text:
Using edge attribute to set a point position using Geometry Nodes
(Using Blender 3.6.5)
Objective:
My mesh is a set of edges. A function is computed per edge, from its vertices position. This function returns a vector used to create a point cloud, with one point per edge.
The following figure shows a simplified graph miming the intended process. The Mesh Line node creates the edge. The position of the edge end points is recovered chaining Edge Vertices and Sample Index nodes. (NB: the Position socket of the Edge Vertices node is not directly used in this example, because in the complete case, other attributes stored per vertex are required also to compute the function of interest). Two Vector Math nodes are following to compute the edge middle position. The resulting vector is input in a Points node to create a single point. Edge and point are joined to form the output geometry.

Problem:
As shown in the Spreadsheet Editor using a Viewer node, the middle of the edge is correctly computed. But the point displayed in the 3D Viewport is positioned at an end of the edge, not at the middle. (NB: switching off the Viewer node does not change the displayed result).
Analysis:
The attribute computed at edge level is not transferred at vertex level, from the Mesh Line to the Point. The Point is receiving at its Position socket only Point data. This seems related to conflicts between Attribute Domains.
Tested approaches:
I tried different settings using Capture Attribute or Store Named attribute nodes without success.
Resources:
Here is the Blender file:

what about this?

if it is just a line, you know the indices.
or this:

Be aware that edge vertices (vertex index) are on edge domain, that's why your node tree doesn't work. by first sampling the edge vertex index from edge to then sample on points you will get the right position.

Thank you very much, your second proposal works fine in the complete case, where I am sampling more than the position. To improve my understanding, could I rephrase yours and lemon's explanations as: 1) vertices index is different between "edge" and "point" domains; 2) the "Edge Vertices" node returns index in "edge" domain, whatever its connections; 3) by connecting the "Viewer" node with domain selected as "Edge", I get right results because everything remains in "edge" domain, as in lemon's proposal;

(cont) 4) by connecting the "Points" node, I am requesting data in "point" domain, but flowing backward in the graph, it ends up conflicting with the output of the "Edge Vertices" node in "edge" domain; it returns 0 on error, so the "first" node position is returned twice; 5) in your proposal, inserting downstream of the "Edge Vertices" node, two "Sample Index" nodes set on "Edge" and connected to the "Vertex Index i" output, we get the vertices index in "point" domain (is it like remapping the indexes  ?); and from there, the input to the "Points" node is correct.

Another possibility (I've changed the calculation to be sure we are not using edge centers):

We stay in edge domain by creating points on this domain, then use edge endpoints to do the calculation (mean or other: here 75% from the last endpoint).

Thank you very much. I discover and I appreciate the idea of "iterating" over all the edges just by using a "Mesh to Points" node. For the time being, I am debugging with one edge at a time, but I save the counsel for production code.


text:
What is the 'color_mapping' attribute?
For procedural texture nodes, e.g., noise textures, voronoi textures, there's an attribute called 'color_mapping' that returns a ColorMapping object, with brightness, contrast, etc., attributes. They don't seem to be adjusted via the interface, so what are they?

source: Stack Exchange

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

sort: votes


text:
How to randomise bevel weight?
This answer has a noise texture control the value of the bevel_weight_edge attribute in geometry nodes – but it doesn't work for me (the texture is too stretched):

Is there another way to randomise bevel weight? (Or a fix to the texture stretching?)

If you are rendering with cycles, you could use the bevel shading node.

@Leander How though?

You can change to the following:

Your vertex group input should be a string and its value retreived using "named attribute".
And from that, simply plug a random node into the bevel weight value.

From your question in comments: how to define bevel weight from the vertices of a vertex group:

This samples the vertex group from the edge vertex indices, and check if the vertices have a non null value in this vertex group.
And from that, assign a bevel weight to bevel_weight_edge attribute.
Of course you can change things above: for instance, should the edge be bevelled because only one vertex has a weight in the vertex group (using or instead of and), or other.

Is there a way to make it random across a single edge like the answer I linked?

You mean using the vertex group like in your file, or a random edge?

Just the edges bevelled from vertex group.

I'm sorry what is the second set up meant to be doing? I should have been more clear: I want the bevel weight to vary within edges, like this

Well, no it was not clear: an edge is delimited by two vertices. The link you just provided has subdivision. So you need to subdivide the mesh (as you want) and set random bevel. The way it should be subdivided is to determinate, but GN won't be able to do it like in your image (as there will be horizontal subdivisions).

So it's not possible?

With the mesh as it is in the question, no this is not possible using gn except subdividing all the mesh parts (like subdivision modifier does using "simple" option).

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


text:
How to get what a node group's name is inside a material?
My script prints every node group name, how many nodes are inside it, and its users. The node groups are sorted by how many nodes are inside them so I can find possible redundant/duplicated node groups in my project.
--------------------------------------------------
NodeGroup.015
7 nodes
3 users
    Material: Marble Faux Brick
    Material: Slit Guide
--------------------------------------------------
NodeGroup.025
7 nodes
1 users
    Material: [Guard Rails] Travertine Blocks
--------------------------------------------------
NodeGroup.029
7 nodes
2 users
    Material: [Stands] Marble Stands
    Material: [Temple Stairs] Marble Steps NEW
--------------------------------------------------

But searching for the printed node group in its material brings no results since they go by different names in materials. So while bpy.data.node_groups gives Nodegroup.015, it's actually Group.008 when in a material.

How do I match Nodegroup.015 to Group.008 so I can print this alternative name? (Why are there two different unique identifiers?) Or is my whole approach wrong?
import re

import bpy
from bpy.types import bpy_prop_collection

# No idea what this does, stole it from here:
# https://blender.stackexchange.com/questions/230605/how-to-find-the-users-of-a-material
def search(ID):
    def users(col):
        ret =  tuple(repr(o) for o in col if o.user_of_id(ID))
        return ret if ret else None
    return filter(None, (
        users(getattr(bpy.data, p))
        for p in  dir(bpy.data)
        if isinstance(
                getattr(bpy.data, p, None),
                bpy_prop_collection
                )
        )
        )

def show_materials(user):
    material_pattern = re.search(r"(?<=bpy\.data\.materials\[').+", user)
    if material_pattern:
        material_name = material_pattern.group(0)[:-2]
        print(" " * 4 + "Material:", material_name)
        return material_name

nodes = bpy.data.node_groups
node_group_names = [node_group.name for node_group in nodes]
contained_nodes = [len(node_group.nodes) for node_group in nodes]
sorted_dictionary = {key: value for key, value in sorted(dict(zip(node_group_names, contained_nodes)).items(), key=lambda item: item[1])}

for node_group, value in sorted_dictionary.items():
    print("-" * 50)
    print(node_group)
    print(value, "nodes")
    print(nodes[node_group].users, "users")
    for collection_of_users in search(nodes[node_group]):
        for user in collection_of_users:
            material_name = show_materials(user)
            if material_name:
                print(bpy.data.materials[material_name].node_tree.nodes[??]) # ??

Hello. Node groups have a unique identifier for retrieving them from bpy.data.node_groups, then they have a unique identifier to each material's node tree from bpy.data.materials["your_material].node_tree.nodes, then they have a label which can be shard by any number of nodes

to say that another way, a node group is used inside a material by a node that refers the node group. That node and the node group have different names.

@lemon Ah ok that clears things up. But still, how would I match the node group to the node that references it?

Gorgious has just posted an answer that will simplify your life, here.
As you can:
dict_of_group_to_users = bpy.data.user_map(subset=bpy.data.node_groups)

But for some explanation concerning group nodes (the one you see in materials) and node groups (the ones that can be referenced by the group nodes):
# loop over all materials that have a node tree defined
for mat in (m for m in bpy.data.materials if m.node_tree):
    # search for nodes that refer a node group
    groups = [node for node in mat.node_tree.nodes if node.type == 'GROUP']
    # print the node name and the refered node group name
    # group.node_tree is effectively the node group
    for group in groups:
        print(group.name, group.node_tree.name)

Or from node groups:
# loop over all node groups
for ng in bpy.data.node_groups:
    # loop over the materials
    # and print node group name, material name, count of group usage inside the material
    for mat in bpy.data.materials:
        print(ng.name, mat.name, mat.user_of_id(ng))

So I think that using the result of following, you have all you need:
dict_of_group_to_users = bpy.data.user_map(subset=bpy.data.node_groups)

as you can just loop over the keys and for each key loop over the values. And for each value, search its node tree for nodes that are of type 'group' and reference the key as node tree.

Concerning the search(ID) function from batFINGER here, some explanation:
def search(ID):
    def users(col):
        # Make a tuple of all objects that are user of this ID
        ret =  tuple(repr(o) for o in col if o.user_of_id(ID))
        # Returns None if no user
        return ret if ret else None
    # filter all elements that are None below
    return filter(None, (
        # For all that satisfy the conditions below, returns users(col)
        users(getattr(bpy.data, p))
        # get all the properties/attributes of bpy.data
        for p in  dir(bpy.data)
        # keeping only the one that are a subtype of bpy_prop_collection
        if isinstance(
                getattr(bpy.data, p, None),
                bpy_prop_collection
                )
        )
        )

Thank you, this works great.


text:
Bend straight object on corners 90 degrees
I've got the following object
and I would like to bend it at the corners, so something like this will be the outcome:

The measurements have to be the same. The small part in between for example has to stay at 12mm length/ width.
I tried using the spin tool but had no luck with it.
I would rather prefer to create the shape like this and bend it to my desired position and change the bend later on if I want to instead of modeling it from the beginning like my end goal.

I'm not sure there's any easy solution, also if you rotate the selection 90° it will change the thickness so you'll need to correct that

Yeah, I did it with rotation right now and it's a mess.

I would use bones for that...

yes you could use bones + Solidify modifier so that the thickness remains the same, it all depends on what's your final goal, it also takes time to set the bones, but afterwards you can bend the plane however you want

Yeah I think I go the bone way. Never done that before but will look into it. The solidify modifier is a good call. I can just use a 2D plane and make it thicker.

The problem with bones and a Solidify will also be that depending on the angle and the Offset you've set in the modifier, it might give some weird deformations.

I haven't got time anymore, but maybe I'll later write an answer how I would do it with bones and make it look not too weird.

@GordonBrinkmann Thanks, appreciate it! In the meantime I will work my way through it and see what I can do

Solidify will work fine if you put the Offset at 0 and enable the Even Thickness option

@moonboots If you keep the angles at 90° or lower, yes. The part "...and change the bend later on if I want to..." in the question made me experiment with it and I wasn't happy with how pointed the edge became when bending more than 90°, it looked weird if this was supposed to be a cardboard plane for example. But that's just me I guess :)

@Gordon Brinkmann, yes you're right, at more than 90° it extends the face

My version of it: at first I created a flat plane and made loop cuts in the middle, then split the plane into 3 separate faces by selecting the two edges in the center, right-clicking and choosing Edge Split. This will make the parenting to the armature easier.
Then I added an Armature > Single Bone at the bottom edge of the bottom face. I extruded it and adjusted the bones so that they fit to the faces.

After that I selected the plane object and the armature, hit Ctrl+P > Set Parent To > Armature Deform > With Empty Groups.

With the plane in Edit Mode I then selected the bottom face, selected the first vertex group for the bone at the bottom, made sure that Weight = 1 and clicked Assign. This I repeated for the second face and bone and of course for the third face and bone as well.

Now this will already work to bend the plane (as long as you restrict bending to the axis perpendicular to the face normal):

However, if I now add a Solidify Modifier, it will become obvious that I've split the faces (I've made it a bit thicker on purpose to show it better):

So in order to fix that, I put a Weld modifier between the Armature and the Solidify modifier. The position is important, because I want the mesh to be split for the bones, but it should be merged before I solidify it. Edit: I just tested it, after the faces are assigned to the bones it doesn't seem to matter if the Weld is before or after the Armature. I'll leave it here anyway in case of problems - the essential thing is, it has to be before the Solidify modifier.

Really great, thanks! I almost did it on my own like this, but the modifier setup is the cherry that was missing. I chose this as correct answer because it's the most flexible and let's me change the angle. Because my 90° was only for example and the angle will change for different object!

@jona You're welcome. By the way, I've used Offset = 0 in the Solidify modifier which places the thickness so that the original plane is in the middle of it. You might want to change that depending on the result you want to get. On very sharp angles I tried using a Bevel modifier before Solidify to round off the corner, but then you can get problems with Offset = 0, it's then better to have the thickness "outside" of the bending.

Another way would be to individually separate the two flaps (p),

individually rotate them 90° (r + x + 90/-90), position them  to where you want them to be (g + shift + x),

fill the open faces you would like to fill (f), select them (select the middle object last) and join them again (ctrl + j)

It may not be the simplest or quickest way, but it's how I usually do it if I don't want to hassle with bones.

Edit: You could use a solidify modifier for thickness instead of an extruded mesh and then rotate, the thickness won't go wrong.
This can be done using rotation...
Select your top edge of the small part. Then do Shift + S > Cursor To Selected. Now, go into face mode and change the pivot orientation to 3D Cursor:

Now, go into face mode and rotate the face 90 degrees by typing in 90 on your keyboard, on the respective Axis. In your case, press X. No repeat the same on the bottom edge of the small part and this time rotate the small part 90 degrees.

Yeah, but this messes up the thickness...

@GordonBrinkmann Oh so it has a thickness in edit mode? Well then the best way would be using a 2d plane and add a solidify. Or use bones as you mentioned, (which I honestly am to lazy to do)

Though if we seperate the top faces by pressing Y, then rotate, and then press M > Merge By Distance to join again it would also work.

Yes, it has a thickness as you can see in the screenshot ;) All methods have their advantages and disadvantages, it mostly depends on how much time you want to spend on it and how editable you want it to be in the end.

@GordonBrinkmann yeah... In fact, I recently had to use this method to create a box opening animation. (not to mention I had to separate the faces to achieve my result in shape key 1 but it destroyed base, making me frustrated and remove the box opening animation completely)

I wouldn't use shape keys for that, because they don't rotate the faces (like unfolding a box does), they move the vertices in linear direction from one position to the other...

The best method I have found is with an addon called mesh align plus
https://github.com/egtwobits/mesh_mesh_align_plus/releases/tag/v0.6.1

Just links are mostly not considered good answers because you get no information what this addon does and if the link is broken one day or permanently offline, the answer becomes useless.


text:
Bend two bones to make oval like shape
I have a simple plane that is divided in half and connected one bone to each side like this:

I would like to "bend" the mesh/ bones (preferably with a modifier) to get this oval like shape (when viewed from the side):

It's important, that the edges at the top and bottom meet.
So I would rotate the top bone 180°, but then they just sit on top of each other, but need to be bend outside in the middle.
Do you think this is even possible with bones? Of course I would need to subdivide the planes, this is just for illustration purpose to not make it over complicated.
The overall goal is to model a kind of box like this based on the diecut and deform it to it's final form.

What is the final form ?

@Hadriscus Like the last image shown. Hard to describe. It's called a "pillow box"

You could create a chain of bones with an IK constraint at its end (3) and a controller bone (4):

Disable the Deform option of the controller bone, segment the bones 1, 2 and 3, parent the mesh With Empty Groups and assign each vertex to the correcct vertex group. To deform the mesh, move both the first bone and the controller bone:

File:
Another solution would be to use shapekeys:

Thank you very much! Could you maybe share the blend file? I don't have a lot of experience with IK, so I can't completely recreate it

sure here it is:

Thank you very much! But I'm still not able to move them like you did. What move "command" do you use? I see that you highlighted every bone. But none of what I'm doing deforms the mesh like yours :(

If you don't know anything about armatures you should follow some tutorials, if it's too complicated, maybe use shapekeys instead of armature to deform your shape?

I'v edited my answer to show what shapekeys would give

Thanks. I had some more time to look at the file correctly. I just noticed that you set keyframes for that movement. I was wondering how you did all these folding with just controlling a single bone/ two bones, thats why I was asking how you control it like that. But now everything is clear how you moved it and how the mesh gets folded. Thanks again :)

I move several bones, the first, fourth and the ones on the side, but you could create a controller for all these bones

Yeah, that wasn't visible for me at first glance, I thought you used some sort of magic to move everything in one go to "build" the box.

To bend something, you would need geometry! And you can either archive that nondestructive by using a subdivision modifier, or edit the geometry directly - depending on your use case. From what it looks by your description, you plan to model this envelope without any niche case in mind; you do not need bones for it, it appears to be a standard mesh job. For that, edit the geometry directly by subdividing the rectangle a couple times along the main axis (Ctrl+R and scroll):
Click to confirm, and do it on the other half aswell. I used 8 cuts (you see it on the top bar)
Then, you use the edge selection [2 key] to make this selection of the end loops:
Change the pivot point to individual origins. [period key]
Enable Proportional Editing mode [O (Oh, not zero) key] to enable proportional editing; this will smooth out your next operation: pinching the end loops by scaling them down to zero, and using mousewheel to change the radius of influence. You can change the proportional editing interpolation curve to your liking at the top bar of the 3D view.

Then you do the same on the Z-axis, you select the center loop, and use the proportional editing to influence the entire shape in a soft downards curve.
Again, the falloff curve options might help you with this, either sharp or sphere falloff might fit better than the smooth one.
I hope that helps!

I forgot to add, you might want to run a [M -> merge by distance] to remove the doubled vertices at the end points after the scaling to zero, if you don't have autoweld already turned on

To me the question reads as if he wants to make a deformation animation: "The overall goal is to model a kind of box like this based on the diecut and deform it to it's final form." But you just showed how to model the end result. I might be wrong of course.

Thanks @ak97! Yes @GordonBrinkmann it totally right. I know that this shape is possible without bones, yet even easier to make without them. But I would like to use bones to open and close the box as needed and in the long term create some sort of animation of the box "folding itself".


text:
Gravity with rotation/ momentum
I want some coins to fall in a "box". I enabled gravity for them and they do fall, but it looks really fake, because they just move down as they are and don't rotate while they fall.
They just fall like a brick with linear movement downwards and only the impact is realistic.
How can I get some rotation/ movement in the fall?

You can start your render range at some positive frame (or use negative frames) and keyframe a starting motion to your objects.  The rigidbody sim will consider the object's current motion vector when it takes over the simulation.
I used this method here: https://youtu.be/f036R6d_DiQ?t=44
You can change the Rigid Body Cache settings under Scene Properties if you want to change the simulation range or bake the sim.

You'll need to keyframe the Animated checkbox under the object's Rigid Body settings in Physics Properties to inform the system that it will be controlled by animation up until the frame you've decided.

In this example I just used two keyframes on a Cube's Rotation on frame 1 and 10, and told my Rigid Body sim that I'd be controlling the sim with animation until frame 5.

Great video :D Thanks for your help!

it's weird. The maker of the video has the same video as you here..... :D :D :D

Quick follow up to this one: I can't rotate my object, that's because of the checkbox "Animated" in rigid body is disabled. Explained here. The solution is to change the simulation cache start. But in your file you also have the simulation start at 1. What am I overlooking?

@jona I've set keyframes for everything in my file, if you try to rotate normally it'll be overridden by the animation system whenever the timeline changes.  Is that what you mean? (Sorry I missed this comment)


text:
Help with lighting setup
The following screenshot is a photoshop mockup and basically I just want to recreate it in blender to have some more control over it.

So far (I'm really new to blender) it's looking not that bad.
The only thing I can't figure out is how to make the shadow in front of the cover. Where should my light be placed?

My current render:

Is this shadow even realistic or just a "photoshop thing" to show that there is a shadow and simulate realism?
My approach was a light at the top, a little bit placed behind the cover to cast that shadow. But the shadow isn't strong enough at all and the light just makes my scene really bright to achieve any kind of shadow down there.
So far I just use area lights but couldn't find any difference between the different light types in this example.
Would be great if somebody could point me in the right direction how to set this up.
Thanks!
Current light setup:

global light off
2 area lights angled down to light the cover and record
1 big area light behind it to light the background
1 area light on top trying to get the shadow I want

The light behind the album cover is casting a shadow on your subject, and it is very diffuse.  If you make the light size smaller, it will make it less soft.
Also, is there a light behind your background screen making it shady?
I feel like the absence of the specular light on the top of the record makes it have less high light.
Sometimes if the objects don't have the proper scale, I find myself endlessly turning up lights and not getting the effect I want.  Sometimes changing the grid, and dimensions of the objects, so they are accurate, all of a sudden gives you more realistic light.

Thank you, I will try to scale it properly. Right now everything is all over the place in terms of scale.
Behind my backdrop is no light, I think the shading comes from general bad position of my two area light at the front.


text:
Weird reflection in glossy material when camera is in front of the object
I noticed this problem also through glass.
When my camera is looking in front of the object, I see a dark circle in the reflection. It only happen with metal or glass material.
I think it comes from the camera, as if it was the camera shadow.
I tried to render without the camera visible, does not change anything.
Does someone encountered this problem before or is it still the beta ? I use 2.8
Thx

Could it just  be the shadow of the object, that is attached to the string? Try to change the direction of your lightsource.

Is it possible you could upload your .blend?


text:
The width and height of the plane does not correlate with the displayed units
I cannot figure out how the blender unit is working. The width and height of the plane does not correlate with the displayed units. How is this possible ?
Here is a screenshot of my work.

I finnaly found the solution : this is due to an icorrect scaling of the object. I did not act on the vertices of the mesh, but i scaled the object in edit mode.

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


text:
How to create a CLOWN PASS for material selection in photoshop?
I use photoshop for post processing my renders.
I would like to have a clown pass exported with the shadow, diff, and ao maps...
Is there a setting I'm missing ?

Dedicate render layer with material override
For this task I usually set up a dedicated render layer.
I render only the emission pass of the surfaces using a material that transform a given random number, one for each object, into a color of the color ramp.
To render all the objects with the same material without touching your original scene, you can use the Material box in the Layer panel of the Render Layers tab.
Here's a possible setup:

Note (1): you need just 1 sample to achieve the final look, so it should not affect much your rendering time.
Note (2): this works "per object", not "per materials". For materials, I would use the Material ID pass, but that's not automated.

Thanks. I think "per objects" will work perfectly. But do I need to apply the random emission color to all objects in the scene ?

You don't have to change your materials. You should only override them. This can be done automatically, and for the dedicated layer only, by using the material override option for the render layer. See the link in the answer for further details.

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


text:
Rendering multiple model configurations
I have a model of a furniture
I have these parameters :

3 types of wood,
5 colors of the frame
6 size.

It's 90 possible configurations of the furniture.
How can I manage the scenes and render the batch of the different configurations ?

If the parameters that varies can be keyframed, you can do something like that :

add keys for your frame color on frames 1 to 5
add keys for your wood on frames 5, 10, 15 (5*n 3 times)
add keys for your size on frames 15, 30, 45, 60 ,90 (15*n 6 times)

In the Graph editor, make all your channels cyclic extrapolation, and all your keys constant interpolation.
Select a picture format as render output (not a video format), and render a 90 frames animation : you will get 90 different pictures.

I suspect the different sizes require different base models, not just a simple scaling. The technique still applies though, and probably eases the process even with multiple models. Anyway +1 from me

For the different base models, you can animate the "visibility" property (the eye/camera in the outliner).


text:
Anim Player is slow even with everything disabled
I have a scene with models and geometry nodes to scatter objects on plane.
The models are animated, so when I want to play the anim playback to preview the animation, I get 6 fps while I set it to 30.
I've read many things online considering different options to optimize the viewport playback. I've tried them all (simplify, disabling objects, turning off modifiers, etc...) and nothing seems to affect the speed of the animation preview.
One thing to be noted, even when all objects are disabled, so with a blank viewport, I get 4-6 fps.
I have a Ryzen5900 and a RTX3090 so I don't think the computer is a problem.
How do I get the 30 fps ? Is there something I'm missing ?

Does this answer your question? Low FPS Blender(viewport) There are some tips for increasing performance.

But I can only repeat what I've said over and over again on many questions about viewport fps: the 3D viewport is not the right or best place to check the timing of your animations. There is a reason the Frame Rate settings are in the Output Properties: they are mostly relevant if you render an animation directly as a video file where the fps are important for playback. But they do have a relevance before the output as well. Simulations need the fps settings to know how much time passes between frames to calculate the simulation speed based on real-time values.

If you want to check if your animation looks correctly from timing and flow etc., the best and recommended way to do this is go to the 3D viewport menu, View > Viewport Render Animation. This renders the animation like you see it in the viewport (which can be from the camera or any other view you are looking at in that moment) and it renders a lot faster than a normal render of course. After that, press Ctrl+F11 to playback the viewport animation. This should play at the correct speed.


text:
Create 3D outline text, Error when imporing gltf
I created transparent, yellow outlined 3d text using spline, but when I import file and put it on website, it shows just white text without outline, can you guys help me creating this simple 3d text on Blender?

Sorry, your question lacks a lot of information. How did you create the transparent yellow outlined text? How did you export it? Where/how did you try to embed it in a website?

https://blender.stackexchange.com/questions/57531/fbx-export-why-there-are-no-materials-or-textures


text:
Best practice to set string labels to vertices in Geometry Nodes?
I want to set string labels to vertices in Geometry Nodes.
I also want to load these strings with Python from a CSV file.
Here's an approach using a "Repeat Zone" together with the "Index Switch" node.
It's working, but not very pretty.
Any ideas if the same is also possible to achieve without using a repeat zone?
Suggestions are very welcome!

Is your question about a better way to set string labels on vertices in Geometry Nodes, or a cleaner way to look up strings from an array by index number? [They might be the same, but I just want the question to be clear.]


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Convert an EXR render from scene-linear colorspace to CIE XYZ
I am making renders for research in computer vision, and need to know the CIE color space values from each render. Right now I am rendering a few different passes to an EXR Multilayer file.
I believe the combined pass in the EXR file is in the OpenColorIO scene-linear colorspace. Is there some linear transformation or operation I can make to get the CIE XYZ values from this pass?

It isn't straightforwards as Cegaton notes.
You could abuse Blender's ridiculous OCIO integration to achieve this however. Save the file as an EXR, and add the following stanza to the OpenColorIO configuration in datafiles/colormanagement:
 - !<ColorSpace>
    name: One-Way XYZ
    family: Input Special
    equalitygroup: ""
    bitdepth: 32f
    description: |
      One way transform to save an XYZ EXR.
    isdata: false
    allocation: uniform
    allocationvars: [0, 1]
    to_reference: !<MatrixTransform> {matrix: 1.0,  0,  0,  0, 0,  1.0,  0,  0, 0,  0,  1.0,  0, 0, 0, 0, 1]}
    from_reference: !<MatrixTransform> {matrix: 0.4124564,  0.3575761,  0.1804375,  0, 0.2126729,  0.7151522,  0.0721750,  0, 0.0193339,  0.1191920,  0.9503041,  0, 0, 0, 0, 1]}

Note that this is a one way transform! Don't use it for anything else. It also assumes the file was saved as default scene referred linear in an EXR.

Forgive me if this should be a new question on its own, but can you clarify what you mean by "add a stanza"? If im using OpenEXR in python would I add this to the header dictionary?
Also, I'm using an EXR multilayer, would this apply the transform to all passes/layers, and if so, how would I specify not to transform the depth pass and surface normal pass (which I need as well)

In the end the Multilayer EXR's are getting unpacked into python (numpy) arrays to feed into machine learning algorithms, so if it is easier, can I just multiply the transform matrix on the python end? and if so, how are the 'to_reference' and 'from_reference' matrices applied to the rec.709 linear RGB data?

The stanza would go into the OpenColorIO configuration in datafiles/colormanagement. The stanza is a hack, and would only be used for output. The other buffers would need to be tagged "Non-Color Data" for anything that doesn't represent a ratio of three coloured lights.


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How can I easily check if an object is linked to an other object?
Sometimes I accidently make changes to an object without noticing that it is still linked to another object.
Is there a simple way to keep an eye on object links?
I couldn't find it anywhere in the properties section or in the outliner.
Right now I usually enter edit mode, zoom out and look around to see if any other object also switched to edit mode. But this method is quiet clumsy and sometimes I forget to do that and miss the link.

Related https://blender.stackexchange.com/questions/13437/display-all-users-of-a-datablock

I just found the answer for my question myself:
In the properties panel I have to go to the object data section. If a number is displayed beside the mesh-icon it means that the mesh of the selected object is linked to at least one other object:

Thanks. It's exactly what I was looking for.

Thanks! I made a rightlick -> Area -> Horizontal Split to have it permanently visible my sidebar. The other way I did was using SHIFT+L -> Object Data and see if there are some linked.

Yes, this is why the devs are working hard to create a better management files/data system. This will yield the standard workflow we see in any other 3d package.


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Duplicating an object in script (by name)
I want to duplicate an object (by name). In this case, tried "Cube":
src_obj = bpy.data.objects["Cube"]
#print (src_obj) #ok, seems selected
new_obj = src_obj.ops.object.duplicate(linked=0,mode='TRANSLATION')

which gives me:
'Object' object has no attribute 'ops'
How can I fix it?
Thanks.

Without the operator: Duplicating non primitive mesh with Python

bpy.ops is a module directly in bpy, not part of any object class. It holds all registered operators. If you don't specify a region, it will always assume you want to do something in the viewport. Just replace src_obj with bpy to match the behavior of ShiftD.
You should also make sure that the cube is the active object.
bpy.context.view_layer.objects.active = src_obj
scr_obj.select_set(True)
bpy.ops.object.duplicate(linked=0,mode='TRANSLATION')
new_obj = bpy.context.active_object

Thanks for the explanation, it makes sense. I can't use cube as the selected object, because it'll be cloned on the position of the actual selected object. Any workaround you would suggest?

I'm not sure what you mean, you can move the new object to any location and you can store as many objects as you want in variables, or even easier just store the location in a Vector()

Some context, I'm using a loop to get object positions from a given collection (several collections, several types of objects to be duplicated and positioned). For each object in collection, I need to duplicate specific object type and place them in position of each object in collection.

just pre-store them my_objects = [ob for ob in bpy.data.objects if ob pleases_me]
Then you can call them at any point for ob in my_objects:

thanks, got it working, just had to deselect before changing my location.

If you can try to avoid ops, bc. they are easy to mess up, depending on the environment (hidden objects, no VP open, wrong objects selected), try making it a habit to set loc/rot/scale rather than translating. src_obj.position = Vector((x,y,z))

Here you go: https://blender.stackexchange.com/a/31353/31447


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In animation nodes rotation around an object
I'm trying to find how to make rotating an objet around an other object using animation nodes.
It seem something basic to me but there is not so much solution in google for this problem.
Thank you.

Use Combine Matrices node. You can add more to the matrix list for more complex transformations.

It works ! thank you !


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Animation Nodes: the Si(x) function
I'm searching how to do the Si(x) function with animation nodes.
It is not the sinus function but the indefinite integral of sinx/x which can't be written as the combinations of other elementary functions.

Python expression calculating an approximation?

Hello, I feel like it would be more appropriate to post this on the Maths SE site rather than here, since it doesn't really involve using Animation Nodes but rather how to dissect an integral equation. Basically if you can write the equation in pseudo code or mathematical language, then translate it to python (again, arguably off-topic), then it should be as easy as using an expression node afterwards or a script node if the calculations are more involved.

Please show what you have tried in order to accomplish what you are trying to do. Where exactly are you stuck in the process ?

to Gorgious. I don't have a single knowledge about python.

@lazare, I think we could (perhaps) help if you give the mathematical expression of si(x) approximation.

Ok. I don't know what is a mathematical expression approximation.

Sine Integral
The function, denoted $Si$, by definition is the antiderivative of $\frac{sin\ x}{x}$ from $0$ to the input point whose value is zero at $x = 0$. The sine integral definitions are
$$Si(x) = \int_0^x{\frac{sin\ t}{t}}\ dt$$
To put it simply, we want to compute integral with animation nodes as the $sin$ function is already available. One technique we can use is Numerical Integration, which is a technique for approximating a definite integral and also quite easy to implement inside animation nodes. There are various methods in numerical integration but for this example I will use two methods that won't use too much node.
Trapezoidal rule
The Trapezoidal rule works by approximating the region under graph of the given function as trapezium rather than rectangle.
Let $f(x)$ be continuous on $[a, b]$. We partition the interval $[a, b]$ into $N$ subintervals, each of width
$$\Delta x = \frac{b-a}{N}$$
The Trapezoidal rule for approximating $\int_a^b f(x)$ is given by
$$\int_a^b f(x)\ dx \approx \Delta x \Biggl(\sum_{j=1}^{N-1} f(x_j) + \frac{f(x_N) + f(x_0)}{2}\Biggr)$$
Where $x_j = a + j\Delta x$. Because $Si(0) = 0$, we can simplify the equation into the following
$$\frac{b}{N} \Biggl(\sum_{j=1}^{N-1} f(x_j) + \frac{f(x_N)}{2}\Biggr)$$
Notice that $\Delta x$ is also substituted by $\frac{b}{N}$ because $a$ is always zero in this case.
Implementation

The result for $Si(2\pi)$ with 2000 subintervals is $1.41804$. Let's compare with the result from WolframAlpha

To get more accurate approximation, try increase the subintervals.
Monte Carlo integration
Another technique for numerical integration is Monte Carlo integration. This technique is using random numbers instead of subintervals or midpoint. While Monte Carlo integration is usually used for higher-dimensional integrals (eg. in Machine Learning), we can also use it for one-dimensional integral. Beside that, we can implement this technique in animation nodes with just a few nodes.
$$\int_a^b f(x)\ dx \approx \frac{1}{N} \sum_{j=1}^N f(\bar x_j)$$
where $\bar x_j$ is $N$ uniform random numbers on $[a,b]$. Monte Carlo integration use uniform sampling and fortunately random number generator in animation nodes use uniform sampling. Maybe… Or is it?.
Implementation

Blend file for study and practice

Python
Scipy
Both techniques is not really accurate and a bit time consuming to make the node tree, another alternative is to use scipy. If your blender installation is using system-wide python and have scipy installed, you can use scipy.special.sici function or you can install scipy directly in blender.
from scipy.special import sici
# sici return two results, first is Si(x), second is Ci(x)
Result, _ = sici(Number) # Store in output variable

As you can see, using scipy is more accurate.

Using Hypergeometric Series
If you don't have or don't want to install scipy, this function will do without any external dependency and also quite accurate. Adapted from mpmath then simplified and this for epsilon value.
EPS = abs(7.0/3 - 4.0/3 - 1)  # 2.2204460492503131e-16 on 64bit CPU

def si_(z, *, maxterms: int = 6000):
    """Sine Integral"""
    oz = z
    z = -0.25*z*z
    s = t = 1.0
    k = 0
    while 1:
        t *= 0.5 + k  # coeffs[0] + k
        t /= 1.5 + k  # coeffs[1] + k
        t /= 1.5 + k  # coeffs[2] + k
        k += 1
        t /= k
        t *= z
        s += t
        if abs(t) < EPS:
            break
        if k > maxterms:
            raise Exception("Hypergeometric series converges too slowly. Try increasing maxterms.")
    return oz*s

Result = si_(Number)

You may be have right. I don't have enought skill in python to say it. I'll train my self.

I tried your tutorial for installing scipy. I enter the text that they told to enter and nothing happen.

I succed at install scipy and sici fonction work like you said thank you !


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Animation Nodes: Problem with script node
When I enter a simple opperation in the text part of the script node it doesn't work. The result doesn't change like you see in my pictures. However I try to follow instructions from tutorials.

I don't understand that what I did wrong.?

Should be result = float * 34, most likely.

Omg ! Shame on me ! Thank you !


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Animation Nodes: derivate and antiderivate
I would like to know if there is a method to derivate or antiderivate a function in animation nodes.
Thank's

Hello, could you elaborate a bit more on the process you are looking for ?

For example. I have the function (90*sin(frame))/frame and I want to antiderivate it


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AN: scale a grid in world axis without scaling objects
I did a grid of spheres with distribute matrix and add it a rotation.
Next I want to scale the grid in the Z axis of the world (not the height of the grid).
But I don't want to scale de spheres with it.
I show you that what I tried and faild.

As you see the spheres are egg shaped and I want they stay round.

Use Offset Matrix with scale mode Translation Only. This option is available in advanced node settings.

How to open the avdanced node ?

Select offset matrix node and press U or u can find advanced settings on right N panel.

When I use your method the objects are not scaled. But the axis of scaling are the axis of the grid and not the world axis.


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Thicken edges of a polyhedron
I have basics polyhedrons like tetrahedrons and I would like to thicken their edges to make them seem like in this picture but with soft rounded edge instead of spheres.

Is this possible?

You can use the Skin modifier, it will give thickness to all your edges (CtrlA to thicken in Edit mode):

Here is the result once you apply it:

You'll probably need to rework on some parts of the topology:

Corner corrected:

If you apply a Subdivision Surface modifier with a level of 1:

Thank you for your answer. All work like you sayd exepted that my egdes are to thick and I don't find an option in modifiers to adjust it

You need to go in Edit mode, select all, press Ctrl A and drag

It work. Thank you.


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Animation Nodes: Weird invalid network issue
I have two similar loop network to control two different objects with two matrix lists.
When I connect one math node to control the scales of both objects loop in the same time it show me the "invalid network" error.
I don't understand why. The task I ask for seem to me very ordinary.

...

There should be a problems panel on the left n-menu in Animation nodes. There you can see whats causing the problem.


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Video Editor: Modify various strips of a subtitle text
I try to modify various strips of a subtitle text in video editor but I don't find how to do it.
For exemple If I want to change the color of one line of text it is possible if I select one line and change in Strip/Style/Color. But if I select various lines and change the color in the color box it change only the color of the selected line with white selection.

That’s something for scripting. There might be an add-on or special operator for it somewhere, but it can be scripted without too much trouble.

The white outline means that it is the active strip. The properties on the active strip is displayed in the sidebar.
The orange outline means selected strips.
If you want to copy the properties of the active strip to the selected strips, you'll need to press Alt while changing the values. Or right-click on the property and select Copy to Selected:

Unfortunately, this doesn't work for changing the font.
So, I added copying all visual properties of the active Text strip to the selected Text strips(including the font) to my Subtitle Import add-on.

Get it here: https://github.com/tin2tin/import_subtitles

I pasted your script in text editor and runned it. But the "copy properties to selected" option do not appear.

The "import subtitle" option well appear on the other hand. I use blender 2.93.8

Did you have both an active strip and selected strips selected(white+orange outlines)?

Yes and it is still the same. The button "copy property to selected" is not here

Since it is working fine here on 3.2, there is not much I can say other than try to update Blender.

I tried with blender 3.1.2 and it work. Thank you !


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i can't edit the properties of archpack meshes
as soon as i try to edit something like the width or height of the window the panel disappeared. and when I click away and click on it again I have the panel but the problem still persists.


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hair particles is clipping throught mesh
I'm pretty new to blender and I'm trying to create hair for a character but the hair keeps clipping through the mesh and makes it look terrible what should I do?

the option [X] Deflect Emitter should prevent this. Try to turn it off and on again, and click on the hair. It should be moved above the surface. Or try to increase the Distance (maybe it's too small for your model?)

its enabled with enough distance its still clipping


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video editing shading for 3D strip
I use the blender video editor with several scenes.
The scenes contains images as planes (via the so-called addon).
They look good with a shading set to material in the 3D editor (render is also OK) :

But when I add them as scene strip, the look as grey boxes in the video preview (render is also KO) :

Is there any shading settings in the video sequencer ?
I'm using blender 2.90.1 on linux.

In vse preview sidebar, did you set the Scene Strip Display to Render?

Thanks a lot !!

In the VSE preview sidebar set the Scene Strip Display to Render :


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PATH for the Blender 2.90 executable, in the Linux Mint 19 Cinnamon filesystem, please?
Executable PATH for Blender 2.90 in Linux Mint 19 Cinnamon?
In OpenShot->Preferences->blender path, it requires the PATH to the blender executable.
The GUI Menu (Cinnamon) has the following path to blender 2.90 which works fine with the GUI Launcher:
file:///usr/bin/flatpak%20run%20--branch=stable%20--arch=x86_64%20--command=blender%20--file-forwarding%20org.blender.Blender%20@@%20%25f%20@@
Where is the blender 2.90 executable located in the Linux Mint 19 Cinnamon filesystem, please?
Yes, changing the system PATH to include this directory is needed too, but I can do that once I know what path & filename to use.

you could download Blender from blender.org and unzip it somewhere, then you would definitely know where it is. i think your problem comes from using flatpack. also you could type which blender in the terminal, it might give you a location

Thanks for the Reply. Blender 2.90 was installed by the Synaptic Software Manager from the Drop down Menu in Cinnamon. I know not where it was installed. Interesting, "Which" command IS in my system, but does not return anything, not even an error. Trying which -h returns which -a (args) so I know its there. Thanks

"which" is an utility to find out the location of a binary file. So if you can start Blender by typing "blender" in the terminal, typing "which blender" will tell you the path of blender's executable, and then you can use that in openshot

Let me rephrase: I can lefdt-click the Mint Menu Icon and the appplications Menu pops up. Under Graphics, Blender is shown and launches correctly. How do I get that same launcher application and directories to OpenShot as if I had Browsed for it? I do not know where Blender launcher is, nor does PATH, so Find, Where, ect does not deliver the path/application. thanks

the problem is that your blender installation is in a flatpack container which means you get a launcher but no direct access to the executable (they're not the same thing). So like i said, download it from blender.org, write down where you unpacked it and use that path in openshot, problem solved. (sidenote: linuxmint uses flatpack to package a more up to date version of blender, if you'd installed with "sudo apt install blender" then "which blender" would give you a path like "/usr/bin/blender" but it would be an older version, like 2.82)


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How to smooth the demarcation between two materials?
I want to have a different material on this part of the mesh.
Since assigning a material to it creates a sharp and jagged demarcation between materials, I thought to use a vertex group, and smooth it in the shader nodes. With geometry nodes, I captured a vertex group, outputting the attribute for use the in shader nodes. I was going to use this as the factor for a mix shader node, blending between the two materials (one as a node group). My problem is that I can’t find any way to smooth the jagged edges.

How do I smooth the edges? Or is there a better way to have a different material on a part of the mesh? I don’t want a texture based solution, nor a destructive one (I need it to be easily editable).

Did you try the smooth brush in Weight Paint mode?

Robin, Gorgious, you were wrong you pervs :)

You can use the "Smooth" operator in weight paint mode.


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Why are these normals different between 4.1 and 4.2?
Why would normals be different between 4.1 and 4.2? This is breaking my node tree.

The reason why the normals are different is because the resulting curves from the second Mesh to Curve are different, or let's say not in the same order. I only checked the first 7 or so, but the spline with index 0 is not the same in 4.1 and 4.2 (in 4.3 it's like 4.2), the indices 1 to 6 though are the same splines in both versions.
Now if you want to know why the nodes produce the curves in a different order, I would guess some algorithm has changed, but we are no Blender developers here I cannot tell you in which way or why they changed it.
If you want to keept it consistent, you might try to sort the points in the extruded mesh before converting to curve again. You can do this with a Sort Elements node and as Sort Weight I chose the Y position of the points:

This way they are the same in both versions, note however that none of them is like the default version you had before. So since you wrote "this is breaking my node tree" I guess the actual node tree is more than what you show here - otherwise the only thing breaking here is the colors shown by the Viewer node since nothing else happens where the normals are relevant.
What I want to say is, you might be able to use this "trick" to make sure it's the same in both versions, however if the default normals are exactly what you need I do not know how to get them back in the newer version(s).

It may come from performance improvements from 4.2 but that's just a guess : https://developer.blender.org/docs/release_notes/4.2/geometry_nodes/#performance

@Lutzi Yes, sounds plausible to me, I guess you're right. Anyway the way the question was asked the only answer for us as simple users is "because it's a new version and things are changed sometimes" :D


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Why do I get a wedge instead of a loop when using the simple deform bend modifier?
I am trying to bend shape a few degrees using Modifiers -> Simple Deform -> Bend. However, instead of  bending my shape into a semi-circle, this modifier keeps bending my shape into a wedge. I have tried moving the origin of my shape and rotating my shape, but I always get some sort of a wedge. I have tried slicing the shape.I have also tried changing the angle of the bend. What am I doing wrong?

Hello ! I assume this is the default cube ? The simple deform modifier doesn't add any geometry. Try adding a few loop cuts in edit mode along the Z axis

Did you subdivide your shape?

How do you want it to bend?

@Gorgious I added 8 loop cuts in both the x and y directions. I said slices in my question, but I meant loop cuts.

@moonboots I want it to arc slightly, like 10 degrees, along the x-axis.

If you want it to bend on X you'll need som horizontal edge loops: https://www.zupimages.net/up/23/48/c8r1.jpg also make sure that you've applied the rotation (Ctrl A)

@moonboots Thanks. Adding loop cuts around the z-axis fixed the issue. If you want to submit that answer, then I will accept it.

If you want it to bend on X you'll need some horizontal edge loops:


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Why is the glare node never working?

So, I am making a pitch-black humanoid model for a game. I have tried several versions of the glare node and none of them work. Does it not work in cycles?

Glare best works with emissions shades, a black render its not the best option

Hello. Do you have an example of what you want to achieve ? The glare node basically blurs out the most bright parts of an image, I don't see how you would make it work in a pitch black image.

Tips why your setup cannot work: the Glare node only works on emissions higher than the Threshold value: yours is set to 1, black has an emission of 0, so with 0 < 1:  no glare effect. Then it adds either Streaks or Fog Glow or Ghosts to the image resulting from the emission (the part that exceeds the Threshold) multiplied by a factor x, but even when lowering the threshold to 0, with a black image this would result in 0 · x = 0: no glare effect. Stupid question: what kind of glare effect do you expect from something that is pitch black?


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Why I'm not able to see the loaded sequence movie clip while compositing..? It shows only black and white checks

Why I'm not able to see the loaded sequence movie clip while compositing?  It shows only black and white

Hard to tell without knowing the movie clip. You are on frame 120 there, is the clip shorter than that? This would be a reason why it is not showing anything. Oh, and please take proper screenshots instead of photographs of your monitor, as this makes it harder to see details due to distortions, reflections, Moiré patterns etc.

The original video is of 23 secs. I have converted the frames of the vedio to jpeg which in total have 50 frames.. I have added the movie clip node and added all the frames then connected it with alpha over but the background is not coming... I'm making an anamorphic 3d vedio .. also, if I'm opening a new project in blender doing without any changes and adding the clip the background is working well.. .. please help it's my final project of the year and I'm not able to do anything...

Hello and welcome. Rather than take photos of your monitor post actual screenshots instead, see How to take a screenshot. Photos are harder to read because we have to look past external interferences (like reflections, smudges or Moiré patterns) and guess if we are looking at hardware issues such as a malfunctioning display or connections, a software level issue like driver malfunction or glitch, or actual artifacts or issues with the model itself.


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How do I fix object collision points?
I'm having an issue where my object stops before it collides with its intended point, it is almost like it's running into the mesh, but it's not and I'm not sure how to fix it.

Hi there, this is a very broad question that is very specific to your setup. It would help greatly if you attach your .blend file to your question. You can do that here -> https://blend-exchange.com/

Please show your collision settings.

It would help if you shared your file


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Teamrender like Cinema 4D
Is there a piece of software (as far as I can see it's not built in) that mimics the behaviour of C4D teamrender?
All solutions I've found for private rendering on multiple devices is more of a hack and sharing files back and forth.
I'm looking for a solution just like it works in C4D. I set up the teamrender on all my devices I want, hit render on my main computer and the program itself splits the image into multiple tiles and gives each computer a specific amount of tiles to render and combine the endresult on the main pc. So it "feels like" it's rendered on one pc without any trouble.

there is an explanation here: https://www.youtube.com/watch?v=y3EcpkwLCFI but i don't know C4D and it sounds like you are search for a oneclick - solution and i fear this is only possible with a paid add-on

I mean, even a paid add-on would be an option. But I couldn't find anything like this...
In C4D you set it up once, hit render and you can see while it's rendering in different colors what computer renders what tile and the end result is the same just as it would be when rendered on one computer. I don't need the same look, just something simple without a server I have to set up first or push files to other machines every time I want to render.


text:
Make grass for big landscapes
I found this video for example of how to make decent looking grass. But I was wondering, what would be the best approach for a really big landscape area? Unfortunately I can't find videos about this topic.
So how would I put a hair particle system with high density across a big area? I tried to convert the particle system into an object (mesh), but at some point this also becomes pretty laggy and not really fun to work with, and I already have a pretty fast pc (5900X, 3080TI).
Do you have some good videos or keywords I can look this up with? Something that pushes me in the right direction?
Thanks!

at one point you can cheat with image textures

@moonboots Yeah, I thought the same. But anything "good" for that transition? My pc will die on the way expanding the particle system so big that it won't stand out :D

what about making a render of a grass square and use it as texture for the background, while you use particles for the foreground, or even images with transparency

Blender isn't really optimized for massive, real-time landscapes- you'll have much better results in a program designed for that: Unreal Engine or Unity, mostly

Ok, but a good way of cheating here?

@josephhansen: i disagree to your opinin...


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Can I use absolute snap to grid in edit mode where the grid is rotated to match the rotation of an object's origin? My workflow depends on it
TLDR: I want the snapping grid to be translated into local space while editing an object. This is very important to my workflow as I attempt to emulate art from Pineapple Smash Crew and Stratus. Is there any way to do this? Or any workaround to achieve this effect?
So I am trying to emulate the style of Rich Edwards' art from Pineapple Smash Crew and Stratus, and managing pixels on an angled object is giving me trouble. Say I rotate an object's origin, then I want to be able to use snap to grid, but with the grid translated into the objects space. So say my object is rotated 45 degrees, I want my grid to rotate 45 degrees and treat the object's origin as 0,0 on the grid. Or in other words, I want the snapping grid to be translated into local space while editing an object. This would make it easier for me to edit objects without messing up the pixels when I don't intend to break the grid rules for stylistic reasons. Let me give an example of how things are going wrong using a couple screenshots.
In this first shot I have an object that has not been rotated. It is easy to make loop cuts and edges that will sit flush with the edges of pixels with no texture distortion.

I rotated the object and added the selected loop cut. The snap settings have not changed from the first image, although I did change the circled space option from global to local, which does not seem to affect snapping. If the snapping grid were to rotate with the object in edit mode, I would be able to snap the new loop to overlap with the correctly positioned old one. But because it doesn't translate the the grid to local space, what you see here is the closest to overlapping the correct loop that I can get.

I have tried turning absolute grid snap off, but that causes other issues. Like if I make a new edge loop in this situation, it will not be aligned with the grid, and the only way to get it on the grid is to snap it to an edge that I know is already correct and then work from there, which is not only tedious but also very limiting. One workaround I tried is to only edit things when they are not rotated, but in certain situations, this is a pain. Such as modeling arms for a character. I want to model the arms as separate objects that I put in an A-Pose while I edit, so I can see how long they are against the body, so I have to un-rotate, edit, and re-rotate them if I ever wish to change them. I have to guess how long they need to be, then trial and error until I get the dimensions right, which is a real pain.
So is there a way to use absolute grid snap in local space? A workaround to achieve this same effect? A tool for this art style that would help me avoid this issue? Any potential path around this problem is appreciated.
Thanks!

In my example I've created a reference plane, subdivided like the world grid, set it child of my mesh, rotated the mesh as needed, created a loop cut (Ctrl R, enter), pressed GG to slide it along the edges, using the vertex snap option to have it snapping along the rotated grid.


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blender gpu render time isn't stable why?
im trying to render an animation in blender with cuda , currently im using gtx 750 ti for render , i have a scene with a simple character in it and no major change just a character walking , once i hit the render it took 1hr to render a single frame then i cancelled the render and closed all my background apps (antiviruses and fences ...) then in viewport hided anything so it takes less gpu memory , then i hit render and the exact same frame tooks 15mins instead of 1hr , now that i know memory affects my render time each frame takes 15 mins but question is when it continues rendering the problem goes back , render time increases  and after 10 - 12 renders i'll get system is out of gpu memory ! and i tested it out by closing the blender and reopening it again and by rendering the exact same 12th frame instead of 1hr render time it takes 15 mins again and render time rises up in each frame , it seems like blender is keeping those renders or some data from them to memory that causes a render time increase i also baked dynamic hair and softbody simulations cause i think they have nothing to do with gpu memory, now im asking if there is any option to help me to disable blender from holding weird data from previous renders that causing render speed drop , thanks .
render engine is also cycles
blender version is 3.15

This is a wild guess but that sounds like GPU clock rate change.  That can happen when your GPU's performance is throttled because it is becoming too hot.  You didn't mention your OS so I can't give you specifics, but you can check this with tools that monitor GPU temperature and clock rate.

@MartyFouts  very thanks didn't knew that , i kinda figured it out , i noticed that blender makes an autosave every 2 mins even in render i disabled that and also reduced video sequencer memory to zero , then i reduced tiling size to 512 , the render time became 17 mins persistence for each frame , but still got out of memory problem tho , i find out by disabling hair bvh that problem fixes too for me


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How to make my mesh/geometry/polygon back to normal

It is looks like distorted mesh/geometry/polygon in first arrow.
How to fix it? back to normal like second arrow

you can use the Remesh tool (button on the top right of he 3D view, or shortcuts Shift R to set the size and Ctrl R to apply), but it will change the topology of your whole object, you can also select a Draw brush, put the Strength value at 0, choose the size of the tris in the Dyntopo panel, but it will create tris, not quads

Please clarify your specific problem or provide additional details to highlight exactly what you need. As it's currently written, it's hard to tell exactly what you're asking.


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How do I disable the wireframes on particles
I always get these bounding boxe wireframes around my hair particles on rugs which makes it difficult to see how my strands are looking before i render.
I've played with the Viewport display settings regarding wireframes and even when turned off, nothing changes with my issue. They only show up with certain rugs I get from the Blenderkit Addon.
How do I turn off these wireframes on particles on in my viewport?


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Error while importing SVGs
I have the .svg addon enabled and wanted to import such files into Blender. Some files import normally, others display an error, like such:

Here is the code for the SVG that imported just fine:
<svg width="22" height="22" fill="none" xmlns="http://www.w3.org/2000/svg"><path fill-rule="evenodd" clip-rule="evenodd" d="M21 13.143h-7.857V21H8.857v-7.857H1V8.857h7.857V1h4.286v7.857H21v4.286z" fill="#19BA4E"/></svg>

and here is the code for the SVG that's causing error:
<svg width="24" height="24" fill="none" xmlns="http://www.w3.org/2000/svg"><path d="M14.302 11.79h5.024L7.403 19.74A9 9 0 0017.686 5.023l-3.384 6.767zm1.72-7.843L4.256 11.79h5.023l-3.402 6.805a9 9 0 0110.145-14.65z" fill="#00D7FF"/></svg>

I uploaded the SVG files to this program: https://jakearchibald.github.io/svgomg/ and cleaned them up using the default settings. Blender now imports them just fine.


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Rigify to Unity converter stretches 3d model in blender
My 3d model animations works perfectly in blender. But whenever I use "Rigify to Unity Converter" addon it stretches the mesh as if it was pinned at a certain point(T-pose hand and foot position). How can I fix such a problem?


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Viewer Node constantly changing position Blender 4.2
Does anyone know how to "deactivate" the adaptive repositioning of Viewer Node in Blender 4.2? Everytime I Ctrl-Shift-LMB on a node, the Viewer Node changes its position, which is very annoying.

This is one of the new features they added to Blender 4.2. It doesn't appear that there's any way to turn it off, unfortunately. https://projects.blender.org/blender/blender/commit/7be4d4f443a82a589ec47238765fc16aa9934246


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Greasepencil Object Visible in Unwanted Parts
I am making this illustration of a 3D card and the effect that I want in the end is that it has some depth inside, so I made this folllowing setup:

there's the box, and the different layers of greasepencil distributed inside. As you can see, they are not on the same level.

In the shader editor, used this above in both of the greasepencil objects, and this on the box (that doesn't have the front face, because the other face (which came from a different cube) is the frame:

to make the box insivible in the final render, but you still couldn't see whats inside.
But when I rendered the animation, the layer that is supposed to be inside, shows like this:

I tried making two separate greasepencils objects (one for the frame, another for the interior), but the final render, still does the same thing. How can this be solved? Did I do something wrong in the shader editor? I'm still new to blender, so I don't know how to make it.

Did you follow any specific tutorial or instructions or your are trying to figure it out yourself? Can you share your blend file for others to test?

I didn't follow any specific tutorial, I was just trying to apply the greasepencil principles that I learned on something new.  But I made this wetransfer link available for the file, so you can have access: https://we.tl/t-oVcPzqWTgh

Hi Isla, thanks for sharing the file. Your problem is much clearer now. In Properties Editor click on View Layer tab and in Passes > Data turn on the Z pass. This will solve your issue. Just a tip: Transform the "creature details" layer of your frame GP object at -0.5 on Y axis. This will make the bubbles appear in front of the character.

Thank you! It worked! Why is this Z pass turned off when usually Im using the 3D space to use depth? that's weird

I am asking myself the same question - probably the option needs to be moved to the Grease Object settings instead of enabling Z pass globally. I suppose that Grease Pencil object is usually used as overlay of the 3D scene that needs to be always on top. Enabling Z Pass considers it as a real 2D object in 3D space.

As it was discovered by Rumen, the solution was simply to enable the Z Pass on the DATA on View Layer Tab. In the next Grease Pencil projects, I will be needing to be aware of this to bring the desirable results.


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Blender model deforms too much in unreal
Alright so I created a mesh in blender (okay, i threw some crappy sculpt onto the UE manni, and drew over it)
I keep getting 2 problems.
Finger tips just go where ever they want.... Seems weird as they are weighted exactly to that section... And my character pulls his back through himself.
On these photos the left shoulder is set to ONLY be weighted to shoulder. And the right fades out into 1/2 across back. Results arent very different.
I also tried weighting back to the spine_03 that is right there but that REALLY pulled it making it pass the neck and everything.
Can anyone give some insight on how to straighten that out?

My FBX i made in blender is here:
https://drive.google.com/open?id=1-V...wbODXgvo79ds9h

Going in and setting all the weights to a much smoother rate of change, and removing some from the auto weight option cleaned this up.


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Is there a specific way to unwrap a character model?
Like let's say you either unwrap the whole character itself or separate the head and the rest of the body so you have two different texture to work on for better details? Or is it more of a self preference?
And another question is how do you unwrap the head and the rest of the body separately (the character is one mesh) without the uv layout overlaying with each other on the uv layout?

Related/ possible duplicate https://blender.stackexchange.com/questions/6755/how-to-properly-unwrap-my-mesh/6757#6757

I think the main rule is: the more a model (or part of model) is considered important (from the final result point of view) the more detailed it should be.

There are several ways to UV unwrap and they are all for technical reasons.
As you mentioned, the head might be separate so that it gets a different (larger) image than the rest of the body.
Another way is to have the head on the same texture file, but occupying a larger space.
You can also UV half the mesh with the other half mirrored and "folded under". This will look like you textured half the body, but it covers both sides. This is mainly to conserve resources, as with background characters or with realtime (videogame) characters.
You need to create seams to unwrap. To separate the head, you usually create a seam that goes all the way around the neck. Where the seams go, however, depends a lot on what the geometry looks like.
Once you unwrap, assign the textures. Mind that the texture you see is just for the preview, it wont show up on the render until you assign materials.


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Object reflecting unwanted environment
I'm seeing a curved environment highlight on the top left + bottom right corners of my object. How can I remove this reflection so my object has consistent lighting?

hello, it's hard to say, maybe share your file: https://pasteall.org/blend/

I'm guessing smooth shading is the problem. Try beveling the edges.

.. and / or show the wireframe of your box..if the normals are being interpolated across the entire face, it will have a 'curvature' which is not in the geometry.

@HISEROD that was it - I changed to 'Flat shading' and it fixed the unwanted reflections. Thanks you!

In the object context menu I changed 'Shade Smooth' to 'Shade Flat' and the unwanted reflections were no longer rendered.


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How do I avoid deformations while rendering?
After adding some dunes to my scene, I realized after rendering, it shows polygons as if they were deformed. I tried to "smooth shade" but it didn't work. I also tried to apply subdivision surface, tried with all layers up to x4 to make sure it goes away, but it still doesn't.
Take a look at the images below:

See all the polygon changes on top of the dunes?

How can I fix that?

Seems to be a dupli of https://blender.stackexchange.com/questions/195970/fixing-shadows-in-cycles-without-increasing-subdivision/195987#195987

https://blender.stackexchange.com/questions/91913/some-areas-of-the-mesh-are-dark https://blender.stackexchange.com/questions/27982/how-to-avoid-terminator-artifacts-while-still-using-smooth-shading-and-the-new-p

Under Object Properties > Shading > Shadow Terminator Offset

Hi, unfortunately that doesn't work for me. It has a value between 0.00 and 1.00, and I tried them all and no changes, the distortion is still there.

It kidna makes things worse because it creates polygons everywhere now, not as exacerbated as before, but it multiplies them

HI! I found the solution to this, by going to Modifiers > Smooth > play with it and smooth it until it gets rid of the triangles. So, it wasn't a shadow issue, but rather a mesh issue. Thanks for the help though! I will accept the answer above as the answer to my question in order to close the thread. Thanks!

When I saw your first image I was thinking it is a geometry, but since you said you used high subdiv I abandoned this thought. BTW The proper way would be to answer by your self :) and ask moderator to reopen, now it is referring to a wrong topic. Or ... rather than this "cirkus" may I ask you to delete your question? Thank you


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Linear falloff for bone envelopes
by default in both blender and 3ds max there is a curve in the falloff of the envelope but in max there is a way to switch to linear, how to do this in blender? Thanks.

I've found reference to the falloff being quadratic - but nothing anywhere to indicate that it can be changed. You could post it as a feature request at https://blender.community/c/rightclickselect/


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Create circular object from a 2d mesh
1st of all i'm a beginner in blender or in modeling in general
so my apologizes if I use the wrong terms to explain my issue.
At some point I want to "transform" a side view 2d shape, in a circular object that rotate around an edge of it.
so having this 2d shape:

that I want transform to a 3d shape with rotation around the edge in white (that is in 0,0):

To "achieve" that result above, I tried using some modifiers:

Solidify to get some thickness (of 2m here)
Array of 180 item + Empty with 2degree rotation in Z
Weld to try to enhance this aweful result

but the result is still bretty bad in the end and the generated mesh is pretty bad too (I'll export it in .stl)
So at this point I don't know what is the proper technic to achieve this kind of "circular extrusion".
In addition I'm trying to use modifiers because I didn't finished the initial shape yet and I really like the non-disruptive way.
any help would be welcome
Thanks

Try a Screw Modifier. Just don't increase the "Screw" count (so it doesn't go "up"). You can increase the number of divisions from the modifier panel, and change the shape of the resulting object by transforming it in relation to it's origin (move it around in edit mode):

Slight nitpick but don't forget to check "Merge" if you are going 360° so the start and end points are merged. Might help if you want to bevel afterwards for instance.

that's great! it's doing exactlty what I needed, with a smooth result. btw I noticed there is a rendering difference if the initial 2d shape is filled with a face or not.


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Why does Blender always export in inches
I set my scene properties as MM but whenever I export a STL into say Prusa slicer it exports in inches?

Did you try the Scene unit ticker under Export STL? - https://daler.github.io/blender-for-3d-printing/printing/export-stl.html

Yes I did try scene units, still did nothing. The solution below worked. Bit like Sketchup work in meters convert to mm.

So I changed Blender to meters and export the STL object Scale x 10.
So a 2 meter cube exported as a STL imports into Prusa slicer as a 20mm cube.
I don't get the warning and I can work with that.


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MakeHuman rig not moving with mesh after parenting
Import figure direct into Blender from MakeHuman. Select all parts and join. Select figure/mesh and parent rig with weights. Move rig, figure/mesh moves with rig. Move figure/mesh and the rig is not attached.
Man002

The armature is the parent of the mesh, so it is not supposed to move when you move the mesh, it's the opposite, the mesh is supposed to move with the armature

So can I join the rig to the mesh so it moves with it?

The mesh is already parented to the armature so you're not supposed to do anything more, I'm not sure what you mean by "join the rig to the mesh"

So I cannot move the mesh and the rig follows? But can move the rig and the mesh follows?

yes that's it, the parent moves the child, not the opposite, same for armature that is parent of a mesh


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Distortion In Pose Mode
Import figure from Makehuman.
Sculpt hat.
Pose mode and something goes wrong?

I think I know the problem, I use CARVER to cut the top of hair off so the hat fits better. It does not seem to join up correctly.

Just a guess, but I think the hat has lost its weight painting. Select the hat, go into weight painting, and make sure all the verts are painted to the head


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MakeHuman, Sculpt Mode Grinds To A Halt
Version 3.3.1
I load a figure direct from Makhuman then go to sculpt mode and after a lag it goes into sculpt mode but none of the functions are usable.
Click on a function and it will hang for quiet a while before changing icons then is unusable.
I also have version 2.92.0 installed and it works fine on this version.

Disable the subdivision modifier while sculpting.

When importing a MakeHuman figure direct into Blender. You might find Blender slows down in sculpt mode. To cure this, disable the subdivision modifier while sculpting.


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line in the center of the head using facebuilder

Hello. I made this head using an addon called Face Builder.
Is there any way to get rid of this line appearing above my head?

Please clarify your specific problem or provide additional details to highlight exactly what you need. As it's currently written, it's hard to tell exactly what you're asking.

maybe try to paint with the Clone brush? (Ctrl left click to sample an area)


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Portal in EEVEE using Holdout in Blender 2.93
I'm trying to test out an idea of a camera traveling through a doorway/portal leading to an alternate world. I've made a doorway with a holdout texture to be used to see through to the next destination. I know there was some Holdout features have been made possible in Eevee as of Blender 2.9x, but is this method of using Holdout still only possible in Cycles?

Scene A

Scene B

This is what I've tried to do in the Compositing section in order to get that masking effect...

However, when it renders, the holdout texture is not alpha'd away. Perhaps the best method is to render both scenes independently, then take it into Blender's video editing and alpha-over the holdout there? Or is there actually a way to do this within the rendering process?
Thanks!

Alrighty...solution is much simpler than I thought.
Output Properties > Output > Color > RGBA
I simply did not have the output color settings to include alpha channels!
So in that case, holdout does indeed work in Eevee!!

I like the portal thing. It's cool.


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Dimensions not shown under Transform panel
I am unable to find where you can type in the dimensions of an object. Scale, transform etc are all there but not dimensions. I am trying to edit the active object under the Properties/Data menu. I can successfully scale the object but I need to be able to type in values.
I found this question but the answer did not help, i.e. that you had to be in Object mode.  It does not matter if I am in Object or Edit mode.
I am using 2.91.
I guess I'm doing something daft or missing something so please take pity :-)

Does this answer your question? Where did object dimensions go in 2.8?  see also https://blender.stackexchange.com/questions/86829/edit-mode-dimensions

btw it does matter re edit and object mode. The unit size (dimension) of an object is defined by its bounding box data, what we see in edit mode. eg a mesh for a mesh object.  eg default cube unit size is 2x2x2.  In knowing the unit size can link dimension and scale. Edit mode is changing unit size. Zeroing on an axis will cause issues in conversion.  Btw not sure why we have so many new user downvote snipers, like shooting fish in a barrel, have an upvote in protest.

Thank you very much for the answers. Unfortunately, I am still not able to set dimensions no matter which menu I go through. The link to the Bforartists 2 looks interesting so I may try that, but I would prefer to stick with Blender for now. Guess I'll risk another question but with screenshots  ... :-)


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Blender Object Deletion Issue
I am new to blender and after deleting an object the reference images I placed in the scene disappear. I am also unable to select objects through the viewport.
Here is a link to a screen recording of the issue happening
https://i.sstatic.net/NGc6b.jpg

This seems to be a some kind of a bug. I'm guessing from fact also navigation icons disappeared. Can you repeat this issue with a new blend (cube +reference image or something like that)? Or share your simplified blend with a minimum of objects that still produce this issue. What version of blender?


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Updating very old add ons for use in Blender 2.8-2.9 onwards
I have a question regarding a very old add on for Blender, that I am hoping to make work in the current version.
Currently, I have gotten into to developing add ons for the Space Simulation software Celestia. In order to for Celestia to use an add on, one of two 3d file formats must be used. .3ds or .cmod, are the two file formats that the software currently supports. However, a majority of the add on creators for Celestia use Windows only programs such as Anim8tor, which have the ability to export .cmod files to Celestia. As I am on a Mac running 10.14.6 Mojave, I’am unable to use such a program.
With that being said however, I did learn that very early on, there was in fact a .cmod export add on for Blender. Unfortunately, the add on is so old, that not even 2.79 is capable of running it. Therefore, my question is is it possible to modify this add, on in order to make it work correctly with a modern version of Blender? If so, what will I need to do in order for the add on to be compatible with the most recent versions of Blender?
If you are wondering about the .cmod file, there is lots of information about it here:
https://www.classe.cornell.edu/~seb/celestia/cmod_format.html
In addition, I have also included the link to the .py file that I am referring to as well:
https://celestia.space/forum/viewtopic.php?f=2&t=9957
Thanks!

First - import bpy.
Second - it's only 70 lines, and most of them are self-explanatory.

The 3ds exporter is up to date.  Addons with import Blender are written for version < 2.50


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Exporting a Blender file for use in SFM doesn't work
So I've installed this blender plugin that allows you to export .blend files to .smd files, called Blender Source Tools. However, I am encountering an issue when I click export. I get this error code:
Python: Traceback (most recent call last):
File "C:\Users\FiercePC\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\io_scene_valvesource\export_smd.py", line 207, in execute
self.exportId(context, id)
File "C:\Users\FiercePC\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\io_scene_valvesource\export_smd.py", line 351, in exportId
bake = self.bakeObj(ob)
File "C:\Users\FiercePC\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\io_scene_valvesource\export_smd.py", line 930, in bakeObj
ops.uv.smart_project()
File "C:\Program Files\Blender Foundation\Blender 2.91\2.91\scripts\modules\bpy\ops.py", line 132, in call
ret = _op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.uv.smart_project.poll() failed, context is incorrect
location: (unknown location) :-1
I feel it's an issue with materials, but I have no idea what code means, so it would be a real help if someone were to decode the problem.

Hello :). It would be probably good to ask the developers of the addon first.

Ah, true. Thanks!


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Assign a custom material property to models
I need an explanation how to access and iterate over Materials in Objects.
I want to add few Custom Properties in a set of files (I want to import each file, add Properties to every material in that model, then export and move to another file).
I've found this reference https://docs.blender.org/api/3.6/bpy.props.html, but I cannot figure out how it works with Materials, code in there doesn't seem to add anything in Material Custom Properties.

Eventually I've found it out.
I've looped over materials, attach a new property to material by passing property name in square brackets just after the iterator, then assign a new value.
for mat in bpy.data.materials:
    mat["prop1"] = "value1"
    mat["prop2"] = [1, 2.3, 16,726]

I haven't tried it with multiple objects being present on scene, maybe it will work as well there.


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Blender crashes when translating mesh vertices in VS Code
I am writing a script that adds a cube, applies a subsurface modifier onto it and then randomly deforms that resulting mesh in order to get an irregular blob mesh. More precisely, I select a few mesh vertices and use the bpy.ops.transform.translate method to get smooth proportional deformations.
This below code works well when I run it in the Blender Scripting window. My problem arises when I transfer this same code to my script in VS Code. Most of the time it works without problems. But e.g. if I use it in a loop and create 100 such cubes after some random amount of deformed cubes Blender crashes (Error : EXCEPTION_ACCESS_VIOLATION) without further notice. It is weird that sometimes it crashes instantly when deforming the first cube, but most of the time it creates a couple of deformed objects and crashes then.
Does anyone have any advice?
#Create a cube, subdivide it, and make subdivision a mesh
bpy.ops.mesh.primitive_cube_add(size=1, enter_editmode=False, align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))
bpy.ops.object.modifier_add(type='SUBSURF')
bpy.context.object.modifiers["Subdivision"].levels = 3
bpy.ops.object.modifier_apply(modifier="Subdivision")

#translate random mesh vertices using proportional edit
#i.e.: neighboring vertices are also translated proportionally
#extract mesh
bpy.ops.object.mode_set(mode='EDIT')

context = bpy.context
bm = bmesh.from_edit_mesh(context.edit_object.data)
#deselect all vertices
for v in bm.verts:
    v.select = False
bm.verts.ensure_lookup_table() # NOTE: Necessary for accessing vertex list
for i in range(4):
    transform = Vector([random.uniform(-1, 1),
                random.uniform(-1, 1),
                random.uniform(-1, 1)])*TRANSLATION_RANGE
    v = bm.verts[random.randint(0, len(bm.verts) - 1)]
    v.select = True
    bpy.ops.transform.translate(value=transform,
                            constraint_axis=(False, False, False),
                            orient_type='GLOBAL',
                            mirror=False,
                            use_proportional_edit = True,
                            use_proportional_connected =True,
                            proportional_edit_falloff='SMOOTH',
                            proportional_size=PROPORTIONAL_SIZE)

# Enter Object Mode
bpy.ops.object.mode_set(mode='OBJECT')
```

you're mixing bmesh edit mesh and bpy.ops... I'm quite sure that may cause memory conflicts.

I tried avoiding bmesh and using the obj.data.vertices of the active object, but then no vertices are translated. The resulting object stays undeformed.

Using bpy.data you've to deselect verts, edges and faces (not only verts). See https://blender.stackexchange.com/a/188323/19156. Do it in object mode. And go to edit mode only for bpy.ops.transform.translate.

Thanks for the advice! I made the deformations work without making use of bmesh. However, Blender still crashes when I want to create more blobs. I can create even 1000 without problems directly in Blender Scripting. But when I use VS Code it crashes after a few created blobs.

I add no crash... but I'm not using vs code.


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object from terrain domain
It would be great if you can help me with this issue. I bought some mountain scans on terraindomain.com but the texturing tutorial is probably for maya users. I tried to make it in blender but the result is miles away from the official preview. Is here somebody who had the same issue? I tried to ask directly terraindomain admin, but without answer. I am uploading, how it should looks and how it looks on my screen haha (terrible :( so i just would like to know if the objects for maya has different approach of texturing, or its impossible to do with blender. Thanks :) enter image description here

The model doesn't look the same as on the reference picture. Make sure the model and the textures match or share the correct view point and better image of your material node set up.

The model matches with prw, I plugged it like models from Blender Narket, color to base color, roughness to roughness, and displacement with normal, but also the wrapping is wrong, it doesn't works like models directly for Blender.
This one is for Maya, also the webpage tutorial is for Maya users.


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How do I enable NVENC for video output?
I'm trying to speed up my render times. One option is that I can use Optix, which should have some benefit. The other is enabling NVENC hardware encoding for the video. Strangely though I can't see option anywhere at all in the video format/codec section. Could someone please tell me what I need to do to enable this function. Thanks.

Don't think you can.  See https://blender.community/c/vse/Wq3x/?sorting=hot -- a request that never got a response.

I confirm you can't. To be honest, the implementation of FFMPEG (the lib responsible for video encoding in Blender) is made way slower than what FFMPEG can be so I wouldn't recommand using Blender's video encoding beyond low resolution fast previewing.

I also don't think that encoding video should be a core task of Blender. This should be done in a production chain by a program that specializes in it, and Blender should rather take care of the further development of other important features (there is enough to do, after all).

But it IS already dealt with by a specialized program: ffmpeg. The issue of Blender is that is doesn't use it anywhere near its full potential. All the BF devs need to do is work on the UI to at least give access to what FFMPEG offers by its own already.