text:
Creating a "halo" effect for a material in cycles?
I'm trying to achieve an effect similar to this image:

However it's looking more like this:

No halo; the material ends where the mesh ends.
How can I set a material to look like the first image?
Thanks in advance.

Related - http://blender.stackexchange.com/questions/21739/how-to-render-lightning-in-cycles/28371. I think using compositing nodes in this case along with Emission node in object's material is a way to go.

That's usually done in the compositor with glare or blur node.

This kind of effect is usually created in post processing.  In Blender's compositor I found that the Filter > Blur node gives a result quite close to what you are looking for, though the Glare node may also work.
Just go the the Node Editor view, switch to compositing nodes, and drop a Blur node in between the Render Layers and Composite nodes.  I found that using Fast Gaussian seems to produce the best looking effect.

To get that even wider glow you can add a second blur node with a much larger blur and mix it with the smaller blur.  Set the mix mode to Add and adjust the Fac slider to suit your tastes.

Click to enlarge.

For the actual mesh I just used the IvyGen technique outlined here with a very strong volumetric emission shader (and no surface shader).

You can accomplish this in cycles.
But you have to add a little bit more geometry.
The easiest way for me to imagine you starting to experiment with this method is:

Try adding a cube that encompasses your lightning tree.
Shrinkwrap the cube to your tree, make sure to add an offset.
Add a new material to your shrunkwrapped cube.
Add an Emission node.
Plug it into the volume of the material output.
Set emission color to a darker royal blue.
Set emission strength to 1.0

APPENDING RESULTS OF COMMENTS BELOW:

Create the Tree with extruded Verts.
Add Skin Modifier.
Duplicate this object (Original Object = RED, Duplicated Object = YELLOW).
On the YELLOW object, apply the skin modifier.
Then add the Solidify Modifier, and set offset to one.
Add a Subsurf Modifier to the RED object.
Apply the material setup as shown to each of the objects.

The results are obviously a starting point to tweak for the look you want. However this is a pretty decent one, considering it needs no post-processing in the compositor, unless you really need to pull off the blurred effect.
@MrZak Thanks for the input.

It isn't necessary to add cube and shrinkwrap it to lightning (and that may be quite complex task to fit that mesh properly as lightning may be quite curved); just enough to add Skin modifier to lightning mesh.

You are very correct, there are better ways, solidify works really well too, and you can control the offset value pretty accurately to.


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Forcing randomized quads to stay coplanar?
I have a lot of quads on a grid, which will get displaced by a Displace modifier with a noise texture. This is my current result:

As you can see, quads aren't deformed in a way that will make them stay coplanar.
Is there any way to solve this, either with modifiers or a script?
Thanks in advance!

Are you using the displace modifier on each tile? Would need to apply the modifier before using the fixes in http://blender.stackexchange.com/questions/35193/how-to-flatten-a-non-planar-face-to-a-targeted-plane  Otherwise you could make a row x col grid, put the displace mod on that and dupli-face a plane from it.

@batFINGER can you explain the dupli-face ? I tried it but it was not good

@batFINGER, sorry, never mind... it is ok...

the solution given by @batFINGER in image : https://i.gyazo.com/c2df56c47215630d12c2239a4146a93a.png

As @batFINGER said, you can use dupli-face.
Create a plane and parent it to your displaced mesh (the one you shown in picture).

In the object properties of your displaced mesh, go to the duplication panel and select "Faces" (the blue button on the bottom part of the picture).

And.... that's all...
On the left, the "tri deformed original mesh", on the right "only planar quads"
(again, thanks to @batFINGER comment)

Here is a particle system on the vertices of a high density mesh.  Since the particle system is after the displace modifier, only the location of the object particles are affected.  Internal vertices of the object particles are not affected.

source: Stack Exchange

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

sort: votes


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Change radius of a circle
For my current model I need a series of concentric circles, and I haven't fully decided the proportions. Is there a way in which I could create them and alter their radiuses after?
Thanks in advance

If in one mesh you create a set of circles of each a different radius, you can adjust the radii individually by moving your cursor over an edge/vertex of any of the circles and pressing L. This will select all geometry linked to the element under your mouse cursor.
Then you can change the radius of the circle by pressing S to  scale it, this is a freeform operation. If you want to specify the exact radius that the Circle should be then you can use an addon described here called "LoopTools" (it comes with Blender, you just have to enabled it)

You can change the radius of a cirle by scaling it
By scaling up with factor 2, the radius will be scaled too by the factor of 2.
I hope that helps.

Another way to change the radius of a circle in Blender (see also accompanying screenshot):

Choose Object Mode
Select your circle
Choose Edit Mode
Choose Object Properties "tab"
Change the X and Y coordinates to the desired radius

Done!

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

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


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Add a mesh from a list of locations, rotations and scales?
Let's say I have a file with a list of locations, rotations and scales:
1.32 3.434 4.4 - location
24.1 32.1 0.0 -rotation
1.2 1.3 0.75 - scale

12 32.4 -32.2 -location of mesh 2
0.0 90.0 32.45 - rotation of mesh 2
0.8 1.0 1.2 - scale of mesh 2

etc.
Is there any addon that will allow me to create copies of a mesh with these transforms.
If there isn't, do you know how could I write it or find someone that will?
Thanks in advance.

Are you looking at object level transforms or edit level transforms? You may want to look into matrix transformations. If you are able to get the matrix out of whichever way you are achieving the transformation values, you can then multiply that matrix with the mesh's original matrix to transform your object.

Not sure of an addon like that but you can easily create your own script. The following creates new objects using the same mesh data and positions them with your data.
import bpy

scn = bpy.context.scene
orig_data = bpy.data.objects['Cube'].data

obj_specs = [
        [(1.32, 3.434, 4.4), Euler((24.1, 32.1, 0.0), 'XYZ'), (1.2, 1.3, 0.75)],
        [(12, 32.4, -32.2), Euler((0.0, 90.0, 32.45), 'XYZ'), (0.8, 1.0, 1.2)],
]

for loc,rot,scl in obj_specs:
    new_obj = bpy.data.objects.new("newObj", orig_data)
    new_obj.location = loc
    new_obj.rotation_euler = rot
    new_obj.scale = scl
    scn.objects.link(new_obj)

scn.update()


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Use the same color for two materials?
In my current project, made in Cycles, I would like to be able to use the same color for two completely different materials. That way, I can tweak the color easily and everything will still look fine. Is there any way to do this?
They are emissive materials.
Thanks in advance

One option would be to create an RGB node and then make a group out of it. Then add that group to the other materials. When you change the color in the grouped RGB node, it will change in all materials.


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Painting several layers at once
I'm using Blender and UE4, and I've got a problem:
For most materials I use several textures (Color, Roughness, Metalic, etc.) I recently discovered painting with Blender and I love it, but I would like to know how can I paint several layers at once. For example, I might have a mesh with a Color and a Roughness layer, and when I add rust to it, I want the Roughness layer to also be affected.  Any ideas?


text:
Using placeholder audio while animating?
I was wondering if there's a way to hear audio when going through the timeline. So, if I animated a character talking between frames 0 and 40, when playing the animation not only I can see the movement in the viewport but hear the sound.
Thanks in advance.


text:
Rigging - pose mode is squanched up
I downloaded a rigged character in a blend file here:
http://cdn.digitaltutors.com/wp-content/uploads/2015/03/DT_Puppet_Rig.zip
When I open it in blender it is fine in armature rest position, but the pose position is all squashed up and unusable.
Can anyone give any hints about what I'm doing wrong. I tried to select all and clear pose transforms but no luck.
thanks for any help,
Andreas.

When I open this file it works fine.

Thank you Jerryno for checking this for me. I tried several versions of Blender, but it is always the same problem - in Pose mode the arms and legs of the character disappear and his feet are coming out of his pelvis. Could it be my preferences are corrupted? I'l get out my old laptop and try it on another computer.

SOLVED! The hint was an error warning - "autorun disabled!" Blender wasn't running a script. Press Ctrl + Alt + U, then head over to File and enable Auto Run Python Scripts. Now all works well. The automatic running of python scripts has been disabled since version 2.6.


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Recognize bridging faces of splits at a plane
I've got a plane with multiple splits. Unfortunately there are undeleted vertices bridging these splits. Is there a way to automatically recognizing these bridges and selecting the faces of them?

So Box selecting (press B and drag a box) is as a workaround, I guess ?

unfortunately yes

One not always working way is to select similar vertices by amount of connected edges with increasing selection after that.

Start by selecting one vertex located in the corner between one of those "bridged faces" and main plane.
Press Shift+G to access Select Similar menu and choose Amount of connected edges. This will select some of vertices of desired part.
Increase selection by pressing Ctrl+Numpad + to select more.
Switch to Face Selection mode and decrease selection by pressing Ctrl+Numpad -.

This won't work when part of plane between these "bridged faces" is less than 4 polygons. Then on step 3 you'll end up with more selected faces you could deselect in step 4; i.e. the deselection won't work that accurate.


text:
Fill Curve Cube without intersecting parts
I created a cube out with just Curve paths and filled it as shown at the screenshot. But this mode creates intersecting parts (Screenshot 3-4)
Is there a way to do this without intersecting parts?

Don't forget to upvote if any of the answers helped you ;-)

To make a perfectly "flat" cube here's another method:

Duplicate the Default Cube (Shift D), name it "inner".
With your inner Cube selected switch to Edit Mode (Tab).
Inset your Faces:

With every Vertex selected (A) hit I for Inset and then hit I again to toggle Individual On.
Type 0.25 or how broad you want your outer Grid-Frame to be. Confirm with LMB or Enter.

Invert your selection to select all corner Vertices. Maybe there's a bug, but it will only work properly after you perform and undo the inverse again. So press Selection > Inverse Ctrl I, Undo Ctrl Z and Selection > Inverse again Ctrl I.
Scale your corner Vertices accordingly to your previous Inset width. You need to substract the Inset width from 1.0, so in this example Scale (S) by , 7 5 (1.0 - 0.25 = 0.75). The result will look a bit off while your Vertices are still selected, but once you deselect them, everything looks perfect.
Now hide the inner Cube after leaving Edit mode (H) so that it won't overlap with the next steps result.
Add a Boolean modifier in the Modifiers Properties Tab to your not yet changed Default Cube with a Different Operation and the inner Cube as Object et voilà:

When you want to have a clean edge structure on your result, you can first do a Triangulate Faces with Ctrl+T and then perform Tris to Quads with Alt+J and select a large Max Shape Angle there (F6).

Well,This expected from what you did.There is no way to solve this.
Instead you can use the Wireframe modifier to generate a similar result.

You can also flatten the face to get a more neat result:

Flatting can be done using the keys S + Axis + 0 after selecting the right faces.

How can this flattening be done?

@Samoth I Edited the answer

Duplicate the default Cube, name itself Grid and the other one inner.
Select the inner Cube and in Edit Mode select every Vertex (A), then use an Edge Bevel (Ctrl B) of 0.25, then hide it.
Select the Grid Cube and add a Boolean Modifier with the inner Cube as Object in Difference mode. (This will cut out the inner part)

You could of course play with the Bevel of your inner cube before to get your grid nicer looking. You could use more Segments or change the Profile from 0.5 which is "flat" to a smaller number like 0.25 to get a more rounded grid-frame. Its settings are available in the panel in the Toolbar once you confirm the Bevel before doing any other operation or by hitting F6. Unfortunately there's a restriction to the Bevel Operation that you can't set the Profile to something lower than 0.15. So you won't be able to produce a "flat structure* with it.


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Delete parts of a grid outside of another object
I created a grid (as multiple curve paths) which is in and outside of a sphere. When I'm trying to delete all parts outside with the Boolean Modifier, it says "Cannot execute boolean operation". How can I solve this?

The Boolean modifier most likely will fail dealing with intersecting geometry, like one on intersections of the grid lines, see http://blender.stackexchange.com/questions/5140/cannot-execute-boolean-operation-when-subtracting-several-spheres-and-cylinder. It might be necessary to delete that intersecting geometry of grid before executing Boolean which can be quite cumbersome task.

I created a extra topic with this problem: http://blender.stackexchange.com/questions/48159/fill-curve-cube-without-intersecting-parts

The problem is, that you need a proper (non-manifold) mesh to do the Boolean operations with. The method you used to create your "Grid Cube" doesn't help here because it doesn't prouce one. You could check your mesh in Edit Mode hitting Ctrl Shift Alt M with the Mesh Select Mode set to Edge or Vertex.
Here's a better Method to create your Grid-Frame-Cube:

Create a small cube in the corner

Add a default Cube (2x2x2) in the Center and name it miniCube
Position your 3D Cursor to the front bottom left corner by selecting the Vertex in Edit Mode and use Shift S, Cursor to selected
Pivot around the 3D Cursor and scale your Cube (S) by 0.25.

Duplicate this small cube twice, name one Grid and one inner, then hide the original miniCube or move it to another Layer as a Backup. You might need it later again to play around with the following Bevel settings.
Select the inner Cube and in Edit Mode select every Vertex (A), then use an Edge Bevel (Ctrl B) of 0.25.
Select the Grid Cube and add a Boolean Modifier with the inner Cube as Object in Difference mode. (This will cut out the inner part, basically only leaving the grid-frame)
Add three Array Modifiers, one for each Axis to the Grid Cube. This basically creates the grid-frame-like Cube structure you created but with a proper geometry.

Set the Count to 4
Set the Relative Offset to 0.0 on each but 1.0 for one axis: x for the first Modifier, y for the second and z for the third.
Check Merge

Now you can add the Boolean Modifier to the 2x2x2 Sphere in your Center with an Intersect Operation and the Grid as its Object and it will work fine:

You could of course play with the Bevel of your small cube before to get your grid nicer looking. You could use more Segments or change the Profile from 0.5 which is "flat" to a smaller number like 0.25 to get a more rounded grid-frame. Its settings are available in the panel in the Toolbar once you confirm the Bevel before doing any other operation or by hitting F6.

Related: http://blender.stackexchange.com/a/46809/2843


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How to delete all faces with distance to other object
I want to delete all faces (of "Mesh") with a distance > 0.5 to the nearest point of an other object ("Sphere").
Unfortunately it deletes the whole object.
Thanks for helping!

import bpy
import bmesh
from math import sqrt

# Get the active mesh

obj_sphere = bpy.data.objects['Sphere']
obj = bpy.context.edit_object
me = obj.data

# Get a BMesh representation
bm = bmesh.from_edit_mesh(me)

for face in bm.faces:

    # select face and Sphere
    bpy.ops.mesh.select_all(action='TOGGLE')
    face.select = True
    obj_sphere.select = True

    # get distance for selected objects
    l = []
    for item in bpy.context.selected_objects:
        l.append(item.location)

    distance = sqrt( (l[0][0] - l[1][0])**2 + (l[0][1] - l[1][1])**2 + (l[0][2] - l[1][2])**2)

    # check distance > 0.5 and delete
    if distance > 0.5:
        bpy.ops.mesh.delete(type='FACE')

bmesh.update_edit_mesh(me, True)

Related: http://www.blendernation.com/2016/03/03/calculating-distances-two-points-using-geodesic-paths/

Came up with similar to @TLousky, test code below only selects faces without the range value.
To use closest point on mesh you need to put the reference point into the calling object's object space, if not you will get undesired results when away from the origin.
Also note: use vectors to calculate distance.
import bpy
import bmesh

L = 0.5 # distance limit
sphere = bpy.data.objects.get("Sphere")
mesh_obj = bpy.context.edit_object
me = mesh_obj.data
smwi = sphere.matrix_world.inverted()

bm = bmesh.from_edit_mesh(me)

for face in bm.faces:
    v1 = mesh_obj.matrix_world * face.calc_center_median() # global face median
    localPos = smwi * v1  # face cent in sphere local space

    (hit, loc, norm, face_index) = sphere.closest_point_on_mesh(localPos)
    # Edited for new hit success return val.
    v2 = sphere.matrix_world * loc
    face.select = ((v2 - v1).length > L)

test result

To make it more accurate  consider using the normal returned to determine which point of a face to use.  If the angle between the face normal and the normal to the closest point is ~ 90 use the closest edge,  ~ 180 degrees it's on the inside.

@Basti edited slightly to take inverting the sphere's world matrix out of the loop.

This code does the trick, and uses some nice built in functions to make things simpler:
import bpy, bmesh

s = bpy.data.objects['Sphere']
o = bpy.context.object

bpy.ops.object.mode_set(  mode   = 'EDIT'     )
bpy.ops.mesh.select_all(  action = 'DESELECT' )
bpy.ops.mesh.select_mode( type   = 'FACE'     )

bm = bmesh.from_edit_mesh( o.data )

for f in bm.faces:
    # Calculate the global location of the current face's median point
    gCenterMedian = o.matrix_world * f.calc_center_median()

    # Find the closest point on the Sphere to the current face's median
    loc = s.closest_point_on_mesh( gCenterMedian )[0]

    # Find the distance by calculating the length of the vector between the two points
    distance = ( loc - gCenterMedian).length

    if distance < 0.5: f.select = True

bm.select_flush( True )

# Delete all selected faces
bpy.ops.mesh.delete( type = 'FACE' )

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

As the gif shows, reverse the sign to delete far away faces

For some reason got this :
TypeError: Element-wise multiplication: not supported between 'Matrix' and 'Vector' types
On this line of code : gCenterMedian = Plane.matrix_world * face.calc_center_median()


text:
Deleting a face, if there are two ore more holes in a circumference with a defined radius at a defined angle
This is a very specific question:
I created a plane. On it there are some faces deleted. I want blender to check every other, not deleted face, if there is in a specific circumference (red) at a specific angle (blue) two ore more holes (green) or not. If there are holes (green) on both sides, for example 40-60° and 220-240° (the blue area), the face has to be deleted.
In the example picture the selected face has to be deleted.

Do you have any idea how I could get this realized?

If you're planning on using a uniform grid this will be slightly less of a hairball,  If you want it to work for arbitrary meshes, you're in for a world of pain, especially if the mesh is non-manifold.  Do you know what a Klein bottle is?

Unfortunately I'm going to work with arbitrary meshes, but these are manifold. I googled for 'Klein bottle' and, if I understood this right, my meshes will have a definable in- and outside. Very interesting by the way!


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Boolean Modifier on manifold Grid not working
I created a script which produces a manifold grid inside a object (Picture 1).
If I set the diameter size of the columns under 0.03, the boolean modifier isn't working (Picture 2). Is anyone able to solve this?
import bpy

scene = bpy.context.scene

### Settings ###
thickness = 0.1
distance = 0.5
k_segmentname = "Torus"

# get dimensions & location
objRec = bpy.data.objects[k_segmentname]
(x,y,z) = objRec.dimensions
(xl,yl,zl) = objRec.location

### Helper ###

def joinObjects(obs):
    bpy.ops.object.select_all( action = 'DESELECT' )
    for o in obs:
        o.select = True
    scene.objects.active = obs[0]
    bpy.ops.object.join()

def booleanMod(operation, objA, objB):

    boMoUn = objA.modifiers.new('boUn', 'BOOLEAN')
    boMoUn.object = objB

    if operation == 0:
        boMoUn.operation = 'DIFFERENCE'
    if operation == 1:
        boMoUn.operation = 'UNION'
    if operation == 2:
        boMoUn.operation = 'INTERSECT'

    scene.objects.active = objA
    bpy.ops.object.modifier_apply(apply_as='DATA', modifier='boUn')

def createCube(name, size, strength, location):
    cube = bpy.ops.mesh.primitive_cube_add(radius=size/2, location=location)
    cube = bpy.context.active_object
    cube.name = name

    bpy.ops.object.select_all( action = 'DESELECT' )

    cube_inner_x = bpy.ops.mesh.primitive_cube_add(radius=((size/2)-strength), location=location)
    cube_inner_x = bpy.context.active_object
    cube_inner_x.dimensions[0] = size +2
    booleanMod(0,cube,cube_inner_x)
    cube_inner_x.select = True
    bpy.ops.object.delete()

    cube_inner_y = bpy.ops.mesh.primitive_cube_add(radius=((size/2)-strength), location=location)
    cube_inner_y = bpy.context.active_object
    cube_inner_y.dimensions[1] = size +2
    booleanMod(0,cube,cube_inner_y)
    cube_inner_y.select = True
    bpy.ops.object.delete()

    cube_inner_z = bpy.ops.mesh.primitive_cube_add(radius=((size/2)-strength), location=location)
    cube_inner_z = bpy.context.active_object
    cube_inner_z.dimensions[2] = size +2
    booleanMod(0,cube,cube_inner_z)
    cube_inner_z.select = True
    bpy.ops.object.delete()

    return cube

sLoc_x = xl - (x/2)
sLoc_y = yl - (y/2)
sLoc_z = zl - (z/2)
cube = createCube('Grid', distance, (thickness/2), (sLoc_x,sLoc_y,sLoc_z))

arrayMod = cube.modifiers.new('arrayX', 'ARRAY')
arrayMod.use_merge_vertices = True
arrayMod.use_relative_offset = True
arrayMod.relative_offset_displace[0] = 1
arrayMod.relative_offset_displace[1] = 0
arrayMod.relative_offset_displace[2] = 0
arrayMod.count = x/distance + 1
scene.objects.active = cube
bpy.ops.object.modifier_apply(apply_as='DATA', modifier='arrayX')

arrayMod = cube.modifiers.new('arrayY', 'ARRAY')
arrayMod.use_merge_vertices = True
arrayMod.use_relative_offset = True
arrayMod.relative_offset_displace[0] = 0
arrayMod.relative_offset_displace[1] = 1
arrayMod.relative_offset_displace[2] = 0
arrayMod.count = y/distance + 1
scene.objects.active = cube
bpy.ops.object.modifier_apply(apply_as='DATA', modifier='arrayY')

arrayMod = cube.modifiers.new('arrayZ', 'ARRAY')
arrayMod.use_merge_vertices = True
arrayMod.use_relative_offset = True
arrayMod.relative_offset_displace[0] = 0
arrayMod.relative_offset_displace[1] = 0
arrayMod.relative_offset_displace[2] = 1
arrayMod.count = z/distance + 1
scene.objects.active = cube
bpy.ops.object.modifier_apply(apply_as='DATA', modifier='arrayZ')

booleanMod(2, cube, objRec)

authors: رامي عبد الله


text:
Shrinkwrap with ray_cast isn't accurate
I'm trying to create my own similar Shrinkwrap-Modifier with raycast.
Unfortunately the result isn't accurate and I don't know why. It work's with Spheres, all other primitives are inaccurate.
import bpy

scene = bpy.context.scene

objA = scene.objects.active
objB = bpy.ops.mesh.primitive_uv_sphere_add(segments = 30, size = 100, location = objA.location)

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

mesh_obj = bpy.context.edit_object
me = mesh_obj.data
bm = bmesh.from_edit_mesh(me)
for vert in bm.verts:
    #vec = mesh_obj.matrix_world.inverted() * vert.co

    localA = objA.matrix_world.inverted() * objA.location
    localB = objA.matrix_world.inverted() * vert.co

    (location, normal, index) = objA.ray_cast(localB, localA)

    vert.co = location

the direction of casting is the problem,that's why you have many options for shrink_wrap modifier they differ in the direction they use for example nearest :  you have to find the closest point on mesh to the vertex and that's all (there's a function for that ), for projection i think they use the nearest face's normal

authors: Артур Ромахов


text:
collision doesn't work in render (it works well when I play a preview before rendering!)
I'm trying to make some balls fall on a cube and not to fall through it. everything works well after I set the stickiness to 10, but in the render result the balls go though the cube (I'm using blender 2.8 and tried EEVEE and Cycles render but both don't work)
I've tried working around all the settings in render, particles and collision taps but non of them worked.
Blender file

Tested your file -> if you bake it before rendering, the particles stick to the geometry (how to bake it is explained in the linked answer above): https://i.sstatic.net/1XQE4.jpg

Thanks a lot, that was really helpful!

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


text:
Blender 3.0.0 - How to use a vertex group in geometry nodes?
Does anyone know a way I can utilize vertex groups to limit the instancing in v. 3.0.0 ?
Here is a thread explaining nicely what I'm also trying to do. The thing is, 3.0.0 Beta apparently removed nodes (point instance, attribute nodes, etc.) that would let me type in the vertex group name. I went through virtually all geometry nodes available in 3.0.0. but I cannot see anything that I can plug my vertex group into. Any idea on how to achieve this?

In Blender 3.0, attributes can no longer be accessed directly using the name of the attribute. Instead, attributes are stored in 'fields', which use diamond-shaped node sockets. You can connect a field to the 'Group Input' node, allowing you to select an attribute or vertex group in the modifier panel. This allows you to use the same node tree on different objects, even if they have different vertex group names.

Superb! I knew there was something I can do to make that input field show up, either in the modifier or the one of the nodes. I tried this, it worked like a charm. Many thanks @BlenderUser123!

hi, i tried the same but vertex group input only accept a number value, won't allow me to type in/select the vertex group name, or did i misunderstood sth here?

How unintuitive.  How did "Vertex Group" label appear on your Group Input Node?   Mine still says "Selection", even though I chose a Vertex Group by name in my GN properties.

@james_t, "Vertex Group" is renamed "Selection" - a default name for boolean type of data. Input name could be easily changed through the N-panel of Geometry Nodes.

Managed to fix it by clicking the Input Attribute Toggle button (the little 'cross' next to the input in the modifier panel). Should change it from a 0/1 input to a dropdown where you can select the vertex group.

I just got all this to work. Once you have created the vertex group inputs you can isolate the vertex group geometry with the 'Separate Geometry' node. This is very useful for setting different materials to different vertex groups on an object.


text:
Grease Pencil Stuck Drawing around cursor
I don't know how I did this, but for some reason every time I bust out the drawing tool, my stroke is forced to draw a circle around the cursor. Does not matter if it is a fill or a stroke.

I found the problem, it turns out I didn't turn on the Guides button on the top of the window.

Hi, Jeremy, if you have a moment to expand on this with a screen-grab to illustrate what you mean, that would be great for others who run into the same problem.


text:
Symmetry in sculpt mode is uneven
I am facing problem regarding the symmetry in sculpt mode version 3.3.10.0 . I even brought origin point to the center but still symmetry is uneven.

Hello maybe apply the rotation in Object mode? But if it's the problem you'll need to symmetrize your mesh before sculpting again

Please do not write in all caps.

moonboots for meshing i think i have to go to edit mode but when i go there blender crashes .

maybe your mesh is too high-poly? Could you please share your file?

gordon sir now it is fine will you pls suggest something ?

ok wait i will share soon

moonboots how do i share it ? pls help

Use a platform like workupload for example

is it working ?

@moonboots can somebody hack your blender file ?

@thanos I guess it can happen, to prevent that you can just share a part of the object,or quickly remove the link, actually sometimes it's hard to guess without the file

@thanos As I said, even if someone did that - don't you have a local copy? Or do you mean someone hacked the file locally on your PC? I for one do not have the skills to do that. And you said in the comments under my answer, it happens with a different file too...

What can I do now ?

You have to apply the rotation and scale of your object, they should be 0°,0°,0° for the rotation and 1,1,1 for the scale in order to make the symmetrical sculpting work properly. To do this, go into Object Mode and then press Ctrl+A and choose Apply > Rotation & Scale. Or at least the rotation if you want to keep the scale for whatever reason - but on the X axis it has a negative scale which is never a good idea to keep and therefore the body and one leg have their normals flipped (the negative scale is on all objects though). This is also the reason why the sculpt brushes work inverted.
Next time please consider checking if it helps what is suggested in the comments before letting us download a 500+ MB file.

Dr Gordon I can't able to use my file . Did you hacked my files ?

I'm sorry, I'm at work and cannot answer every second you want me to. How should I hack your file from here? I didn't upload anything... and even if I did, don't you have the file on your own computer?

I do but every time I open the file not only this file , different model file too my blender get closed automatically.

Also i can't upload screen recording cause here you can only upload photos . Bad luck otherwise I would have posted it .

If your file does not open anymore, this has nothing to do with the original post about not sculpting symmetrical and should be asked in a new question. Sounds more like you have a problem with your operating system or resources. Have you tried restarting the computer?

Umm no I just Uninstalled the blender . I will Download different version after that I will see . Actually my laptop is dead so it is on charging .

What to do now it is hacked

Did all stuff u said

Now listen carefully I deleted all my files now downloaded 3.6.2 version. Now it is showing file could not locate I am the cure.blend file . It was old file I deleted all file Now cause it was hacked I will post new question asking for doubts come there sir please

@thanos This site is for problems with Blender, not hacked files. I don't know what dubious site you uploaded your file to that it got hacked in such a short time? And what is "I am the cure.blend"? The file that was there for download was called "body making.blend". And why a new question? The problem you had was the symmetry. This answer solves the issue. As I said, hacked files are off-topic on this site. I still have the downloaded file on my PC. If you need it, I can upload it for you.

@thanos I just checked the link where I got your file from. I can still download it there, it is still called "body making.blend", it has the exact same size in bytes and it opens exactly like yesterday. I don't know what kind of chaos you have on your PC, but there is definitely nothing wrong or "hacked" with your file, at least not the one you have uploaded.

Can I send you a video ?

How do I delete that link ?

@thanos How should I know that? I don't use that upload site. And a video about what? A hacked file?

Yes that same file

@thanos If your file does not open anymore, what should I look at? This site is for problems working in Blender, if the file does not open you cannot work on it in Blender. And as I said, the file is still there online, everything is okay with it, just download it if the file on your PC is corrupted/broken. And if it still does not open, it might be a bug in Blender or a problem with your hardware etc., but none of these things are problems suitable for this site and all considered off-topic.

Pls give that link then

Hello, folks, this conversation is getting a bit snarled up. @thanos .. please restrict your questions to problems with the use of Blender, on your own system. Rest assured, no one here has hacked your uploaded file, the link you seek appears to be the one you uploaded it to in the first place?

Comments have been moved to chat; please do not continue the discussion here. Before posting a comment below this one, please review the purposes of comments. Comments that do not request clarification or suggest improvements usually belong as an answer, on [meta], or in [chat]. Comments continuing discussion may be removed.

so where to inform about this bug ?

@Gordon Brinkmann I posted a new question from there you can get a clue about problem i am facing .


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Implement surface imperfection textures over base material textures
I'm running into a little roadblock when it comes to implementing surface imperfections on my object.
The following are the texture files I have for my initial material:

Using google and some video tutorials I was able to setup the following material using these textures:

Marble material on Suzanne:

Now, I also have texture files for some large cracks to use as surface imperfections:

My initial instinct was to implement this as a second material, and then I would be able to apply both materials to the same object via some sort of layering system.

However, from what I can tell it looks like you can only have a single material assigned to a given face of an object in blender.
Assuming that is the case, how could I best go about implementing this second batch of textures into my initial material to act as surface imperfections? Or if I'm mistaken and two separate materials is the way to go, how do I go about utilizing both of them in this case?
Any additional insight/advice/pointers are welcome. I'm sure there's more than one way to go about implementing something like this.

Hello, yes you can assign only one material per face. You need to tell what you want to do exactly with this second material, if what intersests you is the bump map then use it in your first material, plug it into a Vector > Bump Map node that you plug into the Normal input of the Principled BSDF. If you want a 50/50 mix between the 2 materials, then use a Mix Shader and plug the 2 Principled BSDF into the 2 inputs of this node. If some parts display one material and the others display the other one, use a b&w mask as factor in the Mix Shader, etc

As @moonboots says, you need to tell Blender how to consume the two texture sets within one material. You could use the large cracks opacity map as the factor for the mix nodes.

You're really close to what you aim for.
Instead of having two materials, the usual way to add imperfections is to combine two shaders.
In the example blow, I use a B&W image of scratches to create a shader with only some bumps.
The second image is the base marble shader.
The last one uses the B&W image of the scratches as a mask between the two shaders:


text:
get the rotation of a face
I'm trying to get the rotation of bmeshs face. Unfortunately following function doesn't work:
import bpy
import bmesh

plane = bpy.ops.mesh.primitive_plane_add(rotation = (2,1,1))

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

mesh_obj = bpy.context.edit_object
me = mesh_obj.data
bm = bmesh.from_edit_mesh(me)

for face in bm.faces:
    print(face.rotation)  # doesn't work

I'd like to get the vector (2,1,1) printed out, how can this work?

transformation info are stored on the object level, mesh doesn't have that stored ( only location ) you may get the face normal if that help

It doesn't work since a bmesh face https://www.blender.org/api/blender_python_api_2_77_release/bmesh.types.html#bmesh.types.BMFace unfortunately has no rotation property.


text:
How can I tell what mesh selection mode blender is in
I'm not very experienced with scripting but was hoping to be able to find out what mesh selection mode (edges,faces or verts) Blender is in while in edit mode to make some custom hotkey assignments that takes this into account.
I have worked out how to set up a basic modal operator so need something to feed into an if statement.
Thanks

You can access this via the Scene property:

https://docs.blender.org/api/current/bpy.types.ToolSettings.html#bpy.types.ToolSettings.mesh_select_mode

Or if you're editing meshes using the BMesh API (if you're modifying the mesh in BMesh already).

https://docs.blender.org/api/current/bmesh.types.html#bmesh.types.BMesh.select_mode

Example to run in the console:
>>> print(bpy.context.scene.tool_settings.mesh_select_mode)
<bpy_boolean[3], ToolSettings.mesh_select_mode>

To see the values, you can get get the sequence as a tuple
>>> print(tuple(bpy.context.scene.tool_settings.mesh_select_mode))
(True, False, False)

It took a newbie like me a little bit to figure out the if statement:  hope this helps.
    def invoke(self, context, event):
        if tuple(bpy.context.scene.tool_settings.mesh_select_mode) == (True, False, False):
            bpy.ops.mesh.bevel('INVOKE_DEFAULT',vertex_only=True)
        else:
            bpy.ops.mesh.bevel('INVOKE_DEFAULT',vertex_only=False)
        return {'FINISHED'}


text:
Cycles - How can I render only pre-baked textures, and not calculate shadows?
I have an animation made in Cycles that takes place in a scene lit up by a lot of lamps, as well as a strong world background. As it would take some years to render (I made the math) I thought that baking textures would be the solution.
How can I then set the rendering so it will render only the baked texture, or at least not calculate the shadows? I haven't found a way to reduce the render times.
Thanks in advance.
EDIT: It looks like I didn't express well my question.
I know how to bake, and I've already got all my textures. I just want to know how to set up the render so it wont calculate all the shadows and stuff, as that has already been made in the baking.

Baking textures in Blender - https://www.youtube.com/watch?v=Tj-S5QAac3U its preety easy and useful! :D

The point of baking textures is that all the expensive light and shadow calculations are only done once. One long render to bake is normal, then when you use the new texture in the scene you can then render each frame in a couple of seconds. Blenderguru explains this well

Updated the question. I don't want to know how to bake, I want to know how to set up cycles to only render the textures and not calculated the shadows

You have to setup a material using all these baked textures and instead of a diffuse shader you have to use an emission shader.
This video show the technique very well: https://www.youtube.com/watch?v=sB09T--_ZvU
Don't be fooled by the title (cause you said you already know how to bake)

Works perfectly, thanks a lot! However, it's quite counterintuitive, as I thought at first that a lot of emissive materials would result in noise or a lot of calculations. Thanks again.

Apart from just baking and applying the image texture, remember to render by 'progressive refine', if you are using cycles. And keep the samples in render settings to just '1'. It takes like 2 seconds to render a scene as compared to a minute or so taken while rendering the same without progressive refine.


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Detect holes on a not flat surface at a set circumference
I've got a not flat surface with not regular faces. Is there a way to recognize if there is a hole at a set circumference?

You can take advantage of the fact that holes are also non-manifold to easily identify hole vertices that lie within a given radius from the selected face.

Here's the code:
import bpy, bmesh

radius = 0.5

# Assumes your object is selected and is in edit mode
o  = bpy.data.objects[ bpy.context.object.name ]
bm = bmesh.from_edit_mesh( o.data )

# Assumes you have a single face selected
fCo = bm.select_history[0].calc_center_median() # Location of face center

bpy.ops.mesh.select_all( action = 'DESELECT' )
bpy.ops.mesh.select_mode( type = 'VERT' )
bpy.ops.mesh.select_non_manifold() # Holes are also non-manifold

# Find all hole verts that are closer to the selected face than the radius
verts = [ v for v in bm.verts if v.select and ( fCo - o.matrix_world * v.co ).length < radius ]

if len( verts ) > 0:
    print( "%s hole verts within radius of %s blender units" % ( len( verts ), radius ) )

bpy.ops.mesh.select_all( action = 'DESELECT' )
for v in verts:
    v.select = True

bm.select_flush( True )


text:
How to get the angle between three faces on a non regular non flat surface
I've got a non flat and non regular surface with three selected faces. Is there a way to get the smallest angle between these with python?

Is it related to camera space at all? Like, are the lines meant to be contained within the same plane?

No there is no relation. Just the smallest angle would be great.

Here's a slightly different approach.

The solution below treats the three faces as a triangle.
The script calculates all 3 triangle angles, then sums the two smaller angles to find the answer.
As shown in the image below, they are equal to the angle between the edges of the
larger angle within the triangle.

import bpy, bmesh
from mathutils import Vector
from math import degrees, acos

bm = bmesh.from_edit_mesh( bpy.context.object.data )
centers = [ f.calc_center_median() * bpy.context.object.matrix_world for f in bm.faces if f.select ]

if len( centers ) == 3:
    # Face centers as triangle vertices
    A, B, C = centers

    # Triangle edges (sides)
    AB = B - A
    AC = C - A
    BC = C - B

    # Triangle angles
    a =       degrees( acos( ( AB.dot( AC ) ) / ( AB.length * AC.length ) ) )
    b = 180 - degrees( acos( ( AB.dot( BC ) ) / ( AB.length * BC.length ) ) )
    c =       degrees( acos( ( BC.dot( AC ) ) / ( BC.length * AC.length ) ) )

    # The smallest angle between the two triangle edge vectors equals
    # To the sum of the two smallest angles within the triangle
    angles = sorted( [ a, b, c ] )
    print( angles )
    print( "All: ", sum( angles ) )
    print( "Two smaller: ", sum( angles[:2] ) )

else:
    print( "Invalid number of selected faces" )

This is what I have so far. It doesn't seem to quite work, but I have to go and don't want to waste my efforts. There is one problem with it: to know which vector to use as the center, it calculates the distance to the object center, instead of the (intended) median selection point.
Feel free to use this code to make your own answer.
import bmesh
import bpy
import mathutils

bm = bmesh.new()
obj = bpy.context.object
bm.from_mesh(obj.data)
zero = mathutils.Vector((0, 0, 0))

vec = None
minSq = 0
vec_list = list()
for f in bm.faces:
    if f.select:
        center = f.calc_center_median()
        distSq = (center - obj.location).dot(center - obj.location)

        if vec == None:
            vec = center
            minSq = distSq

        if distSq < minSq:
            vec = center

for f in bm.faces:
    if f.select:
        if (f.calc_center_median() - vec) != zero:
            vec_list.append(f.calc_center_median() - vec)

print(len(vec_list))
if len(vec_list) != 3:
    print("Select only three faces")
else:
    print(vec_list[0].angle(vec_list[1]))

bm.free()


text:
Can you use a character for animation and 3d printing?
Can you create a character for animation, rig the character, and then use the various poses for animation and 3d printing or do you have to create two separate characters one rigged for animation and one static one for 3d printing?

There should be no problem using a rigged character for 3D printing, assuming the character's mesh is suitable for printing (no holes, no non-manifold geometry, consistent normals pointing in the right direction, correct scale, etc).
To make sure all is prepared, you can make a copy of each pose to a new duplicate model, apply the Armature Modifier and delete the armature object (to clean up the scene), run printability tests via the 3D Printing Toolbox addon or an external program (Netfabb, Meshmixer, etc) and export your STL.


text:
How do I repeat my script/macro across all selected objects?
I am trying to create an automated LOD process within Blender, that takes a mesh, creates a group using the mesh's name, renames the mesh to '_LOD0', adds a Decimation modifier and then creates 3 more meshes with progressively higher Decimation modifiers and LOD numbers:

This seems to work fine for one object selected, but if I have multiple objects selected it puts all of the objects in the same group, and makes more objects than I want, and also doesn't add the decimate modifiers correctly:

I know that bpy.ops isn't the most optimized way to do this, but that's not a huge concern for me, I just need it to work.  If anyone can point me in the right direction on how to achieve these goals it would be much appreciated, thanks!
import bpy

if bpy.context.selected_objects != []:
    for obj in bpy.context.selected_objects:
        bpy.context.scene.objects.active = obj
        bpy.context.object.show_wire = True
        bpy.context.object.show_all_edges = True
        bpy.ops.group.create(name=bpy.context.object.name)
        bpy.ops.object.modifier_add(type='DECIMATE')
        bpy.context.object.modifiers["Decimate"].use_collapse_triangulate = True
        bpy.context.scene.rno_bool_keepIndex = False
        bpy.context.scene.rno_str_subfix = "_LOD0"
        bpy.ops.object.rno_add_subfix_prefix()
        bpy.ops.object.duplicate_move(OBJECT_OT_duplicate={"linked":False, "mode":'TRANSLATION'}, TRANSFORM_OT_translate={"value":(0, 0.1, 0), "constraint_axis":(False, True, False), "constraint_orientation":'GLOBAL', "mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False, "use_accurate":False})
        bpy.context.object.modifiers["Decimate"].ratio = 0.5
        bpy.ops.mesh.customdata_custom_splitnormals_clear()
        bpy.context.object.data.auto_smooth_angle = 0.785398
        bpy.context.scene.rno_str_old_string = "LOD0.001"
        bpy.context.scene.rno_str_new_string = "LOD1"
        bpy.ops.object.rno_replace_in_name()
        bpy.ops.object.duplicate_move(OBJECT_OT_duplicate={"linked":False, "mode":'TRANSLATION'}, TRANSFORM_OT_translate={"value":(0, 0.1, 0), "constraint_axis":(False, True, False), "constraint_orientation":'GLOBAL', "mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False, "use_accurate":False})
        bpy.context.object.modifiers["Decimate"].ratio = 0.25
        bpy.context.object.data.auto_smooth_angle = 1.53589
        bpy.context.scene.rno_str_old_string = "LOD1.001"
        bpy.context.scene.rno_str_new_string = "LOD2"
        bpy.ops.object.rno_replace_in_name()
        bpy.ops.object.duplicate_move(OBJECT_OT_duplicate={"linked":False, "mode":'TRANSLATION'}, TRANSFORM_OT_translate={"value":(0, 0.1, 0), "constraint_axis":(False, True, False), "constraint_orientation":'GLOBAL', "mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False, "use_accurate":False})
        bpy.context.object.modifiers["Decimate"].ratio = 0.1
        bpy.context.object.data.auto_smooth_angle = 2.0944
        bpy.context.scene.rno_str_old_string = "LOD2.001"
        bpy.context.scene.rno_str_new_string = "LOD3"
        bpy.ops.object.rno_replace_in_name()

(It may not matter for what I'm asking, but I'm referencing a batch renaming addon in my code called 'vtools_renameObjects' - dropbox)

Man that wall of code approach is hard to read. eg could have obj.show_wire = True but you have elected to use bpy.context.object.show_wire = True IMO I would ditch the code and use API methods for 90% of it. Including the rename addon.  The quick fix (given you say it works for single object, and you have come this far... we do get attached to cpde)  would be copy the selected objects obs = context.selected_objects, deselect all then in loop select and set active on a per object basis at loop start, deselect at loop end.

It's not that bpy.ops is un-optimised it's that bpy.ops is intended to be run from the interface, not from scripts. This may end up being more complex that modifying the underlying data as batFinger suggested. See: https://blender.stackexchange.com/questions/2848/why-avoid-bpy-ops


text:
Looping fluid sim for boot animation?
I am making a fluid simulation for a boot animation. In the animation, a cup fills up with water and overflows. I want to have seamless loop of water overflowing out of the cup. Anyone know how to achieve this? Thanks!

Perhaps fluid sim is to random and would be difficult to match ends up, I would suggest hacking with particles and metaballs or remeshing particles with the cubesurfer addon http://blenderartists.org/forum/showthread.php?352233-BETA-CubeSurfer-addon-(mesher


text:
Make the flame of a candle more yellow
Here is what I have so far:

The issue is The candle looks like a light bulb... when I tried to make it more yellow via RGB Curves the whole thing got more yellow:

Can anyone help me out? Thanks!

Related question: Using an Emission shader with textures without affecting the color of the mesh?

While cegaton's answer will work, I'd like to point out that your question is much more complex than what many folks might see at first glance and is a perfect example to examine the output view transform.
Photorealism and Flames
Flames are, as we all know, bright.
When we say a term such as "photorealistic" we can infer very quickly that the learned aesthetic is referencing something. In this case, it is referencing the learned aesthetic of photography.
Photographic still images hold a good deal of dynamic range, or the entire range of light from darkest to lightest value within a scene. For example, if a particular film stock holds fifteen stops of light, it might mean that it holds 8 stops down and 7 stops above middle grey.
When we consider a flame, we are dealing with a very large ratio of light in the flame itself, possibly four to five stops or more over middle grey. The log encoding of film, at certain exposures, may retain enough stops to hold and delicately roll off the highlight from a candle in many instances. Digital CGI though doesn't have an automatic and "native" dynamic range like film, but rather relies on a uniquely crafted display referred transform to map these ranges of light.
So what is happening in your image if you manage to get the emission correct on the candle? The candle can be very obviously emitting a coloured light, but no such colour is captured in the default render? How come?
The Secret Sauce of Views
The secret to this answer is the sRGB EOTF default view transform. This transform was designed for an entirely different purpose, and as a result terminates the dynamic range at a display referred range of 1.0. That is, the sRGB view transform, designed for an entirely different purpose well outside of rendering, uses a range of values that is not useful nor meaningful within the context of ray traced rendering.
In your scene, the linear value of approximately 0.2 will be your baseline middle grey via the default view transform. That leaves a meagre two and a portion stops above middle grey for the entire scene's highlights, something even bright paper can exceed. That is, 0.2 + 0.2 is one stop, 0.4 + 0.4 is two stops, and the remaining 0.2 is a sliver of the next stop. That pathetically small two and a bit stops is obviously not even remotely the amount of latitude required to maintain any semblance of colour in the flame, and not even remotely close to emulating the dynamic range of a photograph.
When we compare that with the amount of light our sample film stock holds, we can see that, because the view transform terminates at a peak of 1.0 scene referred, our candle flame greatly exceeds the limit of our display referred transform long before an equivalent film stock would.
Reconciling Display Referred and Scene Referred
The whole concept of photorealism then, is inherently broken and fundamentally impossible within the default sRGB display referred transform from the scene referred data.
To overcome this problem, a possible solution could be to apply a method to get more stops into a gentle roll-off "under" the scene referred limits of the sRGB view transform. In this case, trying a tone mapping operation or using a custom curve in the Color Management settings that bends roughly six or seven stops of latitude into the range between 0.2 and 1.0 display referred. For the more adventurous artist, they can experiment with crafting their own display referred view transforms that seek to emulate a closer dynamic range of film / digital photography.
Tone mapping however, is extremely sub optimal given the nature of most existing formulas and the methods they use to map the dynamic range to the sRGB view transform. Further, you are still saddled with the characteristic contrast curvature of the sRGB EOTF, which means negotiating contrast can be more complicated than it need be. It could be considered that a more appropriate approach is to use or craft a proper and reliable view transform that more closely emulates a dynamic range that of the photographic medium.
Again, cegaton's answer will obviously work fine, but this question provides a wonderful opportunity to explore the nature of "photorealism" and the OpenColorIO view transformations.

I find it rather hilarious that the same topics I look into often see a well fleshed out answer by yourself. The subject of "photorealistic" is a very interesting one, and one that is wound up with colour (management) and pixels, although many artists aren't aware of it. Perhaps we should try to elucidate the issue using a series of well crafted BSE questions. Might prove for some interesting revelations. The TL;DR to your conundrum is latitude and roll-off, one that is solved by peeling apart display referred transforms.


text:
Simple undivided plane UV map not behaving as expected
I’m running into a UV map error (or at least it’s not behaving as I expected it would). I have a simple plane with 4 points and I’ve set up the uv to a sqaure texture (images below). I would expect the texture to be applied evenly, following the trapezoid shape of the plane, and instead it’s sort of bending along the middle. I’ve tried applying visual and object transforms, but that hasn’t changed anything. I've also tried subdividing and triangulating the faces, only for it to continue to bend the texture in a way I wouldn't expect.
Does anyone know if this is how it’s supposed to be behaving or maybe I have a setting wrong? Thanks!

^ UV map for the plane, snapped to pixels

^ how the plane is appearing

A face is always composed of 2 triangles, the oblique goes in a sense or in the other:

so if you give your face an image texture then deform the face by moving its vertices, the result may be unexpected deformations like this:

You have several solutions like creating directly the final quad shape instead of deforming a square face, or subdivide enough your square so that the deformation becomes not noticeable.

good to know! thanks for the insight, I appreciate it!


text:
Delimit loop subdivide

Hello!
I would like to make a subdivide on the upper part in order to get make the model look like it was composed of several parts as shown in the reference image.
But the loop subdivide goes over the entire model.
How could I delimit it to only the left part of the model?
In other words: I would like to get rid of the subdivide marked with a white circle in the screenshot.
Or would you start from scratch again in this case?
Thank you!

You could try creasing the vertical edge with Shift + E if I understand what you're going for.

When modeling objects composed by different pieces it's sometime useful to model each piece disjoined from the other (expecially if you are planning to unwrap them).
I would rip the vertices and fill with faces the holes.

Now you can loopcut each piece individually while maintaining simple topology.

thanks. Just out of curiosity: How quickly can you model such a chair??? 15 minutes? You must be really pro.

Try this:

select only the edges to be removed
press X key
select "Dissolve edges"

this generates n-gons, though.


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Modeling curvy things with blender
I am having a problem with modeling objects that have curves like ps4 controller, cars, etc.
is there an easy way to do that.

This is usually done with subdivision surface modeling or with NURBS (though Blender's NURBS capabilities are fairly limited).

Do you have any examples of that ? And thank you

The main way of modeling curved things is to use Subdivision Surface modeling.  The idea of subsurf modeling is to model the basic blocky shape, then apply a Subdivision Surface modifier to the mesh.  Subsurf works by recursively subdividing and smoothing the mesh.  To make sharper corners you can add proximity cuts.  Proximity cuts are loop cuts (Ctrl+R) which are made close to corners in the mesh to tighten up the smoothing at that corner.

Here is a very simple example of a game controller like object which I have modeled.  You can see the base mesh is the black wireframe cage and the grey solid mesh is after subsurf.  Proximity cuts are highlighted in orange.

It is usualy done with subdivision modeling as @PGMath has suggested. You would start with the rough shape, and boundaries, and then connect all the vertices and apply the subdivision modifier.
Here is a youtube screen capture of someone modelling a ps4 controller with Blender. And here are some reference clay models for final topology on turbosquid.

The YouTube link you sent dose not work unfortunately can you send another one for anything that has many curves


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Smooth wood texture
Which shaders can I add to a smooth wood texture to make it more realistic?
I have used diffuse and glossy shaders together with mix shaders.
What else can I add

Do you have a reference image of what you are going for? Diffuse and glossy is a logical step, without seeing your goal and current result I can really only say maybe try tweaking the factor on your mix shader, and checking that smooth shading is enabled as that will make a difference in your render.

The shaders you want depend on the exact usecase. I (personally) would use glossy and diffuse. I take it that you aren't using a normalmap as you say that your texture is flat. It could possibly be very useful.
Normalmaps basically tell what kinds of little bumps there are in a surface (or to put it more technically, they vary the orientation of the surface normals for angle of incidence calculations. This then affects lambertian diffuse to fake shadows.).
Begin tl;dr
If you look at one (image shamelessly stolen from wikipedia) the idea becomes more obvious:

(Left: 3D-model, center: normalmap, right: normalmap applied to a flat surface)
The normalmap uses colors to describe the orientation of the surface (red: right, green: up, blue: down).
If you want to get really technical, Wikipedia is your friend: https://en.m.wikipedia.org/wiki/Normal_mapping
End tl;dr
Andrew Price made a good tutorial on Cycles shaders a while back (see here: http://www.blenderguru.com/tutorials/create-realistic-materials-with-cycles/.) If you scroll down, you can find his wooden floor material.
For more info about shaders, I'd reccomend you to consult this (Andrew again):
http://www.blenderguru.com/articles/cycles-shader-encyclopedia/
For material inputs, refer to this (Even more Andrew Price):
http://www.blenderguru.com/articles/cycles-input-encyclopedia/
I sincerely hope this helps.


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best way to add a glowing material
I'm trying to make a model of the GN blades from gundam, tried different materials, like emission, but it doesnt look good altogether, tried turning the blade translucent green, and inserting a rectangle with a white emmision but still doesnt look good. any tips?
I'm using a black low light background and another with a diffuse with room

Welcome! Could you show what you achieved so far and explain why your are not satisfied with the effect (e.g "the edges are not sharp, the reflection is absent...")? Here's a possibly related question: http://blender.stackexchange.com/questions/39803/object-emit-light-distance/39806#39806

You can substitute one images or merge two in one with an image editor to make room for another or use links.

Related - http://blender.stackexchange.com/questions/3636/post-processing-lightsabers-in-blender ?

authors: Игорь Бессонов


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How can I bisect a sphere twice
How can I cut a sphere in half twice?
I have been able to use the bisect tool to cut a sphere in half.
However, it will not allow me to cut one of the half spheres again.
I am ulimately looking to create a visor for the helmet of a knight mesh.
Thanks

Did you unselect the cut created by Bisect when first time cutting? Bisect will act on selected edges/faces, so if the sphere isn't fully selected, the result may be not as expected.


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Why doesn't my SkyTexture show up in the preview tab?
I have a problem with an image not showing up in the preview tab for the SkyTexture. In the screenshot below you can see the image is displayed correctly when used as a Background image in the 3d-view. I'm using the image as an environment texture. Any help welcome! (I'm using blender internal).

In your world settings, do you have real sky, and environment lighting enabled? Here are the steps to get your desired results.
Go to the world tab and click real sky, then environment lighting. Then, make sure that you have sky texture selected in the drop down menu off to the right.
Next, go to the textures tab and choose your image. Set the mapping as you already have, and click horizon, and that should do it. The world settings I use are as in the attached screenshot.
Hope that helps.

thanx for the reply. I can get it to work using texture type "image or movie" but not as "environment map". Seams odd to me, but maybe it  just doesn't work that way?

I may be wrong, but I don't believe that it can be done as an environment map. The only way I've ever known of is as "image or movie".

Hmm, so what is the texture type "environment map" used for?

It basically takes a render of the scene and uses it as a texture to create reflections from my understanding. Here's a link to the current Blender documentation, it might help explain a little better as I don't use environment maps myself.  https://www.blender.org/manual/render/blender_render/textures/mapping/environment.html


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How can I get rid of these artifacts in blender internal? They appear on mesh with subdivision-modifier and lamp with raytraced shadows
When using a lamp with raytraced shadows active, artifacts appear in the shadows on the mesh IF the mesh has a subdivison modifier in the stack.

But if I apply the modifier and re-render the artifacts disappear.

How can I achieve the same result without applying the subdivision modifier?


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Is there a way to save a baked cloth simulation (in .blend file or to disc)?
Is there a way to save a baked cloth simulation (in .blend file or to disc)? seams odd if you have to bake each time the blend file is reopened?


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How can I get rid of these artifacts in blender internal render?
[Why do these weird artifacts appear in the render (blender internal) and how can I get rid of them, without switching to cycles? No double faces or intersecting geometry in the scene... The artifacts occur when a mesh is in front of a plane with a transparent image.
]1

it should be an aplha blending issue, but it may depend either on the "image with transparency" or on some material setting... or both! having the file coudl help to find this particular issue.

thanks for the input! I checked out the materials and alpha channels of the transparent images, they looked ok. Found a solution though! By changing the render "Anti-aliasing" to "Full Sample" the artifacts were removed.

Transparent objects and solid objects are rendered in two different steps during the render pipeline.
If you compare the render pass of solid color with the z-transparent one, you'll notice that the alpha channels do not match perfectly.
Combining the solid and transparent layers, you'll get some differences along the anti-aliased edges.
To solve this issue without increasing the render size, you can toggle transparency in the solid material (the character).
Doing so, Blender Internal will render the whole scene in a single pass.
Here you can find a similar example:
How can I make transparency act as expected with the internal renderer?

By changing the setting for render "Anti-aliasing" to "Full Sample" the artifacts were removed.

This was auto-flagged as potentially low quality. You might want to add an image showing the options etc.

this doesn't make sense. Full sample is only used for special compositing cases.


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Blender basic , selecting and merge objects
I am novice, I saw several post saying that for merge you need to select all ( pressing A) and then Control+J
but in my case it doesnt work (I think that is because are separated objets) I added a screenshot with better explanation

I have downloaded learn to paint it,I need to merge both objects to UV unwrap

Related http://blender.stackexchange.com/a/5873/15543  Join objects in object mode. Your screenshot is in edit mode where  A selects all verts.

That was the fail! thank you very much ! you can post the answer so I can accept it for futures newbie like me!

Hello, I am NoviceInDisguise ;)


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Paint with FillBrush
I am trying to paint parts of the model with FillBrush, but when I apply the fillbrush it paint all the model
I want to be able to paint of white some part, not the whole model
My model is on a black background and I am trying to paint some parts white
Test:
-If I paint a part green and then I use fillbrush on green, green change to white
-If I paint on the model (texture paint) it paint all the model (from black to white)
-If I paint on the UV map(black background) on a piece, All model is painted
It feels like I am filling 'colours' intead of 'parts'

The Fill Brush does not do what you are expecting it to do.
The fill brush simply fills the entire image, irregardless of color, back facing, occluded faces or anything else. That is true when used in the UV Image Editor or the 3D view.
There is no way with the fill brush to fill just one color, like can be done with in photoshop's paint bucket tool.
The only way you can limit the fill brush's reach is by masking the faces.

In texture paint mode hit Tab, that will bring you to edit mode.
Select the faces you want to paint.
Press Tab again to go back to texture paint mode. Now press M to turn on the masking feature. (Do note that you can select and unselect faces in texture pain mode when the masking is turned on by  ShiftRMB  on the faces.)
Now when you use the Fill Brush it will only effect the selected faces.


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Translation is stuck in increments, how do I set back to free movement?
I am a beginner.
I am trying to translate in the Z axis, the problem is that I only want to translate less than a square but when I move the mouse, it translate 1 full square.
How I can deactivate the option, to move the object free?

You enabled snap. You can disable it with this small magnet button:

Your welcome :)


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Adding Particle System through blender script
I am trying to make a particle system through the blender script, but I am unable to do so. I do not know much about scripting in blender. This is what I have and could you tell me how I could create a system?
obj = context.active_object
if len(obj.particle_systems) == 0:
        obj.modifiers.new("part", type='PARTICLE_SYSTEM')
        bpy.ops.object.modifier_apply(modifier = "part")

It seems modifier_apply() only works for those modifiers that have an Apply button, but when you add a Particle System as a modifier the only button on the modifier is Convert, which calls bpy.ops.object.duplicates_make_real() , that's probably what you want instead of Apply.
Something like this:
import bpy

obj = bpy.context.active_object

if len(obj.particle_systems) == 0:
    obj.modifiers.new("part", type='PARTICLE_SYSTEM')
    part = obj.particle_systems[0]

    settings = part.settings
    settings.emit_from = 'VERT'
    settings.physics_type = 'NO'
    settings.particle_size = 0.1
    settings.render_type = 'OBJECT'
    settings.dupli_object = bpy.data.objects['Cube']
    settings.show_unborn = True
    settings.use_dead = True

    bpy.ops.object.duplicates_make_real()

Where can I find the different values for the settings?

hover over them with the mouse in the UI

in the console, use tab for autocomplete


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Blender Scripting Particles
I recently found out about the particles systems in blender and I was wondering if I could receive the particles' locations or script its path. Is there a way to do that?

related, possible duplicate: http://blender.stackexchange.com/questions/8917/is-it-possible-to-iterate-through-particles-in-python


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after clicking on add paint slot, Blender still reports missing texture slots
I am trying to texture paint my object in Blender 2.74 blender-render mode. However, I have noticed that when using a node material, I loose the ability to add new paint slots in material mode. In addition, I keep receiving the message "missing texture slots". Also, clicking on add new paint slot does not resolve the issue, but in other cases this usually solves the problem. After clicking on add new paint slot, Blender does add the new texture in the textures property window, and I can even click on any of those textures in the texture properties window, but it does not activate the texture brush tool and keeps on throwing this error.
Now this only happens when I activate a material slot and click on use node in the node editor. In conclusion, I am thinking that it is not possible to texture paint on a node material. Is this so, or is there a way to fix this problem?

Haven't tried but expect your guess is right, node based materials in BI have limited support so would be the cause of the issue. Try a using non-node material to do the painting.

It is not possible to paint on a node based material in Blender Render. You can paint on a material in Cycles as nodes as long as you have set up an image node and texture image to paint to - and the best interaction there is in Material Draw mode so that you can see the layers of image textures together.


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How to move edge of cube to global (0, 0, 0)
When the Cube is created it is at its center at global (0, 0, 0). I do however want to move all dimensions so that edges are at (0, 0, 0).
When moving the Object, it seems like there is no snap options to snap it.

you can snap to grid (it's called Increment in the Snap To panel)

So I found that the following works:

Switch to edit mode
Select Vertex/Edge you want to use
Shift + S and select "Cursor to Selected"
Switch to object mode
In "Object/Set Origin" menu select "Origin to 3D Cursor"
Then when using "Move" enable snapping with "Shift + Tab". Then snapping the Edge to global (0,0,0) works as intended.

Blender's Snapping is enabled or disabled by clicking the magnet icon in the header:
.
There's a shortcut to toggle this on or off: Ctrl–Tab
As the manual page says, there are many snapping modes.  You select the mode from the menu to the right of the magnet icon:

Because the cube has unit dimensions, you can use Increment mode and turn on "Absolute Grid Snap" in the menu.  Then when you move the cube it will move in grid size steps.  If you zoom in you get a finer grid and more control.


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Extrude with Proportional Editing
I didn't find a way to combine the two tools, extrude and Proportional Editing.
Is it possible?
My goal would be to model something like basalt columns easily...

Afaik Extrude, along with Slide tools aren't affected by Proportional Editing; you should cancel extruding and then proceed to PE.

Any idea if this might be added in a future version of Blender?

The fact that these tools aren't affected sometimes helps very much, it lets you slide verts/edges without turning off PE etc. I don't know anything about adding that in future; it should be convenient to cancel extruding just after executing it and using PE as you wish after that. You might want to show what you're trying to achieve by editing your post; probably the solution is easy.

Not directly, but extrude works like this: when you press E, blender

creates new connected geometry
immediately enters "grab" mode (but not using Proportional)

If you cancel(ESC or right click), you cancel only the last "grab" action, thus leaving the new geometry where it was before entering the "grab mode", and still selected.
You could issue this as a bug or a feature request, though, imho.
So, you can just enter "grab mode" again (eg pressing G) but now your enabled Proportional Editing will work

Thanks, I couldn't reproduce that (or at least what I understood)... Maybe it doesn't work the same on a Mac... I'll have to find something else...


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The blender won't start up
I'm completly new with all of this.
I've downloaded blender from official website, but it doesn't work.
When I try to opend blender.exe it shows console for quarter of a second and closes with no notification from windows.
I menaged to catch console on screenshot, here it is.

I tried to reinstall it three times, but, sadly, nothing works
It's windows 7 64
I hope I can get some help, that would be great :)
(I'm not too good witch computer nor English, so don't get too complicated with wording please?...)

you probably need to update your pc via windows update. https://developer.blender.org/T44238

My instance of Blender mysteriously stopped working on Win 10 64-bit.  The Visual Studio debugger said, "unhandled exception 0xc0000904."
I uninstalled Blender 2.75, re-installed the MS Visual Studio redistributable (msvcr120.dll), installed Blender 2.77, went through the usual windows service troubleshooting steps starting from a clean boot.  All no help.
I finally ran the Program Compatibility troubleshooter, the diagnostics log in %appdata%/temp said "python incompatible".
So I deleted the PYTHONPATH environment variable.  Voila! Now Blender starts fine.

You don't read carefully.  The answer was not exactly the same, it was edited and corrected.  Do you want correct information?  Or strict adherence to some unpublished style guide?  I don't give a rats ass about your social scoring system, I'm trying to give correct solutions to issues I bring up.


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Object ID to a whole group
How to add an index ID to thousand of objects?
Selecting the whole group and changing the ID, It applies only to the singular object..
a solution could be to assign a different material and so to use that index.. but what about objects IDs?

Here's how you do it:

Select all the objects you want to change
For the active object (last one selected), change the Pass Index to the Index ID you want.
Right click on the Pass Index field and select "Copy to Selected" from the menu

All the objects should now be updated to the same index ID.


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VSE: zooming into preview area
Any way to zoom into my preview range "10900 - 11450" using shortcuts or functions?

Actually I can zoom into this area on the timeline using the home button but on the sequencer it will only zoom out to the whole work area...

Here you can see how the same button home zooms out on a different way..

What I'm searching for is something like the P button that sets the preview area and then something like an AltGr + p or Ctrl + p to zoom into the area in order to reach a status like this:

I use Shift+B to zoom in the Timeline by drawing a rectangle while holding down LMB.
Doing this you will zoom in to the rectangle you draw.

I don't understand how this answers the question. He asked about how to zoom this very area in the VSE, not in the timeline!?

Shift+b also works in the VSE

Oh - it's working somehow for me now... it's just zooming in vertically as well.

How to zoom back out (without mmb)?  The scroll bar can be dragged to rescale horizontally without changing the vertical zoom - but then now I want to reset the vertical zoom.

I see there is a vertical scroll bar also that can be stretched.


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Is there a way to fill the area between two circles?
There's a way to fill with faces only the area between the larger circle and the the smaller one?
I mean.. It's a wheel and I'm trying to fill the rubber part of it.
Using the fill function F it fills everything inside the bigger circle.

I don't think is possible to create an unique n-gon capable of filling those boundaries. You should at least make two regions. Would this in your case be suitable or you are looking for a one-face solution?

oh.. you are right, It works well this way!

I was searching for a one-face solution but it is not necessary :)

Here's a link to the Blender for dummies 3rd edition book's page about n-gon limitations where it is said that such feature "is not currently supported" referring to the 2015 versions of Blender.

If both circles have the same number of vertices you can use the Bridge Edge Loops (from the menu Mesh > Edge > Bridge Edge Loops, or press F3 to bring up the search menu, and start typing bridge edge loops)

It will not fill as an NGon, that is generally not desirable anyway, instead creating an even quad-based topology.

Thank u Duarte!! It is a cool solution to the problem!! :)

Most welcome, hope it helped.

Also, another way to do this, would be to add in a circle, hit F to fill it. Then hit I to inset the circle to a desired size, then simply delete the inner circle.

Very valid solution!!
Thank You for sharing it!! :)


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What's the "Convert Float" checkbox in the VSE for?
When using an Adjustment Layer Effect Strip, there's this curious function button in the VSE... what is its meaning?

I found no description on the wiki....

do u mean this?
sequence_editor.sequences_all["Adjustment"].use_float


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How do I add textures and materials to an .FBX model?
I downloaded a model here. When I import the mesh as .FBX into Blender, it loads as a completely grey model. I am new to Blender and have no idea where to begin. It is composed of numerous "submeshes".
The materials come in one folder as .tbmat. The textures are in another folder as .jpg, .png, and .tga.
The mesh also comes as an .OBJ, and loads into Blender as completely grey too.
I want to apply the textures and materials so that the end result is the same as what's pictured on the webpage.
Any help is appreciated, thank you.

here is the same question, https://blender.stackexchange.com/questions/169862/texture-assistance-needed/169877#169877

Hello :). Models from P3dm.ru come without an .mtl file, which is used to automatically assign textures to the model. Either do it manually or try other sites (like turbosquid.com).

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

Thanks everyone, but the issue is that I don't know how to apply the textures and materials. I literally don't know where to begin with it. The questions that have been linked give answers where it's expected that people know how to apply textures and materials. Hence the reason why I ask how to apply them. One of the linked questions gives some instructions, but the model I linked has numerous submeshes and works differently.


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Quick Smoke not showing up or working
Whenever I try to apply quick smoke to an object it neither shows up in my object view or render. I have tried multiple times to get it to work but nothing happens. I've tried searching the answer online but no one else appears to have the same problem. I'm using 2.8 and the render engine is in Eevee.

As of 2.8, you'll have to bake it to see the actual result (Physics Tab>Bake). Does that help?

I'm in 2.83.5 and this still doesn't work. Even when baking. But for me it seems to be selective, i.e. it works in a totally blank (new) Blender file, but not in any established scene.


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I'm trying to export the dimensions of a custom kitchen cabinet parts in cm!
I came up with this code by studying in StackExchange previous questions and answers,
code:
import bpy

file = open("/home/user/Blender/MyFile_01.csv", 'w')
selectedObjects = bpy.context.selected_objects
file.write('Panel name\t height\t width\t thickness\n')

for obj in selectedObjects:
    dim = obj.dimensions
    file.write(obj.name+'\t'+'{:.3f}\t{:.3f}\t{:.3f}\n'.format(dim.x,dim.y,dim.z))

file.close()
print(obj)

and here's a screenshot of csv opened in excel-alike program using (Tab) as a separator between columns so i can use this file to generate a cutlist in MaxCut software.

my question is:
how can i show numbers in cm instead of meter by fixing my code?
like this picture which i modified in excel

file.write(obj.name+'\t'+'{:.3f}\t{:.3f}\t{:.3f}\n'.format(dim.x*100,dim.y*100,dim.z*100))

it worked fine
many thanks Hikariztw
where can i find more information about these expressions ?

Python, as a programming language. It will be very useful if you can write python in a lot of thing.


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why render of LineArt Modifier is jittery?
why render of LineArt Modifier is jittery?

The easiest answer is that your image has too low resolution, which makes any image look pixelated.

https://i.sstatic.net/Nacly.png
here is 1920x1080

how did you resolve this?


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How do I set FPS if I don't know what it is?
I recorded a video on my Galaxy Tab E 9.6" (a samsung tablet) and dragged it into the blender video editor. The properties of the video (on windows 8.1) says that it has a frame rate of 30 FPS. I set the FPS in the dimensions tab in the preferences editor to 30 FPS.
I rendered the video (after adding a number of sound files) but the original audio and the video did not sync up and it gradually got worse. When I checked in the editor, the original audio was about 3 frames longer than the video. I then tried to troubleshoot by using a custom frame rate. I didn't know what it was so I tried to figure it out by trial and error I ended up coming up with something like 30.0001 FPS. I rendered again and it was still not synced up and again gradually got worse.
What I need to know is: how else can I troubleshoot this? Is there a way that I can have blender set the FPS to EXACTLY what the video is os it will sync up? Or is there some other method that I need to use so that it'll sync up?

You can set it in dimensions tab to your left below your Render options. or check this https://blender.stackexchange.com/questions/47427/how-can-i-modify-the-frame-rate-without-changing-overall-animation-speed Hope you find this helpful.

Don't know if this is helpful but you can use mediainfo-gui to get all the information of the file. Or if you know how to use the terminal you can use:
ffprobe yourclipname.mp4


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Blender basic cube renders grey
I have read pretty much all the articles available on this problem but I can't find a solution. Or at least all that a true beginner like me can undersand.
I have Blender 2.82a and when I go for rendering I just have a grey image, even with the cube provided by Blender, In both Eevee and Cycles renders.
What am I missing? all is visible and selected for rendering, clipping is untouched, camera and light active. What else?
I would like to use Cycles.
P.S. Long rendering times apart, is it ok for a MacBook Pro Retina Late 2013?
Many Many thanks for your help

Hello :). Please add some images to your post, to better illustrate the issue. You can also share the .blend.


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Curve hook to mesh
I am trying to make sails for ship. But I stuck on problem. At first I should mention that I am doing it according to:
How to simulate a rope? How do I attach rope to a mesh
I succesfully hook curve to my sails and bot are moving when i drag this "hook", BUT When i start simulate wind into sails with cloth modi. and curve with soft body modi., the curve just fly off and it doesnt stick together.
Please do you have any advice?

To do it you should pin the sail to e.g. empties put at the corner vertices thereof. You should have the pin option in the cloth sim menu.
EDIT: Set sail's vertex weight to 1 after you applied the curve modifier.

Maybe I dont understand what should I do. In cloth sim menu is "pin group" but there I have points for attachement upper edge of my sails... so I cant add pin for curve. But it is possible that I dont understand what I should do. Sorry I am still a lot of learning about blender :D


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Blender 2.8 Vertices dissapeared
I'm currently making an airplane in Blender. Yesterday when I saved and closed Blender, the. vertices where still there. Now they are not (see screenshot). Anyone have any ideas?
When I create a new file, the vertices are there.

This is edge selection mode. Give a try to Ctrl+1 (vertex selection), Ctrl+2 (edge selection), Ctrl+3 (face selection).

You may accidentally hit 2 or 3 and got a different selection option.

whelp , that worked thanks! can you post it and mark. it as solved thanks1


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How do I Auto-Keyrame ONLY changed values?
Even with the "Only Insert Needed" Checked, keyframes are inserted on values that do not change.

By hitting "g" and "z" to move along Z axis, I only change that value, but keys are placed on the other curves as well
How do I make it so only changed values are keyed?

Strictly spoken, this is not possible. However, you can at least avoid channels being auto-keyed that do not have a keyframe on them yet.
So first, as suggested by josh, insert a single keyframe on a channel you'd like to animate, say Location Z. Then you need to switch the Active Keying Set to Available, and next to the Auto Keying dropdown enable the little button to the right with the keys:

Note: since Blender 3.0, the little button has been replaced by the checkbox "Only Active Key Set" under the Auto Keying's popover:

Then, only the available channels will be keyed, not all three of them. If however you also have a single keyframe on the rotation, that channel will also receive a keyframe, regardless of the value having changed or not.
The Graph Editor also offers a function that will remove any non-value-change keyframes using a threshold, Clean Keyframes. This way you can quickly get rid of duplicates and duplicates of same keyframes on channels, or even channels that did in fact never change their value using the Clean Channels operator:

Useful Answer, thanx! Another way could be lock the channels you don't want to get keyframes on.

You can also go to Preferences > Animation > and enable "Only Insert Available". "Only Insert Needed" might also work - I'm not quite clear on the difference.

You can disable the "record" button of automatic keframe generation, move the object or bone, right click on the value you want to keyframe and use the "insert single keyframe" funcion.


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How to mark seams on a low poly UV sphere with the poles extruded. Dont know how to make UV look nice
I am making a low poly ship wheel that has bulbous parts in the handle. I was making the UV and I noticed that the UV sphere part was not working well. I marked seams at the top and bottom of the sphere and the sides but there was still distortion
Then I tried cutting the sphere into slices like an orange and that gave better results

The issue with this method is that the texture will be very chopped up in substance painter. This is how the UV looks

So is there a way to link the UV islands better or different seam placement?

What does it give if you choose the front view and unwrap with the Cylinder Projection option? Or mark a vertical seam, unwrap and use the To Grid by Shape button of the UV Squares addon to make the UV square. You'll need to scale the UV though

The cylinder projection UV made me feel a bit ill. the poor checker texture was completely abused. I will look into this UV squares addon

You need to be in front and orthographic view when you choose Cylinder Projection, or tweak the parameters in the Operator Box

yes I was in front view

In the UV Squares addon try also the To Square Grid option. That said you'll always have some stretching problem that you'll need to fix afterwards

There's also the Follow Active Quad unwrap option, just make a square face of your object active so that it creates a perpendicular UV

I dont want to buy an addon for this problem. $15 is steep for me

It's free on github: https://github.com/Radivarig/UvSquares but you can use the Follow Active Quads method, it will give about the same result

Let us continue this discussion in chat.

I tried it but theres not one quad thats even

Yes there are, on the top or bottom tube, and anyway you can make it one quad in the UV Editor

If my answer is not correct, please explain precisely why

Select your whole mesh in Edit mode, shift select a face that is square, press U > Follow Active Quads, it will align the UV on the selected face, if it's square the whole UV will be perpendicular:

Result in the UV Editor:

How the texture is projected on the surface:


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How to repeat a deformation made using geometry nodes on the same plane
I used geometry nodes to form a single whirlpool on a plane (using this tutorial).
I would like the whirlpool to repeat on the same plane, ideally while being able to control their individual sizes. Is this possible?
This is the node setup and the current result with the desired whirlpools added in blue

No, unfortunately not. You seem to be using node groups, which seem to be part of an additional addon. These are not included in the file, which makes it difficult to look at this in more detail and answer your question.

@quellenform Ah I see, here is the addon I was using: https://github.com/Gerstmann-Bradley/Mograph-Presets-of-Geometry-Nodes.git, thank you again

OK, I've looked at this, and I have to be honest: this question is too localized in its current form. To solve your problem, you would first have to analyze all the nodes you used (and Bradley created) and clarify how they work and what exactly they do. It might be easier if you address this directly to the creator of the nodes you use.

@quellenform I disagree, the example is localized, but I think the question, if anything, is too simple: how do you want to repeat the deformation? Just duplicate the modifier. Obviously this would stack the whirlpool onto itself, but if it displaces the mesh based on e.g. distance from origin, you could modify the node tree to be based on a distance of a supplied (input) coordinate instead. Then after duplicating the modifier you would just pass e.g. $(0; 0; 0)$, $(-0.75; -0.75; 0)$, $(-0.75; 0.75; 0)$, $(0.75; 0.75; 0)$,  $(0.75; -0.75; 0)$ as the coordinates.

@MarkusvonBroady Then please be so kind and write an answer that is understandable for Geometry Nodes newbies. ;-)

Let's say you have a whirlpool node setup like this:

Obviously, just stacking it on itself will deepen the whirlpool rather than add more whirlpools:

So the solution is to create an input controlling the position of the whirlpool - in my case I can just add an offset to the coordinate space, add it to the currently evaluated position and use this node setup instead of a simple Position node:

Now you can duplicate the geonode modifiers and change the offset for each:

Yes, completely replacing those weird nodes with something usable is obviously the better option! :D Well done!


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How to use SSS texture in Blender?
How do I properly connect the SSS texture in a Blender using nodes?


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Bevel shader issue
I recently found out about the bevel shader, but when I tried it, it doesn't seem to work. It appears to give me a mix between beveled and not beveled. See attached image. Anyone know what I'm doing wrong here?

The Bevel Shader is an approximation of bevel effect without adding any geometry. What you see looks OK to me. The problem is emphasized by looking at the transition between direct diffuse and shadow faces. I don't think this shader and Cycles have a way around this. This shader can be useful for quick "mockups" of bevel on low-poly specific cases but is definitely not a substitute to adding more geometry. Also note that is a quite expensive (i.e. slow) shader.

The Bevel Shader needs to have smaller radius than you have set it to, I assume.

No, the radius or sampling doesn't affect it.

Are you sure you have properly calculated normals? Is it in smooth shading or flat shading? Have you turned autosmooth on?


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How Can I Achieve That PSX Retro Look?
I’ve been doing research for a while to do that PS1 retro graphic style look.
But there are only basic tips for starters. (Low resolution, low polygons etc…)
So I’m not looking for “wobbly” vertex effect anymore.
I just want to know how can I do that Unity PSX Shader Shadow/Lighting effect “Color Precision” on Blender.
Exactly this is what I want --->
I made a few attempts with “ShadertoRGB” but the results are not looks what I want.


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How do I unlock a locked axis
-New to Blender, this seems like an easy fix I just don't know where to go.
-I hit something to lock the z axis and now I cannot extrude properly.
-I select faces, go to front view, when I try to extrude a guide line pops up and puts my extrusion on an unintended angle. I don't think it's normals... it seems to be some sort of guide lock along an arbitrary axis that I accidentally set?
-all work has come to a halt so any help with this would be great.
Images show my situation.

I suppose your 3D view is in local coordinates and the object is rotated around X. But hard to see as the screen captures are low res.

Hi E to extrude then immediately right-click to cancel. Then move it down along the Z axis with G+ Z

Thanks @lemon - I'll look into the coordinates. Sorry about the low res- this is what the file limit would allow :(

@lemon- My coordinates were messed up and i fixed it! thank you!

@DuarteFarrajotaRamos thank you, this worked as well, but it looks like my origin was messed up too. Thanks for your time!

In Object mode, Ctrl A, apply rot and scale!


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Export shader nodes from Blender to Unreal Engine or Unity
I would like to know if there is any way to export the shader nodes I created in blender to Unity or Unreal engine.
Thank you in advance

What did you mean export? Use those value and mock another shader in Unity? As long as Unity didn't adopt EEVEE or Cycles as the rendering engine. We can't actually directly export the material nodes.

The only solution is to bake the materials, you can't export procedural materials between different render engines if they weren't build specifically with that relationship in mind, like Eevee was to Cycles.You should check : https://blender.stackexchange.com/questions/24422/export-cycles-material-to-unity?rq=1

I understand, I will then try to remake the shaders in the other engines or bake the materials, thanks for the help!


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Is it possible to get this glossy shiny texture?
I'm still learning to use blender 2.8 during my internship. My supervisor have give me a task to make intro video and ask me to get this kind of texture. I have follow many tutorial on youtube but I still can't get this texture. I'm still wondering what did I wrong?

This is the image what my supervisor ask for

This is the result

These two are my work

hdri can help you to get better reflection

also I guess adding a color ramp to tweak the colors and adding that streak of gray color in between would help ...... I haven't tried It but I guess it would work.

Usually these logos are heavily edited in post-processing with softwares like gimp, or famous Adobe iterations. You can do it with a few clicks and simple layers in such softwares whereas to get it physically correct in Blender you will have to get a perfect lighting setup and tweak the shader accordingly, as presented in the answer below. It is however a nice challenge if you want to learn new techniques, but if you have a deadline in a professional setting, you should prioritize the easiest way out.

Lightning doesn't work the way in blender as blender is similar to the real world reflections and the logo containing the reflections are not even close to the reflections in blender. I've tried it my self in blender after seeing this question.
You can see it in this .gif file below as I try to increase the roughness reflections change.

If you really want to design logo in blender you can using some complex lightning but it won't be as perfect as you wanted, I've tried to make a simple version of what you wanted and this is the final result that I've got. To get this I've put roughness to 0.5 and Clear coat to 1.0
And this is the simple scene that I've made to get the result.

If you want check out the .blend file

Simple Answer : To get the logo you required try "Adobe Illustrator" that would make things easy and simple for making logo as most of the logo making is done in Illustrator and also the logos that you've sent are also Vectors if I'm not wrong.
But if you just want to make in blender try the above scene.