sort of a "reset these to the point before you hit Subdivide, then reapply the current level of subdivision to them" operation.

The Multires Displacement Eraser feature now makes this possible. It's in the Sculpt mode tool bar.

That is impossible. Blender does not store a record of the previous location of individual vertices. Once you have sculpted an area, it edits the original mesh.
There are many workarounds though.
The most effective (and in a way, easy) method would be to select the area you would like to undo (in edit mode) and delete it. You can then remake it, or go back to a previous save/version you have created, and copy back that section. For this method to be effective you need to save a version of your project before you begin sculpting.
However, if you are going to begin a new model from scratch, I would suggest one of these methods.
First, you could create a gray-scale texture, and paint on this, using it as a displacement for the original mesh. You then "sculpt" in texture paint mode.
The main downfall to this is that it cannot auto-update. You need to switch to edit mode and back to see the changes take effect.
The best method
You can model your object, then duplicate it (make sure it is unwrapped). Now sculpt on the duplicate. when you are done (or want to undo something), you can bake the normal map for the sculpt onto the original. (there are lots of tutorials on baking normal maps.) Now use this map in a displacement modifier (on the original mesh) with "direction" set to "RGB to XYZ".

With either of these methods, to remove a portion, use a vertex group to "mask out" the results.
(Using these methods you will need a subsurf modifier to enable the displacement, or to subdivide your original model for more control.)
Here are some more "corrective" options

Use the "smooth" tool.

You can also hold ctrl which generally does the "opposite" of whichever tool you are using.
Otherwise you can use undo.

Thanks, I know how to continue sculpting correctively. I'm asking for a way to clear the sculpting work in that region altogether - as if I never did it - but only in that region, as I want to keep the work I've done elsewhere on the mesh.

Once you have sculpted an area, it edits the original mesh. It does not keep a record of what is sculpts, and what is edit mode. So that is technically impossible. If I were you I'd just select the area you would like to undo and delete it. You can then remake it, or go back to a previous save/version you have created, and copy back that section. Then just fill in the gaps and connect it.

Yeah I wouldn't imagine it keeps a record of every stroke, but I was hoping it would keep a record of the original state at a per-vertex level. So you'd be able to choose a series of vertices and tell it to revert those to the original state. If you post an answer to the effect of "it's not possible because..." I'll accept it.

Okay. I'm not positive it's not possible (I'm not that smart :P) but I'm pretty sure. You could probably develop an addon for it, so it saves it in some type of file, but I wouldn't know how to do that either. You may want to get some more professional help and opinion on this, but you may not find that on Blender.Stackexchange (although there are many great people on here). For now, I'll update my answer, and you can accept if you want, or wait for more help.

I think is something that would be very simple to implement.  It appears the multires modifier is just saving a per vertex translation, so reverting to the original state seems very possible.  With an erase brush to simply remove all translation.  I have some vertices that are giving me trouble, as I moved them in the base mesh, and now they are spiking way out from the base mesh.  Finding these vertices is hard, as they return to base position in edit mode, and because they're one little spike, you have to get just the right angle for the brush to affect them.

This is not the answer I'm looking for, but I thought I'd post it as an alternative. In this case the offending region happened to be unconnected - a satchel on the hip of a character - and not seamless with the rest of the mesh.

I selected those vertices and separated it to a new object.
I deleted the new object's Multires modifier, and then added a new one with default settings.
I joined the new mesh to the original one.

The result was that it retained the existing sculpt information on the original parts, and subdivided the newly joined region wholesale (as opposed to iteratively, which is what happens when you click the the Multires' Subdivide button repeatedly). Step 2 above turned out to be important, because without a Multires modifier on the object I was joining, it cleared all the existing sculpt information on the original. No idea why.
So in the specific case where you can separate part of a mesh and then rejoin it, you can "clear" the sculpt information from the part you rejoin while keeping the sculpting on the original, as long as there's a "placeholder" Multires modifier on the part you're adding.

The modifiers are taken from the object which is active when joining. If you selected original mesh last the joined mesh would have original mod. Beware also that with object which have "modifier with default settings" selected last you can erase the original one.

I know this post is old but I couldn't find an answer to something similar anyway. Then I realized you can use the F Clay brush and a dynotopography (dynotopo) of say 30 px so that the section is simplified to the point that you can either erase it or repexilize with a lower dynotopo of say 5 px.This way you don't get holes and you can perfectly remove large pieces of "arms" quickly.

I would use the mask to tool to mask the region then Ctrl + I to invert  the selection then use the Scrape Tool with a Max shape curve, Strength to 1, few stroke and you are done.


text:
Blender Working Background of a Server
I'm trying to make a converter that converts FBX files to GLB files. I know that converting some FBX file to GLB file manually is easy. The question is this since I know SO little about the web side of it: Can I make this process automatic which runs in a server like an online converter by using some scripts or so? If yes what is the basic concept of it? In my mind the picture is this:
I build Blender to a Linux based server.(I don't know how). I write some scripts or code (don't know the language) to take the file and convert it to desired file extension.
So can anyone enlighten me about this concept?
Edit: Sorry if tags are inappropiate, I am so new to this concept so please don't delete this question. Thanks a lot.

Your question is too general for Blender StackExchange, but 1) You don't need to build Blender, just install it using your Linux system's installer. 2) The language is python.  Your script would call the FBX importer, make whatever changes you need, and then call the GLB exporter.  I suggest looking for questions here with the Python or Scripting tags that talk about importing and exporting.  As a starting point you'll need to learn some Python, of course.  But may I ask why you don't just use existing online fbx to gltf converters?

The reason why I'm not using existing ones is I'm trying to make one of these on my own. I understand the most of the concept BUT that one thing still remains unsolved. There was a miswriting by me I think. I meant install by building... So correct me if I am wrong but I understand concept as this: I install Blender to a Linux based web server then write some scripts to do import and export issues automatically... Am I right?
Thanks a lot for your answer by the way

Yes.  You don't need to build blender because it has a builtin Python interpreter.  You just need to write a script that uses Blender's bpy library and use that script.

So just to be clear, I'm a bit confused by some irrelevant thing. What is the difference between "build" and "install" by definition. Sorry for the confusion, I'm a bit new to concept.

Build means that you get the source code and run it through compliers and other tools to create the Blender executable file.  Install means that you copy the Blender executable file (and others) to your PC and put them in various places.


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Selection vertices problem in edit mode
when I select a lot of vertices there are strange points - when I move the vertices, black or white dots appear and disappear, seemingly at random. What do I do?
Video that shows the problem can be found on YouTube

definitely looks like a bug with blender, could try reinstalling / a different version

Are you using an AMD video card?  Either way, make sure that your video card drivers are up to date.

No, I use Nvidia GTX 780


text:
How do you realign the vertexs in a mesh?
So i was working on a donut (I'm relatively new to blender) and accidently messed up part of my mesh in the process and is there any good way to fix the mesh without manually trying to fix it?

You can delete this part:

Select the 2 opposite edges:

Press CtrlF > Grid Fill:

In Edit mode select the affected vertices, then Vertex > Relax, then in the option pop-up (lower left corner) set the Relax Iterations up (maybe around 16 for that, at a guess).  It won't be perfect, but it'll get a lot better.


text:
How do I Duplicate a rigged character (armature)?
How do I get multiple instances of a rigged character (that I have downloaded) in my project and be able to pose them individually?
All I have got working is linking the rigged character (from the original .blend file) and creating a proxy. This only works for one instance per original .blend file of a rigged character. How do I duplicate this character and pose the copies individually.
The only solution I have found is to create a new blend file for every character and then linking them all. This will not work for me because I will set up about 30 scenes, with multiple characters in each scene.

Welcome to our Stack Exchange Yogsther.   Can you state your question as a question, to help narrow in on what kind of answers you want?

@jwrush I have rephrased my post.

This is easy to do with library overrides.  First, you have to prepare the library file properly. But that's simple.  Select the armature and the mesh and stick them both in the same collection.
Next, you have to repeat these steps for each individual copy you want in a destination file:

Link the collection from the source file using File -> Link
Immediately Create a Library override using Object -> Relations -> Make Library Override

This will result in any number of copies of the original collection.  The first will have the original collection's name, but the rest will follow the naming convention for duplicate names (name.NNN).  Unfortunately in 2.93 you can't change the names.
Once you've don this you can select any of the the individual armatures, place them in pose mode, and independently pose them.


text:
How to make hair rotating in the same direction
I the topic isn't really accurate let me explain.
You can see on the screen shot all my bees are a particle system based on hair and I wonder if there is a way to make all the bees rotate on their Z axis to converge towards the dj set.
Thanks in advance for any answers

The easiest way is probably to create a Force Field > Force (keep the strength rather low, here 1):

Thanks your a life saver ! ;) have a nice day !

Wait there is a problem, this technique seems to work only with meshes as hair and not collection but my bee is made of several meshes that I regroup on the same collection

it works fine for collections as well from what I see, you could also try to Particle Edit

its strange it works but when you hit rotation : none for collection it stops then it doesn't do it again so mystere but i've found a solution for my rotation issue so thanks again ;)


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How do I set the graph to have this shape?

Currently the graph is set to "Ease in and out". I'd like to obtain the graph highlighted in red. Is there an automatic way to achieve this?

You can achieve that by setting the interpolation to Bezier.

Bezier
You have probably hidden handles ... so just go to View menu > Show Handles and adjust as needed.

You can also change Handle Type V to change behaviour like here set Free ...

Easing (by strength)
To work without handles and to use easing, you would have to add a middle key. For the first key switch interpolation T like to Circular > Easy Out ...

... and for middle one key Circular > Easy In under properties side panel N

For more info about F-curves see Blender Manual

I was trying this with a cubic Generator > Expanded Exponential modifier. But I can't find a way to offset the x input (the frame) ? it's always centred on frame 0? I feel I must have missed something.. that seems not very useful.

I hope your Q is given to public, because you know me ... any math over Add, Multi, Sub, ... is over my capabilities :)

I'll post it :)


text:
An infinite, recursive zoom on Blender?
I've seen this amazing video and, like most people on the comments, am wondering how to achieve this effect... an infinite zoom on smaller and smaller objects with a loop!
Recursive zoom, Blender Animation on YouTube
Of course I'm not expecting a full on tutorial (although that would be amazing!) but some clues as to where I should start looking... thanks! :)

It's not an infinite recursive zoom in that example, despite the title.  That's a series of tracking shots that rely on, among other things, using depth of field to hide background changes and shot dissolves.  The best place to start looking is the video itself.   At full speed you can see the camera is moving and not just zooming.  Now go to one of the points near where the scene changes are done.
The camera switches from a straight tracking shot to a technique where tracking is smoothly replaced by zoom and the depth of field is dramatically shortened.  Each time this happens, there is probably a cut from a scene where the new items aren't yet present to one where they are.  The zoom is again replaced by a tracking shot and the depth of field is greatly expanded, but at a much higher rate.
It might even involve switching out assets, mostly by scaling assets during the transition phases.
It's one of the best shots like that I've seen, by the way.  Deserves an upvote on YouTube.

Well..."theoretically" it is pretty easy. here a very easy case:

E.g. add a small cube on a big cube like this:

animate the camera zooming in: (first animation, end frame)

animate again zooming in until you get the pic from 2 again.

Repeat the 2-3 animation.
Ready.
The problems arise in the details, e.g. if the zoom of the camera makes problems e.g. clip start/clip end. But you can animate these values too.


text:
When I render in cycles my object is pink
My object has a pinkish shade to it and I don't know why, when I open a new project it works fine but in this project it is like this. I tried to check for missing files but with no results, I applied some basic colors but the same thing. Ask for more information.
In eevee mode it is fine.
the shader nodes of one object, and in the composition is nothing

also if it helps

My file can be found here

Difficult to say why entirely without the blend file, but maybe you have the output note for the shader set to “EEVEE only“ and thus cycles has no shader instructions to work with. Shaders can have multiple outputs, one for each render engine that may use the seder.

I will attach the blender file if u want to see what is wrong

@Timaroberts yes it does. He says “in EEVEE it works fine.“

@Roader yes, please do.

Here it is https://drive.google.com/file/d/1QMxGy2jYx2D-1FjRCFOVXX-RJnyZd0Es/view?usp=sharing

@ZargulTheWizard I read to fast, and twice too to be sure. My fault :)

@Roader please show show an image of your shader nodes, you may use https://pasteall.org/blend/ to upload your file

Here it is again https://drive.google.com/file/d/1Y_-7M2j-Ztm7gS07fRXrgoYetk1dDNjB/view?usp=sharing now the better verion

OK, that is kind of weird. I will look at the blend file…

It's the missing HDRI. (This was my first thought but I am surprised that it works in Eevee. Probably because you used an empty Image Texture node.)
Solution: In the world background (use the node editor) plug an Environment Texture node into the Emission node and specify an HDRI.
How to use 2.8's default HDRi's in renders?
Of course, you can use just a simple color for the world background. This will fix it, too.

A thanks isn't enough but can't do anything else, it worked.

Try hitting SPACEBAR to play the animation, even if there is no animations in the file, although difficult to say exactly what's going on without the blend file.


text:
.obj exportation is not working properly

So i this problem with the exportation, the obj file looks fine in the 3d viewer but when I import it in unity it's all wrong, I applied all the modifiers but with no results.I tried to export it as fbx but it's the same.

This is how it should look, I don't know if there is some problem with the mesh but I don't know how to check that.

Nvm I found the answer, it is pretty easy actually. You need to go to the "show overlays" tab (the 3'rd one)

Then press the drop-down and enable "Face Orientation"

After that, all of the faces should blue on the outside and red on the inside.
To inverse them u need to select the wrong ones and go to "Mesh" then "Normals" and "Flip".
(Or Alt+N and Flip)

Also, u can apply a solidify modifier so that u completely hide the red part.
Easy


text:
My VDB from embergen is blocky and pixelated
apparently I have exported my vdb from embergen, and I have imported them to blender, they seem to be too blocky and pixelated, I have spent hours on trying to find a fix but no sauce. Any help will be appreciated!

Try increasing the samples and/or decreasing the tile size in the Volumetrics Settings in the Render Properties tab. Start and end work to increase resolution as well, however these settings modify the volume visibility based on camera distance, so be careful that your camera will remain within the distance range:

Well, that did improve it but just by abit.. it still looks very blurry and the animation looks so wonky, not same at all comparing to Embergen. I have added a new pic


text:
Project from view(Bound)
I am new to Blender and I am trying to map an image as a texture on top face of a mesh. I choose the view I am interested in (Top view) and use Project from view(bound). But I can also see the image on other sides of the shape, which is not desirable.
I cannot manually select the faces because the object is created by point cloud and consists of too many edges and faces.
Does anybody have any idea?

What if you use Numpad7, CTRL+Numpad7, Numpad3, CTRL+Numpad3, to view the faces from the sides and in that view just select all of them by dragging the selection rectangle?

Alternatively, you could select one face from each of the sides (the parts you don't want shaded) and go to the select menu at the top of the viewport and pick select similar > normal - this will select all the faces pointing in the same direction(s) as the ones you selected. Then you can give them a separate material.

Thanks! It worked:)

You can tab into edit mode, select one face where you don't want the image to be, then hit shift + G select co-planar, it will select all the faces with the same normal (the same orientation).
Then you can use the option of the threshold to allow faces with a pretty much similar orientation to be selected,
Then you can finally use the search bar to extend your selection if needed.
depending the orientation of the other faces of you mesh you will have some cleaning to do, but this method should make things easier and faster


text:
How to change color of the currently active window in Blender?
I would love to change the highlight color of the window being used when working in Blender. Now, when I hover over it, it highlights just a tiny bit. Is it possible to highlight it with different color or at lest more of the white highlight that it currently uses? I wasnt able to find the proper setting for it in Settings - Themes..

Thank you!
Martin

I don't think there exists any parameter to change highlight appearance at the moment.

You can edit your theme using Edit > Preferences > Themes.  From there, go to each panel, then open the Theme space dropdown, and set the Header colour:

You'll have to do this for each menu, I don't think there's a setting for all the menus.
Theme docs: https://docs.blender.org/manual/en/latest/editors/preferences/themes.html

Mmm... Hot pink

Thank you, this helps, however, I was more after editting the effect where if you hover over the Header, it highlights a little. But it highlights only.. very little. It would be great to see the highlight more clearly or in different color :-)

You have asked a hard thing! I think it's actually dulling them down when not hovered.  Have you seen this? https://blenderartists.org/t/changing-the-color-of-the-window-header-that-the-mouse-is-hovering-over/637054/9


text:
Solidify weird behaviour - Not following face normals

I noticed that solidify doesn't follow the face normal and produce a weird result. You can see from the right ortho view that the vertices are not aligned with the original one. Any Idea? I already applied the transformations and recalculated the normals...
To me it looks like the modifier only projects the vertices using x/y/z directions without accounting for the normals.
Video showing the issue
I added a couple of pictures to show the desired result achieved with the skew tool.

Possible duplicate of Using the solidify modifier with no deformed geometry

"You can see from the right ortho view" Where? We can't see anything

Do you see the red circles in the image? Those vertices should be on the same line. And is not a duplicate, the issue is different.

did you tick the even thickness checkbox? There's also the "high quality normals" option which seems to solve any issues that I have with the modifier.

Yes, no change...


text:
Bevel unexpected result
after a boolean operation I was trying to bevel some edges, the result is completely random, any idea how deal with this?
My ideal result would be something like this
link to the file
Thank you!

Possible duplicate of How can I make a rounded indentation on a cylinder?

One of your face is reversed, you need to recalculate the normals (in Edit mode, select all and ctrlN).
I guess it messed up with the bevel because bevel uses the orientation to create the bevel profile, so two faces with opposite normal orientation > bug.
Anyway, here is a way to do it:

Thank you for the reply. But unfortunately my problem comes with the "create bevel" step, the vertices go in random directions...

so maybe share your file

I updated the question, hopefully you can find a solution.
Btw thank you for your detailed explanation with images, much appreciated!

Oh thanks, actually you just need to recalculate the normals

Thanks, that worked. But I wonder why they use normals and not the the actual face orientation to bevel...

I guess it messed up with the bevel because bevel uses the orientation to create the bevel profile, so two faces with opposite normal orientation > bug


text:
Why doesn't Blender Game Engine render worm gear mesh with all vertices and textures?
Worm gear meshes in Blender Game Engine appear to render without many vertices, and without texture, when running the player. Rendering the same model in the viewport works fine. What is causing this? Is BGE supposed to render all vertices and textures?
Also, text with extruded depth, and texture, gets rendered as 2D text without extrusion or texture. Is this the same problem, or something else?

Update: Also a bug report here: https://developer.blender.org/T53181

Convert (a copy of) the text to mesh. Switch viewport rendering mode to GLSL. Make sure your scene is property lit

Thank you for the comments. Making a mesh from text gives it depth (extrusion). However this still doesn't get any texture. (Also it seems kind of hacky...) I've already set the Player shading to GLSL if that's what you mean. The scene has lots of light, I don't think that's affecting the visibility.

For textures to appear ingame you have to unwrap your meshes and use UV coordinates

Visibility: Ensure all face normals of the mesh are pointing outwards. Otherwise you will not see the mesh when seeing the backside.

By disabling backface culling I could get the other faces to show. For textures, I just tried selecting a textured object, edit mode, select all vertices, Mesh > Mesh UV Unwrap... > Unwrap. The texture already had Coordinates: UV. I added "UVMap" to the Map. The object still doesn't get any texture. Are any other actions necessary?

The Game Engine by default hides back faces. By disabling backface culling (under the object's properties > material > game settings), I can make it render the faces.


text:
Why does Boolean difference add material to this mesh?
In Blender 2.76b and 2.79b, in a mesh, I have added a Boolean subtract modifier. The subtracting mesh was made from text. I have another mesh from text which subtracts correctly. However, on this one, instead of only subtracting the volume, it also adds an outline where the modifying mesh (from text) exceeds the modified mesh.
Here is a screenshot showing the modified mesh in edit mode:

Here is a screenshot showing the modified mesh, in which you can see that the subtracted mesh (from text) somehow also adds:

I mirrored some of the vertices in making the modified mesh, because the shape I am making is symmetric. Mesh from text subtracts correctly on the first side which I modeled by hand. However, mesh from text (whether I duplicate the first text or create new text) adds as well as subtracting on the mirrored side.
Does the mirroring have anything to do with this? How can the issue be resolved?
Here is the .blend file.
Thank you!

Hello :). It might be useful if you shared your .blend file, so others can take a look.

I would recommend you update to at least Blender 2.79, as many of these kinds of glitches were solved in the later updates.

I added the .blend file to the description.

I was using an older version of Blender for compatibility with another computer on which I modeled these. I will look into this on a later version.

Problem still there in 2.79b. @Nate_Sycro27

Added the .blend, forgot to notify @JachymMichal

Found a resolution, using a different Solver in a later Blender version. Thanks @Nate_Sycro27

Seems to be an issue with the "Carve" Solver. When I switch to "BMesh" in Blender 2.79b, it seems to produce the correct output. Thank you for providing ideas!

Still seems to pose an issue in some cases, even using "BMesh".


text:
Are the drivers slowing down the animation playback?
I recently removed the drivers of a rig to discuss a problem on this same website, and I was surprised to see my playback going from 2.5 fps to 12/13 fps.
Are the drivers possibly responsible for slowing down so much my playback?
Is there a way to 'freeze' the drivers to not make them use resources (especially when animating)? Since their values stay the same all along the animation.
EDIT: added the picture
Thanks for your comments.

Hello, maybe you could rephrase the title of your question or change its body : As it is you are asking two different questions, one of which is arguably opinion-based. Cheers

You can mute drivers. You could also possibly mute whatever is beeing driven, e.g. a smooth modifier can be resource intensive.

@Gorgious hello, I am really willing to make my question as clear as possible but I don't understand your comment. I just want to know if the driver are responsible for slowing the animation playback (is it a common problem?), or is it something else (that I ignore) that cause the slowdown?

Alright, as you experienced drivers have a negative impact on performance, but how much depends on a lot of factors, like the number of drivers, the effective computations in the animation curves, and their dependencies, the modifiers, the materials, lighting, etc... As for your other question, what to do in order to prevent this, as @Leander pointed out if you go to the drivers editor you can mute and un-mute individual drivers manually

Usually drivers updating shouldn't affect your performance noticably. However, drivers usually cause something else to update often. Something else updating often can affect performance. Would be helpful to add what you are driving with the drivers.

I added a picture presenting how I use the drivers: they let me switch between various types of eyebrows, eyes and mouth, etc.
Now, I tried to close the collection where all those driven elements were and it didn't change anything to the playback. No playback improvement neither if I just solo the armature.
But if I just copy the body and the armature to another file (without the head) the playback speed multiplies by 6.
Any idea what can cause the speed shift?


text:
Strange unexpected elements when baking texture

Hello!
I am baking a texture from a high-poly photogrammetry model to a low-poly and I get those strange beige spots.
What am I doing wrong?
(see my baking setting on the side)
Thanks for your feedback!

model with the seams

Could it be that lowpoly is protruding out of highpoly in those same places? Increase extrusion then a bit or create a cage for baking. You can [edit] the question with screenshots of objects in viewport (solid shading). Also apply modifiers if any before baking. Additinally double check UV map to make sure none of islands overlap

Thanks for your comment. The lowpoly/highpoly are not perfectly overlapping, but it doesn't match the beige spots. I did apply the modifiers. No island is overlapping... :)
I will soon add a picture, so you can see how the overlapping looks.
About the cage, since my model is almost flat I am not sure how I can do a cage, I though the extrusion option would do as good. One thing I notice is that the spots only appear on the surface that are perpendicular to the main surface.

It's weird since additionally now it seems spots you mention on the second to last screenshot changed their shape and repeat wireframe pattern. Try also to recalculate normals in edit mode of that area (or see if any are red with viewport overlays > face orientation). Maybe you could share the file on https://pasteall.org/blend/ if anyone is ready to run some debugging

I explain one workflow (and some pitfalls) in this video: https://www.youtube.com/watch?v=nygpWWJTcQs&t=33s

@MrZak Yes you're right the spots are slightly different, I think that I changed the extrusion distance between the 2 pictures, maybe the texture interpolation as well.

@FrederikSteinmetz thanks for your tutorial, it is well done. I followed a method similar to yours (I didn't use the emission technique tho' but I have 18 slots on my highpoly model and I don't see any extra lights/shadows when baking from the diffuse/color bake type).

If my extrusion was too long I believe that it's the asphalt color or the grass color that should leak on my stones. The beige spots look a bit like the sand that is on my model on another place but very far away (and it's hard to say that it really look the same)

@MrZak my model is more than 500 mb plus the textures are more than 200 mb, I'm not sure how I can send you that. Maybe I can put a zip file in onedrive or such...

So I made a zip file with the models and the textures. Here is the link:
https://1drv.ms/u/s!AuGa8VHo3JfFtApq_5U1Qz_9mntg?e=axwVWj
Let me know if anything seems like the source of the problem...

@MrZak also I forgot to say that there wasn't any face orientation issues


text:
overlapping clothes

Is there any technique to procedurally solve the problem of overlapping clothes?
I thought I could solve it with Shrinkwrap to wrap the top clothes over the other one. It didn't work.
It almost worked to do the other way around: project the one below on the top one.
Is there a setting to Shrinkwrap that would do that?
Or is there a way to use the clothes above as some kind of bound?

this is the best I get with the shrinkwrap modifier.

I assume you have played with the Shrinkwrap "Offset" parameter?  And you can apply Shrinkwrap to vertex groups, so you could have differing offsets for shoulder-strap areas, etc.   Then you might want to "Apply" it once you're satisfied and ready to pose the character and animate the cloth.  Also, many Methods and Modes to experiment with.

Ah, yes I can use several Shrinkwrap modifiers with different vertex groups, it may get more accurate.
You say 'many methods and modes to experiment with', like what? Can you give some examples?  thnks


text:
Weird symetry in the weight painting after automatic weight painting is applied

(the circular lines are just an option I turned on at some point)
So here is my problem:
I do the automatic weight painting (that comes out partly normal) but some un-removable weights pop out, mostly on the symmetric side of almost every bones that are connected to the shirt of my character.
This cause strange distortions for every movement: pieces of the left shoulder move when the right hip bone moves, etc.
-Those extra weights seem to have completely random positions.
-it is as if only one side of the symmetry was editable. In my example, I can paint weights all over the right side of the shirt while nothing affects the left side.
I suspect some hidden option is crossed somewhere but I couldn't figure out...
Did anyone ever come across that problem?
Thanks
EDIT
Hello again,
I uploaded a simplified version of the file at this link.
Please have a look: https://blend-exchange.giantcowfilms.com/b/0g9rLesg
There is a small walk cycle so you can see the strangeness of the weight painting in the shirt.

hello, maybe share your file (at least a part of it): https://blend-exchange.giantcowfilms.com/

I will try to do that

@moonboots I uploaded a simplified version of my character if you want to have a look :)

Ok first of all YOU CAN KEEP THE MIRROR MODIFIER.
Here is how it works. (assuming your original model is on the left side)
The Mirror Modifier has only one half of the mesh. In that half you have a vertex group for right and for left (.L and .R) or a symmetric one without any suffix. In Weight Paint Mode you can only paint on the original side. If you want to influence the other side, you need to paint the other group (.R not .L). The mirror modifier will keep the content of both .L and .R for the original side. For the flipped side it will just flip the names. That means .L from the original side will be written to .R in the mirrored side AND .R from the original side will be written to .L in the mirrored side.
Ok now that that is clear and you keep your mirror modifier, I can take some guesses as to what happened.

You could not draw the weight paint. In this case disable the subsurf modifier and the solidify modifier and/or change to a bigger brush or, only if that doesn't help, change to Projected drawing with Front Faces Only disabled. (see the other answer, make sure to switch back after this or you will likely cause a mess at some point without realizing, was there, can not recommend.)
You are only able to draw if you are drawing on the original side. So you can't draw on the .L group to remove the spot on the right. You need to select the .R group and paint on the left side where the spot should appear in that case.
You were drawing on the wrong vertex group. I noticed multiple vertex groups for a lot of bones ending on .001. Make sure you only have one per bone and don't confuse them.

Luckily you seem to understand that by now (https://developer.blender.org/T81252).
So consider this an answer to those people recommending to apply the mirror modifier (@moonboots)!
EDIT: if something behaves weird you can always check weight exactly by going into edit mode, selecting one vertex and looking at the vertex data in the right "N" Panel

hello thank you so much for your answer. I am redoing my weight painting now, and I kind of get into the same bug again. Explanation:
https://1drv.ms/u/s!AuGa8VHo3JfFs3dAl1lEwl9BjUiJ?e=lIFsV8

better picture: https://1drv.ms/u/s!AuGa8VHo3JfFs3dAl1lEwl9BjUiJ?e=xmiYqY

You've enabled the Show Weight Contours option:

To weight paint correctly, you need to apply the Mirror modifier. Then in the brush settings, in order to paint through, disable the Front Faces Only and the Front-face Falloff options, enable Projected, and choose the Blend > Subtract mode:

It works:

Hello, Thanks.
My problem is not the weight contour, I want to have that. (I put it to see better the problem)
But do I really have to apply the mirror modifier? I thought I can keep it. When I check the models from Blender Cloud, they keep it. (I am still changing my model / topology)
OK, applying the mirror modifier seems to let me remove all those ghost weight paintings.
Can you just confirm that I must apply the mirror modifier? Or should I make a bug report regarding my problem?

Yes I think you must apply the Mirror modifier, if I create an object with Mirror, it looks like I can't paint only a half of it without affecting the other part

But I think I have done other weight painting where it wasn't a problem (I still a beginer)

Right now I am redoing the weight painting with the mirror modifier applied and the bug continues, buggy weight paint spot keep appearing even if I remove them. I change bone and come back and new buggy weight painting appears

mmh that's weird, I was able to remove it with the file you've shared, I can't tell where's the problem. And for the Mirror, I always apply it before parenting to armature, I don't think you can keep it

Ok, I installed the latest version (2.90.1) and it seems to work properly now. So probably it's just a bug that have been fixed. I will continue and see if it continues to be good. Thanks for the help.

No but those weight keep coming back, it's never ending: I correct everything in rest position, go to pose position and the whole thing is back. Don't you have that when you check my file?

it looks like several bones have influence on this part, so you need to remove all these weight, you can also select this part in Edit mode and in the vertex group dropdown menu, choose Remove From All Groups, then in Weight Paint mode, reassign to the right bone

Of course you can keep the mirror modifier forever! I always do it! I will post an answer with an explanation.


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Why doesn't Blender render from video editor according to settings?
In Blender 2.79, rendering a video seems funky. I've set up the render details in default view as described below, to render a video to a certain location. I have the Compositing and Sequencing checkboxes selected. However, when I render, it just renders the non-video-edited scene.
When I go into the video editor, and use the main menu to Render > Animation, it ignores all the settings, and instead renders a bunch of stills to the default Blender location (C:\TMP).
How to render video?
Thank you! :)
Render details:
Frame Range shows differently between Default and Video Editing views. Should they be the same?
Post Processing:
Compositing YES
Sequencer YES
Output: My destination folder on D:\
The stills get rendered to C:\TMP\ instead.
Encoding: MPEG-4 container, H.264 video codec, AAC audio codec.
Want anything else?

please, show or describe all "render details in default view"...

ok, I edited the question to add details...

yes they should be the same... are you sure that you're not using two different scenes? each screen layout (like "default" or "video editing") can show different scenes even if you switch from one to the other, and thus different ranges and output settings...

Ah, that's it. I still get confused by which scene is active, as switching scenes doesn't update layout and switching layouts doesn't update scenes. Thank you for your help! :)

It seems that the issue was that I had a different scene open in the Video Editing view vs. the Default view. So, when I edited the render settings in the Default view, and then started the render from the Video Editing view, it was rendering a different scene with different settings.

This is a bit confusing having this problem and i really don't know what you mean since i have no separate scene according to the scene tab next to default layout tab and the render settings are linked for default and video editing render tabs so  it does not seem like they can be different.

Fixed it just deleted the strip and reposted it looks like it was only rendering what was in the video editor. my render would be black if it was NOT on the strip an would only show previous renders if it IS on the strip


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How to get Blender to record animation from game engine consistently?
Blender has a feature to record animations from the game engine:
https://docs.blender.org/manual/en/dev/game_engine/physics/introduction.html
I have used this in the past, and have managed to get it to work but it seems flaky. As of now I can't get it to record a scene I'm making. I have tried removing all the previous keyframes, turning off and then turning on the option to record animation, and such, but it still just runs the game without recording any keyframes.
Now running Blender 2.79.
Any assistance in how to get Blender to record animation from the game engine?
EDIT: I just tried again, this time pressing Enter (a key with a sensor in this scene), and it seems to have recorded two objects, although none of the others, and so far it hasn't been reproduceable.
Some further details of the bizarre behavior: It seems that playing the animation (alt-A) after recording it makes some keyframes appear, whereas before playback (but after recording) no keyframes appear. Even still, it's only for two of the objects -- there are many more here, including some starting in this scene and others added to the scene through game logic.
The two objects that do get animated both start in this scene rather than getting added to it by the "Edit Object" actuator, and move in the scene. Perhaps the objects not getting animated are those that are static and those that get added to the scene by the "Edit Object" actuator?
After another test, a new object that starts in this scene and moves does not get recorded. Also, the moving camera has not been recorded. It seems that it does not add new keyframes when there already are keyframes, even after playback (alt-A).
Here only two objects have had animations recorded, even though numerous other objects get animated. Of the two visible objects in the following screenshot, neither is an animated sphere. One is an icosphere that I deliberately added to test, and its motion fails to get recorded:

A fresh take, after removing previous keyframes:

Here the game has obviously played, yet keyframes for the moving parts are not recorded:

Thank you for the comment. I've edited the question to add images. Please let me know of anything else useful.


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How do I go from box editing back to editing the actual mesh?
I am following this tutorial
In the previous tutorial, we are manipulating the shape of the model using a sort of outline around the mesh itself (box modeling). In the linked tutorial, which is immediately following the previous one, he is going to extrude directly from one of the faces on the mesh, instead of the outline. I am, however, stuck in this outline mode, and I can't figure out how to switch back to selecting anything directly on the mesh.
What he does, or what the program automatically does, to switch back to doing so, is not clear to me, as it seems to just...happen for him. See pictures for visuals.

hello, could you please share your file? https://pasteall.org/blend/

As @moonboots says we really need to see your blend file, but two comments spring to mind. 1) There's no point posting a link to a paid tutorial because we won't be able to see it, and 2) The Mirror and Subdivision modifiers in your image are reversed. Try dragging the Subdivision modifier down below the Mirror modifier using the little oblong of dots at the right-hand side of the modifier panel. Then click the little computer screen icon on that modifier to disable the view, and reduce the viewort level to 1 to match his settings and see what happens.

You are in Face Selection mode. It's the icons on the top left corner of your screenshot. The tutor is Edge Selection mode and he extrudes the edge with key E. You can switch the modes with keys 1, 2 and 3 in Edit mode. Press 2 and select the edge, then E to extrude.

And it looks like you need to add more edge loops to extrude the foot. You can add a loop with Ctrl+R when you have selected an edge or a vertex.


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Constructing tiles
first of all, I am relative new to blender, I am working through a book architecture with blender, and now I am able to construct walls, doors and windows. Was not easy to achieve.
Now I discovered how to use materials and load images to these materials. With this knowledge I am trying to construct tiles for my bathroom. I have a photo of the tiles I would like to place on the surface and between the tiles white small spaces.
How would you recommend me to proceed ? Make a big white plane and subtract with a logic operation the tiles from it, so there remains a kind of web for the white space between the tiles ? Or Construct a file having a white border around it ?
Since the tiles I took the photo do not have a regular color, I generated a dozen of different parts of this original tile in order to avoid having the exact same tile. Maybe better generate to wall using scripting ?
Thx a lot for any advice. I hope to understand your answers, I repeat I am real a beginner in this nice word of blender.
Again thx a lot
Yours,
Eryk

This is the image of the tile I have. I would like to construct of this tile the whole wall including the white gaps between the tiles.

Unless you have a pressing need to do tiles in geometry, I would do it as a texture. Look at the procedural brick texture. Can you share a picture of what you want to achieve?

It's a bit hard to tell what you're asking - as Ron mentioned, pictures help. If you mean you already have gaps between the tiles, but want them textured differently that the surface of the tiles, you don't have to make the "gaps" a new object, you can simply select the faces and assign a different material (one mesh can have multiple materials). If you need something else instead, it would be helpful if you could clarify a bit more about your setup., so we can help you more easily.

Thx a lot. I do not remember how do attach images ....   sorry. I have a photo of the tiles and I would like to put tiles on the wall using the image of this tile. I do not have gaps between the tiles, I need them, how in a bathroom tiles are laid down.

oops, pressed to soon enter, excuse me ....  now I try to understand how to attach pictures, ...  then it will be clearer ...  thank you very much

For adding spacing between the tiles (grout): How can I set the distance between repeated textures?


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Why are my Procedural materials showing up black in rendered view?
I was following a tutorial on YouTube on generating materials procedurally with cycles but after I tried baking a few textures everything turned black in the rendered viewport shading and gray in materials view. The material appears completely fine in the preview in the material properties tab and even my baked textures wont appear. I have tried deleting and recreating my materials multiple times and have done the same for my textures.
I can't for the life of me figure out what I did if I even did anything in the first place if anyone has any solutions please let me know!

hello, how did you bake and how strong is your light?

if moonboots comment does not help, please provide blend file so we can check it out

My bake type is set to combined and my light is set to point at 10,000W and at was at .1m but I have tried messing with the radius to the same results  here is my blend file

Your Clothes collection has Holdout enabled. It means it "draws" transparency:

(drag the image around the browser to see it's transparent, not white)
In order to disable this effect either select your Clothes collection, go to  Collection Properties and click on Holdout to disable it:

Or enable the Holdout option in the outliner and then disable it for the collection:


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Where is Action Constraint "Evaluation Time" property on the action panel?
I am using version 2.9 and I cannot find the "Evaluation Time" Property for the Action object constraint.
I saw in some videos and posts that it should be right under the "Target" property. In the Blender Manual the panel looks just like mine where Evaluation Time is no where to be seen, yet it still explains what it does and what it's for as if there was a way to access it. Is there something I'm missing here?

Which version blender are you using? On 2.93.5 evaluation time  appears between target and Mix.

I am using version 2.90.0. I should probably update it to make sure the problem isn't my version.

I can confirm that updating to 2.93.5 fixed the issue!

Updating from version 2.90.0 to version 2.93.5 fixed the issue!


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Can i use a "Image texture" node as a "colorramp" node?
I kind of know how to change a models shading with a color ramp but most of the time I'm in a situation where I have to use a gradient that isn't in a gradient format like png or jpg. i have no way to recreate the gradient with the color ramp. is there a way to make a image texture get recognized as a gradient/color ramp in blender?
no idea if image links work.
i have a model from a game that uses gradients, something i want to do is to bake a texture with the gradient colors so i can use it in other games just in case they don't use gradients(this one game only supports gradients)

This is what the texture looks like.

This is what gradient i want to use, i can only have access to a png format, not something i can even use in photoshop.

Can you describe your node setup? Do you use the gradient directly for color input or do you use it to change the colors of a texture? For example: Image Texture (diffuse color) => Colorramp => Principled BSDF and you want to replace the Colorramp with a PNG?

You can use an image texture the same way you'd use a color ramp - using the brightness/ value of the black and white texture drive the x-position of the color gradient.
The uv coordinates are always within the range of [0..1] so even if your gradient is 256 pixels wide this will work.

As you can see from this badly unwrapped dude you'll have to make sure that the individual gradients fit the brightness range of the respective texture elements, otherwise you'll get problems with cliping.
This is pretty much the same answer as above, just with the texture instead of coordinates

Sure.  If you have an image describing some gradient, you can use a texture lookup in the exact same way you'd use a colorramp:

This technique is actually pretty common with some old game techniques.

i want to make a model have toon shading but instead of a color ramp i want to use a png of a gradient, image textures don't work like color ramps work.

Not exactly, no, but mostly, they do.  If you provide more info about what your particular situation and problem is-- particularly if you link a file-- people could probably help you figure out what the problem is.

lets just say i have a color gradient that i downloaded online, its only in a png format and blender doesn't let me import custom colorramps. is there a solution?

@whynotll83 If you're having trouble, I'd need more information to help you out.  A file showing what you're trying, and desired output, and probably any kind of documentation on what you're trying to achieve.  All of that would be best added to the original question.

i don't know how to explain it. heres a imgur i made https://imgur.com/a/yQnD7BA , this is a pdf on what the game makers did to achieve this effect, no idea how much it helps but its something. https://steamcdn-a.akamaihd.net/apps/valve/2010/GDC10_ShaderTechniquesL4D2.pdf

@whynotll83 Put those images and info in the question instead.  All images are in the 0,1 range-- they are not referenced by pixels, but in a space where 0 is the left side and 1 is the right side.  To colorize the image you have shown, use its color as the X vector via combineXYZ node and plug it into a color ramp or image texture node.

it works, only problem is for some reason the image only gets colored correctly when its in the alpha channel, a black and white image doesn't work even when the colorspaced is changed to non color. thank you.


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How can I recreate a model with multiple view angles?

I have a image of a head from 3d.sk that shows 3 angles with the polygon faces easily visible. I had the idea to set up multiple cameras and try to eyeball the placement of the vertices but it's always off, whats the best way to figure out how to combine the images and see what the fov perspective is?
dec 10 - 2022:
I can use blender tracking to make the model but I'm still open for any other solutions.

Have you tried addon Face Builder (Keen Tools) ...

Do you just want to recreate this model in particular? The face or the topology ("...try to eyeball the placement of the vertices... ") or both? Just in generally create head models?

I already used up the free trial for face builder and I don't like it. I want to accurately recreate the 3d head model and use the same technique for simuler images, I don't know how to reply to comments so I help they see this one...


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Duplicate meshes sharing materials when not intended
Blender 2.9, Eevee
Edit: Somewhat solved now; the birds seem to share the uv unwrap and disconnecting one texture from uv fixed it.
I am having a problem where when I copy paste two of the same model, from two separate files, with two separate textures, the particles of the first pasted model take on the texture of the second model. The models are rigged with copies of the same armature.
To make it clearer, I made a new file(file1), to where I copy pasted a bird from another file(file2). When rendered in eevee, the bird looks normal.
Then, when I paste another bird which uses same base model with different texture from another file (file3), the particle system colour of the first bird changes to that of the second bird's.
The texture of the bird itself stays correct. I have tried creating entirely new material and copying the old material's nodes onto it. Does not work.
In Cycles everything works normally.
Blend File


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Using GPU outside of rendering in background mode
Is there any way to use your GPU outside of rendering? I'm using blender to generate and change objects with python in background mode. The resulting scene is never actually rendered, just exported to a new .obj file.
def create_plane(radius, location, rotation, name):
    bpy.ops.mesh.primitive_plane_add(radius = radius, location = location, rotation = rotation)
    new_mesh = bpy.context.active_object
    new_mesh.name = name
    bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY')

for i in range(0, 1000):
    create_plane(1, (i, i, i), (i, i, i), "test_plane")

Executing this script either in background or in the blender GUI will result in no GPU usage whatsoever.

Is there a way to utilize both my GPU and CPU for this use-case or have I been wasting my time the last couple of days trying to figure it out?
I'm pretty sure that CPU is actually better for the loop above, but I need to enhance performance so I'm just trying to investigate every possible solution. I'm obviously also doing way more than just generating a bunch of planes. I also know I can make use of copying one plane to improve performance in the code above. This code is purely there as an example.

The Python you are writing is - even within Blender's interpreter - just Python: an interpreted language running on the CPU. There are ways to leverage the GPU in Python (eg. PyCUDA), but I would be very surprised that using the GPU would help here. As long as you are not part of Blender's own codebase (which entails recompiling the beast and diving into C++ or something that can be linked to it), you have to go through the Python API and whatever advantage there is to generating the planes on the GPU will be eclipsed by handing them over to Blender one by one though the interpreter.

Oh, I agree with you completely. Python is a bottleneck here, but I can't really get rid of it. The reason I'd like to try using the GPU as well is because once I'm completely done the scripts will probably take several hours to even a full day to run.
Even though python will make huge changes impossible it would save me  literally hours if I can just shave of milliseconds on certain parts.
According to everything I found so far it's impossible to use pyCUDA in blender. And it would really suck to not be able to use it since that would mean reinventing the wheel constantly.

The problem is: if you have to build every plane in Python, I don't really see what you could parallellise here. You'd only end up ferrying things back and forth to the GPU. If you have some large computation that ends up with your coordinates, then you can optimise that.

One potential micro optimisation is to copy the instances around with linked duplication. Then you don't have to create new meshes and get rid of some extraneous computation.

I just found an example of using pyCUDA in blender, it looks absolutely awful but I'll try using it for some parts. I do actually have some insane computations that end up with rotations or coordinates.
I tried using linked duplication before, but it somehow made it take longer. I'll give it another attempt, because in theory it should work. I will accept your answer because your pyCUDA reference made me take another look at it and actually find something. I'm pretty sure I'll end up having to dive into the blender codebase in the end which I really want to avoid :p

One last thing: maybe you could try to generate something more digest with whatever GPU-magic you wish and then import it into Blender. Maybe wavefront would fit your needs? Also, numpy is typically nicer to write than GPU stuff and is still a large bump in speed.


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Change UV Map Image Without UV Map Scaling
I spent A few hours working on a UV map, then I needed to change the resolution of the texture to be a power of 2. I would like to be able to change this in blender without changing the UV map. How would I do this?
The first image size is 60x123, and the second is 128x128.
Before:

After:

Do you mean you want to scale the UV map to fit the bottom image?

Yes, that is what I want.

First select the UVs in the UV/Image editor, make sure the X and Y cursor location is 0, switch Pivot point to 2D Cursor and scale the UVs using S button, hit X to limit the scale on X axis, input 0.5 and hit Enter

I attempted to do that with "correct" values, but the UV map was not aligned properly.

Then you will have to scale and move on the X axis manually till it fits the new texture

Turns out Pixel Snap broke the scaling.

Initial situation

Old Texture is 608x368
New is 1024x1024
Put 2D cursor to your pivot vertice ad set "Scaling pivot" to "pivot"

scale on X by pressing S and than X. The value from reparametrize the UVMap on this axis comes from the operation Old_X_resolution/New_X_resolution

In my case 608/1024=0.59
Repeat for Y axis

Suggestion:
in this way you are not increasing the amount of details of your texture in the texturing of the word, as the word DOOM contains the same amout of pixel as before, but in a bigger texture.


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My mesh deforms to original placement
I tried resetting the position in pose mode with the Alt + R , Alt + G to no avail.
I was guessing it has something to do with the default pose but I haven't found any way that seems to work.
Just tried setting rest pose and still not fixed.
Zip with the blend

Hi. Please don't ask the same question twice. If you need to add information to a question you can use the [edit] link below it.

My fault sorry I thought I deleted the other. Will do now

The bone is driven by Wrist-ik.L Select it in pose mode and alt+g.

I just tried it and it didn't work. Maybe I am doing something wrong, I also tried deleting the armature vertex groups and re-parenting with automatic weights and it still persisted. I noticed some change when I re-set it in pose mode while it was un parented but when I ended up re-parenting it the problem hadn't gone away.


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Why does clearing the rotation of a bone do it in steps instead of all at once?
I have a problem resetting to default pose, When I click Alt+R it will rotate it back to the default position in steps or if I hold it. I have also noticed when I'm twisting the hand it will twist around super fast.
The File
Getting this error in the console
Dependency cycle detected:
OBArmature/Upper arm.L/POSE_IK_SOLVER() depends on
OBArmature/Arm Pull ik.L/BONE_DONE() via 'IK'
OBArmature/Arm Pull ik.L/BONE_READY() via 'Ready -> Done'
OBArmature/Arm Pull ik.L/BONE_POSE_PARENT() via 'Pose -> Ready'
OBArmature/Arm Bender Controller.L/BONE_DONE() via 'Parent Bone -> Child Bone'
OBArmature/Arm Bender Controller.L/BONE_READY() via 'Ready -> Done'
OBArmature/Arm Bender Controller.L/BONE_CONSTRAINTS() via 'Constraints ->Ready'
OBArmature/Upper arm.L/BONE_DONE() via 'Copy Location'
OBArmature/Upper arm.L/POSE_IK_SOLVER() via 'IK Solver Result'
Dependency cycle detected:
OBArmature/Upper Leg.L/POSE_IK_SOLVER() depends on
OBArmature/Leg pull ik.L/BONE_DONE() via 'IK'
OBArmature/Leg pull ik.L/BONE_READY() via 'Ready -> Done'
OBArmature/Leg pull ik.L/BONE_POSE_PARENT() via 'Pose -> Ready'
OBArmature/Leg Bender Controller.L/BONE_DONE() via 'Parent Bone -> Child Bone'
OBArmature/Leg Bender Controller.L/BONE_READY() via 'Ready -> Done'
OBArmature/Leg Bender Controller.L/BONE_CONSTRAINTS() via 'Constraints ->Ready'
OBArmature/Upper Leg.L/BONE_DONE() via 'Copy Location'
OBArmature/Upper Leg.L/POSE_IK_SOLVER() via 'IK Solver Result'
Detected 2 dependency cycles

I would guess you have a dependency cycle. Have a look in the system console for error messages.

I have looked at the console now, thank you for that by the way. Iv un-parented the ik controller from the end of the arm bone and it's fixed my original problem but it still says it has a cycle error for the arm, I'm also getting one for the leg but I haven't experienced any problems there so Im still a little lost.


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Why my object has coloured shadow

Hi. I just started Blender two days ago. And I'm doing tutorials of Blender Guru.
My question is that why my object has coloured shadow?
Can you tell me why and how to make it black shadow?
Thank you.
It is so fun.

Attached blend can speed up finding solution. Issue probably lays in setup that we don't see from screen. https://blend-exchange.giantcowfilms.com looks like sss effect that  is not what should be, so probably some translucency ...

@vklidu Thank you! But, somehow the link that you gave me does not allow me to upload.... Also, I have no idea how to attach my blend file on this question. Can you help me?

copy URL of this question (page), go to my link page, drag and drop blend file, check two checkboxes and intp a field "Enter the URL of question ... " (fiels next to UPLOAD button), paste the URL of your question page. After file is uploaded, code is generated, so copy that, go to question page, go to "edit" and paste the code, save.

Does your table's shader have some subsurface scattering ? If so, you want to set it to 0 or crank it down

@vklidu Hey! Finally, thank you. I just posted my blender file. Can you teach me what is the problem? Thanks.

@Gorgious Hi. Ummm... Actually, I have no idea of what the table's shader is. What is it and how can I figure it out?

Please... Anyone help me...

Go to Material Properties > Surface > Subsurface and change value to zero.

Subsurface Scattering (SSS) is used for materials like a skin, milk, etc ... where part of light rays go through a surface and scatters in volume.

Thank you!!! It really helped. And it's done. Yay!


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My blender animation is blury when I try to splice frames into an animation
I am new to blender so please try to give me any answer with this in mind.
Ok, I made animation with daz 3d. I rendered all the individual frames in daz 3d. I am using blender to "splice" the individual scenes together to turn it into an actual animation.
I made a "test animation" with an older version of blender. The test version came out fine and looked great.
I'm now using a newer version of Blender and made a new "test" scene. Everything looks fine before I hit the render button. I open the new rendered animation and see one of the characters is blurred and I guess pixelated when she moves. Not the entire character. Just the body parts that are moving the most. Interestingly enough they were NOT blurred in the blender window when I previewed the render.
I am guessing that the earlier version that came out fine differed in one of two ways. Either, the default settings are set up completely different from the earlier version of blender. Or the earlier test version differed in some way than this test version. The ways I see it differs is it is a completely different scene and animation and that the camera in daz was zoomed in a lot more in the new version of the test on blender than the older version test. The characters in the new test were moving quicker than the old test. And I rendered it in blender at a faster frame rate in the new version than the old.  But I am suspecting that with the new test, the body parts that are blurred are moving "quicker", I.E. move the furthest distance in the least amount of frames in the animation than in the old test. I say that because only the body parts that are moving the quickest are blurred. If that is the case, short of redoing the entire scene and re-rendering it, is there a way to fix this?

Hi. This is quite a lot of text and I'm not sure how many people will read this amount. I have tried to reduce it a bit without losing the meaning by removing some of the 'chatty' parts, but if you can, try and simplify it further. I suspect some of this could be simpler if there were a few screenshots of renders instead of descriptions. Thanks.

getting ready for work and will try to edit it down tomorrow. thanks for advice. :) I hesitate to post screen shots as it is a bit "x" rated. LOL.

Cycles or Eevee? You can replace the character with any non x-rated one for your test scene...

Literally heading out the door for work now but I have never heard of either term before nor did I see a button to choose either. I rendered it on whatever setting blender is set to by default. But looking at youtube just now it looked like cycles. And I rendered it in daz 3d not on blender. When i say rendered I mean combining the individual frames into a animation on blender. You gotta remember I am a baby when it comes to this. Yes I will replace the character for a test when I have more time and post it here when I do so.

Ok, I upgraded blender to the newest version and I noticed the default setting was on Eevee. I changed that to cycles and made a VERY similar but slightly different scene and the blurr was gone. So I am guessing either upgrading to the latest version or changing it to cycles corrected the problem. Thanks everyone for your help. :) Just redid the blurry scene and it is fine now. Woot.