text:
New to Blender Materials, Proper use of these texture files using Nodes?
Hello there I have a series of textures I'm trying to figure out how to use in Blender shader nodes.
I'm not new to blender but I am new to use and setting up Shader nodes especially separating colors for different uses.
The First texture is the team colors, it uses RGB channels in order to put the team colors on the model. red is the main color green is the stripe i don't know what the blue is? dirt maybe?
The one I am most stuck on is the second texture, I know that the red Channel is the emissive but I'm not sure what Blue and green is. and I'm really not sure how to use the texture with nodes.
The third texture the gray one I think is the normal map?
The fourth is the color diffuse
and I'm not sure what the last bright white texture is? I think it's ambient occlusion, I'm not sure how to use that one in nodes either.
If someone could show me a proper node set up for this it would seriously help me out, I have so many other units to put together using this exact same node structure.

Take a look at the name of the images, usually it describes what the channels contain. AO for ambient occlusion, albedo for color, etc.

Yeah, I saw some of that, I still don't know how to properly utilize the textures in Blender nodes.

If the files have the correct naming convention you can use Blender's built-in Node Wrangler to automatically add the correct files to the correct node inputs. Here is a quick tutorial on setting up and using Node Wrangler to add your images.

That did help a little bit, but unfortunately, these are not standard textures. I still don't know how to separate them into the maps i need.

Can't help with that one I'm afraid. Where did the textures come from?

At first glance the first two ones contain different data in each of the R, G and B channels. 3rd one looks like a bump map, 4th an albedo and 5th an AO map

The Textures came from Deserts of Kharak, I'm trying to piece them together in blender.
I tried using node wrangler, but it doesn't know how to assemble them because they are not standard, funny enough it doesn't even connect the AO map, the one I thought it would get.
and yeah I know the first two textures contain data in their RGB channels, I just don't know how to separate them in blender into the parts I need then hook those into the Nodes.

Never heard of "Deserts of Kharak" but if it's a game, game engines usually use their own proprietary file formats which can be a nightmare to decode.

It's not a proprietary format, it's just using color channels. I know it can be taken apart by blender, I've seen people do it, I just don't personally know how to do it with nodes, that is my question.

Look, we can't really do much here that you can't do yourself : Set every image texture but the 4th one to "Non-color", and try to plug the output in every input of a Principled BSDF shader and you'll see what should go into what when your shader updates. Use a separate RGB node for the first 2 textures

I'm hoping someone sees this that can. I know one person on here knows how, he helped me out with an SGA texture before, he was very helpful, Martin I think his name was.

Does this answer your question? How to properly hook up various maps types in Cycles? (OK I see it doesn't, still leaving the link)

Actually this does help a little thank you, I can use this to at least piece together parts of it.

If there is a modding community for that game, chances are some people already figured out how the channel packing is done and you could at leask ask the question directly to these communities. Here all we can say it to use Split RGB nodes and set the right color transform.


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System priorities for a good value set-up
Hi This is my first post as a newbie on this forum, so forgive me if I get any of the rules wrong. I'm a film maker who's just packed in the day job with ambitions to make a micro-budget feature film set in 18th C Scotland. Ridiculous optimism! I've been working on creating CGI town scapes and buildings with Blender for over a year, with encouraging results. Now I need to invest in upgrading my kit. I know I shouldn't ask about specific items, but what I'm struggling to understand is what aspects would help blender modelling and rendering, and what are irrelevant. (I'm Mac based). Should I spend on masses of RAM? Flash versus Fusion memory? Graphics cards? Processor speed? Can anyone tell me what I should prioritise with my hard-won cash?

Hardware questions are considered off topic here, you should try Blender Artists forum instead. Also you don't mention which render engine you use. Assuming it is Cycles you should probably be investing on good graphics cards if you intend to do a lot of GPU rendering. And if you are serious about it you should probably ditch Mac based platforms

Thanks for that advice. I will check out the Artists Forum, and bear your points in mind.

source: Stack Exchange

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

sort: votes


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Strange vertical black stripes
I'm new to Blender fluid simulation and want to fill a cylinder with water.
As you can see in the following image, it fills up the cylinder, but on the rendering result, there are strange black stripes.
I tried to increase the fluid resolution to 300, but it didn't resolve this issue.

The skyblue background is composed of 3 planes. I thought open space in other three axis could be a cause, so I put that cylinder in a cube, so that it resides in a closed area.

Unfortunately, it didn't solve the problem neither.
Does anyone have an idea what causes this problem? I would really appreciate your help.

Your container is not properly scaled:

CTRL + A with your Container object selected, then apply Scale: no more black stripes.

Please note: in the image below I turned off object FluidDomaain for more clarity.

Sorry for poor english

Thank you for your valuable tip, but it didn't resolve the issue. With 'FluidDomain', the stripes are still there. https://imgur.com/fJrkXNM And your English is okay :D

I prevented 'InitialWater' and 'FluidDomain' to be rendered and it shows clear glass bottle now. While I can turn off 'InitialWater', 'FluidDomain' is quite important for me. It seems like those two materials are interfering...

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


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Child is not following parent animation
I'm testing soft body animation with simple cylinders. I cut the top of a cylinder (a circle) so that it deals with all the physics stuffs, and let the rest of the cylinder linked to the top part using 'child of' constraint. When I move the top part, the bottom part follows it well. However, it doesn't follow the parent when I apply soft body physics to the parent and it consequently falls down to the plane.
Am I missing something or the constraint is not working with soft body animation?
p.s: those two parts are intentionally separated. Thus, a comment like merge those two and apply physics is sadly not helpful.

Perhaps what you are missing is: The child of constraint works on an object level (basically it set's an offset from the objects origin) The softbody works on a mesh level, ie the origin is not affected.  Perhaps vertex parenting might be an option instead of the constraint. (Haven't looked at your file to test)

Thank you so much. That could be the reason of this phenomenon.


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Detect two objects colliding, and write the frame number when collision happened
Yes, I know it is similar to this question, but I want further explanation.
I would like to detect two objects colliding, and write the frame number if on that frame the collision happened. Collision itself can be detected using the method described in the previous link, but I don't know on which 'operation', for example, 'scale' in the linked page, should I apply that driver.
Furthermore, I wonder I can run a simple python script for file writing, if a collision is detected using the driver method.

Is it related with bpy.app.handlers.frame_change_pre?

You can use Animation Nodes for this. We compute the distance between the two target objects, if the distance is smaller than the sum of the radii of their bounding sphere, we create a text from the current frame and if not create an empty text, we read an initially empty text block and append the result to it with a line break as separator (Though a separator of your choice can be used), then we write the output to the text block again. Now as soon as they collide, the frame will be written in a new line.

This is far more amazing than I expected. Thank you so much for introducing me such a nice addon. :D


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Adjusting location not working
I was working on a scene with a cylinder shaped object. It was freely movable and rotatable using Transform pane, but suddenly I couldn't move it using the Transform pane. It is now just movable and rotatable using shortcuts like G and R. And when I use shortcuts, the values in the Transform pane change. Please refer the attached video and blender file.
video

I need your help!

I found the reason. This could be a silly Q&A, but I think someone could do a similar mistake. I was trying to move the object (where it has 'rigid body' physics) in the middle of an animation. Set the frame number to the first frame and then adjusting the transform solved the problem.
I accidentally found this while suspecting all the possible causes. When I removed 'rigid body' physics from the object, it worked as I intended. That was because it is not affected by rigid body animation anymore and therefore free from frame numbers.


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Changes on the object's scale does not affect rendered results
I wanted to apply one animation to multiple character meshes. Since several meshes have extreme scales, I calculated proper ratios for such meshes and applied before it gets rendered. However, the rendered result does not reflect such modification.
I calculated the ratio using this code:
char_obj = D.objects['Armature']

# If the character is too large or too small
if char_obj.dimensions[1] > 2 or char_obj.dimensions[1] < 1.5:
    random_height = 1.7 + np.random.random() * 0.2 - 0.1
    ratio = random_height / char_obj.dimensions[1]
else:
    ratio = 1

and applied it onto the object using this code:
for f in range(f_start, f_start + ani_length):
    bpy.context.scene.frame_set(f)
    print('####### BEF', ratio, char_obj.name, char_obj.scale, char_obj.dimensions, '###############')
    char_obj.scale *= ratio
    bpy.context.view_layer.update()
    print('####### AFT', ratio, char_obj.name, char_obj.scale, char_obj.dimensions, '###############')
    bpy.ops.render.render()

and here is the log:
####### BEF 0.5062162825490473 Armature <Vector (0.0100, 0.0100, 0.0100)> <Vector (1.1969, 3.3878, 0.5768)> ###############
####### AFT 0.5062162825490473 Armature <Vector (0.0051, 0.0051, 0.0051)> <Vector (0.6059, 1.7150, 0.2920)> ###############

####### BEF 0.5062162825490473 Armature <Vector (0.0100, 0.0100, 0.0100)> <Vector (1.1935, 3.3860, 0.5750)> ###############
####### AFT 0.5062162825490473 Armature <Vector (0.0051, 0.0051, 0.0051)> <Vector (0.6041, 1.7140, 0.2911)> ###############

I understand that the scales get initialized whenever I call frame_set due to the bone animation, but I don't know why rendered results do not reflect the changes while the object's dimension is definitely affected.

OP here.
It's not the solution for the problem but I was able to bypass it. Instead of multiplying 'ratio' to the meshe's scale, I put an additional parameter 'global_scale=ratio' when I import the animation using bpy.ops.import_scene.fbx
Hope it helps others!

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


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Can't edit vertices in rounded shape
I'm new to Blender and I'm fumbling around a lot with it. I created this shape from a cube I turned into a rounded shape by applying a Subdivision modifier. At first, I could see all its vertices, but somehow at some point, while I was editing it, its mesh became oversimplified to only a few vertices and now I'm only able to edit its extremities. How can I access the rest of its vertices?

Try turning off the On Cage option in the modifier. This will allow you to see exactly where the vertices are.
The image below was taken from Blender 2.8 so the icon is at the other end of the row to your image (2.9?) but it works the same.

You cannot edit the extra vertices added by the subdivision surface modifier while the modifier is still active.
To edit all of the small faces added by the modifier, go to object mode with the object selected, and press CTRL+A over the modifier.

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


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Blender inserts keyframes on multiple channels but I want it on one
Now this is probably a beginners thing that I have missed. I am trying to animate this object first on the z rotation and then on the y rotation. Whenevever I select the keyframe to move it and it appears to have inserted on multiple channels and overlayed it ontop of the other keyframes. How can I just insert a single keyframe on say the z rotation and be able to move them separately on one channel? I am really confused.
These images should help explain my situation.
https://i.sstatic.net/PAooI.jpg
https://i.sstatic.net/HzGXb.jpg
https://i.sstatic.net/IgalL.jpg
Mark

In order to set a keyframe on an individual channel, simply right-click the property and right-click and select 'Insert Single Keyframe'.

Alternatively, you can click on the Animate Property 'dot' alongside the property in the right-hand properties panel :

In the Dope Sheet, you can move individual channel keyframes by simply selecting the keyframe for that specific channel only - and move it independently of any other channel(s).


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Problems with viewport orientation and reverse camera view
I have been experiencing quite a few problems with the rendered view. As you can see in the video, for some reason the camera view is flipped/reversed and I don't know why it has done this. Like I have the object rotated to the left and in the rendered view its to the right which is confusing. Not only this but whenever I go out of the render view and try to move around the object it rotates around the z axis but flipped on it's side.
I'm also facing problems with the rendered view, I am using a HDRI environment and the spot light I have added doesn't light up my object. Also I want the background to show as black whilst the render is still using the HDRI to light the object but it just appears as a grey background.
https://i.imgur.com/4UcH8cP.mp4
If someone could help me that would be amazing! thanks,
Mark

Somehow, your camera is showing a negative scale transform.
I would:

Swipe the camera's 'Scale' fields in the Item tab and set to 1.
Readjust the camera using its internal settings (Focal length, or Lock Camera to View,  etc)..

Maybe even swipe the padlocks next to the camera's scale to lock it off. You need special reasons to alter it.

thanks this helped a lot! do you know why my background isnt appearing black? also why the spot light isnt working? the current render shows the hdri when I want it as a black background. https://i.imgur.com/nVIKI9z.png

Is your preview set to use 'Scene World', and 'Scene Lights'? (Header > Material Preview > (Down Chevron on the right)  Viewport Shading)

Yeah I had them sleected. I want to somehow use the mattcap hdri and use a black background for the scene is this possible? Would I use a background shader on the world and then select a mattcap for lighting the scene?

Got it working the only thing I can't seem to get to work is the area light that I want to be shining onto the object. As you can see it is there on the viewport but no light is being emmited from the light. Is there some setting that toggles the view of lighting in the viewport and render. As it doesn't appear in the render either. https://i.imgur.com/KOweEJC.png https://i.imgur.com/NJxYBR0.png

No idea without more info. This is a separate question, go ahead and post it as one..try to give as much info about which renderer, how the hero is shaded, etc.. maybe even share your file on https://blend-exchange.giantcowfilms.com/

So this is how the two objects are shaded. The solid with a principled shader, metallic with no roughness and the lines are an emission shader in pink as shown in these examples. The area light is green and large enough to cover the object its targetted at. https://i.imgur.com/yAjpnZi.png https://i.imgur.com/ED5LmsR.png https://i.imgur.com/HDZLX3s.png

OK, (sorry if I seem to be obtuse,) please post this as a new question, with those pictures embedded.. it will be exposed to more potential answers, and it's the way SE sites work.. One question per post helps this site to work as an archive for others in search of answers. (SE sites are ranked Q's and A's, not ordinary forums)


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Lost Cycles Render Settings
I was working in the Eevee renderer and when I switched over onto cycles I noticed that all the settings tabs that would have been under 'scene' were gone. Not only this but I couldn't change the material settings for any object which I usually would have done in the materials sidebar. I am able to use the materials side-bar when in Eevee. The only way I can change the materials is by doing it in the shader editor.
This is really odd and hasn't happened to me before, so I was wondering if anyone has come across the problem before and has any idea of how to fix this predicament I am in. Below are some images that illustrate the problem I am having.
https://i.imgur.com/Hm4z8Ne.png https://i.imgur.com/bKXKvOi.png https://i.imgur.com/WRkmJVx.png
Many thanks!

Have you accidentally filtered the Cycles add-on in the current workspace (Sidebar (N) > Tool > Workspace > Filter Add-ons)?

Yes I must have done. Thanks for the help!


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Bevel not working on text object with boolean
I am facing a problem with a text based object that I am trying to bevel the edges of. Originally it was a solid object, this then had a boolean cut out of it to make the final letterform. It appears the mesh needs edges going across for it to stay a solid face on the top and bottom of the object. So when I select the outer and inner edges of the top and bottom of the object it messes up. If anyone has any idea of how I can bevel these edges probably without the vertices messing up that would be great, thanks!
Here's some images illustrating the problems I am having. https://i.sstatic.net/YIT7T.jpg https://i.sstatic.net/T2CU4.jpg https://i.sstatic.net/fVVOV.jpg https://i.sstatic.net/ebsN8.jpg
I would like the surface of this 'O' letter i'm working on to look the same way the other letters I have created.

How to upload an image to a post

hello, it would help if you shared the file: https://blend-exchange.giantcowfilms.com/

 there is some problems with the topology and I don't know how to fix it. I want the corner of the inner bevel to look like the one on the outer edge, curving outward instead of inward.

I managed to fix it, I had to flip the normals.


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Object glitching/dissapearing in render
I have completed my animation but I realised when I render it that one of the propellers blades starts to glitch. On some frames it is in shot and some it is out of shot and this is really strange. These 'blades' are both parented to the same 'propeller' and the 'propeller' is parented to the middle ball. I have baked the animation through so this shouldn't be a problem. These propellers are passive rigid bodies.
I have tried to figure out this problem and I just can't get to a solution. I've never had it where a rigid body object glitches out like that in the rendered animation, it's almost like it's jumping, which on the render these frames show the object as invisible. The videos attached will show. https://i.imgur.com/IhKCTeW.mp4 https://i.imgur.com/YZmsaHr.png

Hi, is this different than the first question you asked? Please edit your original question and clarify it's meaning instead of posting the same question multiple times. Thanks

See What should I do if no one answers my question?


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Missing portion when 3D printing (even if the 3D print tab seems OK), I need help to figure out what's happening
I tried different approach and redid the model a couple of times and I always and up with the missing parts you see on the picture. I just don't understand why it's doing that. I've printed a lot of stuff and this never happen before.

Are the normals facing in the right direction? Check: Viewport Overlays (Top bar, click dropdown) -> Face Orientation. Red means normals are flipped and that might cofuse the slicer you are using. To fix it just go into edit mode, press A to select all and Ctrl+Shift+N to recalculate normals.

Thanks for the reply. When checked, they showed blue like if they were OK. If I try Ctrl+Shift+N they become red.

As an additional information, I tried it with all faces red and all faces blue and both give me the same results. the same length is missing at the middle.

That is strange. Does the model show up fine in your slicer?

Yes it does, everything seems normal until its printing.


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What is the best practice for moddeling complex structures? Using a single mesh, multiple meshes or multiple objects?
I want to make a model that is big enough to have characters walk around and inside of it. I already have it roughed out (see picture), but now that I want to add detail (windows, railings, pipes...) I was wondering what the best way to do this is: keep the entire thing as a single mesh, make the details as separate meshes in the same object, or make them different objects altogether? What sections are the best to separate out?
Related to that: how do I keep everything together when the big thing is animated?

Model of the big thing. The total height is 20m. Around the 3d cursor is a human rig for scale.

if the legs (or other parts) are supposed to be separate parts, you should make them separate meshes

https://blender.stackexchange.com/questions/65022/modelling-in-separate-pieces-vs-one-object

You can make things as separate objects, if you'd like. When you do so, use parenting.
You can still do it as one mesh, its up to you how you want to go about things. Eventually, you'll use bones and you'll need to use parenting then.
https://www.youtube.com/watch?v=o5f18T7Rjmc
https://www.youtube.com/watch?time_continue=73&v=GS452KMVWKA&feature=emb_logo


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How can I make one object affect the z-axis transformation of another object?
(Sorry for the confusing title, I didn't know how to explain this)
I have a sphere and a lot of tiles in a scene:

I want all the tiles to move up and down when the sphere gets close to them:

I tried to use a driver on the tiles, but instead of all the specific tiles moving when the sphere got close to them, they just mirrored the location of the sphere:

I'm not sure if drivers are the best way to do this, if it isn't, please let me know how I can do this!
Thanks
Daniel

https://blender.stackexchange.com/questions/153177/worms-crawling-under-skin/153181

I think you were very close, If you added driver for the tiles z location to copy it from the sphere, you need to create an "fallof" effect - Open driver editor add input variable, change it's type to distance, in the expression now you can divide position value by distance value.
To make the fallof effect stronger/weaker divide/multiply the distance by some constant value.
Keep in mind that when the distance will be between 0:1 then you will divide position by a fraction - which means it will actually exaturate it, so to keep it on a safe side, you can simply add 1 to your distance/strength_factor.

Since he has no distance in his driver, to provide a good answer it would be best to tell him how to get the distance.


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Why does blender render faster when I’m moving the mouse?
So this is a bit of a weird question. But I rendered a scene and it took 19.54 minutes, but if while I was rendering it, I clicked and moved the mouse a bunch, it took 17.52 minutes. It’s not a problem but I am just curious why.
Thanks
Daniel
(If you’re reading this, I will add screenshots later, I am not at my pc right now lol)

Does the same apply in "both directions" (click on first run and no click on the second run and then the inverse )? I'm wondering if blender builds the BVH for each mesh on the first run but doesn't need to rebuild without significant modification, so it's able to "skip" that step on the second (and each subsequent) render.

when rendering for the first time the shaders are compiled, for next renders this is not needed, as they are mostly retrieved from cash


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How to make a button link to a DataLibrary using python?
I have a random 3D model from a .blend file and I have been using Blenders Data Libraries to import it.
Here is the code:
import bpy

filepath = r"C:\\path\example.blend"

coll_name = "collection name"

link = False

with bpy.data.libraries.load(filepath, link=link) as (data_from, data_to):
    data_to.collections = [c for c in data_from.collections if c.startswith(coll_name)]

for coll in data_to.collections:
    if coll is not None:
       bpy.context.scene.collection.children.link(coll)

It imports my object I need. But I would like to be able to press a button to activate it. So how can I do that?
I want the button to look like this:

(That type of formatting)
-

If you have any questions, please let me know and I will reply as soon as I can.
Thanks
Daniel

You'd have to "convert" your code into an operator to get a button. Recommend read: How to create a custom UI?

i took the liberty to make an addon out of it.
It's a bit convoluted, so i made the simple version and EXTRA with file picker, it's mostly from
https://www.youtube.com/watch?v=9fuFDHR-UkE&list=PLa1F2ddGya_8acrgoQr1fTeIuQtkSd6BW&index=6
it adds a panel default 'N' key
the panel can be merged with existing panels by modifying bl_category
just create a file in your blender instal folder /Version Nr/Scripts/Addons/
name it anything.py
then in blender after a restart go to preference/addons search for "Link data" and enable it.
hope that saves you a headache. hehe

bl_info = {
    "name" : "Link to Data Library",
    "author" : "Daniel",
    "description" : "Add description Here",
    "blender" : (2, 80, 0),
    "version" : (0, 0, 1),
    "location" : "",
    "warning" : "",
    "category" : "Generic"
}

import bpy

class OBJECT_OT_link_data(bpy.types.Operator):
    """Tool tip thingy"""
    bl_label = "Link Data"
    bl_idname = "object.link_data"
    bl_options = {"REGISTER", "UNDO"}
    bl_context = "objectmode"

    def execute(self, context):

        filepath = r"C:\\path\example.blend"

        coll_name = "collection name"

        link = False

        with bpy.data.libraries.load(filepath, link=link) as (data_from, data_to):
            data_to.collections = [c for c in data_from.collections if c.startswith(coll_name)]

        for coll in data_to.collections:
            if coll is not None:
               bpy.context.scene.collection.children.link(coll)

        return {"FINISHED"}

class VIEW3D_PT_Link_Data(bpy.types.Panel):
    """Tool tip thingy"""
    bl_label = "Link To Data"
    bl_category = "Link Data"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_context = "objectmode"

    def draw(self, context):
        layout = self.layout

        col = layout.column()

        col.operator("OBJECT_OT_link_data",
            text="link data",
            icon="PACKAGE"
        )

def register():
    bpy.utils.register_class(OBJECT_OT_link_data)
    bpy.utils.register_class(VIEW3D_PT_Link_Data)

def unregister():
    bpy.utils.unregister_class(OBJECT_OT_link_data)
    bpy.utils.unregister_class(VIEW3D_PT_Link_Data)

if __name__ == "__main__":
    register()

Modified version with EXTRA bits
bl_info = {
    "name" : "Link to Data Library",
    "author" : "Daniel",
    "description" : "Add description Here",
    "blender" : (2, 80, 0),
    "version" : (0, 0, 1),
    "location" : "",
    "warning" : "",
    "category" : "Generic"
}

import bpy

class OBJECT_OT_link_data(bpy.types.Operator):
    """Tool tip thingy"""
    bl_label = "Link Data"
    bl_idname = "object.link_data"
    bl_options = {"REGISTER", "UNDO"}
    bl_context = "objectmode"

    def execute(self, context):

        filepath = bpy.path.abspath(context.scene.DanielLinkFile)

        coll_name = context.scene.DanielLinkCollection

        link = context.scene.DanielLink

        with bpy.data.libraries.load(filepath, link=link) as (data_from, data_to):
            data_to.collections = [c for c in data_from.collections if c.startswith(coll_name)]

        for coll in data_to.collections:
            if coll is not None:
               bpy.context.scene.collection.children.link(coll)

        return {"FINISHED"}

class VIEW3D_PT_Link_Data(bpy.types.Panel):
    """Tool tip thingy"""
    bl_label = "Link To Data"
    bl_category = "Link Data"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_context = "objectmode"

    def draw(self, context):
        layout = self.layout

        col = layout.column()

        col.prop(context.scene, "DanielLinkFile")
        col.prop(context.scene, "DanielLinkCollection")
        col.prop(context.scene, "DanielLink")

        col.operator("OBJECT_OT_link_data",
            text="link data",
            icon="PACKAGE"
        )

def register():
    bpy.types.Scene.DanielLinkFile = bpy.props.StringProperty(name="Link File",subtype="FILE_PATH", default=r"C:\\path\example.blend")
    bpy.types.Scene.DanielLinkCollection = bpy.props.StringProperty(name="Link Collection",default="collection name")
    bpy.types.Scene.DanielLink = bpy.props.BoolProperty(name="Link",default=False)

    bpy.utils.register_class(OBJECT_OT_link_data)
    bpy.utils.register_class(VIEW3D_PT_Link_Data)

def unregister():
    del bpy.types.Scene.DanielLinkFile
    del bpy.types.Scene.DanielLinkCollection
    del bpy.types.Scene.DanielLink
    bpy.utils.unregister_class(OBJECT_OT_link_data)
    bpy.utils.unregister_class(VIEW3D_PT_Link_Data)

if __name__ == "__main__":
    register()

```

Thank you so much, this is the exact answer I was looking for!


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Applying displacement map to STL imported files (for 3d print)
My end goal is to apply a wood-like displacement to an item for a 3d print. I was able to apply it correctly to flat faces. I am struggling to do this on a face that has holes in it:

The problem is that even when I will subdivide this face all triangles are still oriented in the same way (from corners to holes).
How could I "redistribute" vertices so they are more uniformly spread on the structure?
What happens when I subdivide:

What I am expecting:

I'm really new to Blender and I did try to look for the answer, I guess I am not asking the right question...
Thanks,

The triangulated geometry that is created by an STL exporter usually results in very long triangles (polygons), when it comes to flat faces. Especially, when the flat face has holes or cavities, like the one in your example. Also the STL tesselation tries to use as few polygons as possible, to keep the file size down (and to keep your programs responsive).

For accurate displacements, however, you will need the opposite: a dense and super-evenly distributed geometry, because a displacement can only shift the existing geometry, it will not create new faces. So, you will rather need a geometry distribution like this:

This is done by a Modifier called "Remesh". You need to set the Voxel Size quite low (depending on the size of your mesh), as this will create more densely distributed faces. But it can make your computer slower.

Now you can add a Displacement Modifier or make a displacement Material in the Shader Editor:


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Batch add image

I have made a book turning animation. There is a file containing hundreds of image sequences, but it is difficult to add images to hundreds of planes. How can I use python to make a plug-in?

Hello, this is a really open ended question. Could you either add a lot of information about your actual setup or reduce the scope of your question ? We can't really put a fully fledged addon in an answer here, so you may have to cut your problem into smaller, more achievable chunks. Just a friendly heads-up if you want an actual answer :) cheers

There's a quick tutorial from Johnny Matthews here which might give you some ideas.

Thank you, but he said random order. I can't change it to the correct order on this basis

Why not? Around 6:00 into the tutorial can't you use the Object Index from the Object Info node instead of the Random Index to calculate which tile to select for your 'page'? I've not tried it, but that's why I said the tutorial could give you an idea of how to do it and you wouldn't need to use python to do it.


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Specify image by name

I made a specific image for the selected object，Now there are three planes in the scene，Plane.1, Plane.2, Plane.3 respectively,If there are three images with the same name in this folder，How to add them to the corresponding plane automatically?How to write such a script with the if else statement?

What do you need this for? Why would you create the planes manually, if you want it to be automatic? Doesn't it make sense to create the planes automatically as well in this situation? Could you provide some more context?

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

This would probably work. Both: as a possible solution and as a good explanation, why one should not post code as an image.


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How to specify different sequence frame images for multiple planes

If there are hundreds of planes in the scene and hundreds of sequence images in the folder, how can they be mapped at one time？
How to write such a script？

I thought I should mention that there is a Blender add-on "Import-Export: Import Images as Planes" that can be enabled under  Edit -> Preferences -> Add-ons. I tried it out and it can import multiple images as planes by going to File -> Import -> Images as Planes and selected the image sequence in the file explorer and then importing. You can even offset the images in the z-axis and control the spacing. Do you still need a script knowing the existence of this add-on?

Thank you, but I seem to have forgotten to say that I have made animation for the plane. This must be done by adding the plane first, and then adding the image


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color ramp texture inbetween points of a curve
In Geometry nodes if i have a curve connected to a circle to curve, What would i need to do  texture it in the shading tab is color between each point on the curve? I want to make this plants stem transition to a different color inbetween each of the leaves.

You could use the distance of each point from the origin of the object in the material nodes. If you only want it to change vertically then just use the Z component rather than the RGB to BW coercion done by connecting the vector output to the scalar input as in here.


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Incorrect reflections when enabling Screen Space Reflection
When I turn on Screen Space Reflection to create glass, the bull and chair start to look very unnatural. How to fix it?

You are in material preview mode, BTW. Make sure you switch to render preview mode to see what it will look like in the render. (Hold Z -> Render Preview Mode)

There is nothing to fix - screen space reflections are not accurate. They are not meant to be correct, they are supposed to be a cheap way to fake real reflections if they do not matter a lot or if you have situations where they might work OK. You should use Cycles to pathtrace real reflections.


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Why does cycles my rendering look like this?
Why does cycles rendering look like this ?

I don t want it spherical, and has the little dots.

and 2 of the windows have opaque finish even though I set the same material for all of them ...

Hello and welcome. Please use a descriptive title that summarizes the content of the question, avoid any extraneous text that aren't strictly necessary to answer the question,

ok ,sorry I will do next .


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How do I fix this dark spot on my model?
I'm working on this model in Blender 2.79, and I noticed a dark spot on the top of the model when I go into Texture view.

Does anybody know how to fix this?

I found out that I didn't put a lamp below the model, and that's what caused it to have dark spots.

Check your normals.


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bevel + extrude, how to get clean topology?
What's a proper way to do this recess with a proper topology?

Maybe try using this topology? Create a face inside the face and bevel its vertices with Ctrl+B then V (to switch from edge bevel to vertex bevel), then use the Knife tool to cut some edge loops.

How did you achieve this effect? knife tool and then inset?

create a face inside the face and bevel its vertices with Ctrl B then V (to switch from edge bevel to vertex bevel), then use the knife to cut some edge loops

You can use this simple topology

Then simply add Subdivision Surface Modifier:


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How do I add an Image Texture Node to a picture of a French Bulldog?
When I click Add > Texture > Image Texture, the options are all greyed out (I cant click them).
Here screenshots for further help

What are you trying to add a texture to? You have no material, you have to select an object that supports materials (not an empty), add a material, and add a texture to the material.


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Syncing Cached Cloth Simulation with Geometry Nodes Animation
I currently have a simple scene of a few cubes individually moving right to a certain spot, animated using geometry nodes via their indexes. I also have a cached cloth sim of a curtain pulled to the right.

When I instance the cloth sim in the node setup, the animation is all synced:

Is there a way to start playing the cached animation for each instance the moment they start moving?


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Adding a mesh adds duplicates of it onto my donut!
I'm trying to follow Blender Guru's video - Part 12. I was trying to add in a new plane mesh. I was able to get a plane. However, I also generated multiple planes on top of each other, and they all cut through my donut icing! I don't know how to get rid of this. I've been searching for hours and it's been really frustrating me!! Thank you for anyone who is able to help me!

As you can see from your outliner, the new plane is being added to the Oreo Globes collection (which I assume is being instanced on the icing, which is why multiple planes are appearing). To fix it, either select your "main scene" collection (the one that contains the light, camera, etc...) before adding the plane, or just drag the plane in the outliner out of the instanced collection (to your main scene collection).

Wow, thanks so much. the first solution worked!


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Should I recalculate Bone Rolls?
So I have a few animations I wanna export to Unreal Engine. I looked at my Armature and realized that I have not recalculate the rolls of the Bones in edit mode. I made not a lot of animations but it took so long for me to get them right. I mean I got the animations I wanted, but if the rolls are not aligned correctly, even if the animation is still fine, should I be worried? Should I recalculate the Rolls?
BTW: The main reason I ask this is because I made an animation where the character is sitting down but he just slightly jitters a bit for some reason. I understand it has to do with the IK but I thought it'd have to do with the recalculate rolls. I did this once but as you'd expect the Armature was all out of whack so I gotta redo the whole pose / animation. However, I noticed the jittering was still there. So now here I am looking for help on this, wondering do I start over with my work or keep going?


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Simulations Rigid Bodies
I have a problem with my animation. I have two objects and I have already made an animation for the first one - it's falling down and bouncing - I made it manually. Then I want another object to fall on the first one and I want to use a rigid body simulation, but then something is really wrong and then the second object is not falling at all or moving somewhere else without any reason. I have tried applying scale, what should I do?

hello could you please share your file or show some screenshots?

Yes, is there a way to do it here? Or I coud just send you the file?

remove all the useless object and share the file here (upload and copy paste the URL it will generate): https://pasteall.org/blend/

https://drive.google.com/file/d/1ijEwKYO8A7nOEn2b9youg8zW4FTeeL5P/view @moonboots that's the blend file

So I am trying to make the tiny ball fall on the shoe at 230 frame but I don't know how

what tiny ball, what is its name?

sphere.003 ;) but you are late man ;)

i assume, you want to use sphere.003:
first, you should always apply scale if you use that object in a simulation: (do for shoe + sphere)

second: turn off animated on your sphere (because animated means: does not participate in rigid body simulation but will be animated manually by keyframes)
third: change collision shape to mesh for shoe:

else it won't fall properly on the shoe.

How to start rigid body animation from a frame:
set keyframe on checked "animated" one frame before it should start:

one frame later set keyframe on "unchecked":

result:

Thank you for your answer. Applying scale only messed up the materials on the object, but the ball in not falling down anyway. How to make it start falling at 230 frames? It only falls if I make a new ball and start it on the first frame, then when I make any changes is completely stuck where it was.

Then you can scale your texture as well with the mapping texture node. Change the begin animation to frame 1. then start the animation, you can change it back later to 9.

no, It doesn't work

ok, it worked!!! So what I was doing wrong was applying the scale once, but I have to do it before every change - now - it works. Thank you so much!

But I still don't know how to start the rigid body simulation from a specific frame.

I want the ball to start falling at 230 frame, after the shoe is on the ground already.

I updated my answer

Select the object you want to have the rigid body. Open the physics tab and click the option that says "Rigid Body" and your object should use rigid body physics.

Click to enlarge

I did that and it's not working, and I don't know why.

Make sure the first dropdown is set to active and not passive. (Under the "Type" dropdown, right at the top)

Under the scene properties tab, (It looks like a water drop with two circles) Make sure both gravity and rigid body world are turned on.

it's checked. I tried both passive and active - nothing works.


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Part of transparency doesn't appear
I have a progblem wih rendering in transparency - I have a transparent field tiecked in Film, and when I render my texture looks like that (2 photo) when I moved the png file to phooshop - it changes completelyy. How can I fix it?

Do you have RGBA selected under 'Color' in the output settings? There's a tutorial here on rendering transparent png files.

@JohnEason yes, RGBA is selected

I'm not familiar with Photoshop, but if you watch the video I linked to it appears to work fine there.

I checked the tutorial - I have everything in place in Blender. The object also looks bad when I open the render as an image on the computer. It doesn't matter if it's photoshop or windows window. It only looks good when I render it without transparency.

Have you checked that the normals are correct? - In Edit mode, select All then Alt-N > Recalculate Outside.


text:
How can I render animation parts separately?
I want to render an animation with three parts:

background
cloud
perfume bottle

The cloud was made using volume, so it is important that the perfume bottle goes through the cloud and while moving is behind the cloud sometimes.
I want to do it so it renders faster than all combined.
I have been trying to turn off the ray visibility of the camera of the certain objects, and combine it but it is losing this effect when the bottle is behind the cloud.
How can I do it?

Did you try Compositor?
https://www.youtube.com/playlist?list=PLp90cx0wSyKawSPe_26RWZ40A0sFL15Xe

@TergTurry will it work with animation?

Yes, it will. That's how VFX work.

I will try - thank you!

You can use View Layers.
Create new View Layers with the little button in the upper-right corner of Blender, to the right of where it says View Layer.
Use the dropdown to switch between View Layers.
Place the things you want on their own layers into collections. Uncheck the collections on the layers where you don't want to see them.
Also make sure to turn on Transparent under Film in the Cycles settings to get a clear background (if you want.)
Use the Compositor to layer together your rendered layers.
(For your case, however, I would make sure the cloud and bottle stay on the same layer. Rendering will be faster that way, and the results will be more realistic.)

Thank you, I will try it :)


text:
How to composite an animation?
How to composite an animation?
I am trying to add some effects like fo example glare, but I would like to animate it and be able to see the process like in After Effects. Can I use compositor after the frames are rendered and add to video editing? If yes - how?

Yes you need to use the Compositor for effects like glare, but maybe give some details?

Do you mean running the compositor on the sequencer output? Not sure if this is possible directly, but you can render out from the sequencer, and then load the result into the compositor by itself as a clip input.

I think this video explains what I am trying to do, but instead of inverting, I would like to use glare or other effects in video editing like that. This is a plugin, but is there a way to do it without it?
https://www.youtube.com/watch?v=QYCDC3O2hxs

I don't think so, otherwise there wouldn't be a plugin

Yup, compositing from the video editor is impossible as of today. But, if you are only adding effects, why do you want to use the VSE in the first place? Just put your rendered image sequence in the compositor. Be sure to have it rendered into EXR or anything with a high bit depth.

@L0Lock But can you see a movie or image sequence in real time in the Compositor? It doesn't look like

Blender doesn't have top-notch performance no matter how you put it so no, not "real time" as in "smooth playback", but you do get to see your sequence as is with whatever effects you want to use (and being able to send the VSE to the compositor would still have the same performance issue, if not worse): https://i.imgur.com/b2Sn7cz.jpeg

I need to see it in a compositor because if I animate glare It's not so easy to predict what it's going to look like on an animation. And where it comes to the detail - that is quite important. Thank you everyone for your answers!


text:
Adding a "modifier" to the mapping node / Animating World
Is there a way to add a modifier (e.g. noise) to World animation? I want to animate a rotation in a mapping node and I want to add a little shake to it. How can I do it?

Yes see https://blender.stackexchange.com/questions/209512/how-do-i-give-a-keyframed-object-a-bit-of-vibration-shaking-when-its-at-the-des/ https://blender.stackexchange.com/questions/107102/how-to-add-bumpiness-to-a-car-roller-coaster-motion

@DuarteFarrajotaRamos Thank you :)

Create a keyframe on the Mapping location values of the World material, keep the Mapping node selected, open the Graph Editor, open its N panel, click on the Modifiers tab, add the Noise modifier, tweak the parameters:


text:
How to apply a modifier with Shape keys?
Blender 4.1
I have a Data Transfer modifier that edits my normals. But I can’t apply it because the model has shape keys.
What should I do?
I'm looking for an addon that won't break my rig and drivers.

I'm using Blender 4.1.1.  Which should be the same as 4.1.0 (was there a 4.1.0?  I can't remember.)
While many modifiers care about whether or not you have shapekeys, a data transfer does not.
Before applying a data transfer from cube:

And I guess I'll spare the internet the bandwidth of showing the after-apply pic.  It's the same, just with no modifiers.  Trust me.  Or, recreate, it only takes a second.
(I have asked about data transfers before, probably on BSE, before realizing, oh man, I can apply data transfers on shapekeyed meshes without worrying about it.    You can actually apply any "edit"-type modifier without regard to shapekeys.)
You may be asking something else.  The modifier I applied gets applied in the context of the current shapekey.  For example, if I make this shapekey:

And apply the data transfer, I get this in basis:

Because it applied the custom normals, from nearest corner and best matching face normal, with respect to the current shape-- which was pinned to my weird shapekey.
So if I don't want that?  Disable the shapekey before applying, then, optionally, re-enable the shapekey:

Which isn't the same as transfer normals on custom shape, because we're transferring from different positions.  Apparent from pic I hope.
Or, you might be asking, how do I keep the data transfer dynamic depending on shape and still apply it?  The answer to that is, you don't.  If you need the data transfer to be dynamic, you cannot apply it.  Applying it necessarily means removing any recalculation from the modifier.  (And, the typical follow-up to this is, well then how do I do it in my game engine?  Answer: you code a normal transfer in your game engine.  You cannot write a dynamic normal transfer to any export format of which I am aware.  If you want it to be dynamic in your game engine, you have to let the game engine handle it.)


text:
How to copy drivers on Shape Keys from one object to another?
I have two figures, one low poly and the other HD with the same height shape keys.
But one has drivers, the other does not.
I want to copy drivers from one model to another.
I tried using link object data and link animation data but nothing helped.
Any ideas on how to do this?
I found this example, but my figure has the same armature
Copying each driver separately takes too long

Can you share your Blender project file? Instructions for sharing.

In the addon you found, Mesh Data Transfer, in the Source Armature and Target Armature fields, set the same armature: it works.

I checked it works, but you don’t have to connect the target armature.


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How to fix objects appearing?
I’m trying to hide unnecessary objects for optimizations.

But why do objects that are too far away also disappear?

How to fix this?
My file

Your question is not clear. Which objects are "unnecessary"? Perhaps your issue is the Clip End distance on your camera?

@Phrogz There is a file attached at the end of the question.

My apologies, I didn't see that. I would remove my downvote, but cannot do so unless you edit your question.

I mean, without fully having worked through your Geometry Node tree, the one Raycast node immediately caught the eye:

The Raycast Node only calculates casts up to the given Ray Length, which in your case was 100m. Since you delete every point which isn't hit by a ray, every point further away than 100m is deleted. Simply increase the Ray Length slider until everything you want to see in the scene can be hit by a ray shorter than the Ray Length.


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UV Sampling Geometry Nodes
I've been working on a digital fashion project. I've been working with Marvelous Designer and Blender. My plan is to build a low poly mesh and get my cloth simulation in Marveouls Designer and import it as an alembic to Blender and give it more detailed texturing and a more high poly mesh in Blender with a geo node tree that functions as a UV sampler. The UV sampler is sampling the UVs from my low poly mesh so that I can basically edit the geometry in any way I want and give it as much detail as I would want. But it is not working as I wish it would be and some parts of the mesh are always pulled to the origin. but I don't understand where the bug is coming from. I've attached a picture and a WeTransfer Link to the file.
WeTransfer File Link

On the last Sample UV Surface > Set Position some points have Is Valid to false. From the manual : "Is Valid: Whether the node could find a single face to sample at the UV coordinate." I can't help you more than that. https://docs.blender.org/manual/en/latest/modeling/geometry_nodes/mesh/sample/sample_uv_surface.html


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How to disable Mip-Mapping?
is it possible to disable Mip-Mapping without changing interpolation to closest? the texture properties tab has a Mip-Mapping option but it doesn't apply to the shader editor?
any help is appreciated


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How can I make particles have trails
I am making a jet animation and am trying to make a countermeasure effect, I have an emitter that emits glowing spheres (flares) and I want these flares to have a smoke trail, I tried doing a smoke sim and I did not like the look of it, there was way to much smoke, I want a thin trail, I tinkered with the settings for a while and still failed to make it look better, I would also not mind just using volumetric particles to do this, but as far as I am aware particles cannot emit particles. How can I add a trail to my particles? Thanks for any help!


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How can I improve the light?
I am trying to imitate this video, and learn by setting light the same way. Because I don't know how to do it properly, I am trying to cheat and set it where technically it should not be - just to make an illusion. I want to achieve as close as possible effect. How can I do it? I can send the blend file if you have any ideas :)
video:
https://pl.pinterest.com/pin/304344887327105026/

These effects are added in the compositor as they are not surface responses

Thank you for your answear. Take a look on the video - I need help with the lights setup, to make it like that.

the video link is invalid and doesn't work. It leads to an error page.

to add to Allen's comment, the effect in the compositor is called Filter > Glare. We can't see any video and I'm not sure we can find the light setup from the video, but maybe use several Area lights?

https://v.pinimg.com/videos/mc/720p/17/14/00/1714002e89eeb2d68e71286cafeb2526.mp4
what about this link?


text:
How to add missing faces?
Accidentally deleted 3 faces and didn't notice that. How should I properly restore it now?

There's probably a far more elegant way than this (I'm not that experienced with the mesh editing tools) but I would simply select that middle edge and E to extrude that down to reform that middle face. Then simply select each set of 4 vertices, hitting F to create each of the side faces.


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Use different UV mapping with multiple textures
I am tring to set two different texture on a cylinder. The first texture has a text on it, the second is a paper cardboard texure.
In order to center the text in the first texture I had to select faces and scale them up, in order to make the text smaller.
Then I added the second Texture and I noticed that it has the same the mapping of the first texture:

You can clearly see that the cardboard texture has been scaled.
Is there a correct way to do this?
My shader:

UV Mapping:

For the moment, the text and the background texture share the same UV, so what you're doing is just scaling the UV for both the text and the background texture.
If you want to put a text over a background texture without affecting the texture you need to use another method, like mixing the text and background into a Mix Shader with the alpha of the text as factor of the Mix Shader, then create a second UV map for the text and use a UV Map node before the text node with this second UV map selected.

Thanks! It was easy, I just had to change the "Texture Coordinate" node with "UV Map" and create two different UV Maps from the Object Data Properties list


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Getting unwanted curve using subdivision surface modifier
I am making my first car in blender.  I watched BlenderGuru tutorials about using the subdivision surface modifier.  I use edge creases on any hard edge like he said.  At the top back of the car I used edge creases but I am still getting an unwanted curve where its supposed to be 90 degree angle.  I understand the use of this modifier but its harder to work with.Lamborghini file

The Subdivision Surface modifier round the shape between these 2 faces and your Edge Crease can't prevent it:

If you create these edges it will fix your problem, but maybe try a topology without crease, because crease can't always fix this kind of problems.

Ok thank you.  I should have known that.


text:
Creating a violins edging
So far I created the violins outline.  I notice the front and back have a rounded edging.  How would I create this?  Is there a modifier I can use?

Another "lazy" method is to double your geometry with SHIFT+D (so you can work with it later) and turn it into a curve, then give it a bevel like this:

(Curves provided by the eye tortured Quellenform...)

Ouch, that hurts my eyes :D ...would you please be so kind, and could repeat that with this, especially for you created template? https://blend-exchange.com/b/YDxSRrqo/ ...you would be doing me (and others) a huge favor by doing this!

Ah, wonderful! Now the thing sounds like a Stradivarius!

@quellenform: you definitely have too much time... :D

"you definitely have too much time" ...says the one who hangs around here all the time, answering one question after another :D

this was true a few month ago...but the moderators made me shorten my time here drastically.... ;)

What's 'Lazy' about that? I'd describe it as 'correct' (maybe using a custom curve for the profile..)  :) The face and the trim are separate objects. So, unless for 3D printing, or suchlike, they're better modelled as separate objects.

thank you Robin! I appreciate that!

The only problem with this is, the curve already has the outline of the violin - so to keep the shape with a bevel depth of 0.012 you have to set the geometry's offset to -0.012, which gives you shading issues because of overlapping geometry.

@GordonBrinkmann : and where do you see the bevel depth of the curve of the OP?

@Chris I'm not talking about bevel depth, it doesn't matter which depth you choose - but I can see (and if you don't trust my eyes, use an image editor to overlay the curve on the reference image) that the curve is the outline of the violin including the rim. And the bevel depth of a curve is always going around the curve, so it extends the outline if you don't use the offset. The only problem as I said earlier: on those quite narrow parts you get shading issues, and depending on the bevel depth you get them no matter if you use the offset or not.

Thanks, this worked.  Now im going to make the thin black line between the body and edging.  How do I resize my shape smaller by equal distance instead of the usual resize?

If my answer helped you, please click on the checkmark left of my answer. Please open a new question if you have further questions. You can ask as many questions as you want, but only one question is allowed per entry. Which also makes sense so people can find the answers by the title.

Done, and TY fill out comment...

From a single edge you can use the Skin modifier, and put a Subdivision Surface modifier to round it:

If you have filled the faces, you can do it with some extrusions. Begin with these two edges on top and side:

Extrude up then extrude on the side:

Pull and scale some edges to make it round:

I would also mention how edges of an object can be scaled uniformly if the object is not circular...

Yes, the question is a bit vague though...


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How do I rotate a grid of edges on a cube without changing the shape of the cube?
I start with a cube, and then subdivide the front face a bunch to create a grid.
My goal is to rotate the grid of edges 45 degrees.  So I tried shearing them and I get this...

Which changes the shape of the cube.  So then I tried rotating them and I get this...

So how do I rotate a grid of edges on a cube without changing the shape of the cube?  The only way I can think to do it is using the knife tool which would be very time consuming and inacurate.  Can I rotate edge loops before placing them?

You can simply un-subdivide it an odd number of times.

In edit mode, Un-Subdivide command is under Edge menu.
If this doesn't work for specific geometry, you can do Faces > Poke on selection, then select vertical/horizontal lines (e.g. by selecting verts by number of connecting edges), then dissolve the edges.

Thank you both for your answers.  @chedap  I tried doing your second method locally and the poke faces worked to get the edges at 45 degrees just fine.  The problem I'm now having is selecting the verticle and horizontal edge loops to delete them.  It will only let me select each edge one at a time.  How do I do this?

I shouldn't have used the word "locally", it's misleading. You can use unsubdivide in edit mode too. Poke is for unusual cases. You won't be able to select loops because of triangles, which is why I said you'd have to go by "Select Similar". Here's a demo.

I used the first unsubdivide method you showed in the video and it worked great.  Much thanks for the video.  I consider myself still a novice in 3D modelling so spelling it out helps a lot.

A Boolean modifier would work.
Subdivide a cube as you did originally and rotate it 45 degrees to get the grid pattern you want. Add another smaller cube just inside it so that it intersect with an entire face completely, like so:

With the smaller cube selected, add a Boolean modifier, with Intersect selected, and set the object to the larger grid cube you had subdivided
Then apply the modifier:

Now you can delete the cube you had subdivided, and the smaller cube will have the grid pattern:


text:
cannot create a face from a vertex
I'm new to blender apologies if this is a silly question, however I am trying to create a octagon face from the middle vertex of a cube, this is done in a video I was watching. I believe its an 'inset from vertex' however I'm unsure... can anyone help.. the picture below shows what I want to do, the selected face seems to be originating from the middle vertex.
Video I was watching is here and the timestamp is 0:22 https://www.youtube.com/watch?v=_7noD3zrk7Y&t=49s

You need to use the bevel tool for the Vertex: Select the Vertex and press CTRL + SHIFT + B

In the video he is using the beveling for vertecies tool . For doing this,select the vertex and press Shift + ctrl + b


text:
Hands of rig move to weird positions after re-mapping animation with ARP
I wanted to re-map a simple motion capture animation to a model I rigged with AutoRigPro. The rig seems fine, everything in the re-targeting stage seems fine and the first frame of the animation (T-pose) also is perfectly fine. However on frame 2, the hands move to (seemingly) the mirrored side of the rig. I tried manually switching left and right hand bones, and even entire body halves, but that just made a bigger mess.

Is there anything I'm missing? Everything else works as intended, head, torso, legs, you name it. Just the hands do what is shown in the picture.

Hello and Welcome. Can you attach your .blend file? Thanks.

Hi, of course.  https://blend-exchange.com/b/SKW2raMm/


text:
Cannot instantiate a random object from a collection
I am making a Xmas tree with a geometry node
I want to create an Ornament, but I could not instantiate it Randomly using Collection Info
When I changed the Instance index, everything just changed to the same different object
And it's hard to use because it's already normal direction and rotated, so I want to improve it.
This is the object I created

This Xmas tree node

The results I want

I recommend sharing the blend file using https://blend-exchange.com/

You have to realize the curves (with a Realize Instances node) before you do the second instances on points, and use a random value.


text:
Random movement of objects to X,Y axes
I wrote the following Python, which is not ideal for me as it seems to be moving on the YZ axis
import bpy
import random

Num_Min = -0.01
Num_Max = 0.01

Target_Objects = bpy.context.selected_objects
for Target_Obj in Target_Objects:
 Target_Obj.location[1] = random.uniform(Num_Min, Num_Max)
 Target_Obj.location[2] = random.uniform(Num_Min, Num_Max)

I want to move to the XY axis.
Also, I want to control the range that can be moved by setting "Min & Max".
Thank you.

Not sure what do you mean XY axis, But you might misunderstand the subscription for array in python. They should start at 0 not 1. eg. x = [3,6,9]; x[0] # is 3. The Object.location (Vector) stand for [X,Y,Z] So you might need to use location[0], location[1] instead.
Instead of using number to retrieve axis, ones should use properties to get the axis for clearance. eg. location.x = 1.0; location.y = 2.0
import bpy
import random

constrain = (-0.01, 0.01) # I prefer to use tuple for min, max value

for target_obj in bpy.context.selected_objects: # PEP8 recommend to use lower snake case
  target_obj.location.x = random.uniform(*constrain) # And unpack them using *
  target_obj.location.y = random.uniform(*constrain)
  continue
  # Another approach
  target_obj.location.xy = (random.uniform(*constrain), random.uniform(*constrain))
  # There can be called and manipulated by combination as well

Sorry.
The z-axis means you want to fix it.
But this is what I think is the ideal behavior!
And it's a very straightforward code!
Thank you so much!

I'm sorry.
Just one more question.
What do I do if I want to specify separate numbers for the X and Y axes?
Example.
Xconstrain = (-10, -12)
Yconstrain = (-1, 2)

for target_obj in bpy.context.selected_objects:
  target_obj.location.x = random.uniform(*constrain)
  target_obj.location.y = random.uniform(*constrain)

then unpack them again using * sign: target_obj.location.xy = (random.uniform(*Xconstrain), random.uniform(*Yconstrain)). If you are not sure what code will do the effect you want, you can use the python interactive console inside Blender

I don't know how to merge those codes together...

Well, then you should learn how to use Python (Python 3) first. You can go find online jupyter notebook for learning as a Python playground. If you don't know how to use basic python, then you cannot literally do anything in Blender Scripting. Python should be easy to learn compare to Java or C# or even matlab in some degree.

That's for sure.
But in this case, it seems to have worked.
https://imgur.com/4BJKHs5
Thank you!!

The code after continue will not run, that's substitute of former 2 lines code. BTW that's a good habit to write down comment in the form you know, it will help you and other to know what you want to do in code.

https://imgur.com/undefined Now I can refer to the 3DCursor!
Very useful, thank you!


text:
I want to create a material that refracts light but does not reflect it
I want to create a material that transmits and refracts light but does not mirror reflection
I don't want the environment textures set in the world to be reflective either
Is there a way to do this?
Both Eevee and Cycles would like to know if possible

Reflection from transparent objects happens because the refraction results in a ray bend so high that it doesn’t enter the object. To prevent reflection from refraction, you have to do something else with the rays. You can use a Frensel node to mix between a Glass shader and something else, but what that else is is up to you. A simpler solution would be to just use a transparency shader.

I want the refracted monkey object to be visible, but not the red cube. I can't IOR it if I use a transparent shader.I want the refracted monkey object to be visible, but not the red cube. I can't IOR it if I use a transparent shader

Or just use a Refraction BSDF node, see my answer.

If you only want refraction, use a Refraction BSDF (note: the environment seen here is not reflected, but refracted from below the monkey):

If you want the environment to disappear completely you have to go to the Render Properties > Film > Transparent and enable Transparent Glass additionally:

This was made in Cycles, in EEVEE I actually do not know how to keep the background invisible through the refraction because there is no Transparent Glass option in the Film settings, so I could only get the first result - and I have to admit I do not use EEVEE.

Oh! I did not know there was such a shader! However, it seems to show reflection probes. I understand you are not using EEVEE, is there any way to turn it off for this object only?

@InamuraJIN I'm sorry, no I have no idea. As I said I cannot even remove the background from transmission. I was just going with this answer because you asked for both EEVEE and Cycles solutions and I thought, well at least I have one for Cycles. Even there it has its limitations, on low angles the backside is black (because otherwise there would be a reflection). There are surely more refined solutions where you can maybe mix in transparency with Fresnel etc. but then you have a weird transition between refracted and unrefracted transmission which I could not get to get smooth so far.


text:
Problem animating rigid bodies
I have an animation and in one part I would like a pencil to roll and fall off a table.  The pencil is an active object and the table top is a passive object.  I have set key frames for the start position of the pencil and also enabled Dynamic and Animated in the Rigid body settings.  I have then set the end position of the pencil just before it would roll off the table and disabled Animated in the rigid body settings.  Starting from frame zero this works fine.  However, if I try to use this set up further down the timeline the pencil disappears at the end of the animated phase. Any help appreciated (2.91).

show us your blend file

try to disable rigid body temporarily. and key the pencil position in the same frame you keyed the Animated = off. If it needs some force on the simulation start just use animated part of timeline to give the pencil right speed and direction.

Also, check your rigid body cache size. It must be big enough to cover the entire animation.

Thanks for your help. Specifying the cache and baking the simulation did the trick. I wasn't aware of these settings in Scene Properties been a great help. Thanks


text:
I am getting a pretty different model when importing from makehuman into blender
Other than searching Google (there doesn't seem to be a huge amount on this, most people in tutorials seem kind of oblivious to the fact that their model looks different) I have tried following this guide:
http://www.makehumancommunity.org/wiki/Moving_Assets_into_Blender
It improved things a little (like the hair) but I still think it looks pretty different given that it's supposed to look like a friend of mine it's important that it looks the same.
Any suggestions?
Makehuman:

Blender:

You are viewing the model in perspective mode in Blender, and ortho in Makehuman. You can probably just saturate the skin using nodes in blenderif he looks too pale.


text:
how do i find from which object the cut is made from?
There's a bottle model.

It has various cuts named as imprints. Below are the cuts made from the bottle.

In 3D view, I know the cuts are drawn from the 100002-bottle object. But, I want to find this from scripting. How to find from which object the cut is drawn through scripting?
Any help is appreciated.

Loop through all objects to find that it has a Boolean modifier for a specific object
# select one object in object mode first

import bpy

def find_objects_used_boolean(active_object):
    lis = []
    for ob in bpy.data.objects:
        if hasattr(ob, "modifiers"):
            if ob.modifiers:
                for md in ob.modifiers:
                    if md.type == "BOOLEAN":
                        if md.object == active_object:
                            lis.append(ob)

    return lis

lis = find_objects_used_boolean(bpy.context.object)
print(lis)


text:
How to Assign a script to a button
How can I assign a script from the theme below to any button? And also make it possible to adjust the TOL parameter after applying the button. I tried to do this through scripting, bind the script to the button and bring it to the panel, and then add it to the quick, but it doesn't look very convenient. How can this be simplified?
Is there a way to select Non-Planar Faces?
import bpy
import bmesh
from mathutils.geometry import (
            distance_point_to_plane,
            normal)

context = bpy.context
obj = context.edit_object
mesh = obj.data

TOL = 0.001

# select None
bpy.ops.mesh.select_all(action='DESELECT')
bm = bmesh.from_edit_mesh(mesh)
ngons = [f for f in bm.faces if len(f.verts) > 3]

for ngon in ngons:
    # define a plane from first 3 points
    co = ngon.verts[0].co
    norm = normal([v.co for v in ngon.verts[:3]])

    ngon.select =  not all(
        [abs(distance_point_to_plane(v.co, co, norm)) < TOL
        for v in ngon.verts[3:]])

bmesh.update_edit_mesh(mesh)
```

Check the Python API docs (next to the manual on the docs.blender.org page), and look into making an add-on.

Make the tolerance (TOL) a FloatProperty, and create an Operator for the script. (Here is an example). The operator can be called by a button and by Edit > Operator Search ... from the main menu. The add-on creates the button, binds the operator, assigns a shortcut, creates a panel, etc. The tolerance can be changed in the Adjust Last Operation popup (F9) when the operator is called. Or bind it to an input box.


text:
When rendering an animation one light doesn't render, it does whoever show in the viewport render

When I render this scene it looks great in the cycles preview but when I render the animation the keylight doesn't render at all. The settings are the same as all the other lights.
I did however animate it form side to side.

Maybe try Eevee?

Hello could you please share your file? Remove all the objects that you don't want to share, and use a platform like workupload for example

Thanks for getting back so fast, here's the scene. Let's hope you can find something, the scene is super simple.
https://workupload.com/file/S7m3RCxXNLU

Your file makes my Blender crash but maybe disable Cube.011 for render:

Man this is embarassing, that did the trick. There was a hidden wall that only showed when rendering the final animation. I worked in 3D for over 6 years in Maya and now I'm switching to Blender. Thanks for the help!


text:
What's the approach of rigging a character that has changing arms like megaman?
I have this character here where his arm changes to various weapons.

I'd want to figure out how to go about rigging this, where:

I can hide the actual arm, and change it to either of the weapons.
The weapons "follow" or utilize the same arm bone.

Any references to the techniques to achieve this would be greatly helpful!

Select the weapon, shift select the armature, switch to Pose mode, select the forearm bone, press Ctrl P (Parent to) > Bone. Do it for the other weapons. To switch from a weapon to another you can keyframe the render visibility in the Outliner or in the Object panel > Visibility, the only drawback is that it stays visible in the Viewport but you can change its appearance

@moonboots with his normal arm being part of his body mesh, how do I hide that portion only? Is there a way to make an alpha mask that I "toggle" so the arm disappears?

You can use the Mask modifier to hide a vertex group

You could use Mask modifiers: Join the arms to the rest of the body, assign them to the same vertex group as the forearm vertex group, also assign them to their own vertex group (arm1, arm2, etc):

Give your body as many Mask modifiers as you have arms, each time choose the vertex group that you want to hide, press the invert button of the modifier, keyframe the modifier visibility when you want the object to be invisible:

Another solution:
Select the weapon, shift select the armature, switch to Pose mode, select the forearm bone, press CtrlP (Parent to) > Bone. Do it for the other weapons. To switch from a weapon to another you can keyframe the render visibility in the Outliner or in the Object panel > Visibility, the only drawback is that it stays visible in the Viewport but you can change its appearance

Thank you for the detailed explanation! :)


text:
Auto Rig Pro: Mirror weight maps through vertex groups
In Auto Rig Pro, I modified the weight maps of the vertex group leg_stretch.l, and I want to mirror them over to leg_stretch.r.

What I tried to do is to duplicate the vertex group.
Vertex Group Menu -> Duplicate Vertex Group

Then tried to mirror the vertex group
Vertex Group Menu -> Mirror Vertex Group

It gave me this weird outcome:

I also tried Vertex Group Menu -> Mirror Vertex Group (Topology)
but it didn't do anything.


text:
How to restrict my scale between two lines?
Im a newbie to blender so this might be a simple fix.
Im trying to scale between two lines.
See attached pic of cube.

This was created by ctrl+R to add a loop cut then ctrl+B to get the line above and below. I then select the center line hit Ctrl+S to scale. Instead of scaling the line in between the two lines I scale the whole new rectangle. (see below pic)

What I want to do is scale in between the two lines. see 2d version below of what I want to achieve.

How do I do this?

If my answer solved your question mark it as answered please so future users will find a solution :). If it did not solve it ill try again to solve it for you!

MRxx, you have proportional editing enabled.
With this setting, you edit the surrounding faces as well, not just your edges.
You can quick-toggle it by pressing your O key.

Excellent, Thank you very much, sorry, beginners mistake.


text:
how to insert frame to update materials
I have a project where i would like to store frames of my scene in which there are several objects that move and change material from frame to frame.
In a loop, i have been able to make the objects move then store the frames with
current_obj.location = (newx, newy, newz)
current_obj.keyframe_insert(data_path="location", frame=dayID)

i wish now to also save material related changes of my objects.
This is how i change the material of an object
current_obj.data.materials.clear()
current_obj.data.materials.append(matRed)

I have tried
current_frame.keyframe_insert(data_path='data.material', frame=dayID)
but it returns the error
TypeError: bpy_struct.keyframe_insert() property "data.material" not found
I also have tried this approach but it won't work
How do i apply material changes to the frames ?

You can really only animate numeric values. So you'll need to set things up so there's a number you can change to change your materials.
One simple way (if you only use one material per object) is to use Geometry Nodes. The "Set Material Index" node can change which material slot is used.

By setting the Material Index socket to 1, the mesh changes to use Blue (slots[1]) instead of Red (slots[0]). So you would do something like
grp = ob.modifiers["GeometryNodes"].node_group
grp.nodes["Set Material Index"].inputs[2].default_value = 1
grp.keyframe_insert(
    'nodes["Set Material Index"].inputs[2].default_value',
    frame=...,
)

You will probably want to turn off interpolation between the keyframe values too. You can do that by running this after inserting all the keyframes
action = ob.modifiers["GeometryNodes"].animation_data.action
kps = action.fcurves[0].keyframe_points
for kp in kps:
    kp.interpolation = 'CONSTANT'

ob being the current_object i presume ?
The blender object is stored as a bpy.context.object and there is no "GeometryNodes" key attached to it

ob being the object you want to animate. You will of course have to first create the Geometry Node modifier and the node setup shown.

Could you explain how to setup the Node modifier ?
I am using blender 3.3.1
mod = obj.modifiers.new("GeometryNodes", 'NODES')
ng = mod.node_group
node = ng.nodes.new("SetMaterialIndex")
last line won't work because nodes is not an attribute

Here's a complete example: https://gist.github.com/scurest/7036f6f889a9b2f6773721066b448c83

Tanks a lot but this changes all my objects's material, i was hoping for something that would change only a chosen one

You can use the "Selection" socket to filter which polys to apply it to. For example [Material Index]->[Compare Equal to 2]->[Selection] will change only polys assigned to slot 2. The important idea is just that you have a numeric value you can animate.

What do you mean by [Material Index]->[Compare Equal to 2]->[Selection]

I have been able to make it work by assigning a unique node group to each of my objects

update:
use this:
import bpy

def my_handler(scene):
    bpy.data.objects["Cube"].material_slots[0].material = bpy.data.objects["Cube"].material_slots[scene.frame_current].material

bpy.app.handlers.frame_change_pre.append(my_handler)

you need for this:

an object which is called "Cube"
several materials on this cube (as many as you have frames in your scene + 1)

i have rendered from frame 1 to 3 and had these materials:

result was this:

instead of keyframing it i would use the frame-pre-handler to assign the material you want:
import bpy

def my_handler(scene):
    #assign your material here

bpy.app.handlers.frame_change_pre.append(my_handler)

here is explained how the handlers work: https://docs.blender.org/api/current/bpy.app.handlers.html

I can't find enough explanantions and exemples to make it work. If you could provide a working exemple that would be a precious help.

Thanks. I have been able to work with the following :
scene = bpy.context.scene
bpy.app.handlers.frame_change_pre.clear()
bpy.app.handlers.frame_change_pre.append(lambda scene: myHandler(scene, arg1, arg2, ...))


text:
Subdivision Surface modifier, `adaptive` not available?
i´m using blender 3.3 and i have the following issue.
In experimental mode there is an adaptiv option in the subdivision surface modifier, which is great if you work with texture displacement from the shader nodes. But if you add an displacement modifier after the subdivision surface modifier, the `adaptive´ option seems to be not available anymore.
Can anyone confirm? Or am I missing something?
Greetz

That's correct. The reason is, the Adaptive Subdivision is dependent from the image resolution and changes with the distance of the object from the camera. The Displacement modifier is a constructive modifier and in order to correctly displace a mesh it needs the geometry to be consistent no matter what image resolution or distance to the camera. To create displacement that changes with the resolution you can only use the Displacement node in the Shader Editor.

Hi Gordon, thanks for your quick respose!


text:
How to delete fingers, toes, and feet off rigify and have it work?
I am trying to rig an elf in the shelf. It doesnt have feet, toes, or fingers. The rigify addon does not let me generate a rig without having these and I get some distortions when I leave them in. How can I get around this? Thanks!

Fingers can be deleted from the Human metarig.
There are no toes as far as I know.
As for the feet, you cannot disable them but you could manually weight paint your character and make only the lower and upper leg affect the geometry.

Rigify works using modules. Each module is designed to represent a specific set of functions adapted for limbs (arms, fingers, torso, etc...).
You can see this in Pose Mode by selecting a bone at the top of a chain and looking at the Properties Editor > Bone Properties Tab > Rigify Types Panel:

This is the thigh bone's settings. It's assigned to a limbs.leg type, so it needs some specific bones for it to work properly.
AFAIK the toes and feet bones cannot be removed as they are part of the required bones for the limbs.leg type.
What you can do is change the effect of the toes and feet deform bones after the rig is generated.
In Pose Mode:

Switch to the Deform Bones layer
select the toes and feet bones
Open the Toggle Bone Options Menu via ⇧ ShiftW > Deform

This way, when you parent your armature to your mesh, these bones will not generate any weights and will not impact the mesh.
Alternatively, you can remove them from the metarig completely, but you need to change the thigh bones' Rig Type to something else that doesn't require the toes and feet bones.
The simplest part is basic.copy_chain, and will just generate a simple FK setup from whatever bones you have in your chain:

Note that the result is a simple FK leg with no IK:

For the finders, you can remove them from the metarig. Be careful though: there are "palm" bones which you need at least one to generate the hand:

Thank you for the detailed answer! Didnt know that about the palm bone thanks!


text:
Baked texture not same with cycles render preview
HDRI seems the main cause of this, but how can I achieve the cycles render look on my baked texture?

Do you mean that you've baked the texture but it doesn't take the HDRI into account?

kinda, but it only happens on white or greyish texture, don't have a problem on other colors

do your grey material have metallic?

no sir, only specular and roughness (principle bdsf)

maybe pack your images and only share one part (with the grey color)? https://blend-exchange.com/


text:
Can a rotation calculated in GN be applied to child objects?
How I imagined it:

calculate some arbitrary rotation in GN (I am utilizing the Sample Curve functionality, the Tangent vector in particular)
apply this rotation to an object tree

I can not make this work, and I suppose the reason would be that geometry updates that are done via GN are not "visible" to other objects nor their drivers; probably because the GN updates take place after all drivers are evaluated? (The "Copy Rotation" constraint doesn't do the trick for me either, probably for the same reason...)

I don't know of a way to automatically apply the rotation to all child elements, but by assigning a Geometry Nodes modifier to the child elements as well and placing a few nodes there, it's solvable. Are you also interested in such a solution? Another question: Where should the pivot point actually be when rotating the child elements?

This is kind of the difference between transformation and deformation-- you'd see the same issues with an armature deformed model.  You should probably be looking into the use of vertex groups for constraints, which will allow you to copy deformation.  But specifics depend on your specific GN: does it maintain stable topo?  Does it use instanced meshes?  Worst case scenario, you make three objects to instance specific verts of your GN, you shrinkwrap empties to them, and you damped track + locked track those empties.

You are right, with Geometry Nodes the transformation of the object remains unchanged, and only the processed geometry within the object changes directly.
Also for this reason you don't have direct access to this rotation with drivers.
But...
You have the possibility to store certain values in the geometry, and to read them in another object also with another Geometry Nodes modifier.
For example, in the parent object use the following setup:

And in all child objects use something like this:

You can, of course, store the values in any attribute domain, but for the sake of simplicity I have converted the geometry into an instance and stored the values in the attribute domain Instances.
In the child objects you then get the data via the node Object Info and with the node Sample Index you can get the values of the attribute "gnRotation" in this case. Optionally you can also get the position of the parent object and use it as pivot point for a rotation.


text:
Viewport in Material Preview mode getting *rendered* [AMD ProRender]
When I switch to AMD ProRender the "Material Preview" viewport mode behaves exactly like what one would expect from the "Rendered" mode: instead of showing the instant preview it starts rendering the scene. (I.e. no way one can navigate the viewport in this mode.)
When I switch to Cycles everything returns back to normal.
Have I clicked something somewhere or is this normal ProRender behavior?

I agree, there appears to be no difference between MaterialPreview and Rendered in the viewport, which is a usability/performance problem.  But it looks like one can play around with "Viewport & Preview" sampling and Quality drop-down. There appear to be some other issues, such as an abort during F12 rendering at times, or app freezeup when setting quality to Legacy, or check-box to include CPU in rendering grayed out.

It may be because how coupled eevee (the engine used in Material Preview with Cycles) and Cycles nodes are. ie Can you actually use Eevee with another render engine than Cycles ?

That could explain it. (I had no clue there is Eevee involved when using Cycles for final renders, but it makes sense.)


text:
Can I reference "this" when calculating Distance in the Driver dialog?
Is it possible to reference this/self in the "Object 1" or "Object 2" Distance inputs?

This is XY problem. You should give details of what you are trying to do so we can help find a good solution to exactly what you are trying to accomplish.

@HarryMcKenzie This particular driver is applied to a camera named "Camera.01". I would love to have something like "{this}" in the Object input, instead of "Camera.01". (I.e. the driver works when I enter "Camera.01" in the Object 1 input.)


text:
Can a new Node for Compositor be implemented as an add-on? (vs. modifying Blender code)
My goal is to add a new Node to Compositor. Currently it does nothing but I can already add it from the Shift+A menu... wowewow, great success!
Is it be possible to deliver the new Node as an add-on, rather than modifying Blender itself?
Why I'd prefer an add-on:
My skill-level in C is pretty much non-existing, so the resulting commit would stink to high heaven and is unlikely to pass any code-review during the PR. But I don't want to work in my own custom-built Blender, and would much prefer to have the Node as an add-on which I can simply install whenever I download a new version of Blender.

No. It is not possible to do this.  You can't create new nodes in Python, and you can't distribute C level modifications as add-ons.

@MartyFouts Thank you


text:
Give even thickness to complex line mesh
I have a simple flat line object of a rose, and I want to give it even thickness and no smoothened intersections. I would also prefer if the solution result is not too high poly.

Solutions I've tried:
Converting to curve, then using Geometry>Extrude and tilting the curve with CTRL+
Problems: It does not have even thickness throughout, and intersections don't properly connect.

Using skin modifier
Problems: Intersections are smoothened. Result is too high poly, however, it can be reduced with a decimate modifier.

Using solidify modifier
Problems: Glitchy intersections. Uneven thickness. "Even Thickness" option does not help.

Import those lines into inkscape, add some line thickness and convert the strokes to lines. There is no way to make good intersections in Blender other than manual work.

@DuarteFarrajotaRamos Yeah, I was afraid I would have to use a vector program instead. How would I import the lines into inkscape, though? Also, where can I learn more about this workflow? Are you referring to SVG's?

Set the Mean Tilt back to 0° on the complete curve. Then go to the Curve Properties and under Geometry > Bevel choose Object.
Then you need another curve object, just a single straight line in X direction (without any object rotation).
Choose this curve line as Object in the Bevel settings. The length of the line will be the width or thickness of the curve ornament. To make sure the width is evenly spaced on both sides of the base curve, make sure the curve line has its origin in the center.

I would leave it like that because now it is still procedural and you can easily change your mind regarding the thickness etc.
If you want you can afterwards convert it to a mesh, but even with tools like Auto Merge and the Split Edges and Faces option enabled, this might be tedious manual work to get a good mesh from it. For the merging and splitting etc. read more about it in the answers from @Phrogz here: Union/merge overlapping coplanar mesh faces

I tried this, and got basically the same thing as my Geometry > Extrude attempt with the thickness varying across the mesh. I believe the problem may be the base curve itself. I made the base curve by extruding vertices from a circle, with every part connected (using F to connect verts to make an edge) and then converted to curve. How did you make the base curve in your picture? In yours, the thickness is even throughout, whereas on mine, it thins out towards the intersections (see OP) side note: how did you copy mine exactly without the blend file? : )


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Convert grease pencil strokes to an extruded mesh preserving stroke thickness
I've googled different ways to convert the grease pencil stroke to the mesh. Unfortunately, they all do not respect the stroke thickness, because all the ways that I found use direct conversion to lines/bezier curves/polygon curves. That makes lines have even thickness instead of the thickness of a stroke:

So I have found a workaround: I apply the "Outline" modifier to the stroke first, then I convert the stroke to the polyline, then to mesh, then select all the edges and extrude them, so I have an outline as an extruded mesh:

But this isn't a solution because the extruded mesh does not have caps, having a hole instead. I've tried to fill it using Alt+F, but it fails to fill holes on the complex shapes, especially when line intersects itself. I've tried to autosplit intersecting edges and then Alt+F it again, but it fails to fill the holes correctly because the line is concave:

Since Blender 3.4.1, in Draw Mode of a GP Stroke, there's a checkbox Outline in the top menu bar under Stroke.

This amazing new feature creates not the center line of the Stroke, but instead creates the perimeter Line (inluding varying thickness from pen tablet):

So, this might be a good start. Depending on your Stroke geometry, you might want to use a Simplify Modifier on it. If you have overlapping strokes, try the Cutter in Draw Mode. For cleanup, convert Stroke to Polyline, convert again to Mesh and Merge at Center in Edit Mode:

After cleanup, select all and hit Alt+F to fill.

This can fail at the caps of the stroke, depending on geometry. Just fill the failed areas with Ngons (select that area's border, then just hit F).
Finally, add a Solidify Modifier:

Thank you for your answer, the outline stroke mode is an amazing feature.  But still, If I need to manually cut and fill the intersections this ain't gonna work while making a solid from a big illustration with lots of strokes. Anyway, thank you for your answer

The one working workaround I have finally found:

Turn on the Freestyle SVG Import/Export plugin
Export Grease Pencil strokes as an SVG
Convert exported SVG with strokes to an SVG with pathes (I googled "svg convert stroke to path online" and clicked the first link)
Import the converted file back to blender, but not as Grease Pencil, but just as a curves collection. These curves are closed polygons of the strokes preserving their thickness, so they could be easily joined with Ctrl+J, then Tab to edit mode, a to select them all, e to extrude them.

But still this looks ad-hoc and need additional external tools to be used, so I'm still seeking for a clean solution just inside Blender.


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Build a cutting plane from viewport
I'm using Blender for plaster mold creating. My way to create mold consisting of several parts is to sculpt the cutting plane which produce part of the mold by using Boolean modifier to the mold box and the object itself, while tool object is the cutting plane. Now I'm thinking how I can simplify the process of creating a cutting plane.
Mold is required to split freely when the object is casted, so I use the Mesh analysis to make the cutting line.
So, can I somehow automatically create plane that is flat on its edges but it follows the shape of the object visible from the viewport perspective in the center, like on the image?
Scripting is fine: ideally, I would like to create a plugin for mold making.


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Texture Baking (Diffuse) color seems off
I encountered a problem while baking my textures. I got a white color texture for my model but when I baked it the results became blueish.
Below is the before and after of baking.

What bake settings did you use?

diffuse, color, indirect and direct are all checked. however when I only bake the color there's no problem, in other color too there's no problem even direct and indirect are turned on


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X-ray Like? (Blender 3.6 ViewPort)
I've downloaded the Blender 3.6 version, and I noticed when I got to edit mode. The viewports seems to be in a X-ray like mode, not sure what this thing called. But, do you know how to disable it? It's so annoying lol.

Maybe in the N panel > View > View, tweak the Clip Start and End values?

I'm not really sure if this was just a bug or an intentional feature of Blender 3.6's initial release, but after installing the latest 3.6.2 LTS release, I have noticed that everything now looks normal. I do agree that this was incredibly annoying! Although I will also mention that the Clip values that User moonboots mentioned, specifically Clip Start, can cause some strange X-ray effects with faces if you have the value lower than 0.001 and are zoomed in quite close.


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Object Info node random output doesn't work properly
I have a scene with many collection instances of a collection containing a car and its wheels. The car has a material on it with its base color being controlled by an object info node's random output:

Everything looks good as long as I am in material preview with the overlays turned off:

But with the overlays turned on(or sometimes the other way around) or if rendered using the EEVEE render engine, all the cars will have the same color.

It would be appreciated if anyone could suggest a solution to fix this problem(I don't want the colors to be controlled by position because the cars are animated) or report the bug(If this is a bug).
here is the .blend file:
https://mega.nz/file/4whyzTYK#LYLMOGpAT3VvUi4j73Jg63W2p8sG_HRQ8L3E_A107z0

There are no Blender developers here and no-one here has any association with the Blender Foundation so if you think you've found a bug you should report it via Blender's Help > Report a Bug menu. Also see https://wiki.blender.org/wiki/Process/Bug_Reports

I don't know the exact steps to cause this problem which is needed in order to report a bug.

Well you've just described how to produce it in your question so I'd have thought that submitting that and your Blend file in your report should be sufficient.

maybe wanna try another Blender version? i tried on 4.0alpha and it worked: [1]: https://i.sstatic.net/jFwNP.gif