text:
Script to rearrange vertices evenly
I want to be able to run a function like Space in Loop Tools from the script editor.
Only extracted functions related to
bl_idname = "mesh.looptools_space"
bl_label = "Space"

I have extracted only the functions related to
operator panel is not needed and is fixed with bpy.ops.mesh.looptools_space(influence=100, input='selected', interpolation='cubic', lock_x=False, lock_y=False, lock_z= False) and converted it to run from a text editor, but it does not work correctly
Can you please tell me what I should do?
The images below are from the script and "Space" from the Loop tools.
The edge from the "script" does not have the vertex position changed, and only the rightmost one has been shrunk
I want to position the vertices evenly as when I execute the "Space" button

import bmesh
import mathutils

def move_verts(object, bm, mapping, move, lock, influence):
    for i, (index, location) in enumerate(move):
        vert = bm.verts[mapping[index]]
        if lock:
            if lock[0]:
                location.x = vert.co.x
            if lock[2]:
                location.y = vert.co.y
            if lock[2]:
                location.z = vert.co.z
        vert.co = vert.co.lerp(location, influence / 100)

def initialise():
    object = bpy.context.object
    bm = bmesh.from_edit_mesh(object.data)
    return object, bm

def terminate():
    bmesh.update_edit_mesh(bpy.context.object.data)

def space_calculate_t(bm_mod, points):
    # Dummy implementation
    return points, points

def calculate_splines(interpolation, bm_mod, tknots, knots):
    splines = []
    if interpolation == 'cubic':
        for i in range(len(knots) - 1):
            a = bm_mod.verts[knots[i]].co
            b = bm_mod.verts[knots[i + 1]].co
            d = b - a
            t = tknots[i]
            u = tknots[i + 1] - t
            splines.append([[a.x, 0, 0, 0, t], [a.y, 0, 0, 0, t], [a.z, 0, 0, 0, t]])
    else:
        for i in range(len(knots) - 1):
            a = bm_mod.verts[knots[i]].co
            b = bm_mod.verts[knots[i + 1]].co
            d = b - a
            t = tknots[i]
            u = tknots[i + 1] - t
            splines.append([a, d, t, u])
    return splines

def space_calculate_verts(bm_mod, interpolation, tknots, tpoints, points, splines):
    move = []
    for p in points:
        m = tpoints[points.index(p)]
        if m in tknots:
            n = tknots.index(m)
        else:
            t = tknots[:]
            t.append(m)
            t.sort()
            n = t.index(m) - 1
        if n > len(splines) - 1:
            n = len(splines) - 1
        elif n < 0:
            n = 0

        if interpolation == 'cubic':
            ax, bx, cx, dx, tx = splines[n][0]
            x = ax + bx * (m - tx) + cx * (m - tx) ** 2 + dx * (m - tx) ** 3
            ay, by, cy, dy, ty = splines[n][2]
            y = ay + by * (m - ty) + cy * (m - ty) ** 2 + dy * (m - ty) ** 3
            az, bz, cz, dz, tz = splines[n][2]
            z = az + bz * (m - tz) + cz * (m - tz) ** 2 + dz * (m - tz) ** 3
            move.append([p, mathutils.Vector([x, y, z])])
        else:  # interpolation == 'linear'
            a, d, t, u = splines[n]
            move.append([p, ((m - t) / u) * d + a])

    return move

def space_operator():
    object, bm = initialise()

    # Example setup for testing purposes
    input = 'selected'
    interpolation = 'cubic'
    lock_x = False
    lock_y = False
    lock_z = False
    influence = 100

    # Dummy implementation of cache and loops (to be replaced with actual logic)
    loops = [[v.index for v in bm.verts if v.select]]
    mapping = {v.index: v.index for v in bm.verts}

    move = []
    for loop in loops:
        tknots, tpoints = space_calculate_t(bm, loop)
        splines = calculate_splines(interpolation, bm, tknots, loop)
        move.append(space_calculate_verts(bm, interpolation, tknots, tpoints, loop, splines))

    if lock_x or lock_y or lock_z:
        lock = [lock_x, lock_y, lock_z]
    else:
        lock = False
    move_verts(object, bm, mapping, move[0], lock, influence)

    terminate()

# Example call (to be executed in Blender's Text Editor)
space_operator()

You'll need to be more precise than "it does not work correctly". Otherwise your question will be downvoted and at some point closed.

2 things I noticed of the bat. You didn't imoprt bpy. The indices for locking axes in move_verts are incorrect. Change them to lock[0], lock[1], and lock[2].

Here's some code I wrote, I've only tested it a little, but it seems like it works pretty good:
import bpy
import bmesh
from mathutils import Vector

def space_loop_equalize(context):
    # Get the active object
    obj = context.object
    if obj is None or obj.type != 'MESH':
        print("No mesh object selected.")
        return

    # Switch to edit mode
    bpy.ops.object.mode_set(mode='EDIT')

    # Get the bmesh
    bm = bmesh.from_edit_mesh(obj.data)

    # Ensure only edge select mode is enabled
    bpy.ops.mesh.select_mode(type="EDGE")

    # Get the selected edge loop
    edges = [e for e in bm.edges if e.select]

    if not edges:
        print("No edges selected.")
        return

    # Find the total length of the edge loop
    total_length = sum((e.verts[0].co - e.verts[1].co).length for e in edges)
    num_edges = len(edges)
    equal_length = total_length / num_edges

    # Loop through the edges and set the length to the equal length
    for edge in edges:
        v1, v2 = edge.verts
        direction = (v2.co - v1.co).normalized()
        mid_point = (v1.co + v2.co) / 2

        v1.co = mid_point - direction * (equal_length / 2)
        v2.co = mid_point + direction * (equal_length / 2)

    # Update the bmesh
    bmesh.update_edit_mesh(obj.data)

# Execute the function
space_loop_equalize(bpy.context)

Thanks! It seems to be working quite ideally! However, each time I run it, the selected edges get a little shorter. And they still don't seem to be placed a little evenly. I would like to attach a video, but where do I upload it?

https://youtu.be/BE6PJeEz6aA

Hello, I don't intend do be antagonistic, but this site has a strict policy about AI-generated content. Your script looks like it has been generated by one. Can you confirm you have written this script yourself and it was not entirely generated by a LLM ?

Hi, I understand your point of view and I respect this site's policies. I made this google doc with some proof, it's not really concrete evidence, but I didn't know what else to put. Lmk if you need anything else. https://docs.google.com/document/d/1nRpGGD_pbzbE5ys8huDcMA-vUWUSk07Zd0uPvXS8PQs/edit?usp=sharing

Hello, thank you for your update, a simple yes or no would suffice ^^ FWIW I think you can safely remove most of the code comments, they don't really add anything to the code quality or comprehension (eg bpy.ops.object.mode_set(mode='EDIT') is self-explanatory), they will become a hindrance if you want to update this script further down the line, and they tend to trigger a "this has been AI generated" response since this is how LLM write code by default. Just my 2 cents. Cheers

Oh that makes sense, thanks

Thanks for telling me! I didn't know that I shouldn't use AI, I read the POLICY but didn't know where it said that. Can you tell me where it says that?


text:
I want to UV unwrap by referring only to the edge length
First of all, I want you to look at the image

I want to extrude the edges using geometry nodes
When I do that, I want to create UVs that are squashed like the bottom left of the image, but is there a way to do that?
Also, I want to be able to maintain the UV Map when I apply the modifier
I've tried making my own, but the UV Map disappears when I apply it
Can someone please tell me?

I guess the best solution would be doing it directly in the shader, without UV:
If you take only one coordinate among X, Y, Z, you end up with a one dimensional texture space.
In the image:

Left side: regular shading with object coordinates
Right side: one-dimensoinal shading with object coordinates

You can do it also drawing from the 'UV' in the "Texture Coordinate" node, then you can unwrap regularly as you would, and have control of which edges go where in the map. (Just remember that UV has only X and Y coordinates)

source: Stack Exchange

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

sort: votes


text:
I want to reset the position of the Group Output node of a Composite
Reset the position of the Group Output node of the material that has been moved to its initial position.
Then calculate the difference between the current position and the reset position
And then calculate the difference between the current position and the reset position.
However, in the following script, all nodes except the Composite node did not move.
Can someone please tell me how to do this?
import bpy

# Check if a Compositing nodetree is being used in Blender
if bpy.context.scene.node_tree:
    node_tree = bpy.context.scene.node_tree

    # Get the current location of the Composite node
    composite_node = None
    for node in node_tree.nodes:
        if node.type == 'COMPOSITE':
            composite_node = node
            break

    if composite_node:
        # Move the Composite node to (300, 400)
        composite_node.location = (300, 400)

        # Calculate the difference between the current position and the initial position
        original_location = composite_node.location.copy()
        diff_x = 300 - original_location.x
        diff_y = 400 - original_location.y

        # Get the current position of all other nodes
        for node in node_tree.nodes:
            # Exclude the Composite node as it has already been moved
            if node != composite_node:
                # Move the node by adding the calculated difference to its position
                node.location.x += diff_x
                node.location.y += diff_y

Hello. It seems the order of your statements needs to change, because diff_x and diff_y are both always equal to 0 in your script. I would set original_location  before moving the composite node. Of course this looks awfully like a GPT-generated script so you can just copy-paste my comment in the discussion. ;)

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


text:
I want to make a book that tilts randomly
I want to create a book that tilts randomly with geometry nodes as shown in the image!
It is not an animation, but a still image

I created a node like this.

But with my knowledge I could only create this...

Can someone please tell me how to do this?

Do you mean an animation like falling dominoes?

...or just a still image?

you can tilt and align a single book to the wall (or another book) and the floor with GN. For a row of books you need to do this from left to right for each book individually. I think you need a Repeat Zone (Blender 4) or Simulation Nodes for this if you want to create the row of books with a GN modifier.

@lemon &Chris Thanks for commenting!
Sorry, this is intended to be a still image

@Chris Added to the question text

@Blunder I have no knowledge of repeating nodes or simulation nodes as I have never used them. Are there any good tutorial videos on this question?

@InamuraJIN I haven't done much with repeating nodes and simulation nodes either. But I think it's doable with them. I've figured out how to loop over the instances. But at the moment the pivot point for rotation/tilt doesn't work as it should when I put everything together. My first idea to tilt the book also was too complicated, you can do it much simpler. I can show you what I got so far later.

Can you confirm that you really want randomly tilted books? I suspect that you want instead randomly positioned books, the tilt of which results from the imprecise positioning. Or to put it differently: If you place books with differently sized gaps in between on your shelve and push them over, do they arrange as you want? Randomly tilted books in regular distance seem to be what you describe and what is the approach in what you have shown, but they are not natural, they look like separatly glued to the back of the shelve.

Apart from that you are asking about geometry nodes to do this and stress that it is a still image, not a simulatio nor animation. However, rigid body simulation would be the path I would try, evene if the final goal is a still image. Just simulare, wait uintil the books stop moving and take the picture. Is that out of the question for you?

@Yunnosch I wanted to randomize the type, thickness, height, and number of books. Furthermore, I wanted to change them into products such as potato chips. So I wanted to reproduce it in GeoNode, but the more I thought about it, the more difficult it proved to be. Surely a rigid body would be easier


text:
Colored matt glass shade for lamp in cycles
I'm trying to create (using Blender 2.72) a realistic model of a lamp shade (which shape can be roughly represented as a cylinder with no caps and non-zero thickness of the walls) made of a colored matt glass that would do the following (having a small sphere with a white "Emission" shader placed in the center of it):

Attenuate the light coming through it.
Change the color of the light coming through it.
Reflect the light off its internal surface for the rays falling at low angles and leaving the shade through its upper/lower aperture (optional).

My current knowledge of Cycles materials (or, the lack of it) is not letting me properly "wrapping" my head around this task successfully.
Any hints on what should the graph look like are appreciated!

I think all you need is a rough glass shader:

Or perhaps something like this:

Filtering out certain colors is a fairly simple matter:

Oh, that looks so easy now! I haven't tried mixing Translucent and Glass. Thanks, that does what I need! :)

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


text:
Export to GLTF/GLB - Remove domain / bounding box from animation
I am trying to export a 3D model with an animation as a .glb file, but the bounding box is obscuring the entire animation. Any way to remove the bounding box to show the actual animation?
Here is what I want exported:
But this is what I get:

You'll need to provide more information to get help with this question. The glTF addon doesn't create arbitrary bounding boxes — something in your Blender scene is creating this box. If you can't find and hide it in Blender, you'd need to share details (the .blend file?) so that others can reproduce and debug.

@DonMcCurdy Thank you for your reply! I have updated the original post with more information, please let me know if this helps!

Sorry, I still don't know what it is that you're exporting. Can you share enough information that someone could reproduce the problem you are seeing?

@DonMcCurdy Thanks for the response, I would have responded earlier but I didn't get an email or anything from StackExchange :/ So what I'm doing is basically creating a flame animation that comes out from an object, and I want to export it such that the flame animation will be attached to the .glb object. The smoke effect is coming from "Quick Smoke," from Quick Effects list in Blender 2.8

I don't think the "Quick Smoke" effect can be exported out of Blender. The types of animation that are portable to other software are typically: keyframe animation, armature/skinning, and morph targets / shape keys. You might be able to create a sequence of shape keys from a sequence of meshes by following https://blender.stackexchange.com/questions/9421/export-a-smoke-simulation-as-a-mesh.

@DonMcCurdy Thank you so much! I'll give this a shot. I appreciate it!

@DonMcCurdy The problem still seems to persist with the liquid effect, as per the discussion in the link :( The issue is the entire bounding/domain box of the effect is being rendered, obscuring the actual frame(s) of the animation.

The box is not obscuring the animation — the shape of the volume is the only exportable part of the effect. Try zooming in through the box and you won't see a smoke effect inside.  You'll need to convert the effect to a mesh before exporting, which is (AFAIK) possible with liquid simulations but not Quick Smoke.

@DonMcCurdy Okay thank you! I'll try this and get back to you. I appreciate all your responses!

@DonMcCurdy I'm still getting the bounding box issue, even with a fluid / mesh layout. Here are a few screenshots: https://imgur.com/a/Ap9HgHT

It may be easier to open a ticket on https://github.com/KhronosGroup/glTF-Blender-IO with the .blend attached. In the screenshot above I assume something else in the scene is being exported as a cube, but I couldn't tell you which.

@DonMcCurdy Okay I'll go ahead and open a ticket. Right now it's just my object with the liquid coming out, and the bounding box is for the fluid, which takes up most of the image.

@DonMcCurdy I found my solution! So when exporting, I needed to have these specific options checked while exporting: Include > Selected Properties / Custom Properties, Geometry > Apply Modifiers, Animation > Use Current Frame
https://imgur.com/aggINok


text:
How do I make the mat_name = all the materials on an object?
I'm creating a script in Blender and I need the mat_name = " " to be all the materials on the active object. To be more specific, this object has 2 node groups:

And I want to add an image texture in both of those materials in one click with python. How would I do that?
I also need the object name to be the active object, not a specific object. So if the object is named "Cube", I don't want it to just go to the object "Cube", I want it to go to any active object.
Here is my existing code:
import bpy

mat_name = "ActiveMaterial"
materials = bpy.data.materials

mat = materials.get(mat_name) or materials.new(mat_name)
mat.use_nodes = True
nodes = mat.node_tree.nodes

node = nodes.new('ShaderNodeTexImage')
node.location = (0,0)

(where it says "ActiveMaterial" I don't actually need it to make a new material called active material, that is just where I'm struggling adding the image texture on the active object's materials)
Thanks
Daniel

Consider adding the code you have so far, to add some clarity,.

Hi there, I just added the code.

I think you are getting too focused on the details and need to evaluate the overall goal. Sounds like you want to do:
Premise:
Given an object
if no material assigned create new material
For each material in material_slots
ensure use_nodes = True
Add shader node 'ShaderNodeTexImage'
Set node location (0,0)
import bpy

ob = bpy.context.object

def add_image_node(ob):
    if not ob.material_slots:
        ob.data.materials.append(bpy.data.materials.new(ob.name))
    for mat in ob.data.materials:
        mat.use_nodes = True
        my_node = mat.node_tree.nodes.new('ShaderNodeTexImage')
        my_node.location = (0,0)

add_image_node(ob)

In which case he only name used is when creating a new material.
Edit added alternative code including linking example and some potential issues identified in comments to consider for your specific goals.
import bpy

ob = bpy.context.object

def link_texture(mat, nd_from, nd_to, ip_socket, op_socket):
    mat.node_tree.links.new(nd_to.inputs[ip_socket], nd_from.outputs[op_socket])

def add_texture_node(mat):
    tex_node = mat.node_tree.nodes.new('ShaderNodeTexImage')
    tex_node.location = (0,0)
    return tex_node

def add_mat_by_slot(ob):
    if not ob.material_slots:
        bpy.ops.object.material_slot_add()
    for slot in ob.material_slots:
        if not slot.material:
            new_mat = bpy.data.materials.new(ob.name)
            slot.material = new_mat
        slot.material.use_nodes = True
        # should there be a check before adding to prevent duplicates?
        if 'Image Texture' not in slot.material.node_tree.nodes:
            my_node = add_texture_node(slot.material)
        else:
            # reference existing node
            my_node = slot.material.node_tree.nodes['Image Texture']

        # potentially more than one bsdf which to connect to or all
        nds_to = [nd for nd in slot.material.node_tree.nodes if nd.type == 'BSDF_PRINCIPLED']

        # convenience variables to choose sockets by name
        ip_sock = "Base Color"
        op_sock = "Color"

        for nd in nds_to:
            # do you want to skip if link already exists to avoid over writing?
            if nd.inputs[ip_sock].links:
                continue
            link_texture(slot.material, my_node, nd, ip_sock, op_sock)

add_mat_by_slot(ob)


text:
bright squares showing up when rendering
I want to render something, but these random squares show up:

Here are some of my render settings:

(If you want to know another setting, just comment and i'll post it)
Thanks
Daniel
EDIT: I fixed it by rendering using CUDA instead of OPTIX and now there’s no random bright squares.

please provide blend file

Hello :). I remember some issues like this when using tile denoising. Does it happen with denoising disabled?

Light clamping when done incorrectly can be problem sometimes, I have tested different values, and 500 for both Direct Light and Indirect Light worked best.


text:
How can I show the keys I used on the bottom left of my screen
I see a lot of tutorials on YouTube that toggle on the history thing on the bottom left corner.
f
Sorry for asking such amateurs question because I am.

are you sure it is a history thing? it looks more like what a screencast addon do, i.e. displays the key that is used

you can download screencast keys here: https://github.com/nutti/Screencast-Keys
You install it via Preferences -> add ons -> install.
In the viewport you can activate it by pressing N and then tap on screencast keys. Then check the checkbox at the top.


text:
weight painting clothes Problem
Im sorry if this question is stupid but it seem that when moving my character in pose mode the cloth seems to move faster than the forearm even though the weight applied to the cloth and the forearm is the same

what can i do to fix this problem?

Hello, please share your file: https://blend-exchange.giantcowfilms.com/

@moonboots i have shared the blend file , please take a look

it looks like the vest doesn't want to parent correctly, so maybe use a modifier like Data Transfer or delete all its vertex groups and weight paint. Also make sur that you have an edge loop where the vest is supposed to bend (elbow)


text:
Align instanced objects on a particle system
Is there a way to align or adjust the alignment of instanced objects on a particle system? For example, looking through the y-axis, the objects are slightly misaligned.

It gets worst if you look through the x-axis:

And this is my instanced object:

it has an equal length on the x and y-axis.
Here's the blend file I use for testing:

EDIT:
I found the source of my "misalignment", I forgot that rotating the object would do that, so when I reverted the object and reset to all zeroes, it looks better now. ♀

I have realised my mistake and here's the answer.
I rotated the object which caused the misalignment. So to get the desired effect I wanted, I "applied" the rotation by pressing Ctrl-A and selecting the rotation to make it zero again. then the instanced object aligned properly again.

Here's the test file

A classic EBKAC error.


text:
Geometry Nodes, Invert Selection
Using Geometry nodes, I wanted to invert my selection. I'm not sure if I'm using the correct node for this purpose but it won't let me plug the node as seen on the image below:

For my current use case, I could probably get away with the following setup:

but I wanted to know how to invert selection for when the need arises.
I tried to search for [blender "geometry nodes" "reverse selection"] and [blender "geometry nodes" "invert selection"] but nothing came out useful.
ADDENDUM:
Hi Chris, thanks for your answer, it directly answered the title of my question. But I want to expand this a bit more. Here's why:
If I cascade two Triangulate nodes, it produces this:

In effect, It retained the integrity of the whole geometry.
While using Separate Geometry, it broke my geometry into two:

In effect, I lost some of the details of my input geometry:

I'm pretty sure I used the wrong node (the Separate Geometry Node) which I mentioned in my initial question because that's the only node that I had in mind. But, if I wanted actually reverse the selection of my previous node without actually separating the two geometries, how would I do that?

Selection as Input is a boolean value (you can determine it by its pink color).
The green color indicates that it is geometry. So maybe "Selection" is not the best word here for the outputed selected geometry, but that's what it is: selected geometry.
Here an example:

I seperate (divide) the geometry into two parts.
The selected part (selection) where z > 0 which will be red.
The inverted geometry where z < 0 which will be green.
Hope this makes it clear.

hi Chris, once again, thanks for the answer. I updated my question to make my intention clearer :)

i am not totally sure what you want to achieve? did you try "face" instead of point in separate geometry node? is that what you want? https://i.sstatic.net/5Lddc.jpg

oh wow, yeah i missed that one  thanks again Chris! :)

@Sophia Since Selection is a boolean value as Chris pointed out, another possibility would be to invert the result of the Greater Than output directly: use the Utilities > Boolean Math node set to "Not". This inverts the boolean selection so that you can plug it in any Selection input if it is needed.

Thanks Gordon, I will give that a try :)


text:
On geonodes, how do I apply normalization on two measurements
I'm trying to normalize input measurements but I'm lost.
This is what I'm trying to achieve:

I want to resize the quadrilateral so that it keeps touching the inner and outer circles even if I change the parameters.
The position offset part seems to work, but for the quadrilateral width, it appears I might need to perform some normalizing because directly subtracting Inner and Center input fields doesn't work.

However, I don't know how I can normalize the two parameters. The first normalization probably works, but the second one doesn't. I probably need to fill in the selection but I don't know how to connect it.
And here's the reference .blend file.

ADDENDUM:
If I remove the connection to compute for the width and the corresponding normalization, the quadrilateral seems to follow the Inner and Center input fields correctly albeit having an incorrect width.

If I connect the width, and the first set pos while leaving the 2nd set pos, changing the Inner input field seem to work, but not the Center input field as expected.

That is where I think I got stuck, how to make both set positions work. Or, I maybe doing all these the wrong way.

i am not sure whether you mean like this?

so here is the node tree for that:

I wonder, does @sophia want to close the small gap at the tangent of the inner ring?

wow, I overthink the problem, I thought it has something to do with normalization, I didn't realize it is just a simple averaging of values


text:
How do I combine 3 objects with RGB colors to make it pure white in EEVEE
I made 3 planes on EEVEE and gave them a separate RGB materials each:

One for red, one for blue, one for green.
I tried both Alpha Blend and Alpha Hashed blend mode:

I also made my colour space to standard.
how do I make the combination of the 3 to be as white as possible, not like grey.

I tried to increase my exposure to achieve my desired result:

But, is this the right way of doing it? I know people here have a lot of creative ways of doing things in Blender, I'm curious what one can do to achieve this that doesn't require changing the exposure.
EDIT:
Thanks, Rich Sedman; your solution is the proper solution. I don't know why I forgot about the Add Shader, quite embarrassing.
I'm able to pull down the emission and exposure to one which is what I'm after.

In this situation you should be using an Add Shader rather than a Mix Shader - since you're expecting 100% transparency from each of the overlapping planes.
An emission surface is actually 100% opaque (if you set the strength to zero you'll just get a black surface, not transparent). In your case you're making each plane effectively 50% opaque so it is blocking the light from behind. By using the Add shader you're taking the Emmision properties and adding it to the light that is coming through from behind the surface using the full transparency.

What does it look like boosting the emission strength on the material while leaving exposure as default?
Also principled shader makes iterating much faster esp. with transparency; set base color to #000000 and it won't affect the lighting output, lets you control alpha and emission strength separately (rather than sequentially combined like in the screen shot material)

That was my first thought, that's why there's an emission node there, but the more I add on emission, the more it bleeds through the basic colours with bloom enabled  I kinda wanted to have the bloom enabled just enough to make a slight glow outside, but not too much to cause discolouration inside the 3 planes. I'm kinda just curious what other solution the wizards here can come up


text:
Why my render image looks so awful?
I'm making a small animation and when i was rendering i notice this awful render and i don´t know why.
It's Render in Cycles, motion blur, 1920x1080 and at 1500 samples(even when i push the samples to 5000, still gets that image)
The only thing i have in composition is the denoiser.
I use Blender 2.83.
Can anyone help and thanks!
Here is a image:

It's the denoiser.

Yeah. the denoiser is set way too aggressive. A good render never really needs more than 500 samples at max in my experience. Even with photorealism. The denoiser is a magic tool that has been added to blender, but it isn't perfect. It will get rid of 99% of your noise. Don't try to make it get rid of 100% because that will result in these artifacts.


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Cycles not Showing Textures
My textures are not showing specifically when rendered and in cycles.

If I use the material preview mode, everything is fine;
If I render in Evee, fine as well;
If I render (preview or output) in cycles, the texture is not used to generate the image.

This must be some setting that I changed by accident because the cycles render was fine yesterday and I have outputs from this object with the Cycles working fine.
Could someone help me with this? I've already tried tweaking some settings and searching here for the answer but nothing worked...

Cycles and Render Preview:

Evee and Render Preview:

Cycles and Material Preview:

hello, please pack the imagse, save and share your file again

I believe they are packed now

You need to disable the Texture Coordinate From Instancer option, it is made for particles to inherit the material of the emitter.

Perfect! Thanks a lot!


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Cigarette smoke material with cycles
I'm doing a blender project with a cigarette smoke. I don't use smoke simulation, the smoke is just a mesh simulated with soft body. Here is the mesh:

I've made a cool texture with blender internal :

But now I want to recreate the same, or the closer possible, material in cycles. Can somebody help my I'm really new to cycle material.

possible duplicate of How to mix shaders depending on the direction normals are facing?

This will do what you want:

The Color Ramp will allow you to control/fine-tune the amount of transparency.

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


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Is there a way to put a copy rotation constraint with an influence higher than 1?
I'm making a little animation with some gears. I want that if I rotate the first gear, all the gears rotate with the gain given by the gears.
For doing that I've choose the copy rotation constraint. But in my case, sometime a gear turn one time and the second turn tiwce. With the copy roation I can only put an influence between 0 and 1.
So my question is : Is there a way to put a copy rotation constraint with an influence higher than 1? Or is there an other solution to do what I want?

1.0 is the maximum influence for any given constraint, so setting it beyond 1.0 is impossible.
Using the Transformation constraint, you could easily map any kind of simple transformation from one object to the other. In the following example, the object being constrained will rotate twice the amount of Cube_target's rotation in the Y axis.

Checking Extrapolation will extend the transformation beyond stated range of values.

Thank's for your answer. But now I've an other problem. With the copy rotation and the transformation constraint, when the target object go from 179° to 180° or 539° to 540°, the objects with the constraint do a 'higher step' of rotation. Is it a bug or I'm doing somthing wrong?

@lucblender: I can't picture, let alone reproduce your problem. I redo this answer, and found nothing wrong at the angles your mentioned (file at PasteAll). A sample file would be helpful.

The bug appear when the ratio between the source and target object isn't somthing like 0.5, 1, 1.5 Here is a link to my blender file:https://www.dropbox.com/s/246ciar9hae8vda/engrenage%20V2.0.blend

OK, that looks like a bug on the extrapolation. Both Transformation and Copy Rotation are screwed there. An alternative solution is to drive the rotation directly (File at PasteAll). It's a bit more involving, but seems more stable.

Oooh driver that's a bit new to me. I'll try this thank you :)

I've found how to do it properly with driver. Thank's a lot

Use F-Curve Drivers.
https://www.youtube.com/watch?v=jMoBFzXFAUM
Use a scripted expression on the OWNER object's driver with the Target object set. By animating the TARGET object, the OWNER responds accordingly to the driver.
Eg: Two Cubes, CubeA and CubeB:

Add SINGLE DRIVER to CubeB's x rotation transform box.
Go to Graph window.
Change from F-Curveto Drivers.
Select it's X Rotation in the list on left side.
Scroll down in the right side panel to find Drivers.
Set Ob to CubeA Change Type to X Rotation (since we added single drive to x rotation).
In the field under Script Expression:
Delete 0.00 and write var * 2 (var is the name of variable box we
changed the ob/type in).

Now rotate on CubeA's x axis. CubeB rotates on the x axis at twice the speed.
Using this method, you will never have that 179-180 problem.

Another way to do this is to simply stack copy rotation constraints, with offset enabled.

They'll add together.  Unpleasant if you wanted a 50:1 ratio, but easier than drivers or transformation constraints if you only need a 2:1 ratio.


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Dynamically fill an Enum with a list
I'm writting an addon with an UI. In my draw function in my UI class I've this
layout.prop(bpy.context.scene, 'activebone', text='active bone')

Wich create an enum in the UI.
And in my register class I've this:
bpy.types.Scene.activebone = bpy.props.EnumProperty(items=active_bone)

In my draw fonction I fill the active_bone list with the some data and but the enum don't refresh himself. I know that i can retype
bpy.types.Scene.activebone = bpy.props.EnumProperty(items=active_bone)

But the draw function is Read only so I can't.
Is it possible to refresh my Enum item in the draw function or am I obliged to do it in an other class like a button?

In this case it sounds like you want to use a dynamic enum, rather then passing a list, pass items as a function (which returns a list), then you can change it dynamically.
See: https://docs.blender.org/api/current/bpy.props.html#bpy.props.EnumProperty

That's not exacly what I want because in my case the enum data will change for every object. Or I haven't understand your answer. In your case the enum will fill himself only at the start of the script or every time the UI refresh?

Every time its accessed - thats why you pass a function that generates a list, rather then a list.

So now I've that: bpy.props.EnumProperty(items=listBone()) but it's in the register function it can't be in the draw function of the UI so it can be refreshed in the same time of the UI. So the only possibility I see is to refresh my enum with a button or a timer but I want it to be refreshed automaticaly with the UI. Sorry if I'm not clear :S

@lucblender, this isnt how callbacks work, you need to pass the function without calling, so bpy.props.EnumProperty(items=listBone) where listBone is a function you have defined. See scripts/startup/bl_ui/__init__.py for an example of a callback - addon_filter_items

Ohh I understand :) and now it's working Big thank's

And how do you set a default for dynamic enum ?


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Open file browser with python
I'm writing a python script wich is going to import custom data in custom file. For now, for choosing the file I've to do this:

But it's not very useful because you have to type the path of file by yourself.
I want to create somthing like this :

How to create quick interface like that. With a file browser button and the path of selected file edit box is linked at the path of file wich you have selected with the little 'file' button.
I'm not asking for a full code. (of course if you have a full code I'll accept it :D) But if you have just an explanation of how to do this and how the 'path of file' button work, it will be very helpfull.

Add a StringProperty to your operator, then set its subtype to either FILE_PATH or DIR_PATH. For example, this bit of code in my addon:
class OHA_QuickLink_Props(bpy.types.PropertyGroup):
    root_folder = StringProperty(
        name="Root Folder",
        description="Only .blend files two levels below this folder will be listed.",
        subtype="DIR_PATH",
        update=update_oha_quicklink_root_folder)

Blender 2.8x:
class OHA_QuickLink_Props(bpy.types.PropertyGroup):
    root_folder : StringProperty(
        name="Root Folder",
        description="Only .blend files two levels below this folder will be listed.",
        subtype="DIR_PATH",
        update=update_oha_quicklink_root_folder)

yields the following text field when drawn:

Wow... it was as simple as that. Thank you!!

the official documentation was too confusing. thx for giving a short and clear example!


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Hair offset when view is rotated
Hair was fine, pivot was fine ... changed view from front to side ... notice how all child objects move on other pivots

some times the rigging jumps out the mesh and becomes all twisted
Sorry it took so long to get this back

Hierarchy in modifiers? Hard to detect without blend file.  You can use https://blend-exchange.giantcowfilms.com

well that sight may have a bug won't accept upload

well after i wrote this it finally uploaded but wouldn't keep it. It stated that blend files could be no more  than 30 mb.  this small  blend  reads 91mb any other place an upload may work

Simplify the file. You can delete all unrelated objects, materials etc. ... just keep objects that still produce the issue. Sometimes textures take a lot of space. Deleted material sometimes is kept as orphaned data, so delete these or open a new file and "Append" hair obect (with armature). Or use wetransfer.com and share link I can try upload simplified file later. BTW any reason to use 2.7x version? Graphics card?

Sorry it took so long this is the reduced file containing just the particle hair system

I'm not sure if I can help. On my iMac behaviour is much weird than on your.

But definitely is incorrect dimensions you operate with - Location of your object in your file is
X = 119 Y = 448 Z = -28 (miles)
Clear Location Alt+G brings object to zero coordinates, it fixed glitching.

Than I wanted Apply Scale Ctrl+A that is always recommended, but it doesn't worked as supposed to. It brings scale to one as, but Dimension jumped back to original object scale (5 miles).
I had to use Apply Scale Deltas.
So try those steps if they help in your case as well.
From your View > Clip > End 1893939412 miles I see you fight with scale/dimension. In general - it is always better to Apply Scale. Also you have set in Scene Properties > Units > 0.0254 that is something I don't know what represent (since 1 km = 0.62137119224 mi), but I never used this feature.
After all this, when I tried add Hair Children worked fine.

BTW opening your file in 2.9x is even crazier disco :)

thanks for responding. your right that will in the present cause things to appear better but the problem is by the time I'm finished with my blends there will be a lot more data present so i looking for how do i stop the random behaviors from occurring

Hi (•‿•) if the answer solved your question it is common to mark it as accepted. Thank you keep this site organized. To your comment - I don't think I understood what do you want to say, sorry. If you have another question please crate a new thread for it with more details. Thanks (•‿•)

well i'll try to respond in order 2.72 becuse of it nature and it has the best graphic on it splash screen. it causes the mind to move into a creative mode as opposted to the others that are completed and well defined works

Blender has been used to make some pretty large games. that's not a real 5 miles just a plot on a graph. that i left some verts. so if it OK I'ld like to leave it open until a more complete answer as to how  this happened and how to fix it comes. Other than that I'm left deleting everything or transferring ever peace to a new blend making blends that are uselessly small etc...

Sure, your choice :), but I don't think you get more info here ... the issue is definitely the scale you operate with ... there is a plety of issues caused by this kind of large scales scenes. You can try to search for similar threads and the only one solution that worked was scale it down or move it closer to world origin. If you want to attract more people here you can set a Bounty to your Q, but I don't know if that is possible for your current credit 1, but you can answer some simple Q here to reach 50 (just a 5 upvotes to your answers does that). Good luck with your project.

Thank you  a bunch I'll give it some consideration


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Pink model on blender
my name is Mackenson, I am a beginner on blender and I have a problem and I would need help please. I learned about the internet and even on your site about the pink model. It explains to me that you have to go to external data, then find missing file. I followed, but I'm getting error messages. I show you my zip file, where the source of the model comes from. Also, I tried to click on the viewport shading button, but nothing happened. In the screenshot, it's at the top right. In short, I send you 5 screenshots to better understand my problem. My actions are framed in red. Help please

how i send 5 screenshot please

I am using version 2.83 of blender

If you want to post your screenshots, edit your question and click the add image button at the top. See here - https://blender.meta.stackexchange.com/a/1083/75504

You need to unzip the folder first, I think. In your third screenshot choose "Extraire vers" (Extract) and then choose this folder when looking for missing files

I "Extraire vers" (Extract) , what files please, explain step by step please

You can choose wherever you want to extract, but you have to remember the location. I don't use winrar so I don't know what is next but it should ask you for a location on your drive. Then you just have to tell that folder location to blender when it asks for missing files

i will try it, one sec

oh my god, i love you. It was very difficult for me. I send a screenshot that shows with arrows that I unzipped, as you told me. This could probably help other people Thank you, problem solved


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3D model photogrammetry in blender software
I would like to know a 3D photogrammetry model is it more difficult to read in blender versus a normal or cartoon model ? I send screenshots of 3D photogrammetry model (if I'm not mistaken) and normal model, to better understand. Also, can I modify or customize a 3D photogrammetry model in the blender software, without difficulty ? I mean can I take the cars off the streets from the 3D photogrammetry model and other things, if I want ? I noticed that the colletion scene at the top right (screenshot) of the 3D photogrammetry model has fewer files than the 3D cartoon or normal model. Does this mean that the 3D photogrammetry mode is nothing more than a block, even impossible to modify ? Help please

If I'm not mistaken, the only way to remove things like vehicles in a photogrammetry model, is to remove the vertices that the vehicle is made out of.
I would assume the photogrammetry model would be harder to read because it's not as clean as the other model and it has texture on 100% of it.

thank you so much

Which one do you suggest to create a video game ? The 3D photogrammetry model or the normal / cartoon 3D model and why ? Because it's my project ! Help please

It really depends on the type of game and the target platform. If this a GTA type of game where your player walks or drives into town, I say definitely the cartoony model is best, but if it's some kind of "spot the difference" game, maybe the photogrammetry is better. You must also look at the polygon number, if your game targets mobile phone for instance, you want it to be as low as possible. Also, make sure that your resources are licensed to be used in a video game if you plan on releasing it to the public.

thank you very much, it makes sense


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Armature Rig Deforms Half The Rig
I am very new to blender, I have rigged a few characters in the past and I wanted to try rigging only the limbs to this character.
When I parent the mesh and armature with automatic weights, it works exactly how I expect it to on one half of the character and the other side deforms and doesn't follow the bones as I want them to (It bends out of the bones and gets skinnier the more it rotates and shifts position).
I tried looking for a solution but couldn't really find anything that looks like it would help. I don't know if its the rig itself I'm using, but I tried making one from scratch and then tried a meta rig I modified to fit but both give the same results. This only happens when the left and right limbs are one mesh but if the two sides were separate meshes it works fine but is just a big inconvenience.

Hello, maybe share your file: https://blend-exchange.giantcowfilms.com/

Try applying your mirror modifier before binding your mesh to the rig.

I was able to pin it on a weight problem and got it fixed with a little bit of weight painting. But anyways, I want to delete this post now but since I posted it as a guest I can’t delete it even after I’ve linked the e-mail to create this account. I don’t know if you guys can help, thanks in advance


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Emission node not rendering at all in Cycles nor Eevee
I've been modding this model to use in my animations, and thought it would be cool to add an emission shader to the pupils of the eyes (the model is a robot). I was fine with just having the pupils glow, though I do plan on trying to find a way to condense the light into a laserbeam type style later on, but when I added an emission node (not from the principled BSDF), it would not show up at all in the render. Annoyingly, this problem is the same for both Eevee and Cycles:

Even weirder, as seen by the picture above, the emission clearly is working in the material preview. but look at the picture below, where I go into the rendered preview:

It does not render. Obviously, this is not just the preview I'm talking about; I'm getting the same results when I hit F12. Like I said, whether it be Cycles or Eevee, I'm still getting the same results, so I do not believe that the render engine is the problem here.
Thinking that it might have just been a problem of that specific material on my eye model here, I opened up a new .blend file with just the default cube (no lights). To that, I added an emission node and turned up the strength to 1000000 (which is, of course, useless, but it effectively demonstrates my point), and checked the rendered preview:

Same results for both Eevee and Cycles. As one more test, I tried just simply turning on the emission in the Principled BSDF, and was surprised to see that the emission was suddenly working again:

Not only that, but it was working just as it should in both render engines (showing up in Eevee renders, and actually illuminating surrounding objects in Cycles). This led me to believe that there is a problem with my node setup, not the render engines or anything else.
And I suppose that makes sense; I feel like I'm missing something from my material that is supposed to make the emission work, but I'm not sure what it is. I checked the normals for my mesh, too, but nothing was flipped. I'm not sure what else to do. Can someone please help me with this?
.blend file: https://drive.google.com/file/d/19OLOnKs4F2CHZ5Y2gCsV-KMPAkh-TNS3/view?usp=sharing

Why do you have the “Shader to RGB” in there? You should connect the output from the Emission Shader directly to the Surface of the Material Output.

Because each part of the eye is separated by a color ramp (Iris, eye white, pupil, etc), and I specifically want just one part of the eye (the pupil) to emit light. Connect the emission shader directly would cause the entire eye to light up, which is not what I want. Should I attach the .blend file?

yes, please attach the blend file

You can use a 'Mix Shader' node to combine mulitple shaders - so the emission only relates to the pupil (or whatever you desire). Yes - probably easiest if someone has your existing material to make changes to better demonstrate.

Done. Let me know if you have any problems accessing it

You use the emission shader, but then connect it to Shader to RGB node. Therefore you only get the information about the color the shader would generate. The behavior of the shader is however lost. Now, you take that color and put it into the Principled BSDF > Base Color node. You can't see the base color without any lightning by design. If you want to emit that color again, connect it to the emission slot - the one that you changed manually while testing.

"the emission clearly is working in the material preview" - because there's implied lightning in the material preview - but it's not emission working, it's normal color being lit up by light.

@MarkusvonBroady ohh, I didn't know that! I'm still relatively new to shaders
I'm a little confused just from an explanation with text, so I'm gonna wait to see if someone can explain this to me in a full answer

@RichSedman I think I now just realized what you meant, but I have no idea how to implement that (kind of a noob at materials haha). Can you please show me what you mean?

Guys, I got the thing to work using the B part of the separate RGB (which separated the pupils) > emission > separate RGB > emission BSDF. Thanks anyway!

@TotalBlenderNoob14 It would be great if you could add an answer to your own question detailing your solution. Let me know if it would also help for me to add an answer using Mix Shader - although it sounds like you've already fixed your problem anyway.

@RichSedman sure I was just getting to that. It'd be cool if you could add your answer for mix shaders as well, since I didn't need to use those and I'm sure many others and I would find it helpful

@RichSedman I have another problem though: while it works fine in Eevee, the entire eye lights up in cycles. i suppose it's a step up from before, when it wouldn't work in cycles at all, but I really want just the pupil to glow and I can't figure out how. Do you have a solution to this?

Real answer:
Based off the hints all the people in the comments were giving me, I came up with an answer to solve the problem for BOTH Eevee and Cycles:
"B" part of RGB separator (in my case, since this separates the pupils) > Color ramp (optional, since I used this just to change the emission color) > Emission > Mix shader (plug the BSDF + Emission node into this) > Output

Here's the result in Eevee:

Here's the result in Cycles:

Note: the solution I found, for whatever reason, only works in Eevee. So, if anyone has a better answer that also works in Cycles, please share it :D
Thanks to all the people who commented on my question, I figured out that the emission was converted to color and thus wouldn't emit any light. The only way to get the pupil to emit light again was to turn it back into a shader. Here's how I did it:
Take the "B" (in my case) from the separate RGB > Emission (strength) > Shader to RGB > Emission (in the Principled BSDF) (put color to color, not alpha to color)

Like I said, this only works in Eevee. The result should look something like this:

I won't mark this as the answer if someone has a better one

Shader to RGB node only works in Eevee.

@MarkusvonBroady ohhh thats annoying >:( Do you have a quick explanation of what I should do so it works in Cycles?


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How to rig a "cartoonish" style mouth that doesn't affect the rest of the face?
I'm modelling the character Robotboy from the cartoon, and personally I feel like it just might be my best model yet. However, I was attempting to rig the mouth and eventually the eyes, and it wasn't going exactly the way I wanted it to. Here's pictures of it before I posed the mouth, and after:

This is clearly not the look I'm trying to achieve. The creases around the mouth are not wanted, and I feel like it would look much better without the creases there. I also want the mouth to freely move to any location on the face, while still tracking on the surface of the face. Basically, something like this (I hope it doesn't look too confusing):

I've seen this done with Minecraft Blender animations, but I myself do not know how to approach this problem (I'm particularly new to this kind of stuff). Any advice for making this type of a facial rig would be appreciated, as I will be using this kind for animations in the future (it'd also be cool if I was offered a solution to make the eyes act the same at the mouth with the tracking and such, however I do not really need it once I have a solution for the mouth :D).

are you sure that you want to model the mouth, rather than project an image on the face, which would mean using for example the UV Warp modifier? In the case you'd like to model I guess you need to have a good topology

No because I intend to add teeth to the model later on (not cartoonish type, I'm literally gonna model them). I do not want a flat image as I wouldn't be able to add the teeth the way I want. Edit: oop sry I didn't see your last sentence ^^" What do you mean by good topology?

good topology: that would be able to follow this kind of deformation  ;)  please show your wireframe

Ok, I have added it

I think your topology is not good for a head, basically you've kept the topology of a UV sphere, it won't help to deform properly, what you need to do is create a kind of topology that follows the face features (found on google, from 3D artist Israel Audelo "izzy"):

See how the topology rotates concentrically around the mouth. As your character is even simpler and the expression more exagarate you should do the same with no more edge loops than necessary:

I got close to the diagram you gave me, but I'm assuming things would've been far easier if I had initially had a good topology planned out beforehand. I'll get back to you once I try re-rigging it. Also, thanks, I now know what to focus on as I continue to learn Blender =)

I'm not saying that you need to stick to what I show, it's a quick drawing of how it should look  ;)

Yeah, don't think I can anyways. Thank you!

Still haven't tried it, but I was looking at this free mc rig someone made and the mouth behaved exactly I wanted my model to work. The topology on the mouth was similar to what you showed me as well. I believe you may have answered my problem :D


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How to keep FK-IK switch from rotating leg bones
I recently created a rig using a tutorial on youtube, and it has a driver to switch between FK and IK. However, whenever I switch over to Ik from FK, the leg bones turn about 90 degrees for some reason, screwing up the bottom half of my rig. I've tried messing with my rig settings a little, even attempting to rotate the bones in pose mode, but no luck. Can anyone help me with this? I have the .blend file attached below (as well as some pics).
Blend file: https://drive.google.com/file/d/1dVgT5jLokOPYeKBvVmrB6AicUjysIMwz/view?usp=sharing

I'm getting 'Access Denied' from Google drives.  But that's a common problem and I'm surprised there's not an answer.  Go to the bone constraint and look at 'Pole Angle'.  You need to change the angle until the problem doesn't happen.

That fixed it! Tysm!
Edit: small problem: the upper legs still turn (i realized it when I reapplied the mesh). Is there a way to ix that as well?

You probably have a bone with the incorrect roll.  Turn on 'axis' in the bone viewport display panel and show us what that viewport looks like.

Done. Btw the blend file should now be working too, if u wanna try that.

Hey, I think I fixed it! I just had to make the roll of the fk the same as the ik :D Ty for ur help!

you're welcome and great.


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Best method for filling in faces in complex/irregular area
What would be the best method for filling in faces in a complex area, like a key (see image below)?
Does Blender have a tool for handling situations like this quickly?  Or is there a few ideal tactics for handling a situation like this?

The solution I settled on is shown below below?  It looks to work fine with the subdivision modifier.  Are there things in this solution that should have been avoided?

you can select all these vertices and extrude inwards, actually your topology is not very good but if you don't see any artifacts in Render mode, you don't care

Extruding them inward was what I attempted in the first picture.  It didn't seem the way to go because the vertices would pile up on each other on the right and it didn't seem like they would mesh well with what was available to connect to on the left.  Is there an example somewhere you could direct me to to see how to go about making good topology.

maybe show a picture of the original object if you have one, is it a key?

In my opinion your topology is a bit messy and you don't need as many vertices, but is it really important? You should not have any artifacts because I suppose it's going to stay a flat surface, you could even use huge ngons. Also don't hesitate to use tris on the round corners:

But here is a try with a bit simpler topology:

or even:


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I selected "curve A" as the bevel object of "curve B", but changing the scale of curve A from geometry nodes doesn't affect the scale of curve B
These are the objects involved:

I have set the BezierCircle curve as the bevel object for the Plane.001 curve.

This is the node setup for the BezierCircle curve:

The nodes were meant to scale the BezierCircle curve if the camera is within a 4.5m radius of the Plane.001 curve.
The BezierCircle curve is being scaled as intended:

BUT, the scaling of the BezierCircle curve doesn't affect the Plane.001 curve at all:

It scales properly when done from the transform panel or in edit mode, but not from the geometry nodes. I don't undertand why this happens.

If your question was solved, please be so kind and mark the answer that contributed to the solution as "Accepted Answer". This will make it easier for others to see which way leads to the solution, and the question will no longer appear as unsolved. Thank you! Here you can find more information: What should I do when someone answers my question?. If you still didn't get a solution to your question, please be kind enough to address it.

Changing the geometry via a Bevel Object is always done before any manipulation by Geometry Nodes.
Therefore, if the Bevel Object is changed by Geometry Nodes, no change will be visible.
At the moment, the only solution is to extrude using the Curve to Mesh node in Geometry Nodes as well:

By the way, you get better control over the area of effect with the node Map Range.


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Masking influence of dynamic paint
I've currently got scene where a mesh with a Waves Dynamic Paint modifier which is controlled by a particle system with a Dynamic Paint brush.
However, the Dynamic Paint is influencing parts of the object which I'd like to be stationary:

The effect range of the particles is small enough not to reach the edges, but the ripples travel further than this range. Is there a way to add a mask or paint weights to control what parts of the mesh the Dynamic Paint modifier influences?

With Geometry Nodes, before the Dynamic Paint you can store the position as an attribute that is then used after the Dynamic Paint to set the position, a Vertex Group as an input attribute can be used to control where the position will be reverted to the original.

Here, a single Node Tree is used in two Geometry Nodes modifiers to do the work. It will just store the position or revert it depending on the Revert boolean input.


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Texture displacement to all sides of an objects with Geometry Nodes
When I use a default Texture Noise in blender it looks evenly on the cube.
But when using a downloaded one the texture is not applied equally on the sides as well as on the top and bottom sides.
How can I handle this using geometry nodes?

(the cube on the left is made with the modifier while the cube on the right is made with GN)
Can I also change the coordinates the position and size of the texture?

you need you use a uv map or something for the vector input of the texture.

or set the texture node to box project

hello @shmuel i don't want to be a bother but could you explain with more details and screenshots if possible? i'm new to this geo nodes stuff.


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How do I do animate hair strand in blender?
I want to animate Hair in such a way that it wraps around naturally around an object. How can I achieve it in blender ?

You could rig to an armature?

I tried That, The hair strand needs to be wrap around the cylinder and should look natural
I have tired using force fields , It gives me half of the desired animation

Welcome. Please use a title that matches the content of the question. It should be descriptive but succinct, unique and identifying, summarizing the issue in such way that anyone searching for a similar problem may easily find it. Use the [edit] link above, remove anything superfluous, avoid words like "this","issue with" or "question about". Remember, your title is the first thing potential visitors will see, answers you get depend heavily on how inviting it is. See "What is the problem of asking “How do I do this?""

https://blender.stackexchange.com/questions/76756/animate-winding-a-ribbon-rope-cable-around-a-cylinder https://blender.stackexchange.com/questions/260335/how-can-i-animate-a-rope-falling-into-a-coil/ https://blender.stackexchange.com/questions/183182/animating-wire-cable-rope-wrapping-around-a-cylinder https://blender.stackexchange.com/questions/121357/how-to-create-a-cable-wire-for-animation/ https://blender.stackexchange.com/questions/86385/how-to-get-the-physics-engine-to-wraps-a-string-around-the-moving-part-of-a-moto

Thank you for the input,
This Link solves 90% of my problem : https://blender.stackexchange.com/questions/86385/how-to-get-the-physics-engine-to-wraps-a-string-around-the-moving-part-of-a-moto


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How to make a ball with a face texture on it?
I want to achieve this 3D model in which a cartoon face is painted over the ball. I have tried making the texture but it doesn't seem realistic
This is what I have achieved

Hello please show what you've tried so far and maybe share your file

I have overlayed the PNG provided over a Ball Texture

Please tell us exactly what you find unsatisfactory about your version

What @RobinBetts says. You asked "How to make a ball with a face texture on it?" and you achieved that already. Seems to me like an artistic question. First thing to notice is your image has no prominent lighting like the reference, so you could add that and check if your ball surface also provides this little plastic dots bump effect.

The reference image looks like it's painted over the ball, My image looks a bit burnt the colors do pop

@JudeMenezes Then maybe it's a problem with how you have combined the face texture with the general ball material. "Overlayed" is a bit vague and could have been achieved in different ways. But unfortunately you do not show the material setup either.

I have achieved the look by using a base image along with a height map
Here is the result and node setup.


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How to Animate bottle Cap breaking?
I want to animate this Tamperproof cap. This is the example I am referring to
I have tried using bend modifier and curve but I am not getting the same effect as required.

is the animation what you have or what you wanna have?

I want to make similar type of Animation

You can parent the hole ring to an armature, activate the Auto-IK option and keyframe the opening:

Here segmented b-bones (to make it look more flexible, needs to be improved) but it doesn't look like segmented b-bones in your animated gif:

To segment bones, select them all in Edit mode, go into the Bone panel > Bendy Bones, AltLMB on the value and type the value you want (for example 5):

If you switch the Viewport Display to B-Bone you'll see the segmentation (to reduce the bone thickness select all and AltCtrlShiftS:

Note that it will need more than 4 bones to get something correct.

Can you please show me the steps for Segmented b-bones
or any tutorial that I can follow?

I've edited my answer, I hope it helps

Thank you, I will follow the steps


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In tissue tools, I do not have the option to convert to dual mesh
I am trying to follow a tutorial that uses the tissue tools add on. In their tutorial, they have different tabs and options than me. Anyone know where the option went that lets you convert to dual mesh?

edit: manually downloaded and installed tissue v 3.5, and it fixed the issue

Are you in the right mode? These menus change when you change from Object to Edit

yeah, it's the same menu in both object and edit mode

Are you using the latest release version (3.50)? You can download it here. That does have the Dual Mesh entry (under Generate) and also 'Convert to Dual Mesh' under the 'Other' section menu on the sidebar.

I wasn't, I tried what you said and it worked. The update mentioned something about fixing this issue, thank you.

Glad to be able to help!


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Resolving a Dependency Cycle
I've been having a lot of fun rigging, but I've run into a problem. I have knowingly created a Dependency cycle, thinking it wouldn't be problem. It kinda works, but weird bugs appear sometimes, and my system console gets spammed with Dependency cycle detections :/
In this excample I have two bones. One the parent of another. (The parent is on the right)

now, using a transformation constraint, the parent bone is supposed to rotate and move upwards when the child bone gets rotated to the left:

This is obviously the cause of the dependancy loop, but I don't see any way to resolve it.
The child bone has to follow the rotation of the parent, even if that rotation is indirectly caused by the child itself.
edit:
let's say I'm making a mailbox. The child is the door, and the parent is the rest.

When the door opens, the entire mailbox should rise up slightly:

So, the child bone is what I use to control the door, and I can't simply use the paerent bone :(. Hope that makes it more clear.. thanks :)

it looks like the solution you've chosen is not the good one, maybe describe more precisely what you want to achieve so that someone propose a more adequate solution

Why can't you directly rotate the parent? You can always display it at the position of the child so it would appear as if it were the child.

@moonboots I've edited my post and I really hope that helps with the explanation..

@Leander I've edited my post and I really hope that helps with the explanation..

You create a new, independent control bone for both bones, that is unparented to either, from which the others copy rotation.  Then, you only touch your new control bone.

So what about the other way around, parenting the door bone to the box bone, and give a Transformation constraint to the door bone so that when you rotate the box bone it makes the door follow (as it is parented) and rotate (with the constraint)? You can also limit the rotation of the box for more comfort.
Unless you have a good reason to manipulate the door bone only?


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Randomize instances WITHOUT repetition?
Hello Blender community!
I'm trying to generate random positions for a set of objects. I've got 3 objects (cone, cylinder, cube) with a variable of 3 colors (blue, red, yellow), which makes 3x3=9 objects to randomly arrange. The idea is to make the NINE DIFERENTS OBJECTS to appear with a RANDOMIZED POSITION.
I used an Instance on Points node with a Collection Info that links to a collection containing my nine objects. I added a Random Value to link it to the Instance Index of the Instance on Points node.
Here's the problem: no matter what data I enter, it seems impossible to randomly generate a grid containing all 9 objects at the same time. Even with the Random Value seed, there's always one, two or three objects that repeat (see attached photo).

Does anyone have a solution ? Or is there none?
Thanks a million!

Well, Random Value generates random values, but this does not mean that they are not repeated. What may help you here is to shuffle the indices before instantiation. ...like this: https://blender.stackexchange.com/questions/283165/geometry-nodes-how-to-randomize-shuffle-indices-in-distribute-points-on-volume/

Thank you for your answer @quellenform ! You’re right ! I’ve found this thread before posting my question, but as a geometry nodes novice I gave up

Previously answered here:
Geometry Nodes: How to randomize/shuffle indices in 'Distribute Points on Volume'?
For clarity here is purely Geometry Nodes solution for your case.

Remove half randomly selected points and add them again.
This will shuffle the indexes and you can play with the Random Value node Seed parameter to get a variant you like.

That's brilliant and it works PERFECTLY ! Thank you so much :)

Well, I finally found a solution but using a script thanks to the following tutorial: https://www.youtube.com/watch?v=q2Q6tKUz-PM
Here's the script:
import bpy
from copy import copy
from random import shuffle

objSources = bpy.context.selected_objects
objTargetsTransform = [[copy(objSource.location), copy(objSource.rotation_euler)] for objSource in objSources]
shuffle (objTargetsTransform)

for objSource, objTargetTransform in zip(objSources, objTargetsTransform) :
    objSource.location = objTargetTransform [0]
    objSource.rotation_euler = objTargetTransform [1]

It works great! (see attached photo)

Otherwise, I'm sure it can be done using geometry nodes, but I don't have the skills at the moment to find/understand how. If anyone wants to share a solution from my case, that would be great !


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Using geometry nodes, I am trying to adjust speed of animation but also force its framerate to 12 fps afterwords, but one always disrupts the other
These blue nodes don't add up correctly. what would be the right way to speed up or slow down the animation (that's what the left multiply node is for) and still have the final result in 12 fps? (that's what the snap node does when on its own) my scene is set to 24. this is for animation purposes.

sorry, i don't really understand what you want to achieve. It should be pretty clear that if you change fps, the speed of the animation will change. So by changing fps afterwards, the animation speed will change. Or you render 2x, one for 12 fps and one for 24 fps and you adapt that with GN. Is this what you want?

The whole geometry node is a huge simulation of grass waving in the wind. I would like to adjust the speed of the wind and then force that to 12 fps

@Cimo ..it looks as if all modification should be a function of snap (seconds, 1/12) .. so, put your time through that right at the beginning, and then do everything else as you normally would.

Strange. when I set the Snap nodes Increment value to 1/12 it sometimes skips 3, 2 and even 1 frame. I cant get it to 12 fps at all. I just noticed that when the increment value is 1 that it changes every 20 frames

@Cimo there will be a floating-point slip.. 'leap-frames' like leap-years,, depending on your render fps.  if you render at 24 fps, you could use the Frames input instead of Seconds, and skip every other frame. That would ensure sync.

You are right, using the scene time frame plugged into the Snap's value and setting the increments to 2 makes it 12 fps.
However I am still not sure how to plug the other multiply node into this to not offset the 12fps animation style. even the snapping node offsets it.

If everything comes after the skip. you should be OK? Just treat the skip as your input time.

But if I slow it down after the skips, then the skips get stretched. what is the node hierarchy that works? how do I connect them properly?

Yea you were right in the end. Tame scene - frame plugged into Snap on 2 increments and then multiply node. Starting with numbers very close to 0 because it had HUGE leaps in speed. must have confused me. Thank you Robin!


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DIstribute points on Simulated Cloth?
Is there a way to make a geometry nodes point instance work properly with cloth?
In my test it seems to work but the points randomly appear and disappear.

The points disappear because the shape of faces change during the cloth simulation.
To solve this, you will need to generate points with the faces in their original position and then set the points position to the deformed position.
For that we will need two Geometry Nodes modifiers.
The first, before the Cloth modifier, will store the original position and output it as an attribute:

The last, after the Cloth modifier, will capture the deformed position, set the position to the original from an input attribute, and then generate the points and set their position to the captured deformed position:

This works because when distributing points, the captured vector field will be interpolated like the current position of vertices.
Result:

thank you so much!


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Posterize Node in Material Shader?
I have an image on a plane, is it possible to limit the number of colors on that image, sort of like the posterize node in the compositor but within the material shader?

//EDIT: Okay, I actually didn't think of a much easier solution. The answer below is completely valid and working, but for the vector maths there is a shortcut: instead of upscaling the colors by the step size, then flooring them and downscaling by the step size reciprocal, you can simply use the step size reciprocal in a Vector Math node set to Snap (for the long explanation read the answer below):

Yes, it is actually not too complicated if you know what's going on in the Posterize node.
When you set the steps to something like 8, it means the complete range from 0 to 1 (or 0 to 255 in RGB values) will be reduced to only 8 colors per channel or 512 in total, because it's the number of steps to the power of 3, in this example $$8^3=512.$$
With the colors in the 0 to 1 range you can simply calculate this conversion by the following formula:
$$\frac{\lfloor color\cdot steps\rfloor}{steps}$$
So you multiply the image colors by the number of steps you want to have, e.g. 8. Then your colors range from 0 to 8 instead of 0 to 1. Then you use the floor function to cut off the decimal part, i.e. 0.245 becomes 0, 3.712 becomes 3 and so on. Afterwards you divide it by the steps to convert it back to the 0 to 1 range.
Doing this in the shader nodetree looks like this: you take a Value where you can set the steps, a Vector Math node set to Scale to uniformly multiply all colors with this value. Then comes a Vector Math node set to Floor to cut off the decimals, then another Scale node, this time you first divide 1 by the steps value to get the reciprocal and plug this into the Scale node.

You could now even select the Vector Math nodes and the Math > Divide node and hit Ctrl+G to make this a node group and rename the inputs etc. so that you have your own Posterize node in the Shader Editor.

Ah yes that's so simple. works perfectly. Thank you

@SarahLee It could be even simpler, see my edit at the top of the answer. I was thinking overly complicated and didn't think of all the functions that are available in the Vector Math node.


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Extrude a PNG image spherically
This is my first question in the forum. As a newbie, I would like to ask if a PNG image can be extruded spherically. I need to do this as I have a 2D rock that I want to convert into 3D. Thus the png image will appear the same but it must then become possible to rotate it. Of course once extruded, I can mirror it to form complete sphere. Not much detail is required as the rock will be at somewhat a distance in the game.
The image is attached here:

I'm a little confused exactly what you mean by 'extrude spherically'. Also, what is the image shown supposed to be an example result or a texture you're using? Assuming it's a result image that you want to emulate, you can UV map a rock texture to a sphere and deform it to generate your asteroid. If this is what you're asking about I can edit this question to include a step by step guide.

do you need to dig the holes for real?

That rock is not spherical. You can project an image onto the side of a true sphere, but getting that shape in blender specifically might be very tricky. However, generating some thing that looks like that from scratch is probably easier than what you’re doing. A wave texture here, some Booleans with randomized spheres there; it shouldn’t be too hard at all.

@moonboots holes are not necessary, just the visual appearance is needed. @ MrGorbunov The image is a what it needs to appear like finally, but in 3D. If you can make a step by step guide, I would be obliged

@Asad, so just skip the sculpt detail step, just sculpt the general shape, give it a Subdivision Surface modifier, unwrap and paint it with the Draw brush in Mapping > Stencil mode

Thanks @moonboots, It was a really r=detailed answer.  I have updated the question and am trying your technique .

you could also follow the contour with edges, extrude, bevel the edges, unwrap from view and project the image, which would be simpler, but probably won't look as good

I've edited my answer to propose a simpler solution: you could also follow the contour with edges, extrude, bevel the edges, unwrap from view and project the image

Just Awesome! This method is indeed simpler for me to work with and closer to what I had in mind. Though being complete beginner, I have to search where to find each of the options.

I was searching on google and could see this video. What would your comments be for the method in the video here:
https://www.google.com/search?client=opera&q=blender+extrude+along+path&sourceid=opera&ie=UTF-8&oe=UTF-8
starting at 7:32 onwards.

@Asad please use the "@" so that I'm aware of your message. I'm not sure what you mean about the video, it doesn't seem to have something to do with your initial question, or does it? Maybe ask a new question with the new thing you're trying to achieve?

I'm adding a simpler solution as you say that you don't need holes.
First solution:
Follow the shape with some extrusions:

Extrude and bevel:

Fix the topology, symmetrize (on Y here):

Unwrap with the Project from View (Bounds) mode:

Give your rock a Subdivision Surface modifier and the following material. If you think that the texture is too stretched you can paint the sides with the Draw brush > Stencil tool for example, or the Clone brush. Lower down the Specular value, use a Bump node to give a bit of 3D details:

Second solution:
Create a cube, subdivide and smooth it:

Sculpt it a bit so that it has roughly the same shape as your stone:

Continue to sculpt, use Dyntopo for more precision:

Symmetrize to have the same shape on both the 2 sides of the object:

Once you're good, use the Remesh > Quad in order to simplify your mesh:

Unwrap your mesh (Smart UV Project mode):

Give it this node setup with a black image loaded in the Image Texture node:

Paint on the surface, use the Stencil option with the stone image as stencil:

Continue to paint all around the stone:


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Particle animation inside transparent object
I am new to Blender and I'm currently working on creating particle animations that follow a curve using Particle System Emitter and a Bezier Curve. The particles are rendered as Halo.
[Animation removed for IP rights]
However, I would like to locate this particle animation inside an object (with a Transparent Shader material) and I want it to be seen through the object in render. I have moved the emitter and the Bezier Curve inside the object, but when I switch to render view, the particles from the emitter are not showing inside the object even though the object is transparent.
[Animation removed for IP rights]
Here's the material setup that I'm currently using for object enclosing the animation:

How can I fix this issue? Thank you in advance.

please show us your material setup (shader nodes) or your material settings (blend mode)

How are you rendering this, EEVEE? Without raytracing, real time rendering has limited support for transparency, you may need to use something more robust for this like Cycles.

I am using Cycles with GPU Compute.

Particles have to be objects if you want to see them in render. Halos are only shown in the viewport.

To make it easy i wouldn't render it as Halo but as icosphere. Then just give the icosphere a white color and shade it smooth and change the scale and it will look like halo.
Then you can give your transparent material a node setup like this:

and you get this:

you can checkout the blend file here:

I will try this solution, thanks!

You are welcome. If you have problems, just write here in the comments. Then I will improve my answer.

That solved my problem. Thank you very much!

glad, i could help


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Why aren't my nodes showing up in the shading tab?
I am following this tutorial to make a donut. However, when I am in the shading tab, nodes are not showing up in the bottom part. I have explored the area, but I can't find the starting nodes

Do you have the object selected?

Hmmm. Hard to tell. The box at the top-middle that says "slot" suggests that no material has been assigned to whatever object you have selected.

Pull from the ball icon that is to the left of "New", existing materials should appear there.

I know assigned a material, because I can color the object. When I press the ball I can select 'material.003' Even though I selected it, I still cant see anything. Maybe what is needed is a way to send myself to where the nodes are.

Share your file to take a look

show the properties panel for the material.

Choose your material, and in the shader workspase go to view-view all
EDIT: For me it was View:Frame All in the bar above the Nodes

Could you elaborate on how to do that? Perhaps indicate the menu items used or an image showing the features used

There is a bar above where the nodes are supposed to show up. In the left part of it, there is a view button. In the drop down that it creates there is a view all button. Hope this helps.


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How can I make multiple active rigid bodies not intersect?
I'm trying to have these active rigid bodies fall into the jar. Though they land on the jar just fine, they intersect each other. How can I have them not intersect?
Here is the file: https://www.dropbox.com/scl/fi/pszks324ab94gxkmfwnlw/stars.blend?rlkey=591zymt1ttlzrrxnwytacua06&st=gow6mfc4&dl=0

How can i have them not collide you mean?

@moonboots I meant collide as in bounce off each other. I'll change it to something less confusing

Put them in different rigid body collections? We can see these collections in your screenshot

@moonboots That causes the stars to fall through the jar

Put the jar in all the collections (press shift)

@moonboots The stars still intersect

if it still doesn't work please share your file

Scale up all the objects, for the moment they are a bit too small and it doesn't help the calculation, then apply the scale and put the origin of all the objects at their geometry.
In the Physics panel put your objects in different "collections" (note that they are not the Outliner collections), put the jar in all the collections (press Shift and click on the different collections):

The problem still persists

I've edited, I hope it helps

I tried to set the origin to geometry, but for some reason the geometry instead moves to where the origin is. This happens even when I use set origin to 3d cursor.

maybe you've confused Origin to Geometry with Geometry to Origin?

Nope. Tried both and they both set the geometry to the origin

it seems to work fine: https://zupimages.net/up/24/29/x44z.gif

I updated blender to 4.1 and it still doesn't work. Weird.


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Why is my move tool in blender so slow and how do I get it back to normal?
Recently, when I try to move using the move tool, the things selected will move along very slowly. It's random, and sometimes it's normal, sometimes slow, and sometimes very slow. How do I get it back to normal?
I am not holding shift, and it's not a problem of being laggy.
edit: the move tool has also started being inverted.

Can't remember why I think this might help, but try changing to individual origins or active element pivot point; if that doesn't work, try numpad . zooming on selection.  It's weird how it works sometimes.

I've also experienced a slowing down problem sometimes in the latest version, you need to save, close and re-open and it works well, is it the case for you?

Change your transform point. If it's on 3d cursor, it does go slow. Change it to bounding box center. You can find it on top middle of the screen.


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How do I stop the path curve points from showing through the mesh?

You see how the points are showing through the head? How do I stop that?
(Yes I know the hair looks terrible it's going to look better later I promise)

Object panel > Viewport Display > disable In Front?

There's no disable in front option

Please share your file: https://blend-exchange.com/

I would love to but that website requires that I give them the right to use my work, so I can't, sorry.

you can use another platform like workupload, you can also modify your object


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Why is my mesh refusing to snap to a specific object?

As you can see in the image, when I try to extrude the line of edges on the left, all of the edges except for the one piece (Why only that one?) snaps to the object on the bottom, instead of the nearest object.

Here is an image of my snap settings

I selected to the object that I want to snap to, and applied scale and all transformations (ctrl A) Solved the issue.


text:
Copy Rotation constraint without affecting Curve modifier
I have a Circle Curve with a Copy Rotation constraint with the Camera. I have Texts with Curve Modifier with the Circle Curve.  When I move the camera, the Circle Curve follows the cam, but it breaks the Curve modifier for the text. How do I fix this?

I tried to use an Empty where the Circle Curve is parented, and the Empty is then tied with the camera with a Copy Rotation constraint, but the result is the same. What am I doing wrong or what can I do to achieve my goal of having the Text follow the Camera?

The test file:

EDIT:
I forgot to mention that I'm looking for a potential solution that doesn't require applying the modifier. My current solution was just to apply the modifier, I'm wondering if there's a solution without applying the modifier.

so, if I understand correctly, you could parent the text to your empty as well?

oh fudge, it's that easy and I didn't realise that, so embarrassing

i hope i don't get banned for asking stupid questions

Don't worry we are all stupid with Blender  ^^

Parent the text to the empty as well


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The separate shortcut doesn't work
I tried to change the separate shortcut to another button in preferences, But it still didn't work, I can use the scale and move shortcut and other shortcuts, I tried reinstalling blender deleting the left over files too, The blender version that I am using is 2.83.2
This problem didn't happen before it used to work fine
here is a screenshot of the separate keymap
http://prntscr.com/tidli7
I tried download a previous version of blender 2.82a
but the problem still stands.

Hi. Please add details/screenshots of what steps you did to change the shortcut and what the result is when you try and use the shortcut. You can use the [edit] link below your question to add more details. Thanks.

I am dumb, I had to change to edit mode first to separate sorry for the inconvenience

I had to be in edit mode in order for the separate shortcut to work.


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Issue with pixelated Weight Painting
Does anyone else ever run into an issue where weight painting turns things a bit pixelated? I've tried smoothing and blurring out the weights. I'm trying to stop the volume loss in the wrist of this character but it's gone a bit weird...
I tried googling around but couldn't find an answer despite trying for hours. I also checked "Similar questions" with no luck. Anyone got an idea of how to fix this problem?

It's because you haven't subdivided the mesh .Add a sub-division surface to the object and then ty weight painting. You will see that it is much more clear

The mesh is already very high poly and adding a subdivision surface shouldn't make a difference because there are many vertices around the wrists, but the mesh makes it look like there isn't. This all worked in Maya without flat surfaces, but recreating it in Blender isn't working for some reason... :(

I've now tried importing the character (rig + skeletal mesh) into Unreal Engine 4 and it looks fine there: https://gyazo.com/7b18136c49987627269a2c0e9ad9950d (weight painting is far from finished, so ignore volume loss).
It's kinda annoying that the deformation doesn't look the same in Blender but at least I can work around it...


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Camera Footage appears stretched in render window
I'm quite new to blender and i have been doing a Donut and completed it . right now i just wanna put it in a live footage. hence i've tracked camera and set up plane, origin, solved the camera and even arranged my model to suit it . But the problem is my footage appears to be stretched in the render view. I've attached the Snapshot below. please help me get out of it. Thank you ! I've matched the footage's resolutions to the output settings too. however it's an image sequence

Did you undistort the video? Show an image of the nodes in the compostitor.

@susu Hello Thank you for replying. I'm new to it and I don't know what you're talking about . But my compositor shows something related to undistortion. Please do have a look at it. I've edited and attached the image. Thank you !

In the movie distort node change the setting from distort to undistort. Read the following link: https://blender.stackexchange.com/questions/15620/how-to-determine-lens-undistortion-values-for-motion-tracking/15622#15622 to understand what you are up against.

@susu alright! Thank you.


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Replacing linked objects with instanced collections
I know how to replace Objects (Mesh data) (ctrl+L > Mesh data), but how do I replace a series of linked objects with an instanced collection?
My example:
I want to replace the stair steps with the more detailed liked collection. The steps are one object each, linked to each other.
Best regards,
Chris


text:
How do I merge/delete overlapping edges/faces on a mesh?
I've just started using Blender to UV unwrap some of the buildings and roads I'm importing into Unreal Engine. My goal is to build replicas of multiple cities/areas and I will need proper textures for these structures. The buildings have worked beautifully but the road meshes unfortunately didn't turn out the same.
The issue lies within the fact that each of the edges/faces overlap one another and creates a weird "flashing" effect in my world. I would like to eliminate this effect but I don't know how to stop the meshing from overlapping from one another.
File I'm using (.blend):
https://blend-exchange.giantcowfilms.com/b/6MSebnmg

If all these faces are part of 1 object, you need to separate overlapping sections into their own objects so you can use a Boolean modifier. Select any face and hit CTRL+PLUS until the face count stops ascending. Hit the P key to make it's own object. Exit Edit Mode. Select the more complicated object. Edit Mode again. Select a face that was previously overlapping. Repeat what we just did. Eventually you will (probably) have objects that do not self-intersect. In Object mode, give one of these a Boolean modifier set to "Union" choose an overlapping object as the input...

...If that worked, Apply the modifier and delete the input object. IF THAT DID NOT WORK, it might be because the Boolean modifier requires both objects to enclose a volume (they cannot be flat faces). In fact, I think this is true. You can extrude all the faces a fixed distance as the very first step and do all this again; you can also extrude one object's faces at a time.

I would also propose an experiment: Before doing anything, and assuming the streets are one self-intersecting object: Select all the faces and extrude them. Duplicate the object. Put a Boolean modifier on one of them and feed it the other using "Union". I doubt this would work but it would be amazing if it did.

Thank you so much for your help! Unfortunately, the CTRL+PLUS shortcut doesn't seem to affect the face count. At least, I don't where where the counter should display (I assume at the bottom of the screen). The Separation by Loose Parts worked and I ended up with 600 individual faces but the modifier didn't seem to work for some reason. I did try the Extrude and copy/paste as you had mentioned but it didn't seem to work either. If possible, do you mind uploading a really short video on your steps? I can give you the .fbx file I'm using

Here is the .fbx file (https://drive.google.com/file/d/1rcnLGHkLND6MiCv0alAvtbX_nVZk1Ecp/view?usp=sharing)

You need a keyboard with a "numpad" to use Blender most effectively. The shortcuts are on the area to the right where the number keys are arranged 789,456,123,0. You can turn on the option to simulate the numpad with the topmost keys for your keyboard in Preferences if you don't have one. Not all shortcuts will be available though.

Don't send FBX files, Google is blocking it. Send the .blend instead. If it is too big, Unpack external data first. File --> External Data --> Unpack All into Files --> Remove Pack. Use blend-exchange.giantcowfilms.com
to attach your file to this stack exchange posting (you will need to scroll down on that page, copy-paste the URL for this posting, agree to the terms, and hit the button to do it)

Ok it's posted. I will leave the link in the original post of this thread. Thank you so much in advance.

Yikes, dude, the faces for these streets don't even "go all the way through", each piece is only like 2 triangle faces. I think you just need to extrude a plane over the streets, snapping to the vertices you want. You can do this very quickly in Edit mode by switching between Vertex and Edge mode by tapping the top "1" and "2" keys, respectively. Don't forget that you can also make custom transform orientations by being in Normal orientation with an edge or face selected and clicking the "+" icon in the orientation drop-down.