text:
Problem: Geometry Nodes Creating Instances Automatically
I'm trying to make a scene in Blender where I have several duplicate objects in a mesh and I need to make it expand without creating new clones. Would anyone know how?
I'm using a Lattice to expand the "mother mesh" but clones suddenly appear and disappear.
Video here: Video

maybe you could place lattice modifier bellow GN modifier, but will be slower I guess

They blink in and out because you're changing the shape they're being spawned on so they redistribute. You could place the Lattice after GeoNodes, but you'd have to use a Realize Instances as well, it would be really slow and also distort the shapes, so...

I don't know how elegant this is, if there's a much easier solution, but it looks to be working:

The reason your instances are blinking in and out is that your Lattice modifier comes before the Geometry Nodes modifier, so when Lattice changes the shape of your base mesh, the random placement of points also change slightly. So we need to put the Lattice after Geometry Nodes, but there's a problem: Lattices can only affect meshes, and your instances are not meshes—they're instances. You could use a Realize Instances node to make them into mesh first, but this would make it really, really slow, and it would also distort the distributed geometry instead of simply moving them with the surface.
So my solution was to use two Geometry Nodes instead of one, with a Lattice in between:

With the first one, I'm taking the randomly distributed points and turning them into vertices (i.e. a mesh). I'm basically "locking them in", so to speak—they're no longer random after this point, just vertices in space. I'm also capturing their normals as an output attribute called "randompoints" (could be named anything).
Then we put the Lattice on the stack. Since now I have a cloud of vertices, lattice can distort them safely, because they still contain the Normal information from the first Geometry Nodes modifier.
Now I place the instances on those points, and orientate them with the normals information from before.

Thanks! I will try that right now!

Yes, it works! Thanks a lot friend!
Cheers from Brazil!


text:
How to place a checkbox into 3dView Header
I wrote a simple script to quickly (by hotkey) change Object Origin transformation options, but I want a good indication that this is enabled or disabled, and the most better way is to add a checkbox to a 3DView header, near with Options dropdown - see the fake shot. Spend a lot of time how to add it to it, but no luck! ((

#todo: Make it as a checkbox in Header

bl_info = {
    "name": "PivotToggle",
    "author": "MikeMS",
    "version": (1,0),
    "blender": (2,93,0),
    "category": "Object",
    "location": "Add to QuickFavorites from Search Operator or to a Hotkey for object.pivottoggle",
    "description": "Toggle Affect Only Origins and Parent for Object transformations.",
}

import bpy

class PivotToggle(bpy.types.Operator):
    """Toggle Affect Only Origins and Parent for Object transformations."""
    bl_idname = "object.pivottoggle"
    bl_label = "PivotToggle"

    def execute(self, context):

        #Script start:

        if bpy.context.scene.tool_settings.use_transform_data_origin == False and bpy.context.scene.tool_settings.use_transform_skip_children == False:
            bpy.context.scene.tool_settings.use_transform_data_origin = True
            bpy.context.scene.tool_settings.use_transform_skip_children = True
            self.report({'INFO'}, "Pivot Transformation Enabled")
        else:
            bpy.context.scene.tool_settings.use_transform_data_origin = False
            bpy.context.scene.tool_settings.use_transform_skip_children = False
            self.report({'INFO'}, "Pivot Transformation Disabled")

        #Script end.

        return {'FINISHED'}

def register():
    bpy.utils.register_class(PivotToggle)

def unregister():
    bpy.utils.unregister_class(PivotToggle)

if __name__ == "__main__":
    register()

Thanks for a help!

This question is similar, but you need to adapt to the 3D Viewport instead of the outliner.  This manual entry is the starting point for searching for the right place.

bl_info = {
    "name": "PivotToggle",
    "author": "MikeMS",
    "version": (1,0),
    "blender": (2,93,0),
    "category": "Object",
    "location": "Add to QuickFavorites from Search Operator or to a Hotkey for object.pivottoggle",
    "description": "Toggle Affect Only Origins and Parent for Object transformations.",
}

import bpy

class OBJECT_OT_pivot_toggle(bpy.types.Operator):
    """Toggle Affect Only Origins and Parent for Object transformations."""
    bl_idname = "object.pivot_toggle"
    bl_label = "PivotToggle"

def execute(self, context):
    if bpy.context.scene.tool_settings.use_transform_data_origin == False and bpy.context.scene.tool_settings.use_transform_skip_children == False:
       bpy.context.scene.tool_settings.use_transform_data_origin = True
       bpy.context.scene.tool_settings.use_transform_skip_children = True
       self.report({'INFO'}, "Pivot Transformation Enabled")
    else:
       bpy.context.scene.tool_settings.use_transform_data_origin = False
       bpy.context.scene.tool_settings.use_transform_skip_children = False
       self.report({'INFO'}, "Pivot Transformation Disabled")

    return {'FINISHED'}

def origin(self, context):
    layout = self.layout
    mode_string = context.mode
    tool_settings = context.tool_settings
    if mode_string == 'OBJECT':
        row = layout.row(align=True)
        row.prop(tool_settings, "use_transform_data_origin", text="Origins")

def register():
    bpy.utils.register_class(OBJECT_OT_pivot_toggle)
    bpy.types.VIEW3D_HT_header.append(origin)

def unregister():
    bpy.utils.unregister_class(OBJECT_OT_pivot_toggle)
    bpy.types.VIEW3D_HT_header.remove(origin)

if __name__ == "__main__":
    register()

I think you want to remove _tool from your append and remove routines, as the OP wants the question in the view header.  I hope you don't mind that I did that.

Oh, thank you very much!!! It works!)

Hmm, strange, by checking this checkbox enables only origins (not both origins and parents options), I need to understand it better how it works...))
P.S.: Oh, yep, I understand why it's that)...
Thanks)

@MikeMS don't leave us hanging.  What did you have to change to get it to work?

@marty-fouts It's all fine. But I returned return {'FINISHED'} because without it hotkey starts to throw an error about incorrect return value and stops working.

doh.  I missed that that had gone missing when I made my small change.  Fixed.

source: Stack Exchange

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

sort: votes


text:
Script works from 3d view but not from Shape Keys (properties) window
I wrote a simple script for faster working with shape keys on multiple objects, and it works when it’s called from 3d View window, but from object Properties window (where it most fast way to call and use) - it works only for a single object, not for all which selected…
I think it’s because of some context nuances, but can’t find the correct solution, please help!
import bpy

class MultiShapeKeySwitcher(bpy.types.Operator):
    """On-Off selected (active) shape key on multiple objects."""
    bl_idname = "mesh.multishapekeyswitcher"
    bl_label = "MultiShapeKeySwitcher"

    def execute(self, context):

        #Script start:

        currentactiveobject = bpy.context.active_object
        skn = bpy.context.active_object.active_shape_key.name
        skm = bpy.context.active_object.active_shape_key.mute

        for o in bpy.context.selected_objects:

            bpy.context.view_layer.objects.active = bpy.data.objects[o.name]
            bpy.context.object.data.shape_keys.key_blocks[skn].mute = not skm
            #making this shape key active (selected):
            sk_index = bpy.context.object.data.shape_keys.key_blocks.find(skn)
            bpy.context.object.active_shape_key_index = sk_index

        #bpy.context.view_layer.objects.active = currentactiveobject

        #Script end.

        return {'FINISHED'}

def register():
    bpy.utils.register_class(MultiShapeKeySwitcher)

def unregister():
    bpy.utils.unregister_class(MultiShapeKeySwitcher)

if __name__ == "__main__":
    register()

Try using the passed context instead of bpy.context

thanks for the reply! looks like this doesn't help, same behaviour, if I understand you right.
(in the beginning, I assign pc = bpy.context and replace all bpy.context with pc)

Goal is to set the mute state for all objects in selection based on the active key? If so, no need to change the active key or object -> https://pasteall.org/coJ0/raw. As mentioned by Gorgious, replace all occurrences of bpy.context.* with context.* since it is already passed to the method -> execute(self, context), see my demo. Run the script, select the key, all relevant objects and press the button.

Hi @brockmann thanks for the answer, but I can't achieve your example to work.. when I press the button - nothing happened, shape keys isn't switching (mute/unmute)... What's can be wrong?) As well I'm tried to replace bpy.context.* with context.* and this gives me an error...

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


text:
Does anyone know how to make this energy spreading effect
I just need help in finding how to make effect of spreading energy on sword

Looks like smoke with emission material and bloom effect.

Thanks,but how to make it spreading exactly on sword


text:
Blue spots after applying texture
There are blue spots appeared when I applied my texture on the mesh. How can this possibly be fixed?

Check your normals, maybe it might be a normal issue?

can you add a picture of your material setup?

Try going to the overlays and have a look if face orientation is ON


text:
How to make the Arrow (EMPTY) appear?
I am making a project that would require me to use an empty which is an arrow however when I add one  I can't see any arrow on the screen on ta yellow dot.

yes that's weird, maybe share a file with just an empty: https://blend-exchange.giantcowfilms.com/

Empties are plain axis by default. You have to change it to be arrow, and can change the size if you need to. Is that the problem?

As well as size=0 in display options, check you haven't unchecked "Extra" in the viewport overlay... https://docs.blender.org/manual/en/latest/editors/3dview/display/overlays.html#objects


text:
Missing Mesh. How to recover?
Suppose to be there is a dress shirt/vest there that serves as the body but it went missing after I saved, closed, and when I reopen its not there anymore. The mesh names and elements is still there as you can see on the side panel its named "VEST" but the mesh itself is what's missing. I tried UV Map and it has. I don't know what's happeneing. Can anyone help me? Thank you so much

press shift+ left arrow on your keyboard.

Press A, then ALT H, then numpad . (while in edit mode) if you don't have a numpad, view -> frame selected.
Or in object mode press ALT S, there are many possible reasons, those are the most obvious to me

check if it's not hidden.

check if it's in the same scene.

check your blender file to see if it's there.

if the object is not there but the mesh data is, try this:
make a cube and change the mesh to your mesh:


text:
Blender won't open. The command window flashes but nothing else. I want to share my solution
Problem: Blender worked until I installed 2.90. It opened once then failed afterwards. When I tried to open Blender, the command prompt flashed and disappeared. Blender would not open.  I don't like running Blender on the laptop display because the ergonomics and the screen size is too small for mesh work, so I use large 27" external monitors.
My setup:
Windows 10 Home 64
Dell G3 3779

BIOS: 1.13.0 (type: UEFI)
Processor: Intel(R) Core(TM) i7-8750H CPU @ 2.20GHz (12 CPUs), ~2.2GHz
Memory: 8192MB RAM
Available OS Memory: 8052MB RAM
Card name: NVIDIA GeForce GTX 1060 with Max-Q Design
Display Memory: 10077 MB
Dedicated Memory: 6052 MB
Shared Memory: 4025 MB
2 - 27" monitors
StarTech.com USB 3.0 to Dual HDMI Adapter - 4K 30Hz - External Video & Graphics Card - Dual Monitor Display Adapter

I tried running debug commands and ran through many of the solutions offered here but nothing resolved my issue.
Solution:

Through a process of trial and error. (shutdown/restart) I removed the Star Tech USB dual HDMI adaptor and found that all versions of Blender WILL work on the laptop alone.
I then plugged in 1 monitor directly into the HDMI port on the laptop and all versions of Blender work. (At least I can use one large monitor!)
I then reconnected the StarTech USB dual HDMI adaptor and tried to open Blender.  Blender failed to open.
I removed the Startech USB adaptor and went back to ONE direct HDMI connection and the Blender works with the external monitor.

So, for whatever reason, Blender will not work when using the Dual HDMI adaptor.

Hello and welcome While answering your own questions is possible and encouraged do so using the answer section below. Please edit your question and remove the answer part, and pasting in an actual answer.

Don't make the answer part of the question. Use the answsers section for that read: Can I answer my own question?

I face the same problem with my USB docking station. Interestingly, it works with one notebook but not with the other. There seems to be another factor in the background controlling whether it works or not...


text:
Is filmic log used for better color grading?
I know it might sound like a stupid question, but I was wondering what is the best workflow for color grading and overall post-production using blender. When I work with video footage or photos I usually start with log footage, though I'm not sure if it is the correct way to go with blender, or any rendering software overall. Does anyone have insights on the topic?

It is not a stupid question. If you are used to grading log footage, then just save the images as log in blender.


text:
How get all cache_directory of baked files?

I need to get list of cache_directories for every object.
Now i use that
pathes = []
for obj in bpy.data.objects:
    for modifier in obj.modifiers:
        if hasattr(modifier, 'domain_settings') and modifier.domain_settings is not None:
            pathes.append(modifier.domain_settings.cache_directory)

Is better way to get all these pathes ?

you have a 5 lines coding solution and you are searching for a even better one....!? wow...that's ambitious...! :D

The only thing you could do to improve that would give you a small performance gain at the cost of readability: Use a list comprehension instead of the nested for loop.


text:
blender python api custom GUI
Blender version 2.83
I need create dialog window with User. Now i'm using context.wm.invoke_popup
but problem that This dialog window close when cursor to far from it and not resible.
Can i create GUI with Blender python API ?
Or give some info What do I need to do to prevent the dialog window from closing
context.wm.invoke_props_dialog is bad because there button 'ok' i don't need this.
My operator:
class EXAMPLE_OT_window(Operator):
    bl_idname = 'example.window'
    bl_label = 'Example'
    bl_options = {'REGISTER', }
    bl_description = 'example_description'

    def invoke(self, context, event):
        return context.window_manager.invoke_popup(self, width=300)

    def execute(self, context):
        return {'FINISHED'}

    def draw(self, context):
        layout = self.layout
        layout.separator()
        layout.label(text=self.bl_label)
        layout.separator()

Using panels in 2.8+
It's my opinion that many (including my previous self) get over enamoured with invoking modal dialog props dialogs.
Currently question code has some empty operator (execution wise) that is basically  a draw method. Often I see code where the functionality of the operator used to draw a popup could be replaced entirely by a group property and update methods on the individual properties, hence may as well put in panel code.
IMO if you want a nice stable UI use a panel
Since the advent of 2.8 there is  the ability to

absolutely size panel content

Popup a panel with an operator wm.popup_panel(...)

Popup a panel from draw method (no operator layout.popover(...)

Make child panels.

Here is an example which I've demonstrated in text editor.  (based from good old Hello World Panel template)
In the UI N panel (context.region == 'UI') the x ui width is set to 0 making the add cube operator button the width of the panel, if invoked from the FOOTER region then the panel is 20 wide.

import bpy

class HelloWorldPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Hello World Panel"
    bl_idname = "TEXT_PT_hello"
    bl_space_type = 'TEXT_EDITOR'
    bl_region_type = 'UI'

    def draw(self, context):
        print(context.region.type)
        layout = self.layout
        layout.ui_units_x = 0 if context.region.type == 'UI' else 20
        obj = context.object

        row = layout.row()

        row.label(text="Hello world!", icon='WORLD_DATA')

        row = layout.row()
        row.label(text="Active object is: " + obj.name)
        row = layout.row()
        row.prop(obj, "name")

        row = layout.row()
        row.operator("mesh.primitive_cube_add")

def draw_panel(self, context):
    op = self.layout.operator("wm.call_panel")
    op.name = "TEXT_PT_hello"
    self.layout.popover("TEXT_PT_hello")

def register():
    bpy.utils.register_class(HelloWorldPanel)

def unregister():
    bpy.utils.unregister_class(HelloWorldPanel)

if __name__ == "__main__":
    bpy.types.TEXT_HT_footer.append(draw_panel)
    register()

Note: Given the desire is to have "popup" not close when mousing away, and be resizable consider opening a new window as discussed here
New window with Python API?

Thank you. Can i change button text of "OK" button in 'invoke_props_dialog' to another word ?
Can i create a custom space_area with my buttons, labeles etc like 'PROPERTIES', 'VIEW_3D', 'TEXT_EDITOR' ?


text:
Join and Separate Actions on Objects
I'm a 20+ yr Maya user and searched for a simple solution to separate, or "un-join" 2 previously joined objects. I found a few old posts (2+ yrs) that used hotkey commands that didn't work for me. Maybe because I'm using the Industry Standard UI option. Maybe because I'm using a newer version.
Anyway, here's the simple solution to separate 2 objects when you're ready. Move into editing mode and select a vertex on 1 of the objects. Use the up arrow until the entire single object is selected.
Mesh-Separate-Selection and they are back to separate objects.

Hello :). You can also post your solution as a full answer, so others coming from Maya can easily find it.

And by the way: Mesh > Separate > Loose Parts is also useful :).


text:
Armature not moving with mesh
https://mega.nz/file/2lQGjD6T#YIr1GouvxZlPXPB_FL1qWfF1fShevNgNnRCrYO5wIC4
i tried everything but ive been trying to parent the mesh to the armature but nothing works
(the file was made in 2.79 and i tried this both in 2.8 because this is for a game)
(this has weights)
if anybody can help i would love it

it looks like it's impossible to parent With Automatic Weight, probably due to your topology, I guess you first need to merge by distance to avoid any overlapping etc

Check that the armature modifier is active on your mesh.
check that the armature name is correct, check that there are vertex groups that match your bone names and check that the bones in your rig are set to deform.  Or it may be because your armature in object mode is moved off center and rotated.

alright i figured it out but i want to parent it with the models built in weights i tried looking up how to transfer the weights before but i really don't want to weight paint since i have tried it before and it was a drag that didn't even work i tried it two times actually

it only works with with automatic weights when i want empty groups


text:
How to find an action that is visible in NLA editor but can't be found in Action Editor? Especiallly when Linked across files
I can find and access an action in the NLA editor but I can not find it in the Action Editor. My goal is to use the action in another file via linking but don't know how to.
The animation is basically keyed UV positions using AnimAll addon. Just a simple scrolling of UV's along X pos.
The first fishy thing is that I never could find it in the action editor, but I did use the dope sheet and graph editor on the keys.
In the NLA editor, the track shows up under the object's name (but I suspect the action is stored under the object's DATA, not the object directly, in this case?)
So I used the "Push Down" Arrows to use the action track, scale and repeat it as I wanted.
But when linking the whole mesh parented to an armature, as a group link (I also proxied the armature in the final file), the action is unsurprisingly invisible, and the NLA track is not showing the action too. I appended the action separately too.
If was able to add my object into the NLA editor, but it still isn't possible to access its NLA animation using shift+A in the NLA Editor... There's an error I don't know how to work around.

It exists in the outliner...
I just can not find it in any other window

This could possibly be a question completely about linking and appending, and also armatures and groups. Even though it's about an animation on a mesh's UV data...
Sorry, I just don't know what's causing the issue..

Going by the icon, "Male Character " is an empty (prob a group instance).    I would say your action has datapaths that are relative to a mesh object, and even if you could add it to the empty object, via the NLA wouldn't work. btw  IIRC the action editor is purely for object animations.

It IS a group instance.
And I just tried completely appending the whole group instead of linking, and this time the animation comes along, and works with the NLA editor.
But this isn't what I wanted ;~; I still have changes I want to make to the character later on, adding some more bones and mesh to the armature and stuff...
But it'll have to do for now.
So you're saying it's impossible as a linked group instance?
sad...

Not sure on whether it's impossible. Might be doable with a proxy of some sort. (not something I've done much of) .  Would make a good question.

The thing is, that I have a feeling that " stashed " actions can be transferred when linked.
My problem here is I have no idea where the action is, i.e: can't find it in Action editor, even on my original file, the character's file.
Maybe NLA editor strip isn't intended to be linked... But actions are. As I understand it...
It's just that I can't find this action hahaha

All actions are in the bpy.data.actions collection.  Can look at outliner in datablock mode, or in python console  D.actions[' to  auto-complete.  Actions will be lost if they have zero users on file save / reopen.  The action editor only shows object level actions, not mesh level actions which yours is (going by outliner it is under the mesh type object)

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


text:
How to create a render queue with different camera position?
I have an interior scene with 3 different camera positions. Each image has two render layers. I want to render all 3 images using cycles during the night (these are large images).
How can I create a queue that will render my 3 images with their layers in differents slots ?

Related : https://blender.stackexchange.com/a/102118/29586

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


text:
Why wind effect wont affect rigid body simulation in 2.8?
I have a simple setup.
An active cube and a passive plane with rigid body physics activated.
An empty with wind physics activated and the strengh set to 1000.
When I play the animation, nothing happen except for the cube falling on the plane...
Did I miss something ?

it plays fine with blender 2.83. Was it a bug in 2.8x? Which version did you have the problem with?

yeah this is a weird bug. Try this workaround. Add a particle system to the cube and then delete it straight away without running the animation. Now run the animation and the cube is blown around as expected.

More importantly, did this bug ever get fixed - or reported for that matter?

Seems like rigid body world not auto-updating when foce fields created. Try to reduce "All" weight (to 0.99) in "Field weigts" for rigid body world (in "Scene" tab). Then rebake\recalculate your simulation (run an animation). Now you can change weight back to 1.


text:
Character splitting in half when I rig
I am fairly new at Blender and I am trying to learn how to rig and create a character model. The problem is when I try to move my rig, my character model splits down the middle. How do I fix this? I am using a MacBook Pro Blender 2.91.2

If you used the mirror modifier then you need to make sure merge is on, if you aren't using that modifier then select all verts in edit mode and merge by distance.

I did try merging by distance but the problem still isn't resolved, also when I move my rig, a part of my character spikes out like in the middle of his chest.

Perhaps try rebaking the weights after merging by distance?

wait jk I think I got it! but still the spike in my character when I move his chest or stomach  is still there.

Probably something wrong with the weights, send me a google drive link to the blend file and I'll investigate

okay thank you!! What do I export it as? do I just upload my blender file to google drive? sorry I am new at this ¯_(ツ)_/¯

Is it this? https://drive.google.com/file/d/1o-kXZSsyekIiJwio6I3gqIF8YNvSYOCa/view?usp=sharing

Yeah just the blend file, also I need you to accept my access request first

there I shared you the file and gave you access :)

Took longer than expected, here's your fixed Blend file. https://drive.google.com/file/d/1rhXvuLex1ggz4kRIpAjnKRQITi5ho8RJ/view?usp=sharing

OMG thanks dude! I appreciate the help tremedously!! I was really struggling but If I have any issues is it okay if I can email you?

Did my email response go through? Just wondering since it seemed to piggyback off the google request-response email.


text:
Grease Pencil - 2D Animation - Curve Editing control not available / visible
I'm using Blender 2.91.2. The Curve Editing control is not displayed in 2D Animation view in Edit Mode. What do I have to do for the control to appear?


text:
How to make a physically accurate airplane takeoff
I have a model of a plane, and a runway, I want to make the plane realistically take off, even after many trys, it looks nothing like a real takeoff, I have tried to make realistic acceleration but the part where the plane rotates to lift of the ground it looks unrealistic? How could I make a plane realistically do its?

What I have so far after many attempts, the acceleration is green and the lift off is blue

I noticed the lift off rotation has a key frame right next to the start that would make it turn up rather quickly, then suddenly start moving slowly again. Is it intentional?

I also would of course recommend looking at videos of actual airplane takeoff for a reference. I’m not sure they actually rotate much until they’re well off the ground, but I’m not sure. Check YouTube for reference videos. A reference is not the artist’s diaper, it’s a tool in your toolbox. :-)


text:
Is there a way to have more vertex colors per mesh? Or at least some kind of workaround?
At the moment it won't let me create more than eight, the add button doesn't work after that number.

I use these for different "handpainted" lighting effects for different scenes with the model. So I can't delete some to make more.

Any reason you don't just want to bake to image texture?  That's what I'd recommend doing.

Hi Nathan! sorry if this is an ignorant question but, wouldn't the quality of my vertex paint get affected by the texture size if I bake it? It's only 128*256 px

Its unlikely to lose any resolution-- generally, you have more texels than vertices, but it depends on the vertex count.  But then, if you want, bake it to a larger texture.  There's nothing that fixes the size of your texture images, and there's nothing saying you have to use the same sizes of textures for everything (or even the same UV maps.)

Oh, I think I'll try baking those effects to a larger texture and save them to use them later then. Thanks Nathan!


text:
geometry node: mesh as curve profile
I'm learning about hair for games, I created some hair cards and to modify them I'm using the curve modifier.
At first everything was fine, but soon the scene was a mess, full of curves and meshes. I wanted to know if there was a way to use hair cards as a curve profile, so I would only have the mesh profiles and the rest would be curves and I could still easily edit the profile and change the curves that use it,and I would have the same UV as the profile.
for comparison purposes, while I was researching this I found the Hair tools addon which has a tool that works as I mentioned(strands filter), but I'm just learning about hair for games and I didn't want to buy an addon for now(after all I don't do this often).

I found a geo node very close to what I really wanted although it still has a defect, I don't know much about geometry nodes but from what I've read the Blender geo nodes system itself still doesn't support changing the curve radius manually (alt+s in edit mode) , but I managed to work around this problem while Blender doesn't add this support

If the profile shape you want to use is a Mesh object, you can convert it to Curve object to be able to choose it, while selecting the other Curve used for the hair strand length, in Properties panel > Objet Data Properties > Bevel > Object.

But if you really want your profile shape to remain a Mesh object, you can also do this conversion to curve "virtually" within a Geometry Nodes modifier, using the "Mesh to Curve" node:

Sorry, I don't think I explained it well. I think profile wasn't quite the right word to use, it would be more the idea of instantiating the mesh on the curve and using it as a control. https://youtu.be/vYXeqwqauzE?si=Oh9MQeJkn1gjXGa7 In this video I found something very close to what I wanted, I don't know much about geometry nodes but from what I researched it still doesn't support editing the mesh radius manually, so this is probably the closest I can find


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Python bmesh: Using selected edges on a curved object to create a face
I am creating a parameterised model of a segmental tunnel-lining ring using Python and I have managed to create all the appropriate vertices and edges for the 'num_segs' number of segments in the ring. However, I have been having trouble creating the faces of the segments. I have written code that selects each combination of edges surrounding the 6 faces I want to create and then I run bpy.ops.mesh.edge_face_add(). But the results are not what I am looking for. The face that is created does not follow the curves and instead drops down on one side. I have tried with all edges selected in a clockwise and anti-clockwise manner and the issue persists. Here are my functions:
def create_faces(curve_res):
    # Object has been selected already
    obj = bpy.context.active_object
    bpy.context.view_layer.objects.active = obj
    bpy.ops.object.mode_set(mode='EDIT')

    # Get the mesh data
    mesh = bpy.context.object.data
    bm = bmesh.from_edit_mesh(mesh)

    all_edge_indices = generate_all_edge_indices(curve_res)

    for i in range(6):
        edge_indices_to_select = all_edge_indices[i]

        for edge_index in edge_indices_to_select:
            bm.edges.ensure_lookup_table()
            bm.edges[edge_index].select_set(True)

        bmesh.update_edit_mesh(mesh)

        bpy.ops.mesh.edge_face_add()

        bmesh.update_edit_mesh(mesh)

        # Deselect edges
        for edge_index in edge_indices_to_select:
            bm.edges.ensure_lookup_table()
            bm.edges[edge_index].select_set(False)

        bpy.ops.object.mode_set(mode='OBJECT')

def generate_all_edge_indices(curve_res):

    all_edge_indices = []

    # To simplify
    indices_01 = [i for i in range(curve_res)]
    indices_23 = [curve_res + i for i in range(curve_res)]
    indices_45 = [2*curve_res + i for i in range(curve_res)]
    indices_67 = [3*curve_res + i for i in range(curve_res)]
    index_02 = [4*curve_res]
    index_13 = [4*curve_res + 1]
    index_46 = [4*curve_res + 2]
    index_57 = [4*curve_res + 3]
    index_04 = [4*curve_res + 4]
    index_15 = [4*curve_res + 5]
    index_26 = [4*curve_res + 6]
    index_37 = [4*curve_res + 7]

    # 6 faces on all the shapes
    for i in range(6):
        # Outer curve
        if i == 0:
            edge_indices_to_select = indices_01[::-1] + index_02 + indices_23 + index_13

        # Inner curve
        elif i == 1:
            edge_indices_to_select = indices_45 + index_57 + indices_67[::-1] + index_46

        # Front
        elif i == 2:
            edge_indices_to_select = indices_01 + index_15 + indices_45[::-1] + index_04

        # Back
        elif i == 3:
            edge_indices_to_select = indices_23[::-1] + index_26 + indices_67 + index_37

        # Left
        elif i == 4:
            edge_indices_to_select = index_02 + index_04 + index_46 + index_26

        # Right
        else:
            edge_indices_to_select = index_13 + index_37 + index_57 + index_15

        all_edge_indices.append(edge_indices_to_select)

    return all_edge_indices

def angle_of_vector(vector):

    # Convert input vectors to NumPy arrays
    vector = np.array(vector)

    theta_radians = 0
    vector[1] = 0

    # Calculate the dot product
    dot_product = np.dot((0, 0, 1), vector)

    # Calculate the magnitudes
    magnitude1 = np.linalg.norm((0, 0, 1))
    magnitude2 = np.linalg.norm(vector)

    # Calculate the cosine of the angle
    cosine_theta = dot_product / (magnitude1 * magnitude2)

    # Calculate the angle in radians using arccosine
    theta_radians = np.arccos(cosine_theta)

    if vector[0] < 0:
        theta_radians = 2 * np.pi - theta_radians

    return theta_radians

def add_circular_edge(bm, vertex_indices, radius, center_location):
    # Get the coordinates of the specified vertices
    vertex_vectors = [bm.verts[index].co for index in vertex_indices]
    vertex_coords = [(vertex_vector.x, vertex_vector.y, vertex_vector.z) for vertex_vector in vertex_vectors]

    # Calculate start angle
    start_angle = angle_of_vector(vertex_coords[0])
    end_angle = angle_of_vector(vertex_coords[1])

    if end_angle < start_angle:
        end_angle += 2 * np.pi

    angle_between = end_angle - start_angle

    num_steps = 16  # Adjust for smoothness

    angles = np.linspace(start_angle, start_angle + angle_between, num_steps + 1)
    # Add the curved edge vertices to the mesh
    for ang in angles:
        x = center_location[0] + radius * math.sin(ang)
        y = center_location[1]
        z = center_location[2] + radius * math.cos(ang)

        # Create a new vertex at the calculated position
        new_vert = bm.verts.new((x, y, z))

        bm.verts.ensure_lookup_table()

        # Connect the new vertex to the previous one (except for the first iteration)
        if ang > start_angle:
            bm.edges.new([bm.verts[-2], new_vert])

def add_straight_edge(bm, vertex_indices):
    bm.edges.new((bm.verts[vertex_indices[0]], bm.verts[vertex_indices[1]]))

For the images below I put a breakpoint above bpy.ops.mesh.edge_face_add() and then ran this function manually.

You probably want to create multiple faces, not a single face. Your problem comes from the fact each n-gon (including quads) is rendered by being internally triangulated. This triangulation doesn't always go as you planned, and I even asked a question about that.
If you look let's say at a cylinder, it's not built from the top, bottom, and two n-gons on sides (1 n-gon wouldn't work for this reason ), it's just built from top, bottom, and many vertical quads.

Thank you! I managed to fix it by just selecting two opposing edges at a time and then running bpy.ops.mesh.edge_face_add() thereby creating many different faces to make up the curve. Thank you for your explanation :)


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How to create an Outline on generated objects with Geometry Nodes?
Creating an outline effect on an object is kind of simple with a backface-material assigned to a duplicate of the object with a position set to an offset by the normals:

It also works if I create a primitive node (here a cylinder) instead of using an object from the scene:

But if I create an object with "String to curve" and duplicate it to a 3x3 grid of objects, rotate them individually, and then try to apply the offset by normal it stops working:

It doesn't matter what value I scale the normal vector with, the "position"/"resized by normal" stays on top of the unaltered geometry with the SolidColor-material. Anyone have any idea why the Normal-offset applied to "Set position" breaks?

I needed to put a Realize Instances node before the Set Position for it to function properly.


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Mirrored part of the object is rotated
For some reason, when using the mirror modifier on a mesh, the mirrored part appears rotated. I'm not sure of why this is happening; I tried to change the pivot point, but it didn't seem to work.
Please, help would be extremely appreciated!

Hi! The Mirror Modifier mirrors the part where the objects origin in, that orange dot in your image, so you would want to move the origin to where you have drawn that red line. As for why it's rotated we would need to see your settings. When supplying screen shots it's always best to include the whole Blender window so we can see what other settings you might have active, especially the modifiers.

Which axis are you trying to use when you mirror it? If you share your Blend file via https://blend-exchange.com/ following the instructions there to copy the link on that page and then edit your question here and paste the link into it, we'll be able to tell you exactly what the problem is.

This is perfectly mirrored.. across the wrong axis. The Object's axes are not aligned to its mesh, in the way you would prefer. Select all of your mesh, and rotate (about Z?) in Edit Mode. (You can display the Object axes in the 'Object' tab, 'Viewport Display' panel)

Your object is probably rotated and not aligned with the global axis any more, in object mode select your object and Ctrl A > Apply Rotation


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Texture slots menu item not showing
I'm new to Blender
I have got as far as importing my MSFS model, cleaning so I can only see the bit I wish to paint, and getting into texture paint mode. The tutorial Im following (and several others) then utilise a slot called "Texture slots" to create a texture layer on which to paint.
But where they show the menu item to do this, I see no item like theirs.
It is when I am in  texture paint mode and have the "Tool" button engaged (Screwdriver and spanner).
Sorry if my terminology is poor. But I sam completely stuck.
I'm using Blender 4.
Can anyone help.

Please add an image of your Blender window so that we can see what's going on. You can do that via the Window > Save Screenshot menu in Blender and then edit your question and add the image to it with the buttons below your question.

Please use the search function of this site. Does this answer your question? Texture Paint Slot not showing up

Hello, John, welcome to BSE. It does look as if this question has been answered already, so this can be fairly closed as a duplicate. If  the other answer doesn't work for you, edit this post to explain why, and we'll happily re-open for you.


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Geometry Node Window co-ordinates for vertical content
I have a test project that outputs Window co-ordinates from Geometry Nodes (so a texture can be projected onto a material from a camera + alternate angle views can be rendered)
How to get the "Window Texture coordinates" in Geometry nodes?
This thread has a solution that works for Horizontal aspect ratios. When it is set vertical, the ratio correction works but the image zooms outside the bounds. Is there a method that works with horizontal and vertical aspect ratios?
Example below, the Pink box should be flush with the camera boundaries (works as intended with horizontal aspects)

Fixed, if the divide result is larger than 1, the image is downscaled the proportionate amount. Added nodes are highlighted in blue for anyone else in the same boat!


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How to mark the junction of two objects?
I need to use a geonode to mark the area of mutual influence of the shader of one object on another when they intersect.  I tried ambient occlusion and was not happy with the result.  Raycast works better, but it doesn't take into account displacement from the shader.  Perhaps someone has encountered a similar problem and can suggest their own solutions?


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I have a problem with normal map rendering in Cycles
I use hard edges on my low-poly model and in these places a terrible defect appears - my beautiful normals become broken, borders appear along all the hard edges... I baked this map in Marmoset with these hard edges.  I have beautiful render in Eevee, there are no problems in Substance and Marmoset.  But my favorite Cycles has this awful bug when rendering with hard edges.  Help me solve this problem please.

https://blender.stackexchange.com/questions/91913/some-areas-of-the-mesh-are-dark-shadow-artefacts https://blender.stackexchange.com/questions/160211/shadow-terminator-artifacts-issues https://blender.stackexchange.com/questions/1998/cycles-shadows-on-smooth-shaded-mesh-strange-behavior/1999#1999

Hello and welcome. This question seems to have been asked before in multiple forms over time, and already has various answers but you never acknowledged any of them. We are not sure if you aware of the existing posts but none of the described techniques address your particular requisites, or you simply didn't do any research. Could you [edit] you post and clarify how your question differs from the suggested duplicates? Otherwise could you rephrase it to focus on a particular step you are stuck with?


text:
Can I export two different material applied for inside and outside the 3d model to gltf file?
I'm fairly new to Blender.
I'm trying to apply two different textures to the inside and outside of a 3D model and then export it to a glTF file for use in a VR environment.
I understand that I need to use the 'backfacing' option of the Geometry within the Shader Editor to apply different textures to opposite sides of the model. However, when I export it to glTF, it consistently shows only one texture applied to both the inside and outside.
I attempted to solidify the model so that it has two distinct sides to which I can attach the textures, but in UV editing mode, I only found one side available for pasting the texture.
Does anyone know how to solve this issue? I work with a.frame for a VR environment.
I would greatly appreciate any assistance in resolving this matter.

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

Click "Apply" on the Solidify modifier.  Then you can apply different materials or textures to the resulting geometry.


text:
Define render window
I am an absolute newbie, downloaded Blender yesterday. I use 3D CAD every day to create image intensifiers, cameras, ion & electron detectors with Autodesk Inventor. The Inventor rendering is fairly basic so I'm hoping Blender will give me a better result.
I've managed to work out how to get my 3D model into Blender by exporting from CAD as a .obj file then importing into Blender. It looks OK in the Blender window but my problem is that when I go to the render tab, only a small portion of my model is displayed. I've sat through several on-line tutorials but can't see anything that covers this.
How do I tell blender to expand the render window to include the whole model?

I'm assuming that you mean the render turns out to be displaying only a portion of the object, rather than a full view, something like this:

To fix this, you will need to set up your camera properly.

Go into Object View and set up the viewport approximately to where you want to camera to be (or the angle of the object in the render to look like).
Once done, press Ctrl + Alt + Numpad 0. This will automatically tell Blender to snap the camera to your current view.
Now make necessary adjustments (pan, tilt, zoom, etc.) to the camera as required. You can even change the focal length by selecting the Camera object, going to the Camera Properties in the right sidebar, and using the Focal Length slider.

Hexed, thanks for your comment. I'm in Object Mode with the model looking how I want it. I press Ctrl+Alt+0 & the view recedes slightly. When I press F12 now to render image I get a blank screen.


text:
How to hide particle system overlays
I am trying to preview my project before making the final render, but there's a little box around every single grass particle that I added, and they're very annoying; does anybody know how to hide them?

I'm talking about these gray boxes on the ground.
Here's another picture:

It looks like just a bounding box display that will not show up in the final render. I would check visibility settings and viewport display settings on the involved objects.

You're correct, it won't; but I discovered what was wrong, I just had to click on "show overlays", a button next to show gizmos.

Oh good. Please add this as the correct answer yourself to avoid this popping up in the unanswered sections. :-)

I discovered what was wrong, I just had to click on Show Overlays, a button next to Show Gizmos.


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How can I add custom drivers to rigify?
I've just switched from Maya to Blender.
I have a rig created with rigify, and I have added some circle meshes to drive shape keys around the face.
How can I add these drivers to the rig, so that I can select them in pose mode and, most importantly, link them into other scenes using proxy rigs?

In Blender the common workflow is to create a new bone in edit mode, set it as child of an appropriate bone (maybe the head bone, select the new bone, shift select the head bone, Ctrl P - keep offset), move it where you want (better aligned with world coordinates), put it into a convenient bone layer, then use its local transforms to drive the shape keys.
In pose mode you can select the new bone, uncheck its deform option and assign any mesh to change its appearance in the rig.
In this way everything will be proxyed as expected.
For better management I suggest you to put everything you need for a character (objects and rig) into a collection and link the whole collection into the sequence file.

Makes sense, thanks!


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Geometry seems to disappear when attempting to separate objects
I'm attempting to model a .45 ACP bullet as a practice exercise, and am exceptionally new to Blender (if not StackExchange).
The modified cone - the upper element - is the bullet, and he cylinder - the lower element - is the cartridge, and is incomplete (first image).
I am attempting to separate the cartridge from the bullet, so that, once both are unwrapped, I can assign different textures to both of them (copper for the bullet; brass for the cartridge). The complete model will have them intersecting one another where the bullet would meet the cartridge on an actual .45 ACP round, but for now they're not touching one another in the editor so that they're easier to work on.
However, when I press "separate", the geometry of the cartridge appears to be deleted. The mesh is still there, but there are no longer vertices, and it can no longer be colored or unwrapped (second image).
How do I make both the cartridge and the bullet two separate objects with their own geometry?

As an aside, I have no clue as to what to tag this, so edit whatever you want in that regard.

"I am attempting to separate the cartridge from the bullet, so that, once both are unwrapped, I can assign different textures to both of them" https://blender.stackexchange.com/questions/516/add-different-materials-to-different-parts-of-a-mesh

@DuarteFarrajotaRamos While your link will be helpful for me later - thank you for it - I don't want to assign materials to my bullet in Blender. I want to make each component a separate object so that they can be unwrapped separately from one another. Sure, if I do that, they might share the same file, but when I apply textures to one they won't automatically be applied to the other.

The geometry is still there, but Blender only shows the detailed mesh for the one object that you are editing.  By separating the meshes, you've made the cartridge into a second mesh as you can see in the outliner.  Exit edit mode, select the cartridge and enter edit mode and you will see its geometry but not the geometry of the bullet.

Annnd there's my answer - it worked, thank you. +1.


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How do I extrude multiple sets of vertices simultaneously and congruently?
I am trying to extrude multiple sets of vertices simultaneously and congruently.
Specifically, I am attempting to do this on the ring-shaped framework in the first image; it was derived from a cylinder whose cap fill type was set to "nothing". It is 50 meters in radius and 4 meters in height. As you can see, it is a ring of 36 connected faces.

My goal is to extrude the set of vertices that compose the outside of each face, as per the second image. Those four vertices have been extruded 18 meters along the X axis.

The goal of that is to make a box shape, as per the third image.

The goal of that is to make multiple boxes spanning the outside of the ring, as per the fourth image; while only two are visible in it, I intend for them to go all the way around the outside. The two box shapes in the fourth image are 100% congruent in terms of size and shape.

While I could certainly do this "by hand", as it were, I'd really prefer not to, since I'm trying to make five layers of this ring, and that'd mean that I'd have to go through the process of making that box 180 times, meaning that I'd have to put in at least 900 faces and extrude at least 720 vertices - not an appealing prospect.
Is there a way to speed this process up while still ensuring that each set of extruded vertices is extruded to the same length?
A good answer will answer the following specific questions:

How do I extrude vertices around the entire thing, and how do I do it so that they extrude an equal amount?

Once those vertices are extruded, how do I draw faces between each individual set of vertices simultaneously?

Face select all:

extrude individual faces:

enter a length value

Does it automatically put faces on the vertices? I need to try it later, since I have something else on the plate right now, but I'll get back to you on whether I can make it work.

yes it does....

Why yes, I can, and it does. Thanks.

you asked "Does it automatically put faces on the vertices? " and i answered ... ;)


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How do I make a separate mirror copy of an object (and do I need to?)
I am making my first character model and want him to have a left arm to go with his right one. As of right now, he has one object for his right shoulder, one for his right arm, one for his right leg, one for his left hip bag, etc. And these objects all just have unapplied mirror modifiers on, to give his right limbs some left counterparts. If I apply the mirror modifiers then the right and left arms will both be part of the same object. Do I want this when rigging? I am concerned because later, in the rig and for importing to Unity, I want to allow the bags around his waist to hang and bounce independent of one another. If the left hip bag is a mirror of the right object hip bag, will I be able to move it independently? What Imagine I want to do instead is to mirror the objects, then separate the mirrored components into separate objects, but I haven't managed to figure out how.

Rigging allows you to have all your objects merged in the one mesh and control movements around the bones with vertex groups. You should look more into that topic. Unity won't make sense of blender mirror modifiers so you will have to apply it at one point

Use aplied mirror modifier, after! go to edit mode, in edit mode, go to mesh -> Separate Loose Partes! after! Go to object mode, and press in "new" object! and object -> set origin -> origin to geometry

Thanks! That was perfect.


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Trying to set up a character model for pixel textures. I want some parts' vertices to align with their own rotated grids. Is this possible?
So I have a character and he looks like this:

He is my first blender model and I made him with intent to give him pixel art styled textures similar to Rich Edwards' pineapple smash crew models look. I didn't think to watch any online tutorials like this one before modeling him. So I made it this far and now I have to make him line up with Notice the angled edges and stuff. So I need to adjust certain parts to line up with the grid, but I don't want to lose the position and angle that certain parts like his shoulder pauldrons, the positions of his finger blocks, or the front side bags on his belt. Is it possible to adjust these parts on a grid that is rotated like them, or should I just bite the bullet and take the blocks apart, adjust for and paint on the textures individually, and then reconstruct his shape with the finished parts? Am I too worried about messing up my model?

Honestly I'm pretty confused on what I am doing. I'm not sure if this question makes sense.

You might want to investigate custom transform orientations. Not sure this will work for you though. I'm pretty confused also. But it still would be good to know about, in case it helps. So consider looking into it.

One piece of advice is just to archive a copy of this model as it is.  You can always come back to it if you discover a better method.

That sounds good. I will do that and experiment around with it.


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Texture painter brush will not paint on partial pixels. Is there a good workaround or fix?
So I am learning how to model with a pixel art texture style and I wanted to use texture paint as shown in this video which you should not need to watch to understand my question. I break the rules of pixels a bit more in my model such that some of the pixels in my texture are partially hidden on the surface of the model. I can somewhat draw on them with a brush that has soft edges by drawing on their fully visible neighbors, but I want a brush with constant strength across its diameter to better facilitate my pixel art style. With this brush I cannot draw on the partially hidden pixels through that cheat anymore. Any idea how to fix this? I could just open the texture in another program but I wanna see if there is a solution in blender first.


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How do I fix this Boolean Problem?
I'm trying to make a recreation of the BioShock title card from the trailer, and I'm trying to make the Indents behind the titlecard.
I created curves and snapped them to the proper positions, and then I added thickness to them. I then converted them to Mesh and tried to Boolean them in.
When I did this, half of the title card disappeared. What did I do wrong?


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Fill the inner face
I'm a beginner in Blender, and currently, I want to fill the inner wall of a ear canal model while keeping the shape of the inner wall consistent with the outer wall.
you can get my file from
My expectation is to fill the inner wall of the example to make it approximate the target (where the example is derived by removing the inner wall from the target).

Use a tool like Quad Remesh or a app like Instant Meshes to retopologize your object with more quads:

Select the vertices on the edges, you can for example use ShiftG > Amount of Adjacent Faces to select similar vertices which will select a lot of them:

Extend the selection with Ctrl+

Remove the selection, clean up the single vertices until you have a nice edge:

Select all and AltE > Extrude Faces Along Normals:

Select this edge loop:

Fill with F:

Remesh in Sculpt mode (R to set the faces size, CtrlR to remesh:

Result:

Use the Smooth brush to smooth the result:


text:
smoothly bridge loop edge
I'm new to Blender. I'm learning bridge edge loop.
I want to bridge two circle, because the number of verts of the circles is different, there are many triangle face that cause unevenness. I use alt+j to convert Tris to Quads but is works not so well
you can get my file from
I hope this surface doesn't have too many corners like the picture

in order to avoid tris you could give the same amount of vertices to both the 2 edge loops, select the bottom one and X > Limited Dissolve with an angle of 13.2 to get 49 vertices, then Ctrl E > bridge edge loops, shade smooth and maybe give it a Subdivision Surface modifier?

@moonboots wow, thanks, it works vert well. and could you tell me how can you get the  angle of 13.2? I want to try to generalize this operation

Not sure what you mean, I just tested the angle that would leave 49 vertices and it was 13.2 (in the Operator Box)

@moonboots because this operation will appear many times and the number of vertices is not the same, so i hope the angle can be calculated so that i can code a python script to do it, Anyway, thank you for your suggestion

It has the expected limitations of non-adaptive resampling, but, if bridging unmatched profiles  is a frequent operation, you might consider adding a simple Geometry Nodes Tool...

.. which resamples your mesh profiles to your given resolution, by converting to a curve, and back again.
In this example file, added as a local tool asset to the Header > Mesh menu:

in order to avoid tris you could give the same amount of vertices to both the 2 edge loops, select the bottom one and X > Limited Dissolve with an angle of 13.2 in the Operator Box to get 49 vertices, then CtrlE > Bridge Edge Loops, shade smooth and maybe give it a Subdivision Surface modifier.

To display the amount of vertices enable Statistics in the Viewport Overlays:

Result:


text:
How to smooth sharp edge
I use bridge loop edges and grid fill to give a model inner face. but because the number of vert is small, there are many sharp edge.
In addition, SUBSURF modifier doesn't seem to have much effect. I wonder if there any way to smooth it?
you can get my blend file from

Try the Smooth Modifier.

@Leander I try Smooth Modifier, It can adjust the external shape, but the sharp edges caused by the mesh inside are still very obvious

First thing recalculte the normals in Edit mode (ShiftN). Also RMB > Shade Auto Smooth.
You have a lot of flat edges, they tend to sharpen the shading, see for example here:

If you want to make the shape rounder and the shading smoother you can select this edge, enable the LoopTools addon and RMB > LoopTools > Relax, in the Operator Box choose Cubic/Parallel/25:

Also you could simplify the topology with some Mesh > Checker Deselect and dissolve the edges, bevel the edges, add a Subdivision Surface modifier to round the shape...


text:
How to bridge an arched surface
I am new to Blender 3d and I want to give my model a thickness
Typically, SOLIDIFY modifiers can achieve, there are some differences here.
The cross-section of my model is as I drew, it looks like a big cylinder connected to a small cylinder. SOLIDIFY modifiers will give the two cylinder thickness, but what I actually want is only the big one

you can get my blend file from https://gofile.io/d/qzvvQF and I already extrude the bottom edge along the normal direction

Is that a Python question or a modelling/mesh question?

@lemon It finally will be a python question, but if it can be achiever by modeling, I also will try my best to code the solution


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Object made of two other objects still has a seam where the objects were joined and each component is a different color
This is an object made of two components joined together. The problem is that, despite the fact that they are joined, the boundary between where each originally was is still visible. One object is the lighter-gray part to the right and the other is the darker-gray part to the left.

To try to fix this I have split it into its original components and tried the following with them:

Selected both objects. Joined both objects with command-j. Entered
edit mode. Selected all vertices with a. Merged by distance, threshold 0.01
meters (i.e. enough to merge any directly overlapping vertices). Result: seam remained.
Selected both objects. Entered
edit mode without joining objects. Selected all vertices with a. Merged by distance, threshold 0.01
meters. Result: no vertices removed and seam remained.
Selected both objects. Joined both objects with command-j. Entered
edit mode. Selected all vertices with a. Merged by distance, threshold 0.01
meters. Opened normals menu via control-N. Tried flipping normals, recalculating the outside normals, recalculating the inside normals, merging the normals by faces, averaging the normals (by custom normals, face areas, or corner angles), and smoothing and resetting the vectors. Result: none of these worked, seam remained.
Selected one of the objects. Added boolean modifier to it, subtype union. Eyedropper datablock selected as the other object. Both objects joined via command-j. Selected all vertices with a. Merged by distance, threshold 0.01 meters. Selected all vertices with a. Tried everything I did with the normals in (3). Result: nothing worked, seam remained.
Same as (4) but with the other object getting the boolean modifier and the first object being selected with the eyedropper. Result: exactly the same, nothing worked, seam remained.
Selected both objects. Used control-a to open whichever menu that opens; tried every option in it. Result: nothing worked, seam remained.
Set up a boolean modifier as in (4) and (5), then tried every option in the control-a menu as in (6). Result: nothing worked, seam remained, with an interesting side effect that applying anything to do with the rotational data just resulted in a horrible fused mess.
Selected both objects, converted both to a mesh with the "merge UVs" option on. Selected all vertices with a. Tried every single normal-editing option as in (3), then merged by distance, threshold 0.01 meters. Then, when this didn't work, I reverted it, merged by distance first, then tried out each option in the normals menu. Result: seam remained.
Joined both objects, gone into the object data of the resulting single object, tried everything from auto-smooth to clearing any custom data they had. Result: seam remained.

I'm fairly certain this has something to do with either bad normals or vertex groups but I have no idea what nor any idea what to do about them, hence this post. It may also be good for question-answerers to know that each component is showing up as a different color in Sculpt Mode, which to me implies that while their vertices may be joined there's some different level on which they're still separate.

I just figured it out after a long time trying, so I figured I'd answer my own question in case someone else has the same problem.
The materials are different. Delete the materials.
I was trying to make a mesh without any materials associated with any component of the mesh. However, it turns out that each component had a different material, and the difference between the two was what was causing the difference in color between each component. To get rid of that damnable seam I did the following:

Selected the composite object in object mode
Went to the Material tab on the lower right (the red ball with two wedges missing)
Hit the X ("Unlink Data Block") button on all materials which applied to each component

This removed all the materials each component was associated with and therefore got rid of the seam.


text:
Bottom of object mode blanks out when zooming in
The more I zoom in or tilt the view parallel to the X/Y plane, the more the lower part of the object mode window stops rendering. This occurs regardless of where the cursor is (including snapped to the world origin), as well as when I horizontally split the object mode window and zoom or tilt in either new window. I've also tried viewing all concealed objects with the forward slash key (/) and unhiding all objects with H; neither of those have changed this.
For instance, the lower image here is the top image but zoomed in slightly and tilted slightly more towards the X/Y plane. As you can see, the gray area has increased to fill more of the screen in the lower image.

Any idea what could be causing this?

Hit the 'N' key and see what settings you have for Clip Start and Clip End on the View tab. The default is 0.01 for Start and 1000 for End on startup.

@JohnEason Thanks, that did it. Please put this in an answer so I can give it reputation.

That sounds like clipping. Hit N to open the Properties side panel and select the View tab. The default settings in a new scene for ClipStart should be .01m and for ClipEnd 1000m.


text:
How can I project texture from different object with texture and alpha on to another model?
I have 2 separate model of a scalp and body. What I'm trying to achieve is that I want to paint / transfer the scalp texture onto the body so I won't have to deal with extra vertices.
The scalp object has an alpha to it. So how can I transfer the texture data from the scalp to the head?

Have you tried to bake it? (Active to Selected object) I'm not sure if it works with transparency. If not you could try to mix in the skin color to replace the transparency.

I did. Baking just messed up the whole texture overall.


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Can't fix UV glitch
I was sure that this glitch was a toplogy problem, but I deleted the face and re-filled the edges together, but still cannot seem to get rid of this glitch.

It looks like there is a distinct line in the UV that is messing it up. I tried it with multiple images and it still looks like a glitch...
I've attatched the .blend file:

the triangulation of the face causes this, you need to divide it a bit with some vertical and horizontal edges

Hmm, I tried adding knife cuts/ subdividing the surface but it still glitches. (Can't do loop cuts)

I can't test with your image as you didn't pack it in your blend file but look, it seems to work: https://zupimages.net/up/21/29/rmln.jpg

Did you just use knife cuts?

yes I've used the knife (K to activate, C to cut orthogonally)

The artifact stems from your UV mapping, not the topology. To fix the UV map to be flat, select the face of the screen and go into an orthographic side view.
Then, unwrap by projecting from view.

Because you're in orthographic view and the face is flat, the resulting UV vertices will be correctly spaced.
Now the distortion is gone, but the scaling is wrong. To fix scaling, go into the UV editor and select the entire island that corresponds to your phone screen and scale it along x & y until proportions are correct.


text:
Can't fix topology
I have used Blender for a while but I just cannot figure out how to fix this topology problem. After using a Boolean modifer, my topology was fine I thought until I viewed in render mode.

I know it is because of the two edges selected, but I just can't find a way to get rid of them and keep the boolean shape there.
I've also attached the .blend file:

you can't avoid these edges, you need edges to create a hole within a face, and it doesn't seem to cause any problem in render mode (or does it?)

Gotcha. But for some reason they are causing the faces to glitch. I attached the blend. file if you want but in the image you can see it caused those weird distorted reflections...

You can't avoid these edges, you need edges to create a hole within a face, and it doesn't seem to cause any problem in render mode.
For your shading problem: You've shade smoothed your object, so it tries to smooth the shading between perpendicular faces, and it gives these artefacts. What you need to do is enable the Auto Smooth option and lower down its value under 90° so that it only smooth faces that are under 90°:

WOW! It's perfect now, thank you so much!


text:
Viewport Denoising Doesn't Load
So I'm currently trying to enable viewport denoising automatic using Cycles in Blender 2.93, but whenever I do the viewport turns grey and it doesn't load (it stays stuck on "loading render kemels). When I go to uncheck the denoising Blender crashes. I have GPU Compute enabled as the renderer and am using the CUDA settings for my NVIDIA GeForce GTX 1050 Ti.
Here is what the viewport looks like when I enable denoising:

(there is a scene and the lighting is an HDRI but you can't see it in the render)
Here is the .blend file:
I'm not sure what to do and would really appreciate any advice!

"Loading render kernels (may take a few minutes the first time)"
You usually only have to do this once, and it can take quite a while. Either turn on viewport render and wait, or render one frame with Optix denoiser and wait for that.

Wow thank you so much for the quick reply! I had been waiting for the render a minute or two before and just kept thinking "there's no way people wait this long each time they want to see it in rendered mode" but I didn't know you only had to do that once. Thanks so much man!


text:
Can't see hidden objects-possibly glitching mesh?
I have tried moving all unncesarcy objects into a new collection so that it is only the iPhone mesh and cameras/etc. For some reason this is what I see in my viewport:

But this is what I see in the render:

I'm assuming its some hidden mesh but I don't see it...
I've attatched the blend. file:

Your subdivision is acting with the mesh, because you have Ngons that's what is making that look. just delete that it's all good

Ah didn't see it was disabled in viewport, thank you!


text:
Best way to create smooth archway?
I'm trying to recreate a room interior and am modeling the basic structure. I'm having trouble modeling the arches in the interior, and have tried a view different approaches. The arch in the middle was created by joining a bezier curve to the mesh and extruding. The side archways were created using a boolean model. In both cases, the result was a very blocky style arch. I've tried subdiving the bezier curve before extruding it from the mesh, but it still results in a blocky arch. I'm not sure what the best approach is to this problem. I've tried using loopcuts and a subdivide modifier, but I don't think that's the best way to model an interior... Any suggestions on how I can keep the rest of my interior flat but smooth out the archways?
Also here is the reference image I'm going for:

If you are talking about the shading, you can right click > Shade Smooth, then in the Object Data panel > Normals > enable the Auto Smooth option which will smooth only below the desired angle value:

If you are talking about the roundness of the edges you'll need to use a Subdivision Surface modifier and bevel the edges to keep them sharp.

That does exactly what I want, thanks so much!


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How to make wind only affect one object
I am currently having some trouble with Blender right now (cycles). I have created a plane with a cloth simulation and a wind to move the plane.

I wanted to add this with the rest of my project I am working on, but when I add the wind and plane to my rainy scene, it completely changes the rain.

I created the rain with a particle simulator, and it is animated. I want to have the wind only affect the plane, but not the rain. Can anyone help?

Overview:
As far as I can see, your rain is made by using Particle System, so you will need to turn off Wind under Field Weights for it or for any other object you don't want to be affected by this Force Field.

This really saved me I’m trying to make a rocket taking off on grass and it was inverting my grass particles on the wrong side of the plane.

This does not provide an answer to the question. Once you have sufficient reputation you will be able to comment on any post; instead, provide answers that don't require clarification from the asker. - From Review


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Blender app window BLANK after Windows 10 update
Windows updated a few days ago
Version 10.0.17134 Build 17134
I noticed the Windows app "create password reset disc" opens, with no window.  I can see it in alt-tab, but when selecting it, nothing shows up.
Today I ran BLENDER, and only the window frame with title plus minimize, maximize, and close icons appears.  No contents appears in the window.
I did not see this in any other applications.  I explicitly tried other graphical applications:
 - Inkscape
 - Gimp
 - CURA (3D slicer)
I tried opening blender "as administrator" - did not help.
Thanks for any help

Win 10 tends to think it's smart enoough to not ask you anything when updating. As it stands OS likely upgraded graphic drivers (OpenGL in particular) and now Blender isn't compatible with them. Try rolling them back.

Thanks for the quick response.  I'm going to have to dig for the open GL driver to see if I can do something about it, vs trying to roll back last week's Windows 10 update.

I opened an air-gapped (no networking) Windows 10 box today and installed blender, it works fine.
I'm going to have to use USB keys to move models to/from blender.
I might also install it on a Windows 8 box which hopefully won't update to an unworkable situation.

FYI, I upgraded to 2.79b, no help.

The most possible guess here are graphic drivers or some libraries which were carefully updated by Windows with the update which is why OS as internet service has its gotchas. I can't tell which "Windows 10 box today" you used where " installed blender, it works fine" but this seems dependant on Windows rather than Blender

Today I found that Google Earth Pro didn't work, and searched and found a fix to switch it from OpenGL to DirectX.   That WORKED.
So it probably is OpenGL that's killing my Blender.  With no DirectX alternative, I'm abandoning Blender on this machine.
I'm keeping an air-gapped (no networking) ThinkPad with Windows 10 and Blender, for emergencies, while putting my 3D efforts for my 3D printer into things like OpenSCAD.
Sigh.  Thanks for your help.  Newer drivers won't help, probably because Blender started using newer OpenGL facilities that I can't support on this machine.

I've got the same issue now, where the blender window renders in the 'background grey' and seems to be running (the 'unsaved' * appears if I move something without looking). Is there any info about what OpenGL version is or isn't supported in blender 2.79?


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Lights difference
i am working on this scene as shown in the attached picture, after i rendered it the colors became darker than what it appears in Blender, when i opened it on photoshop to give it a little brightness, the right three bottles become lighter than the left one,
can any one help me please if there is any mistake in my scene.
.
thanks in advance.

I can't be sure. but think it may help if you edited your question to include the file format you stored your rendered image in,  your Scene > Color Management settings, and what you did in Photoshop to  'add brightness'.  The left bottle is darker than the other ones; your adjustment has made it non-linearly more so, at least, to the eye.

Hi Robin, the picture i stored from blender is PNG format with 8 color depth, with 1500 render samples.
then in photoshop i just tried to raise up the brightness a little bit but as you see the bottle still darker than the other ones,

We can see a gradient of light:

It goes from dark to light, which is not surprising at all keeping in mind how the scene is lit. The explanation is very simple: you have an area light on one side, but not the other. The further away an object is from a light source the less light reaches it. Sun lamps in Blender are different from real world lights because they simulate a light source infinitely far away, but the other types of lamps in Blender will become dimmer as you go further away from them. You will just need to adjust your lighting until you get your desired result.

thanks you very much Martin Z, so should i duplicate the Area lamp to the other side on the left of my scene?!


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How can I solve this .obj to .icn conversion problem?
I'm trying to create .icn models for homebrew PS2 save icons. Is there a way to export .icn files directly? or How do I approach this problem?

I prepare the simplest model I could in blender v2.92
Then I create a UV map and use a 128x128 px .tga file as a texture
image
Then I export finished model as .obj
Blender puts out a .obj and a .mtl file but there's no extra
texture file(I also don't have the copy texture file checkbox which
was shown in some of the videos online.)
When I open the .obj file(that I exported) in Win 10 3D viewer, it
shows the model fine with the texture and everything.
But then I convert the .obj model to a .icn model using some
homebrew tool and when I try to create the actual icon.sys file with the model; it shows the wireframe and/or a badly(full of holes) textured model.

Although this homebrew tool works with some other .obj files, It doesn't seem to work with what blender puts out.
So is there a way to export .icn files directly with blender? or how do I approach this problem?

after trying everything for days I asked that question and to my chance I reached a solution from somewhere else.
so the solution was to create triangle's instead of quads for the faces and that's it. nothing else is needed.


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Armature not parenting to mesh
I'm trying to rig an armature to a mesh but it's not moving with it in pose mode. I followed the official blender tutorial with no luck. I'm new at Blender, so I'm sure I'm missing something.
Tutorial: https://www.youtube.com/watch?v=f2pTkW-1JkE&ab_channel=Blender
File: https://drive.google.com/file/d/1axgUOdGVc2sre81eudhAcSmzFt1uuwI5/view?usp=sharing

Hello and welcome. While files, images, and external videos or links may be helpful additions they should not be the only way to obtain information about your issue. Don't make understanding your question rely on downloading a file, watching a video or visiting an external site. Use the builtin tools to upload images or gifs, along with thoroughly explaining the problem in written form so it can be indexed and searched for thus helping future visitors with similar issues.

You need to parent the mesh to the armature, not the opposite, so first deparent the armature (AltP > Clear and Keep Transformation). Also, your mesh is a bit too dense so you need to scale both the armature and mesh (like X 3), parent the mesh to the armature With Automatic Weights, then scale down (/3).


text:
Trying to make tessellated vase

I made this tessellated vase, but now I want to create an inner body for it but so it connects with the outside, but I don't now how.

Hi, it's unclear what you mean. Please edit your question and explain it in more detail. Maybe you could share a sketch of what your goal is?

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

Perhaps it's not the best way, but you can try to duplicate the vase in a new object, then scale down a little to form inner body.
You shouldn't have any connection problems with the vase.
I hope I have helped you.


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Is there a way to copy the same material to different objects at once?
Is there a way to copy the same material to different objects at once?

I mean on an object that already has a material applied to it,

I want to copy 'material.003' to all selected objects.
Instead, I want the applied materials to be added without changing

Select all Object with "shift + click" that you want to give the same material.
After that click this Icon in the Material field and chose copy to selected

You can also use the shortcut CTRL+L > Link materials

thank you for your answer, but I already know that function :[ Can you read my revised article again?

Your question is a bit confusing, I think there is a language barrier and you may be using a translator. Maybe it would be easier if you used images or screenshots to present us what you want and how this solution doesn't work instead ?


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Unable to join or convert in the object menu even though I've selected all the curves

I am new to Blender. I know that if I select one curve it would be " active selected" and I can go into the edit mode or join/convert, but how to make all the curves become active selected? I want to convert the curves to mesh, the menu "join" and " convert" is greyed out. and I checked that there's no camera or lighting selected.

The way you were doing it, all your curves were selected but none of them was active. So hold Shift and click one of the curves. This will make the curve active, while selection remains because of Shift

Thank you so much for replying me! I tried hold shift and click but it only make one curve active, is there any way to make the whole object active? Because I want convert it to mesh in the next step.

Once you have that curve active, you can join them all into a single curve with Ctrl-J and then convert that to a mesh.

Thank you so much!! I joined them into a single curve but the shape distorted.. I googled it and the step is exactly the same as you said but I feel like I did something wrong so it turned out distorted... I will try again from the beginning


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Snap vertices to grid on some objects in my model is broken. How can I fix them
I am working in blender 2.91.2 and I have a model that I want to snap its vertices to the grid want to make it ready for pixel art textures.
The character is made up of blocky objects and some of them have vertices that properly snap to the grid, but most of them snap to seemingly random positions if at all.
Take for example, the head and the neck here, the head's vertices snapped into position correctly, but in this screenshot, the only place the selected face on the neck will snap to that is remotely close to being flush with the head is here. It is like it is on some completely different grid. But when I drag it around with ctrl held, it doesn't even snap for most of the space that I drag it through.
Any ideas what is wrong?

Your transform in the screenshot is not set to “Increment + Snap to grid,” but rather “Snap to edge.” Change this and see if it works right.

I can't believe how long I spent pressing buttons in the window without noticing that haha. Thanks!

@ChristopherMorgan that’s happened to me sometimes


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How to force draw() update on viewport for "fade out" effect?
I couldn't find anything that answered my question, so here it goes:
I'm doing a basic draw method that writes something on the viewport, but I want it to fade out. This much I got working. The problem is, unless I'm actually moving the viewport, the text won't update (video).
https://youtu.be/VWcwE7n0yOs
Is there a way to force the viewport to update every time I fade out the text or is this a blender limitation?
Here's my code (just paste it on Blender's text editor and press play)
import blf
import bpy
import time

fade = 1

class DrawMessage:
    def __init__(self, context, text) -> None:
        self.text = text
        self.handle = bpy.types.SpaceView3D.draw_handler_add(
            self.draw_text_callback, (context,), 'WINDOW', 'POST_PIXEL'
        )

    def draw_text_callback(self, context):
        font_id = 0

        # Draw some text:
        blf.position(font_id, 2, 80, 0)
        blf.color(0, 1, 1, 1, fade)
        blf.size(font_id, 50, 72)
        blf.draw(font_id, "{} and {}".format(context.scene.name, self.text))

    def fade_out(self):
        global fade
        fade -= 0.025
        print(fade)
        if fade <= 0:
            bpy.types.SpaceView3D.draw_handler_remove(self.handle, 'WINDOW')
            print("REMOVIDO DEPOIS DO FADE OUT!")
            return None
        return 0.1

    def remove_handle(self):
        bpy.types.SpaceView3D.draw_handler_remove(self.handle, 'WINDOW')
        print("REMOVIDO!")

context = bpy.context
dc = DrawMessage(context, "DRAW THIS ON SCREEN")

timer = bpy.app.timers.register(dc.fade_out, first_interval=3)

Thanks a lot for your time! :)

Sounds like this Q: https://blender.stackexchange.com/questions/28673/update-viewport-while-running-script

I've tried using wm.redraw_timer() maybe I've used it wrong. I've already went trough that answer before as well :/ It works for 3d objects.


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With the _RNA_UI changes on Blender 3.0 how do you set up/edit Custom Properties?
For instance if I have this code from @batFINGER that adds a Custom Property for every Shape Key in a Mesh, but it ends up that both min and max values here are - and + infinity and aren't being set up properly to 0 and 1.
[]
Also, after a Custom Property is created on 3.0, what's the correct way of updating values like min, max, step, precision, etc..?
import bpy

context = bpy.context
scene = context.scene
object = context.object
mesh = object.data
shape_keys = mesh.shape_keys

frame = scene.frame_start
scene.frame_set(frame)
# dictionary of shape_key fcurves keyed by data_path
fcurve_dict = {}
for key, keyblock in shape_keys.key_blocks.items():
    if keyblock == shape_keys.key_blocks[0]:
        print("keyblock %s assumed Basis and ignored" % key)
        continue
    # create a custom property for the key
    rna = {}
    rna[key] =  {"name": key,
                "min": keyblock.slider_min,
                "max": keyblock.slider_max,
                "description": "Shape Key %s" % key,
                "soft_min": keyblock.slider_min,
                "soft_max": keyblock.slider_max,
                }
    object[key] = keyblock.value
    object["_RNA_UI"] = rna

    # add a driver

    fcurve = shape_keys.driver_add('key_blocks["%s"].value' % key)
    driver = fcurve.driver
    driver.type = 'SCRIPTED'
    driver.expression = "shape"
    var = driver.variables.new()
    var.name = "shape"
    var.type = 'SINGLE_PROP'
    target = var.targets[0]
    target.id_type = "OBJECT"
    target.id = object.id_data
    target.data_path = '["%s"]' % key

Perhaps the 3.0 Python Release notes might be useful to you?   But as far as I know from my own add-ons, there are only additions for custom properties and no changes that break anything, so the existing ways should work.

After reading and re-reading the Release notes I found my answer (attention deficit is a pain). I'll post this as an answer to my own question :)

Ok I found an answer in the Release Notes: https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Python_API
For Blender 3.0 you can change the beginning of the for loop to:
    for key, keyblock in shape_keys.key_blocks.items():
        if keyblock == shape_keys.key_blocks[0]:
            continue

        # create a custom property for the key and update its values
        object[key] = keyblock.value
        id_props = object.id_properties_ui(key)
        id_props.update(min=keyblock.slider_min,
                        max=keyblock.slider_max,
                        description="Shape Key %s" % key,
                        soft_min=keyblock.slider_min,
                        soft_max=keyblock.slider_max,
                        )

I create the custom property inside the object then I get it's ID Properties by calling the new 3.0 function object.id_propertoes_ui('property_name')
Then I just update() its properties with new values.
This is not found in the API currently (not that I found), I had to dig a bit inside the release notes to see how to properly update() the properties.


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How do I draw faces between many sets of vertices at once?
I am trying to make faces between multiple sets of vertices simultaneously.
Specifically, I am attempting to do this on the ring-shaped framework in the first image; it was derived from a cylinder whose cap fill type was set to "nothing". As you can see, there is a ring of connected vertices, and another ring that was extruded above it.

I am attempting to draw rectangular faces between each rectangular set of vertices. A single such rectangular face has been drawn in on the ring in the second image, below.

Is it possible for me to do this en masse - i.e. do it across multiple faces at once, preferably across the entire ring? I have a lot of these to do and doing it individually is time-consuming (I have to do it in multiple "layers"), and I also think that it'd be useful knowledge for later projects.

select only the upper vertices

press F, then x -> only faces

select 4 vertices like this:

press F

Select these 2 vertices:

then hit F as often as you need it

Is the last bit ("Select these 2 vertices then hit F as often as you need it") supposed to work without clicking - i.e. you just press F over and over again to draw in another face? The first part did, but the second part is unclear. It does nothing when I select 2 vertices and press F; the only thing that works is selecting 4 vertices at a time and then pressing F.

Never mind, figured it out, thanks. It's highlighting all the vertices and then pressing F.

@KEY_ABRADE you need to activate the addon called F2 to do the F thing, but as you say, you can just press F

@moonboots I think the  behaviour of Blender's own F has been extended now? I can do this with F2 switched off.

@ Robin Betts, oh yes you're right, so maybe the OP has a previous version

I would do this @Chris 's  way.. better feedback, you can see what you're doing.. but it's maybe worth noting that, given a set of separated edge-loops,
CtrlE > Bridge Edge Loops will do its best to interpret them as a single loft:

If you are going to fill the top face as an intermediate step, then an alternative might be

Vertex Mode, select top, F,
Edge Mode select all, F,
Face mode, select top and bottom, X delete unwanted faces.

Very nice!‼‼‼


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Combination of geometry nodes to produce chaos terrain
Chaos terrain, in the astronomical sense, is terrain which has been chopped up by tectonic forces, forming what's best described as "a mess". From orbit, it looks like a assortment of lines overlaying one another at random angles.
What combination of geometry nodes and/or modifiers could I use to sculpt a plane into something looking like that — specifically, the chaos terrain of Europa's Conamara Chaos?

Just a confirmation: do you want to mesh such a configuration, for example for a very close rendering ? Or do you want to render (from orbit ?) such a surface ? In the second case, a Shader could be easier and less expensive.

@StefLAncien I specifically want to deform a mesh into that kind of configuration. It doesn't have to be based off any real-life example; I'm just looking for a way to generate the same sort of fractured terrain.


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Humanoid Mesh not attaching to Rigify/Armature (Tried other similar posts on here already)
I'm trying to use Rigify to make a humanoid character easily animate-able. I've tried YouTube and Google searches (including other posts on here) and it seems like the most common thing is not parenting correctly.  I am selecting the mesh, then the rig (so it is yellow and the mesh is orange), hitting CTRL+P and parenting with automatic weights. I've also tried a few things just to see what happens, like parenting to the armature as well as the rig, parenting to one or the other, etc.  I just can't seem to get it to work!
I think I'm safe in saying I am parenting correctly, so it must be some other setting or issue, perhaps with the mesh itself?  I joined the mesh together with the exception of some items which are in their own collections.  After parenting with automatic weights I used CTRL+TAB to check out Pose Mode, but the rig doesn't move the mesh.
I used the metarig for humanoid characters and removed the face bones (including the one hidden in the head bone) and three of the finger bone chains because they're not needed as far as I know for a more "mitten-like" hand.
I noticed an error in the console and I'm hoping that this vague error might have some simple solution behind it that I just do not know about.  I'll be adding in images below so you can see some of the setup/settings as well as the error.
If you'd like the .blend file to take a look (whoever is kind enough to attempt to help) I've stashed it in DropBox and you should be able to access it here: LowPoly_Hero_001.blend

Does this answer your question? heat weighting: failed to find solution for one or more bones   https://blender.stackexchange.com/search?q=bone+heat+weighting+failed+to+find+solution

The reason you are getting the warning is that you have a non-manifold mesh.
The solution that will get you past the error:

select your character.
In edit mode merge by distance (shortcut M and select By Distance from the popup menu
parenting will now work.

This seems to leave you with a pretty good weight painting.

Thank you so much!  I could have spent many more hours cursing at my computer screen trying to find the solution to the wrong problem!  Marked as solved.  Thanks again, and if you have the time please let me know how you discovered this (so I can learn from my mistakes).

When I was first learning rigging, I ran across the problem, so I searched the internet for the error message.  This turned up a lot of discussions about what can go wrong to cause automatic weight painting to fail.  Since you had a low poly rig, I simply tried the first possible cause and it turned out to be your problem.  Auto weight will fail if there are duplicate vertices, your case; or it will fail if there is overlapping (non-manifold) geometry.  If it hadn't been vertices I would have looked for overlapping next.

Excellent, thank so much!


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What is this lined texture on the sides of this model?

The geometry's density is very high but I imagine even if it were not these lines would still be there, only further apart. But I am new to Blender so any info would help. Just curious how to smoothen everything.
Here is the .blend file and SVG I created it from: https://drive.google.com/drive/folders/15jw_y64vr8nWJhg2Hujys_twRFq5zaqM?usp=sharing
Thank you

Hi Jason, it would be helpful if you provided more information on the object in the image. Concerning artifacts, there could be several causes. It could be caused by the mesh so, it would be helpful to see the geometry of the mesh (wireframe). It might also be the texture so, it would be helpful to see the texture setup. Or the render settings.

Bad topology ... if you would follow my link in comment of your previous Q you get smooth result https://imgur.com/ssRyviL ... just beveling such shape is not an easy, you would have to manually care about some overlaps.

Thanks for your all your help. I had to go for the holidays but am fully back. It looks like you're referring to the Limited Dissolve so I tried it and got this odd result: https://drive.google.com/drive/folders/1ExKhZyIpqcaP-Ybm0hkAYM6OJRJsxpWs?usp=sharing

In Object Mode: Right Click on the Object > Shade Smooth.


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How do I curve a model that has multiple parts?
I am a beginner at Blender and was wondering how I would create good-looking curved roads for my game (in Roblox Studio). My previous attempts looked off and didn't give me the angles I wanted. Also, I'm sure manually moving everything is not what I'm supposed to do.

I wanted to make roads that go 90, 45, and 15 degrees. Here were my previous attempts:

^^ The corner looks weird and I didn't make it long enough to make the turn bigger.

^^ My attempts at trying to figure it out.
I also cannot find where to make vertices snap to each other because I remember that being possible. Also, the pivot points get all out of place for some reason and I cannot figure out how to correct it.

You could investigate Blender's Spin tool. Whie most tutorials show it being used on 3D objects, there's no reason why you can't just use it on a flat plane object.

From the last time I used Roblox Studio, I recall a pretty small polygon or vertice limit for meshes. Because of this, along with in-game performance reasons, it is often best to model 'by hand' (i.e. without a bunch of modifiers) in Blender when you have very unforgiving geometry limits, like the ones that Roblox Studio has present use with here. For all our purposes, that rules out geometry nodes, along with many of the other modifiers.
That being said, there are as always, still a variety of ways to approach this.
Method One
We can create a circle and and then extrude the edges like so (shown here would be 15 degrees)

note that I set the fill mode to triangle fan and that I set the vertex count to 360/15 (24), so this allows us to delete all but one face

You can go ahead and extrude the edge that lies along the y axis along global x if you wish, but that only works because that edge is perpendicular to X. so that only works for this case
instead, press , and change the transform orientation to 'Normal'
This part is important! When you extrude the edge, dont move it! Press 'E' then 'Esc' Now press 'G' 'Z' to move the newly created edge along the the normal, because extruding along the normal will also change the distance the vertices are from eachother, which we dont want.

better method
The far easier method, in my opinion is to select the vertice you want to rotate around, and press Shift+S --> 'Cursor to Selected'

Then simply press 2 to switch to edge select mode, and press . --> '3D Cursor'

Now, press E followed by Esc, which is what we did in the last method to duplicate the edge. Now press R (hold Ctrl if you don't have snapping enabled prior to this operation) and rotate!

Regardless of which method you use, don't forget to merge the extra vertices  made when you extruded M --> B 'By distance'
For most scenarios like this, I would use geometry nodes or at least an array and curve modifier, but this is not one of those cases, given our constraints.

Hey, thank you for the reply! For the second method, are you using any special keybinds that you changed? The keys don't seem to do the same thing that you told me and it won't rotate around the 3D cursor. I'm going to keep trying the method though.

Disregard what I said before, your method works! Thank you!