text:
Issue: EEVEE unexpected long initialization time while rendering
I am rendering a scene that I have been working on for days. It has not a lot of detail, just a few not complex materials. It rendered in EEVEE fine with 1.1s per frame. I just changed some animations and scaled some objects but did not edit rendering settings.
Suddenly EEVEE is taking forever to initialize the render as well as to close it and open the next frame. When it actually renders, it takes only a second to render.
Is there any way to profile the rendering process?
I would like to try to find out:
What data containers where loaded,
how long did what process take
Where there any internal errors that are not shown in console
Are there maybe sudden driver issues
I have had this problem three times now on different scenes. It happens randomly but sticks with the file no matter what I do.
My System info:
64GB Ram
2x Nvidia RTX 2070 blower edition
AMD Ryzen CPU

You can start blender from command line with blender --debug-all or blender --factory-startup --debug-all See the manual

Isn't it just the driver initialization? It should do it only once. I noticed this behavior once in a while but not often - maybe every time i update blender to a new version...

I had the same issue yesterday, when trying to render scene from animation in EEVE. It took about 25 second for it to start. It was the same with Cycles and Workbench render. There's no automatic update on blender so in my case it could be Windows or GPU driver issue. Tried previous blender release, same thing happended

Hey, i was not able to fully replicate the issue. I have re-build the entire scene exactly with the same topology. Randomly it occours and then stays. BUT I was able to fix it (not really a fix when you just re-do everything) by re-linking every single texture and material. I think it has something to do with the render cache. I think "normally" blender would load the required textures into gpu memory / ram once and from there adress it per frame. I guess what happens is, that blender is re-caching all files every frame.

Hi @PeterSmith, i tried the same scene on a different machine: A Gigabyte AERO Notebook RTX 2070, 64GB Ram with studio drivers from NVIDIA. I the issue remained. Either it is Windows not working well with Blender to cache the files or something else. It is not the scene load itself as the scene works fine and renders in seconds per frame in EEVEE when I re-linked all files. But the isses randomly re-appears and then sticks until I re-link all geometry, files and materials.


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recreating a scene from THE MATRIX
for a video project I am trying to re-create a scene from the Matrix.

https://www.google.com/url?sa=i&url=https%3A%2F%2Fgfycat.com%2Fru%2Fhelpfullavishboilweevil-virtualworlds-thematrix-fairuse&psig=AOvVaw10ZFkKDtxpTHuYSDItfg3i&ust=1601545854620000&source=images&cd=vfe&ved=0CAIQjRxqFwoTCMDdya_NkOwCFQAAAAAdAAAAABBZ
This one in particular.
I am having trouble conceptualizing how to best build the spawning of the shelves. Ignore visuals, effects etc. The question is focussed only on how to spawn the shelves.
I was thinking of moving a particle effect on the x axis from left to right that spawns two particle effects that constantly push out shelves along the y axis. (to have the shelves go towards the camera and towards the horizon).
OR
Place the emitters right where they are supposed to be and trigger them with a driver that is animated.
But for the love of .... I don't really have a solid plan for this and it would be a lot of trial and error. Has someone done something like this before? Would you happen to have a good alternative idea? ;D Thanks a lot

Maybe you could use the array modifier and animate the number of the duplicates?

omg, @haarigertroll lol, the simple solutions may actually once more the best. I think that may really work. I could instanciate an object with an animated array modifier to get the result .... Goog idea! Thanks man.

@haarigertroll here is my current state. (white boxed). I wonder how i could make it delayed. Maybe make an instance of one row that has the double array modifier on and somehow animate it staggered?. https://youtu.be/BIyG8j4QqIw

Also: I would probably make it much much larger and move the entire thing as well.... Kinda a nasty workaround as I would have a lot of geometry really quickly. Anyone any idea how to spawn the shelves and move them like it would be a particle?

source: Stack Exchange

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

sort: votes


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How to run some functions in an addon in blender start?
Is there anybody who know how can I run some functions in an addon in blender start?

By execute you mean enable? Have you clicked the Save User Settings button on the bottom of the Blender User Preferences window?

No. I want to run my addon without any button or something like that. I want it to be run when blender opens.

Juste after you've enabled the addon, have you clicked the Save User Settings button on the bottom of the Blender User Preferences window? You need to do this if you want your addon to run on your next session

Yes I did it, but that's not what I'm asking for. I want an automatic run just after the user open Blender.

@Tanguy the confusion stems from the terminology  used in your q.  An addon is never really "exectuted" or "run" as such;. It's registered when enabled.  Consider addons more like modules. Once it's enabled can use the  operators, panels or set up things like keymaps and handlers..   To run some function from your addon on file load,  add a persistent load (pre or post)  handler and configure in  your register method. Similar

@Tanguy if this is your question, edit  your question to clarify what you are asking.

@batFINGER You're right, sorry, I'm a begginer in Blender. Your answer is closer to my problem. Thank you.

if it is your add-on then you can set you shortcut to start Blender with the -p/--python switch  blender my.blend --python myscript1.py

In user preferences choose add-ons tab check the box of the plugin you want to use and hit save user settings in lower left corner.
If the plugin is not enabled next time you open blender then either you are doing something wrong (like, the shortcut of the plugin activation is diffrent than you think or plugin is updated and changed it's interface so it doesn't appears in the same spot as shown in tutorials) or the plugin is glitched.
Try repeating these steps and downloading and using latest version of the plugin.

I know that... I want to know for example how to create a "suzanne" directly after blender opens.

you can open Blender, create your Suzanne, then save this scene as your default preset with ctrl U > Save Startup File, when you'll reopen Blender you'll have a Suzanne by default, is it what you want?

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


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black line between textures
I merged textures alongside their meshes but now there is a black line between each texture.How can I fix this error?
dropbox file: https://www.dropbox.com/s/n2qsug7e6r341o0/beach%20model.blend?dl=0

What happens when you render it?

i apologize because i rushed this question and it ended being worded really poorly. i've merged meshes with their textures and now there are seams(even when rendered) however, as i get closer to the mesh the seams disappear, is there something i should fix or is it fine?

I'm not sure i get you - when you render an image, the seams are there when you look at the image at full size? I mean not just render view, an actual render, right? Because how you say it sounds to me that it is about how the viewport displays things. If they are gone when you closely, in that case, it's just an artifact of how it's displayed. The definite proof whether there are seams that shouldn't be there would come from looking at a rendered image, it would help if that was in your post.

i added the dropbox file, also I rendered it  and the lines where still there


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How can I unwrap polys into a perfect square?
first question here and yes, I already searched  and couldn't find anything for my case.
I'm trying to UV map a model I managed to get from a PS1 game as I'm doing a track conversion for rFactor 2, but the problem is that basically all the models use a perfect square projection (edge to edge on the UV) on it. My issue is that no matter what unwrap method I use (including modifying their settings), they never get unwrapped into a perfect square. If I could find a way to do that I would save a lot of manual work as like I said, all models use a square texture edge to edge.
EDIT: I found out that what I'm looking for is basically per face texture mapping but I can't find any way to do that

Have you tried Project From View (Bounds)?

That doesn't work as it's exactly what it says to be, a projection from view. Even zooming in doesn't change much and the issue is still there

Resetting UV coordinates will give you pefrect squares (U > Reset), but if faces are quads. Other than that try Smart UV Project

Mr Zak (and the answer below) solved my problem, the uv mapping becomes a perfect square and that will help me save a lot of time. Thank you!

I had a similar problem way back ;)
I used this addon:
http://blenderaddonlist.blogspot.com/2015/05/addon-quad-unwrap.html
What I did was to unwrap all my quads that should share the same texture at once, used the addon to make all lines straight and then scaled the resulting grid so that one cell occupies the whole uv space, forcing the other cells outside thus making them exact uv copies of the first cell.
EDIT: It seems the author did not update the link he posted on blenderaddonlist. However in his youtue tutorial he posted a downloadlink in the description that still works ;)
https://www.youtube.com/watch?v=DcFEdK5TQv0
https://www.dropbox.com/s/li6nuop9c4omlih/wahooney_uv_quad_unwrap.py?dl=0
EDIT2: Triangles are a bitch. It does not work with them, since there is no way for the addon to know which way to follow to the next quad. So you would have to get rid of the triangles first. Unless the geometry is very complex the build in blender tri to quad function should be able to do it.
EDIT3: Feeling stupid right now ... using U -> Reset on the faces already does a per face mapping. Is that feature new ? I could swear the reset option was not there two years ago ;)

It is unfortunate that you are dealing with a triangulated mesh ... I do not know how well the addon handles triangles.

Damn I did not check the downloadlink ... it seems the author has abandoned it. Trying to do a search on my harddisk. Perhaps I can find it somewhere.


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how to add a logo on top of texture
I created a t shirt and I applied normal maps and displacements to make it look more like a cotton but what i wanna do now is i wanna add a logo on the chest. How can I do it? Thank you alot for any response. Pictures below:

It did not work out exactly as you wanted it to, but it's a bit close to what you want.
as if to blend these two pictures together. I just mixed you with your picture
I linked it in the editor


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Boolean Issue: hole in mesh is.... strange
So i'm wanting to make a hole in the plane using the blocks you can see. However after applying the difference boolean you can see what I mean by the hole being strange.

The block disappears on one side of the plane but the other side becomes part of the plane. Anyone know what's going on?

This is my Boolean, however i'm not getting the same 'Solver' feature you seem to have. I'm assuming my blender is out dated and that updating should solve this problem?

Thee problem is most likey due to your meshes not being manifold (ie, completely enclosing a single solid volume). The plane is obviously non-manifold (being just a plane) and the blocks are technically non-manifold since they enclose multiple volumes rather than a single connected volume.
The Boolean modifier includes a 'Solver' setting. This allows you to choose between BMesh and Carve and these use different methods to apply the boolean which can produce different results - especially with non-manifold meshes.
I can replicate your results using Carve and switching to BMesh produces the expected cut-out.

NOTE : The Solver option was introduced after Blender version 2.76b. If you do not have that option then you'll need to address this in a different way - by making the meshes manifold as this results in the modifier producing more consistent results. To make the plane manifold you can simply add a Solidify modifier before the Boolean modifier. With the plane manifold both solvers should produce the desired result.

I read the question twice and still didn't get the problem since I expected this behaviour. Thourough explanation

Please have another look at my post as I have updated it with a new picture showing that I don't have this particular 'solver' feature your version of blender seems to have, just wanted to clarify if updating my blender would solve this?

@Kevin What version of Blender is this?

@RichSedman 2.76

@Kevin Quite right - I've checked 2.76b and that also doesn't have that option. So you're stuck with the default solver (which is, presumably, Carve). However, the problem is how it's interacting with the non-manifold meshes so one option is to make the plane manifold. If you add a Solidify modifier to the plane before the Boolean then it should work as expected since it will then be manifold. I have tested this on 2.76b and it seems to produce the desired result.

@RichSedman Rich you handsome devil it worked perfectly, thank you so much for taking the time to help me out with this. Appreciate it big time. Thanks.


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Is there a proper way of import vector curves to Blender?
Can you guys help with advice to proper way of importing vector curves to Blender? What output format and editors do you use for it?
I tried SVG format with Blender 2.79 / Inkscape 0.92.3 and after all possible tweaks I still have an imperfection in Y dimension - a rectangle with 1000 mm from Inkscape became a quad with 1m, 0.99981 m, 0m dimenstions. Viewbox is 0,0 1000, 1000 in svg source code, but has a translation offset.
Another attempt was DFX format - it works perfect for scale BUT doesn't support curve segment curvature itself - it's ok only if all nodes are  "corner" type nodes (all segments are straight lines).
Thanks for advance!
UPDATE: dfx files examples: quad (import ok), circle (error in blender, but ok in 3dsmax)
p.s.: it seems that dfx could transfer only as poly-curve, not Bezier((.

Attach some image of DFX which is not supporting

I attached 2 dfx files: a rectangle and a circle.

If you need to change poly curve to bezier you can. In edit mode -> tools -> curve tools -> set spline type -> bezier

Yes, I can use "set spline" but it is only a workaround that is required additional clean up and tweaks. I can draw curves in Blender but wish I can use traditional tools like Inkscape or Illustrator. Tell the true I terribly miss spline toolset like 3dsmax has. It seems like Blender 2.4 has some CAD addon for curves that has cool features but it's not available for current version of Blender. DFX for poly-like-shapes is ok, for other SVG is best way but it's not perfect. And it's still unclear weather it's blender svg importer side bug or it's inkscape svg exporter one.


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How to set image_strip_add() Width?
This Python Script works in Blender 2.79, inserting an image to the Video sequencer. But i can't set the Width (scale). Any Ideas?
sequences = bpy.context.scene.sequence_editor.sequences
obj = sequences.new_image(
        name=file_name,
        filepath=filePath,
        channel=channel,
        frame_start=int(frame_start)
        )

obj.use_translation=True
obj.blend_alpha=0.0
#obj.scale doesnt work
obj.scale=[0.5,0.5]

I think your missing the Z-scale setting.  From documentation: Type    float array of 3 items in [-inf, inf], default (1.0, 1.0, 1.0)... i.e., array of 3 items required.  So try obj.scale=[0.5,0.5,1.0] or obj.scale=[0.5,0.5,0.5]

ok, here is my solution.
found here: https://blenderartists.org/t/solved-add-effect-strip-transform-for-image-vse-lm18/688456
Set a Context first: window = bpy.context.window
def setTransformer(scene,filename):

    sequence = scene.sequence_editor
    bpy.ops.sequencer.select_all(action="DESELECT")

    mystrip = sequence.sequences_all[filename]
    sequence.active_strip = mystrip

    screen, area = find_sequencer_area()
    window = bpy.context.window
    location = {
        "window": window,
        "scene": scene,
        "name": 'test',
        "area": area,
        "screen": screen,
        "region": area.regions[0]
         }

    bpy.ops.sequencer.effect_strip_add(location, type="TRANSFORM")
    return lastSequence("Transform")

def lastSequence(mod="Transform"):
    transform_sequences=bpy.data.scenes['Scene'].sequence_editor.sequences_all
    lastKey=False;
    for key in transform_sequences.keys():

        if re.search(r"^("+str(mod)+")",key):

            lastKey=key

    return transform_sequences[lastKey]

 obj = sequences.new_image(
        name=file_name,
        filepath=filePath,
        channel=channel,
        frame_start=int(frame_start)
        )
transformer[file_name]=setTransformer(scenes1,file_name)
transformer[file_name].use_uniform_scale = False
transformer[file_name].scale_start_y =123
transformer[file_name].scale_start_x =432


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Can i make a render like what i see in my viewport?
I'd like to know if I can make a render that looks like what I see in my viewport.
Viewport screenshot :

Render :

With the viewport, I lose a lot of details and I have quite some noise, but sometimes it gives a feeling of a "painted" image, which I really like on some projects.
It is most noticeable on the sphere and the edges of the room.
Anyway, I can render what I have in my viewport directly?
Thanks!

Take a screenshot of it!

Have you tried to use the same number of samples and noise threshold in render and viewport? (Cycles > Sampling section) The viewport usually has a lower number of samples and a higher noise threshold for the denoiser (Blender 3). With these settings, you get a quick result, but fewer details.

Yes, i tried to match the samples settings, even trying 1 sample for the render, still not the same.

Here, the images are with the 5 samples settings. ( and no, screenshot won't do for animations )

Ok, and the first screenshot is in "Render" shading mode, not "Material Preview"? Do you use any modifiers that have different settings for viewport & render? -- Well, plan B: You can still try what @BlenderMaster15 said and use the menu "View > Viewport Render Image" or "... > .... Animation" to render what you see in the viewport. Just turn off the overlays before you do so.

The first screenshot is indeed in render shading mode and my settings are the same between viewport and render. If i disable the "denoise" function in the viewport, i have a total different render in shading mode that looks like more the final render.

I'm trying the "Viewport Render Animation" and i just have a black screen. I can see the number of frame calculated from 1 to 250. But i only see nothing but black screen :/

Well, it goes blackscreen only in shading mode, not in material preview... don't know why yet

Oh sorry. Yes, it's because you use Cycles for rendering. Looks like the Viewport Render doesn't work with it.

Can you provide a demo file at https://blend-exchange.com/? I still wonder why your outputs differ.

Sure !

If you set Render Properties (Cycles) > Sampling > Render > Denoise > Passes to Albedo then it looks closer to the viewport render which has the same setting. But it is only similar, not 100% the same.

That did it ! I get 100% the same image ! Thank you a lot ! I'm still new to blender, started a few weeks ago so... Tanks !

Hi @JimRolls and Blunder, could you wrap up your discussion and result in an answer? It would be easier for other users to profit from your „journey“ towards a solution.

Yes, sorry but how do i do that ?

@JimRolls Just post a summary, the settings, and a screenshot as answer to this question. You can answer and even accept your own question.

To exactly match what you see in the viewport into the final render :

set Render Properties the same way you're viewport's set.

for me, the important part was the denoiser section.


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Unable to sculpt object with Subdivision Surface modifier
I have used a Subdivision Surface modifier and a Mirror modifier to create my object. I was able to create a body of the object, make a robe and boots, but I wasn't able to sculpt the face.

I have tried restarting Blender, used Dyntopo, strengthening my brush, but nothing is working. Every time I use the sculpting tool it has no effect on the object.
Is it possible that Blender is not able to sculpt an object once a subdivision surface modifier has been used or am I missing a step?
Here is the zip package of the blend file I am sculpting at the moment:
https://drive.google.com/file/d/1nph6Jx0vx5kjgM3wemL0PDCnW-sSuxpf/view?usp=sharing

Sculpting is working on real geometry by moving vertices. Your Mirror and
Subdivision Surface modifier are only creating temporary, virtual meshes that are subject to change whenever you change the axis of mirroring or the levels of subdivisions. So the sculpting information cannot be stored in the vertices because they do not really exist in the mesh. Almost all modifiers have to be applied if you want to work with the mesh generated by them. An exception is the Multires modifier which exactly does this - providing a virtual mesh for sculpting to have multiple levels of subdivision.

How do I apply all the modifiers and how do I use the Multires modifier to provide a virtual mesh? When I tried to use the Multires modifier it only cuts the object in half and I still cannot sculpt it.

It's not cutting the object in half, it disables your Mirror modifier - because as I said, the modifier does not provide "real" geometry which can be sculpted. To apply a modifier you have to be in Object Mode and then hover over a modifier and press Ctrl-A to apply it. Or to apply all modifiers at once, press Ctrl+A in the 3D Viewport and choose Visual Geometry to Mesh. But beware, this way all changes made by modifiers are permanent and cannot be changed anymore.

Just putting the Multires modifier on the object alone does not give you a hi res mesh to sculpt. It lets you add subdivisions which you switch between depending on what mode you choose, so e.g. low res for general sculpting, hi res for finer details and you can also choose which resolution shall be visible in the 3D Viewport when in Object Mode and which should be used for rendering. But I'm not gonna give you a complete tutorial on how to use the Multires modifier for sculpting. There are tutorials on sculpting out there. For specific questions on it better ask a new question here.

It worked! I chose Visual Geometry to Mesh in the Object mode and I am now able to sculpt the object! Thank you so much for your help!


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Texture Problem When Trying to Render
Very new to Blender. I was trying to add some decals to a car, but while they show in EEVEE, they don't when in Cycles. I don't know if it's a texture, shader, or geometry issue. I applied the texture through the texture editor, the base material was taken from Blenderkit.
When in EEVEE:

When in Cycles:

Hello and welcome. Please don't write in all caps in the title or body of any posts, it is the written equivalent of shouting, is harder to read and may be considered rude. Please use the [edit] button below the post to change you text into regular case.

This is a site run by volunteers answering question for free on their spare time, rushing them or giving deadlines may be discouraging and is generally considered rude. Among other factors, how fast you get answers depends largely on how thorough your question is.

Hello, probably a Z-fighting problem, you may have some faces overlapping, check if this is the case, and if not please share your file


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Particles projecting ahead of object to which they are attached. Help!
`

enter code here

`I am following this tutorial: https://m.youtube.com/watch?v=OcxrBrDQ7Lc
The particles when I render are projecting far ahead of the animated jet they are parented to flying across the sky. Why would particles be ahead of the animated path? Followed the settings from the tutorial very closely and only deviated slightly.

Hello and welcome. It's hard to tell from this crop only. Also, the tutorial is 40 min long. Can you share a file with the jet (emitter object) and the particles? (https://blend-exchange.com/)

When you say file, do mean another screenshot?

I mean the blend file so we can have a look.

I’m afraid it won’t let me/idk how. I’m sending from my phone so I can’t upload from my computer as a guest. I dropped the file onto my phone but can’t figure out how to upload it. In the meantime here is an actual png file. Apologies for making this even more difficult but I’m a total noob.


text:
How do I fix uneven symmetry in texture paint
I am still fairly new to Blender and this is the first model I've completed fully and started to texture paint. I created seams on the model's head and then did a UV unwrap. When I take the selected UV into texture paint, the UV appears on the left, but with another duplicate of each island underneath/over it that was not present in UV editor. When I create a material to paint on, the symmetry works, but the strokes are not aligned perfectly. Painting on the character's right side creates a mirrored stroke on the left side, but lower. Even if I reset the UV map, going into texture paint still shows an unaligned duplicate UV of the unwrapped shape.
Those duplicate islands only show up in Texture Paint Mode and not in UV editor mode. Thus, I cannot simply align them in UV editor, or separate them to avoid overlap, as they do not appear. Moving the islands in UV editor will also move those duplicates that appear in Texture Paint mode, but they will always be offset by a small distance. I am unsure how to align them. I have checked to see if my model is not aligned with the world origin, and I see nothing wrong. It is centered on all the axes.
In UV editor, only one side of the model appears.

In Texture Paint mode, the UVs appear with some kind of duplicate that is always offset by a little bit. Is this supposed to represent the mirrored mesh created by the mirror modifier? If so, how do I align them when they don't appear in UV editor? I drew a pink stroke from the right going inward towards the center. A stroke on the left appears, but the symmetry is off.

As we can see in your UV Editor, the UVs are overlaying, but they are not aligned, so your painting is not aligned either. To have a perfectly symmetrical painting you need to either:

Have UVs that are not overlaying. In your case you need to select the right or left part of your object and, in the UV Editor, move the UVs so they don't overlay, then in the 3D View enable the X Mirror option on the top right and paint:

Have UVs that are perfectly overlaying, which means that are aligned. To do that you can delete the right or left half of your object, give it a Mirror modifier, unwrap again and in the UV Editor rotate and scale the UVs in order to optimize the space, then apply the modifier and paint:

I should have clarified that I cannot move those unaligned islands of the mirrored side of the face. When I go into the UV editor, those duplicated islands that represent the mirrored side of the model do not show up. They only appear in Texture Paint mode. When I moved the UVs around in UV editor, it will move those unaligned duplicates with it in Texture paint mode, but they will always be offset. I'm unsure how to align them when they don't show up in UV editor. My model already has a mirror modifier enabled.

I'm not sure what you mean, you can always move the UVs, please share your file so that we can test it


text:
How to preview just one zone with cycles?
I've watched this tutorial where i think the author selects an specific zone to preview with cycles. I can't get with the keys to do that. Is it possible what I'm saying?
https://youtu.be/PoSvCn1Jl6g?t=240   min 4

This is Render Region, Ctrl + B in Object Mode.
Ctrl + Alt + B to clear the selection.
In the manual, this is found on the page for View Regions.

Thanx for the answer. I have another issue. Is it normal to have a preview with "noise" when you do "render region"? I have added an image in the bio.

That looks quite normal.  To mitigate that you can run more samples or use a denoiser.  Here are instructions for blender 3 - https://blender.stackexchange.com/a/229227/110840

Thank you so much!


text:
Dot product of vector with camera's local positive x-axis?
I would like to detect if a cube is in the right half of the camera's view:

I'm trying to do this with geometry nodes. Here's what I have so far:

(Bottom half of this image)
I normalize the cube's position, bring it to view-space and perform a dot product on it (with the camera's local x-axis?) and output the dp value as an attribute.
(Top-left of this image)
I use this dp value to color the cube in the scene.
(Top-right of this image)
There's a camera with its local axis orientation annotated on the screen as well as the cube I mentioned before.

The problem I'm having here is I don't think I'm using the correct camera's positive x-axis when performing the dot product. When I move the cube around the camera on the x-y plane, the cube turns black when it's on the right side of the camera (meaning the dp <= 0) and when it's on the left side of the camera, it turns white (dp > 0), which is the complete opposite of what I want.
Here's a video showing the incorrect result:
https://i.sstatic.net/UQzbW.jpg
I know I can simply add a "Math" node after the "Separate XYZ" and multiply it by -1 to flip it but I want to get the correct positive x-axis without having to flip it.
Edit: Please ignore the incorrect use of the "Separate XYZ" into the dot product node; it inputs a vector with a value of (X,X,X) into the dot product. I thought it was going to input (X,0,0) into it. I fixed that tiny mistake by putting a "Combine XYZ" (using (X,0,0) as the values) after the "Separate XYZ". But this is a moot point because if you look at @RobinBetts reply below, I need to use "Vector" and "Vector Rotate" for the local x-axis instead anyway.

Is this group any good to you? It stores, on the modified object's points, whether the object is camera-right or camera-left.

The 'Rotation' outputs of various nodes have three components, but they are not  Cartesian vectors. They are collections of three angles. So Dot-Products of those don't make any conventional sense. To get the Camera-X vector, take (1,0,0) and rotate it by the camera's rotation.

I made 2 changes to get it to somewhat working properly (it's still not correct though):

it seems my view transform was incorrect. For the translation, I have to subtract. https://computergraphics.stackexchange.com/questions/2037/correct-view-space-transform

I applied your "Vector" and "Vector Rotate" nodes

Here's what my nodes currently look like:
https://imgur.com/a/PaH7Fhm
Here are my results: you can see that the dot product value becomes zero way before the cube reaches the middle of the camera:
https://imgur.com/a/Sa7gKei

Sorry about the formatting issue above. I'm not sure how to put the sentences on a new line. I used shift-enter and that looks fine but once I add the comment, it seems to ignore formatting. :(

Hi, @Sam ! np about the formatting. Comment markdown is limited, I can not get this group, as shown, to fail at my end, nor can I understand why it should, unless your camera is carrying a shift, or something? Try this file, and let us know? It's a bit of a mystery, to me ...

This group does give a result for object-origin L/R. It would need tweaking for point L/R. I see your GN group is on a 3rd-party object.. is that necessary?

Not sure what "carrying a shift" means. Yeah. The 3rd-party object is necessary, that's why I'm trying to transform it to view space. (Object-origin L/R is fine. Don't need point L/R.)

If this one works for you, we can edit it into the answer.

If you like, you can do it with shader nodes only:

The View Vector is the normalized vector from the camera to the shading point, in camera space.
In camera space, the right half of the screen is just X > 0.

Unfortunately, I can only do it in the Geometry Shader. The only reason why I output the dot product value to the shader is just to visualize/confirm the value. I did learn a lot about the "Camera Data" node from you though! I didn't know it and its View Vector existed. Thanks for that! :)


text:
Applying FBX file data to 3D camera in blender
So I did a 3D track in Boujou 5 and exported the FBX file, converted it to another version of FBX file so Blender can read it and now I'm stuck here. Apply the camera data to a 3d camera in blender, I just don't know how to do it.
I have an image of the animated camera from the track, I've highlighted where exactly they are.

Is impossible view image due to your privacy setting. Anyway - You need to upload your image here  - so solution can see someone years later. This forum is not designed for "one time purpose".

I fixed the image :)

activate the "3D view: copy attributes" addon from your User preferences (CTRL+ALT+U)
Save user settings.
Close window, return to blender 3D view.
Space bar > search > import FBX file. Locate your boujou FBX file. Open it.
Draw a new space area for window, SHIFT+F9 to make your current view to outliner. Search using filter: CAMERA. If there´s a camera you´re in luck, go to 6.
select that camera and press CTRL+ALT+Numpad 0. It will make the camera you selected fro myour outline from bojou the "current" view camera. Press 0 in the numpad, your viewport will switch to camera view. Press ALT+A to play animation. See if it matches.
// You don´t need to apply any camera data to blender. Your FBX file SHOULD have a camera element.
Click on your camera from boujou, and go to camera properties on blender (properties zone to your right side of the screen, the camera icon). From there you should have all the properties Boujou sent, like aspect ratio, lens, sensor, etc.. Should all match accordingly.

That helps immensely! Thank you! 3d motion tracking has been such a huge issue for me. I still don't have it lined up, i think i just need to get my camera settings correct in either boujou or blender. Things are making a lot more sense though. Thank you! I'll post my results when I figure it out. Cheers!

awesome. Vote me up on the answer I gave you. Thanks

That helped a lot but I have a new problem, I asked that question here...https://blender.stackexchange.com/questions/111813/fbx-file-boujou-track-data-lags-behind-video

I´d gladly continue to help you. Just vote up my answer. Thanks.


text:
Acrylic Material with Light Transmission
I've tried so many things that I know of and I can't figure this material out. For reference, I have an example of what I want to create. To be clear I'm going for the floor material.

To me, it looks like the floor is illuminated from the bottom, I'm thinking this because the lights hitting floor in the middle are turning the floor white. So I'm assuming the floor is a white acrylic material with just a little light transmission, as you can see it's also very glossy. So I have a white floor material and then I have an emission material at the bottom. In the pictures you'll see a big round shape on the floor, that's the large panel light beneath the floor and the the fresnel keeps doing this. ANyway here are my results.

Then I figured out that GGX will let me transmit light but it doesn't work, this is transmission and transmission roughness cranked. One problem that persists is the fresnel is being really weird or I just don't have the right settings to get what I need.

what kind of lights do you have in your scene?  There are a LOT of spotlights in that studio scene.  It'll be hard to duplicate the scene accurately without a similar lighting setup.

The difficult part is the spot lights don't really show up much with the big panels on the walls and floors. The emission panels throw out a lot of light. Right now I'm just trying to get the floor material right.

is that round shape from a big spotlight?

No it's from the light beneath the floor

oh, I don't think that's what's going on there...I think it's like this: https://imgur.com/a/73Rf5os ... see the long harsh shadow of the guy on the left side in your image?

Never mind I might have fixed my problem. After extruding the floor and making it 1" in thickness, it did what I wanted to do. It was just a plane before so I'm guessing the light needs something to bounce around in in order to achieve the effect I want.

ah, ok, I was just about to attach a blend that seems to work fine for me...but I do have thickness to the floor.  http://www.mediafire.com/file/j1ozq744c5dq6zc/panel-floor.blend1/file  if interested

I don't think the material will be a problem now, but thank you for your help. When I start to ask more questions I tend to get to the answer sooner. Thanks.

All it took was extruding thickness to my floor sorry I'm an idiot LOL

that's the best way to learn imho!


text:
How to use Keyframes and the Python API programmatically?
Currently I have a default cube and 400 frames.
Here's what I have working without keyframing
import bpy

current_scene = bpy.context.scene

default_cube = current_scene.objects['default_cube']

def update_scene():
    current_frame_value = current_scene.frame_current

    if current_frame_value < 100:
        default_cube.scale.x = .05
    elif current_frame_value < 200:
         default_cube.scale.x = .08
    elif current_frame_value > 300:
        default_cube.scale.x = .3
     else:
        default_cube.scale = 1

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

print('I work!')

The problem I'm having with the non-keyframe method is there isn't any interpolation between the scaling and I intend do this for thousands of frames. What is a good method to use keyframes programmatically to achieve interpolation?
https://docs.blender.org/manual/en/latest/editors/python_console.html Blender 2.8 doesn't reference anywhere.

Figured it out!
Here's how to use the Python API to set it:
# X, Y, and Z location to set
default_cube.location = (0.0, 0.0, 0.0)
# Set the keyframe with that location, and which frame.
default_cube.keyframe_insert(data_path="location", frame=1)

# do it again!
default_cube.location = (3.0, 2.0, 1.0)
# setting it for frame 10
default_cube.keyframe_insert(data_path="location", frame=10)

Details on .keyframe_insert() can be found in Blender's manual.

Based God Julian, thank you


text:
How to straighten and rearrange UV Islands? (hair cards)

This is picture is so you can see what I mean. Reds are the same, and greens are the same and I want reds to be an island and green to be a separate island.
In the tutorial linked below, you can see that after he finished the hair in ZBrush and he created the UV layout, he then imports it in Maya and creates islands out of the similar hair cards (Step 8 and 9).
How can this be done in Blender?
https://www.3dartistonline.com/news/2015/04/how-do-i-create-real-time-hair-for-games/

According to the images you posted, you don't want the reds and greens to be in one island each. The strands are still separate UV islands, you just want to rearrange them, right?

@metaphor_set yes

The easiest method to straighten and rearrange UV islands in Blender is by using the free add-on TexTools by renderjs.
After you installed TexTools, you find a new tab in the UV/Image Editor.

Step 1
In the first step, you want to rectify all the UV islands. Select one island, click the Rectify button then repeat the process for all the UV islands.

Step 2
Once you've rectified all islands, enter Face Select mode, then select the similar ones and rearrange them vertically at the top edge.

Step 3
In the next step, chose one island as template and scale the edges of the others vertically. Do this by selecting the same edges on each island except in the template island, then press S, then Y and then 0.
Repeat this for all edges.

Step 4
After that, turn on "Snap to Vertex", hit G, Y then press Ctrl while moving the edges vertically, until they snap at the same height as the template edge.
Repeat this for all edges.

Step 5
Now, position the islands roughly into a vertical stack, switch to Face Select mode, then press the "Align left" button to arrange them horizontally on the left edge.

Step 6
After that, turn on "Snap to Vertex", hit G, X, then press Ctrl while moving the right edges horizontally and move your mouse over the template  until they snap at the same width as the right template edge.

Step 8
Repeat Step 1 to 7 for the second island group, then rearrange them by using the method in Step 2.

You truly save me here, i thought I wouldn't find an answer. This was the last part of the puzzle trying to make hair cards. You didn't explain how to overlap them but that is the easiest part of all, and even in the add-on I can see a overlap button. Thanks again for an amazing replay


text:
Exporting to .ac file using io_scene_ac3d folder files
I'm trying to modify a Blender file object (aircraft instrument) then export to an .ac file for use in Flightgear. Error script follows below. I've enabled the ac3d folder contents in separate attempts for the directory folders as such:
/program files/blender foundation/blender/2.79/scripts/addons
/program files/blender foundation/blender/2.79/scripts/addons_contrib
I also tried enabling the addon within the Supported Level:Testing area

Hardware: EliteBook 8770W laptop, Windows 10 Home, 10.0.17134, x64. Intel i7-3520M, 8GB ram, AMD Firepro M4000 1GB ram. 1920x1080x60
Hertz.
Blender software: v2.79
io_scene_ac3d folder contents: _ init _.py, AC3D.py, export_ac3d.py, import_ac3d.py

When I try to export my Blender file to a .ac format, I receive the following red-lined errors:
Traceback (most recent call last):

File "C:\Program Files\Blender Foundation\Blender\2.79\scripts\addons\io_scene_ac3d\__init__.py", line 266, in execute
export_ac3d.ExportAC3D(self, context, **keywords)

File "C:\Program Files\Blender Foundation\Blender\2.79\scripts\addons\io_scene_ac3d\export_ac3d.py", line 115, in __init__
self.world.parse(self.ac_mats)

File "C:\Program Files\Blender Foundation\Blender\2.79\scripts\addons\io_scene_ac3d\AC3D.py", line 70, in parse
child.parse(ac_mats, str_pre + ' ')

File "C:\Program Files\Blender Foundation\Blender\2.79\scripts\addons\io_scene_ac3d\AC3D.py", line 67, in parse
self._parse(ac_mats, str_pre)

File "C:\Program Files\Blender Foundation\Blender\2.79\scripts\addons\io_scene_ac3d\AC3D.py", line 136, in _parse
self._parseMesh(ac_mats)

File "C:\Program Files\Blender Foundation\Blender\2.79\scripts\addons\io_scene_ac3d\AC3D.py", line 141, in _parseMesh
self._parseMaterials(mesh, ac_mats)

File "C:\Program Files\Blender Foundation\Blender\2.79\scripts\addons\io_scene_ac3d\AC3D.py", line 183, in _parseMaterials
bl_im = bl_tex.image

AttributeError: 'NoneType' object has no attribute 'image'

location: <unknown location>:-1

I'm not familiar enough with the Python/C++ language to determine the cause of the error. Can anyone provide me some hints on how to fix/correct the export feature? Is this export error within Blender settings/config or is the error within the .py import-export files?
Thanks in advance,
Eric

Apparently my export error was caused by an incorrect path for one of the texture files.


text:
Align particle to object normals?
Trying to put these objects (as particle objects) onto a slightly deformed tube model. This is it so far, but as you can see the rotation of the objects is different depending on the vertex it is placed on, and I'd like them all "pointing" in the X direction . I've applied rotation, scale, etc, for all objects, made sure normals are aligned correctly, etc. Second image is what I mean (done manually).
Related particle settings go as follows:
Emit from verts
No physics
Render object is the tile
Rotation is enabled with initial rotation as "normal".
Rotation is enabled in render tab as well.
Please help, and ask if any other specifics are required.
Cheers.

Little unclear on " I'd like them all "pointing" in the X direction"  Could you add an image with a couple of manually placed showing desired result to clarify.

Is this what you want to do?

Have edited post to show what I mean (manually placed), the tutorial David posted is one I followed but I couldn't get it to work.


text:
I followed Blender Made Easy's tutorial and rendered this first frame and it's blurry as heck
I followed the Blender Tutorial - Creating a Stormy Ocean by Blender Made Easy, rendered the first frame and it's blurry as heck. A photographer said that, in photography, motion = blurry. But the viewport is perfect. The tutorial did not cover how to render anything. So I'm just rendering PNGs over and over without success (some are completely black, and others look like a total blur). How do I fix it?

Have you enabled Motion Blur in the render settings? By the way Blender Made Easy has a dozen of tutorials. How should we know which one you're talking about and what it is about? A few more details would help to answer your question a lot.

oh, It's literally that same ocean animation. it's frame by frame the same. even the splash screen is that picture. I just noticed I did tick motion blur in setting and have it set to 0.5. is that why it looks sooooooooo blurry?

It is as you wrote "... in photography, motion = blurry.". The Motion Blur setting simulates this. If the ocean or the camera moves fast the animation gets blurry like in reality.

Maybe you also ticked Depth of Field in your camera settings?

No. I checked. No depth of field was checked. I asked someone else and showed the original tutorial's opening animation, and he said it had almost zero or 0.1 motion blur which he said is uncanny valley. So the simple question is, what's the setting for "reality" in animation? Some guy in a video showed 2 different hollywood movies, braveheart vs private ryan. braveheart was all blurry "to simulate chaos". private ryan was way less blurry to show the actor's emotions. I just want reality.

Thank you guys. I finally made this https://www.youtube.com/watch?v=T8XyJXRKLaw I owe it all to you.


text:
When I used the Subdivision Surface modifier I get no vertices, edges and faces on the formation

this mess I didnt got vertices, edges and faces. I'm new to 3d softwares. When I used the Subdivision Surface modifier I wanted to make a torso and the edges which are newly formed. I'm not able to see the edges here in betweeen. Can you help please?

hello could you please share your file? https://blend-exchange.com/

You don't have the mirror activated to be edited in edit mode and you are most likely see the mirrored part. Turn on the only Grey icon that you see inside the mirror modifier to make it appear. If that's not the case, you need to give more information

The "newly formed edges" are the edges (vertices and faces) added by the Subdivision Surface modifier and are not directly editable until you Apply that modifier. The only reason that they are viewable is because you have the Optimal Display (Skip displaying interior subdivided edges) option unchecked in the Subdivision modifier panel. Viewable but not editable.
see gif below:

To Apply the modifier, Object mode > open the little drop-down menu in the top bar of the modifier and choose the Apply option.
Now back in Edit mode you able to edit all the extra geometry created by the Subdivision modifier.

I am just started learning thank you.... for the answer it was a stupid question !! sorry!!

@Vishesh Tomar if the answer is correct, mark it as such


text:
How to delete all attributes for multiple selected objects in Blender 3.6 using Python?
I'm trying to write a script that would delete all custom attributes for multiple selected objects except the 'backed' ones such as position. With some Chat-GPT help I ended up with this code
But the problem with this code is that it behaves differently depending on what attribute you've selected, and if you have attributes with different Domain types, it will only work for the attributes of the domain type that you've selected in the active object, leaving the attributes of other domain types present.
import bpy

selected_objects = bpy.context.selected_objects

for obj_index, obj in enumerate(selected_objects):

    bpy.context.view_layer.objects.active = obj

    for i in range(9999):
        try:
            bpy.ops.geometry.attribute_remove()
        except:
            break

        bpy.ops.object.mode_set(mode='OBJECT')
        bpy.ops.object.shade_smooth()
        bpy.ops.object.mode_set(mode='EDIT')
        bpy.ops.mesh.select_all(action='SELECT')
        bpy.ops.mesh.mark_sharp(clear=True)
        bpy.ops.object.mode_set(mode='OBJECT')

        for i in range(9999):
            try:
                bpy.ops.mesh.uv_texture_remove()
            except:
                break

    if obj_index + 1 < len(selected_objects):
        bpy.context.view_layer.objects.active = selected_objects[obj_index + 1]

A bunch of attributes I want to delete with the code:

It's always interesting to see AI-generated code. But it looks "yuck!" to me. Two nested loops with a loop variable "i"? Where is the actual object inside the loop? It's set before the loop and not in the loop. Why 9999? (such a cool number ;-)) It also makes the object smooth-shaded & clears Mark Sharp from all edges? Or at least it tries this... Oh ok, now I see it. There is a format/syntax error. It should be be 3 loops and the active object is set at the end. But this code doesn't run at all as shown & makes no sense. The most inner loop tries to remove the UV map 10000 times...?!

How do you know which attributes you want to keep/which one are the 'backed'? Or which one are the custom attributes that you want to remove? How do you tell them apart?

I've fixed the syntax error (indented block). ...ah, UVMap is an attribute. That's why it wants to remove it - 10000 times. Better safe than sorry ;-)

The attributes are in obj.data.attributes. The UV maps are also an attribute, as well as the Edges > Mark Sharp flag but Mark Seam, Bevel weights are no attributes for some reason.
If you want to keep the UV Map I would check for their names in obj.data.uv_layers and sort them out.
There are also hidden and internal attributes. We better leave them alone. I could not find a way to tell if the attribute is required (like 'position') so here is a brute-force solution. Try to remove it, and catch the exception if it didn't work.
It's not a good idea to remove things from a list while looping over the list, so we need to create a list of names first. Accessing the hidden/internal attributes by names (that start with a dot) causes some problems, so we filter them out when we make the name list. (And Python sometimes has a weird syntax.)
When you put it all together, you get this script:
import bpy

for obj in bpy.context.selected_objects:

    attributes_names = [attr.name for attr in obj.data.attributes if not attr.is_internal]
    for aname in attributes_names:
        attr = obj.data.attributes[aname]
        try:
            print(f"trying to remove attribute '{attr.name}' (domain: {attr.domain}, type: {attr.data_type})")
            obj.data.attributes.remove(attr)
        except Exception as error:
            print("oops, an exception occurred:", error)

System console output (example):
trying to remove attribute 'Custom Attribute 1' (domain: POINT, type: FLOAT)
trying to remove attribute 'position' (domain: POINT, type: FLOAT_VECTOR)
oops, an exception occurred: Error: Attribute is required and can't be removed

trying to remove attribute 'sharp_edge' (domain: EDGE, type: BOOLEAN)
trying to remove attribute 'sharp_face' (domain: FACE, type: BOOLEAN)
trying to remove attribute 'UVMap.001' (domain: CORNER, type: FLOAT_COLOR)
trying to remove attribute 'UVMap' (domain: CORNER, type: FLOAT2)
trying to remove attribute 'UVMap.002' (domain: CORNER, type: FLOAT2)


text:
Physics in Blender 3.3 Hair System?
I hear about all the great things about Blender's new hair system EXCEPT, for one thing, physics!
Can you add hair dynamics?? I am currently working on my first animation clip and held out for this update to create hair for my characters, and I plan to use Blender for the animation, thus I need to know if physics will work in this new system.

No, there is no physics like Hair Dynamics yet. Also, there are no settings for children, kinks, etc. You have to do this with Geometry Nodes at the moment. It's planned to add these things in future versions of Blender.

I can't find anything about this too... So far, the new hair system works good for nothing more than still renders unless you convert it into a particle system.

you can rig it and even add cloth physic, all the required geonodes are in the Einar - hair grooming file. https://studio.blender.org/films/heist/gallery/?asset=6072
Weight painting them is a pain though.
first you need to generate a proxy mesh with the geonode and then you use the hair_deform


text:
I followed a Youtube video to do a water effect on a plane. The first time I did it, it worked nicely. The second and third time it failed
as mentioned in the title I followed a Youtube video showing how to make a water effect on a plane. It basically was just create a plane and then add Noise Texture and Bump nodes.
The first time I did it, it worked.
The second time I did it, it didn't worked.
I played around and discovered if I make the plane around 5 meters in size, the textures show up.
The third time it didn't work. I tried scaling the plane, played with the Noise Texture parameters of Detail and Roughness, played with the Bump parameters of Strength and Distance. Nothing happened.
I am guessing it just some setting I forgot to apply... Can anyone help?
I attached screenshots of the overall, shader editor and 3D view.

Many thanks!

Hello please share your file

please teach me how to share file. thanks

You can use https://blend-exchange.com/ (read the instructions) or another platform like workupload (and share the link)

i tried to upload blend file. hopefully i did it right.

Here is what I see when I open your file, it seems to work fine, what is the problem? https://zupimages.net/up/23/41/tjy7.jpg

this is what i see. i cannot understand where the problem is.. https://zupimages.net/viewer.php?id=23/41/xv3y.jpg

OK that's weird I don't know what's happening, I hope someone will guess


text:
what tools can be used to manage/balance audio volume in the VSE?
I was recently using the VSE to put together video to match a narration.  The quality of the audio recording was pretty weak (did it with my laptop and a headset in several different places over a couple of days).  One thing I noticed was that the volume could vary pretty drastically.  I think I was using a volume factor of 4 on a couple of the strips.
Does blender have any ability to graph or otherwise measure the volume to help you balance things out between different audio strips?

see https://docs.blender.org/manual/en/dev/editors/vse/sequencer/strips/sound.html and related: https://blender.stackexchange.com/questions/62847/is-there-a-way-to-control-master-volume-in-vse/62852#62852

The first link has absolutely no mention of tools that would help you balance things out between different audio strips.  The second link references what looks like a master volume that would affect all strips, not help you balance the levels between two different strips.

from the manual "Animating Audio Track Properties
To animate sound strips simply hit I over any of its values. Examples of animating an audio strip are to fade in/out background music or to adjust volume levels. Layered/crossed sound strips are added together; the lower channel does not override and cut out higher channels (unlike image and video strips). This makes Blender an audio mixer. By adding audio tracks and using the curves to adjust each tracks’ sound level, you have an automated dynamic multi-track audio mixer!" so, then you can simply use usual f-curves...

or maybe I didn't get what you need...

I already know how to set the volume and I know how to animate properties. What is currently missing is measurements to help me figure out how loud each strip is so I can adjust them to have similar volumes, especially since I have around 20 different audio strips spread out across 3 minutes.  I'd like to be reasonably confident that my last narration track is about the same volume as my first.

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


text:
In blender 2.8 how do I make a scene-local instance of a collection after creating a linked scene?
I first discovered some workflow shortcomings of blender 2.8 when I asked "
In blender 2.8 how do you make a local instance of an object in use by multiple scenes? "
Now that I understand collections a little bit more, I can describe what is going on.
When you use New Scene>Linked Copy you end up with linked instances of all your objects, but for objects inside a collection (which is the case for the camera, cube, and light in the default scene) you do not have access to a "make local" button in the object panel.  That is because there is only one User of the object:  Its Collection.
The collection has been linked to both scenes and that is the "problem".
I can not find a way to make a scene-local copy of that collection.

Right-clicking on the collection in the outliner brings up a menu with no obvious solutions
I have not found a tab to manage the properties of a Collection (which would be the natural place for a Make Local button.)  This makes collections like second-class citizens compared to objects, meshes, materials, etc.

When I imagine a Make Local operation for collections the obvious (to me) functionality would

create a new collection which has links to every object in the original collection (objects, subcollections, other things I have not yet realized can belong to collections)
link this newly created collection to the same container of the original collection (which might be the scene, or might be a parent collection)
unlink the original collection from its parent in this context, leaving the fresh copy as its replacement.

A complication that I only realized while creating the list above: if the collection is a subcollection (its parent is a collection instead of a scene), it won't immediately become scene-local, because the scene still has the shared parent collection.  (maybe another operator we need for this is "make local recurse up")
What am I overlooking?  Where is the button/menu that will let me make a scene-local copy of a collection?

You are overlooking, that when you RMB click on the collection and choose ID data > Make Single User the info bar shows: not implemented yet, because this feature seems to be not implemented yet. Meanwhile, can't you use New Scene > Link Object Data?

That operation does not appear on the menu when right-clicking on the menu in the Scenes mode of the Outliner.  It does appear in the View Layer mode (which I had not looked at).  It is not clear to me why the two views have different menus for the collections object, but maybe it is a philosophical difference.

Using New Scene > Link Object Data is NOT what I want.  I want most objects to be shared between the two scenes, and only a few to be scene-local.


text:
How do I render Big Buck Bunny in the year 2020?
I downloaded the .zip of project files for Big Buck Bunny (from http://distribution.bbb3d.renderfarming.net/blender/ ).  There are 3 directories: 2d, 3d, post.  I loaded up 2d/00_00.blend into blender 2.79 for linux-glibc219-x86_64 and tried to Render>Render Image , but I got a solid white image.  I tried to render a frame from 01_01.blend and got a solid black image.
The .zip file included zero instructions.  I can not see anything like a Makefile.  Is there a web site with instructions on how to render Big Buck Bunny from the project files?


text:
How do I construct a transformation matrix from 3 vertices?
A question came up in IRC where a fellow wanted to calculate a position/orientation matrix based on 3 points.
Let's say that v1 should be the origin of the local coordinate space.  The line from v1 to v2 should be the X axis, and v1,v2,v3 should all be in the XY plane.  How do we use blender python to calculate a matrix usable as an object's transform matrix?

The following python code from orientation-matrix.py illustrates how to convert 3 coordinates into a transformation matrix:
import bpy
from mathutils import *

def make_matrix(v1, v2, v3):
    a = v2-v1
    b = v3-v1

    c = a.cross(b)
    if c.magnitude>0:
        c = c.normalized()
    else:
        raise BaseException("A B C are colinear")

    b2 = c.cross(a).normalized()
    a2 = a.normalized()
    m = Matrix([a2, b2, c]).transposed()
    s = a.magnitude
    m = Matrix.Translation(v1) * Matrix.Scale(s,4) * m.to_4x4()

    return m

#

obj = bpy.context.active_object
obj.matrix_world = make_matrix(Vector([1,1,1]), Vector([1,2.5,1]), Vector([0.5,1,1.5]) )

The Matrix.Scale is just thrown in for completeness and you can leave it out if you are content with scale=1.  The order of the matrices in that multiplication is pretty important (I did not get it perfect on the first try).

Based on a question in IRC: if you are unhappy with the polarity of the Y and Z axes, you could use c=b.cross(a) instead.

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


text:
Object parenting to Rigify
What is the best way to parent armor to Rigify? Is it to the FK bone and have to constantly snap it back to the IK position, or is there a smarter solution?

The Rigify has a lot of control bones, including for IK and FK mechanisms. These bones ultimately control the deformation bones which in turn deform the mesh.
I would bind armor pieces to one of the deformation bones. You find them at bone layer 30. The names of all these bones start with the DEF- prefix. You can parent the armor mesh directly to the bone so it will move but not deform in an unnatural way.


text:
Calculate the pixel location of an object in the rendered result
I'm implementing a simple script to calculate the location of an object (which is a 2D plane) in the rendered image:
import bpy
import bpy_extras

context = bpy.context
scene = context.scene

camera = scene.camera
render = scene.render

def image_location_of(object):
    width = render.resolution_x * render.resolution_percentage / 100.0
    height = render.resolution_y * render.resolution_percentage / 100.0

    projected_location = bpy_extras.object_utils.world_to_camera_view(
        scene=scene,
        obj=camera,
        coord=object.location
    )

    return (
        projected_location.x * width,
        projected_location.y * height
    )

Basically, the script calls world_to_camera_view to convert the global location of the object (i.e. object.location) to the location under the camera's view, then scales this location with the width and the height of the image.
Unfortunately, the returned (x,y) is very wrong (in many times it is even bigger than the size of the image). Did I do anything wrong?

Hello ! Are you sure the object's origin is located in the view frustum of the camera ?

Thank you.
Yes, I'm sure. I've implemented a piece of code to move the object to the view frustum (if it wasn't), and I can even observe that the object appears in the rendered image.

The object might appear in the rendered image but its origin might be far from its geometry. Here you are testing the object location which is its origin

Cmon bro, there is node which gives you position in window space  its called "texture coordinate". And you can get position for every vertex of mesh. But its limited to shading editor. So maybe im actually wrong


text:
Rigify Is Improperly Deforming Model (I think)
I found a tutorial on how to use the rigify add-on, and now my mesh is pulling with my bone. I am new, but am sure that a more experienced person would be able to solve this problem.
Before rotate

After rotate

Update: I unparented the meta rig and parented the rig. And yes, I did use armature deform With Automatic Weights, so if that is the issue then I can look up how to weight paint.

Which tutorial was this? You are using the metarig for animation. This is not the purpose of it. Look for Rigify's Generate Rig button and use it to generate the animation rig (rig). Clear Parent first (Alt+P) to un-parent the metarig & make sure the Armature modifier is gone, then bind the mesh to the generated rig (Ctrl+P). It has a better deformation, lot more controls & switches, IK and FK, and other features.

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

Looks like incorrect weights to me. I suppose you parented the mesh to the armature using "Armature Deform with automatic weights"? This is nice to make an initial weight job, but often requires touching up, precisely to avoid this kind of things.

My tutorial is this: https://www.pluralsight.com/blog/tutorials/rigging-minutes-blenders-rigify-addon. Also, I unparented the meta rig and parented the rig.  I uploaded the file but without my subdivision modifier. And yes, I did use armature deform with automatic weights, so if that is the issue then I can look up how to weight paint.

Thanks for the tutorial link. If you have uploaded your file to blend-exchange.com you need to post the link that is displayed after the upload, otherwise nobody can access the file.


text:
How do you use the Mesh To Hair add-on that you installed in Blender 4
I installed Mesh to hair add on by Luwizart but I cannot find any controls for the add on.  I watched the video over and over hoping I could find out how to access it. Nothing. I am new to Blender. Can someone please direct me how to use this add on?

This add on was designed in 3.0 and the author may not have updated compatibility.  It does work in Blender 3.5, once you have gone to the geometry nodes workspace, clicked on new, and scrolled down the list of available nodes.

Hi, next time please add a link to the add-on so that everyone knows what you are talking about.


text:
Stop hairparticles going through hat object in Blender 2.9
Problem:
I have this human model which I made hair from using this tutorial:
Blender 2.93 Tutorial: How To Make Realistic Looking Hair by
Chipper Videos.
But the hair keeps going through the hat. How do I solve it?
What I tried:
I tried the Vertex Weight Proximity modifier and the "length" thing in the particular section of Blender assigning it to the vertex group of the hair.
But it either hides it when the hat is both on and off the body. Or does NOT hide the hair at all and keeps going through the hat.
What did I do wrong? & How do I solve it?
P.S: Screenshots of my model for a better understanding of the hair sticking through the hat:

Someone on Twitter did give me a direction on what to do and also explained the Vertex Weight Proximity modifier. Here is the Twitter link if you're still curious.

What is "the Vertical Weight Proximitry"?

@Blunder Someone on Twitter did give me a direction on what to do and also explained the Verti- Oh I just see It is VERTEX and not vertical, however here is the twitterlink if you're still curious: https://twitter.com/RayMairlot/status/1501279474050027527?t=_TgeTyOZaU5pnmV1cv2wOg&s=19

Ah ok :-) The Vertex Weight Proximity modifier should do the trick. But your character would need 2 particle hair systems. One for the top hair and one for the side hair that is still visible when he wears the hair. Are there 2 particle systems? And which settings have you used for the modifier? Maybe you can share the file?

@Blunder At some parts of the hair I have Two or even three partical systems. However most of the planes have 1 partical system. For the modifer settings I used the basic one of Low and High as it's default. I did try to mess around with it by changing it to 0,0001 for example but didn't see differences and places it back to the defaults.


text:
Mask for procedural objects on plane
I have a plane with two objects distributed procedural. I use a random scale and objects going beyond the plane's borders. I want to restrict objects to only plane. I tried to use a mask by cube on the plane, but it did not work. I tried to realize the plane with procedural objects and make the Mesh Boolean node, but it is not working too. Can you help me how can I do it?
UPD: I tried to make it by the comment below from @GordonBrinkmann, and the mask doesn't apply on the scaled objects but applies on the plane

How did you setup the Boolean modifier? As you guessed, you have to realize the instances. Then you need a cube which covers the area you want to keep, then add a Boolean modifier, set it to Intersect, and if you have enabled Solver > Exact, you also need to check Self Interpolation in the Solver Options. With my few objects it already takes quite a while to see the result, it works much faster if you set the Solver to Fast (as the name suggests), but then your objects will be open on the sides where they are cropped - if that's okay, use Fast.

@GordonBrinkmann Oh, my Blender crushes every time when I tried to make the boolean. If I correctly understood I need to add the boolean for the plane and select the cube as an object mask?

@GordonBrinkmann Oh, I did it, but it doesn't apply on the generated scaled objects on the plane, can you check please the new screenshots above? I make the realize for all geometry but it looks like it don't work and no idea why not(

Where in the screenshot is your cube-mask object? I cannot see where it is and what dimensions it has or where its boundaries are. Because the settings seem to be correct, with these settings it works for me.

@GordonBrinkmann Please check new screenshots, yes it works but not for all geometry) Don't understand this behavior

I don't understand either. In my Blender it works immediately. But the Fast solver is made to be fast, not necessarily accurate. Maybe you should rather add the modifier to the board, not the cube? And do you have the same problem with the Exact solver as well? Perhaps it is better if you upload your file and add it to the question: https://blend-exchange.com

Ok Thank you I will try but my blender is down when I use the Exact solver)) Thank you!

@GordonBrinkmann I added the file, thank you for your time!

Exact solver with your file takes very very long on my computer, too. But it gets the correct result in my case. So far I found out the first and second Instance on Points node are generating mesh that does not get cropped, the third is fine. I guess it's simply too much for the Fast solver. It gets a bit better if you put the Boolean modifier on the board instead of the cube, but all in all I guess it is just too much geometry. I wouldn't say 280,000 vertices is that much for a 3D object, but for Boolean operations maybe... my object has 64,000 and the Exact solver is struggling.

Notice that one of the objects (instance) has inverted normal. Fast can do if you correct that. But for the other one, no...

@GordonBrinkmann Ok, thank you for so huge help! Can you suggest please, where can I find your file, can't find it on the page..

@maxfry My file is nowhere because I uploaded it nowhere. It was just a bunch of randomly thrown together pieces with simple geometry, nothing special.

@lemon I corrected the normals on the instanced objects after I downloaded the file, but still it didn't work correctly.

Yes, @GordonBrinkmann, that worked only for one of the instance.

Thank you, guys!


text:
Blender distorts space
I added the camera with default options and added the cube mesh. I made the scale for the cube and applied it. Both camera and cube have the X axis = 0. But the length from the cube to the left and right sides is different in the camera view. Added the screens. Thank you!
Link: https://www.dropbox.com/scl/fi/n3ln29hwc26mqkukip7xn/hero-6.blend?rlkey=dahbeokpapfzlhnej1tgv9rtr&dl=0

If I add the new camera, the same.

did you press Numpad-0 to view?

Nothing is happen

With the exact settings that you have for the camera rotation and position, the camera view will be looking above the location of that cube, so you should just see an empty blank grey rectangle with Numpad-0 which will be outlined in orange if you select it in the outliner.

Can you share the file? https://blend-exchange.com/ I can't reproduce this.

Yes, ofc, I added the link to Dropbox. Thank you!

@maxfry blend exchange would be better but Dropbox works too.

I added the file with blend exchange

@maxfry Your uploads are confusing, two different scenes and both do not really reflect your screenshots. In the dropbox link (hero-6.blend) the camera in question has an angle of $179.6$ (not $180$) which would actually replicate the cube offset in your screenshots. Are you sure you didn't tricked yourself?

Yes, I added a more simple scene in the same file. But when I open the camera settings, I see the angle 180 degrees. And I'm confused about it, maybe I did something wrong. Please, check the last screen

Sorry, the first pic

All is okay sorry, The blender made the rounding and when I clicked the input angle I saw 179.6. )) Sorry for your time!


text:
Create the array with fall off transparency
I want to make the effect similar to an infinite mirror without using glass surfaces because I need a transparent object without a background. I have an object with an Array modifier, but I don't know how to make the fall-off transparency effect.
I tried to make the array with geometry nodes and apply the ramp material, but it doesn't work.

Try replacing the Color Ramp node by a Map Range Node.

The only thing you need to connect that into is the Principled BSDF's Alpha socket, to get a transparency.
Alpha just takes a float value from 0 to 1. If you feed a color data, it will only take its "Value" (as in Hue Saturation Value) and ignore any Alpha channel. So it doesn't make sense to use a Color Ramp with semi-transparent swatches. If you really want to use a color ramp, set the color swatch to HSV and use different color values (shades of gray).
Now instead of using the Generated texture coordinates, I would try to generate a different value for each instance stored in vertex color, and use that in the shader. So that each instance has the same alpha. You can see such a setup there:
shaders - How to assign a different material color to each geometry nodes instance - Blender Stack Exchange


text:
How to cut plane with other object
I would like to close of a model that I cut down using a boolean modifier so it is watertight, which is important for a different programm.
Although the images don't show it, the entire car is selected not only the intersecting edges that you can see in the top image.
The main problem is that I can't figure out how to split a plane into faces with a different, complex object. Also I need to be able to script everything so selecting vertices by hand for example isn't an option

So far I've:
Added thickness to the plane
Used the addon rob recommended isntead of the default boolean modifier
Deleted only the faces of the plane
Use the grid that results as a knife project onto a plane
The current problem is how I can only select the outer vertices instead of all, which would then be used in the knife project.

I have not tried it but there is an alternative Bool Tool built in, you just need to enable it. https://blender.stackexchange.com/a/109510/4937

@rob The results of the tool are much better


text:
How to store the color of Colorpickers
I made a piemenu where you can select colors with a colorpicker. I would like to store the picked color in an attribute that I can access. In File>User Preferences>Themes it seems like it can be stored in attributes such as 'ThemeBoneColorSet.normal'. I don't know how to make such attributes myself nor how to access them to store the output.

The relevant lines of code that specify the output of the color picker (I can't find that brush, code from this answer):
def draw(self, context):
    ts = context.tool_settings
    ups = ts.unified_paint_settings
    ptr = ups if ups.use_unified_color else ts.image_paint.brush

The current version of the piemenu and the script that produces it (note that you may not get the buttons as I specify them in a different addon):
import bpy
from bpy.types import Menu

# spawn an edit mode selection pie (run while object is in edit mode to get a valid output)

class Carpaint(bpy.types.Operator):
    bl_idname = "wm.carpaint"
    bl_label = "Carpaint"

    def execute(self, context):
        scene = context.scene
        mytool = scene.my_tool

        return {'FINISHED'}

class FrontLights(bpy.types.Operator):
    bl_idname = "wm.frontlights"
    bl_label = "FrontLights"

    def execute(self, context):
        scene = context.scene
        mytool = scene.my_tool

        return {'FINISHED'}
class BackLights(bpy.types.Operator):
    bl_idname = "wm.backlights"
    bl_label = "BackLights"

    def execute(self, context):
        scene = context.scene
        mytool = scene.my_tool

        return {'FINISHED'}

class Wheels(bpy.types.Operator):
    bl_idname = "wm.wheels"
    bl_label = "Wheels"

    def execute(self, context):
        scene = context.scene
        mytool = scene.my_tool

        return {'FINISHED'}

class Rims(bpy.types.Operator):
    bl_idname = "wm.rims"
    bl_label = "Rims"

    def execute(self, context):
        scene = context.scene
        mytool = scene.my_tool

        return {'FINISHED'}

class MetalParts(bpy.types.Operator):
    bl_idname = "wm.metalparts"
    bl_label = "MetalParts"

    def execute(self, context):
        scene = context.scene
        mytool = scene.my_tool

        return {'FINISHED'}

class test(bpy.types.Operator):
    bl_idname = "wm.test"
    bl_label = "TestTest"

    def execute(self, context):
        scene = context.scene
        mytool = scene.my_tool

        return {'FINISHED'}

class Windows(bpy.types.Operator):
    bl_idname = "wm.windows"
    bl_label = "Windows"

    def execute(self, context):
        scene = context.scene
        mytool = scene.my_tool

        return {'FINISHED'}

class Plastic(bpy.types.Operator):
    bl_idname = "wm.plastic"
    bl_label = "Plastic"

    def execute(self, context):
        scene = context.scene
        mytool = scene.my_tool

        return {'FINISHED'}

class ColourPie(bpy.types.Menu):
    bl_label = 'Set Colours'
    bl_idname = 'OBJECT_MT_colour_pie'

    def draw(self, context):
        ts = context.tool_settings
        ups = ts.unified_paint_settings
        ptr = ups if ups.use_unified_color else ts.image_paint.brush
        #ptr = bpy.context.object.active_material.diffuse_color

        pie = self.layout.menu_pie()
        base = pie.row()
        col = base.column()
        row0 = col.row()
        row1 = col.row()
        row2 = col.row()
        row3 = col.row()
        row4 = col.row()
        row5 = col.row()
        row6 = col.row()
        row7 = col.row()

        row0.prop(ptr, 'color')
        row0.operator('wm.carpaint')

        row1.prop(ptr, 'color')
        row1.operator('wm.frontlights')

        row2.prop(ptr, 'color')
        row2.operator('wm.backlights')

        row3.prop(ptr, 'color')
        row3.operator('wm.windows')

        row4.prop(ptr, 'color')
        row4.operator('wm.wheels')

        row5.prop(ptr, 'color')
        row5.operator('wm.rims')

        row6.prop(ptr, 'color')
        row6.operator('wm.metalparts')

        row7.prop(ptr, 'color')
        row7.operator('wm.plastic')

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

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

if __name__ == "__main__":
    register()

    bpy.ops.wm.call_menu_pie(name="OBJECT_MT_colour_pie")

The example from Themes shows the values of  different color properties ((Regular outline etc).  The color is not stored in the picker it is the value of the property. Your example are all the same since  ts0 = ts1 = ts2 = context.tool_settings

@batFINGER  Could you tell me hove how I can store the picked color in a self-created UI element? I guess I can hack by it by storing them in the themes colors, but that's suboptimal

@sambler, may I link you, as you answered a question that 'inspired' this question

@WhatAMesh You might find this answer helpful. Normally you store these properties just on static properties of your operator, and then draw them in the draw function with layout.prop(). But there's a second way in that answer that may also work for you.


text:
Compositing: Get mask of glass/ transparent materials
I'm using the compositor to automatically segment parts of objects into masks. This works well for most materials, but when doing the same for a mix shader of glossy and transparent it doesn't, how to fix this?
An example of what one of multiple masks looks like:

A possible reason (I tested whether there are any very light grey values, the output is a solid white):

On a sidenode: The same thing happens when I use materialIDs.
The current node setup:

The file is too big for the official uploader; I hope dropbox doesn't deter you.
https://www.dropbox.com/s/alv6jq6vnvshgzs/stack.blend?dl=0
You'll have to set the output path and should then be able to reproduce by pressing render.

You need to set Alpha Threshold to 0, then all materials will be equally solid as ID Masks. Don't know what you're after with the set alpha nodes, but they don't do anything in this node setup so you can skip them.

Yup, works for both, MaterialID and ObjectID, thanks!


text:
How to slice an object depending on whether it is in camera or not
I want get that part of the model, that is within the angle of the camera. For the current solution I use a script that selects the vertices. It works ok, but isn't good enough for what I want to do with it. The issue is that a zig-zag pattern is created when vertice A is within the camera-angle and vertice B isn't.

I imagine a tool that works similar to the knife project and bascically better approximates the edge with more vertices. If you know properties of the camera that might help or similar scripts please let me know.
Because I have to do it a few thousand times, doing it by hand isn't an option.
Ideas:

Convert the camera object to a different one,
extrude it far enough and actually use the knife project. If that
doesn't work maybe I can convert or use an object as a camera
Remodel the camera

does a Boolean modifier with a cube aligned with the camera not work?

@rob Yes that would probably work, but I can't figure out at all how to automatically align it (I have to do it around 30000 times)

parent the cube to camera? then it will follow any movements the camera makes.

@rob I used both of your ideas and have a solution now :)

With the help of rob I've figured out how to do it and to help people that have a similar question in the future I post this answer. It is made in a way so that it is fully scriptable, you can of course do it by hand.

Remodel blenders camera
Set a real blender camera as parent object. This step can be done in a
seperate file if you then append it.
Position the parent-camera however you like
Extrude the remodeled camera
Add a boolean modifier to the remodeled camera and select the other object
that you want to cut out
Apply the modifier and delete all the stuff you don't need.

Important: For my project I only need the 3D shape, if you need the materials textures etc. you'd have to figure out how to also include it, because it won't be there after cutting (probably just add the boolean modifier to the car)


text:
Problems with Baking (three materials into one texture)
I am new to blender and I downloaded a model with three different materials shown on 'Textured' mode, I also tried this first on Blender Render and here's what I did.
The model is a pokemon, credits to ROEStudios.

Step 1: I imported the model //The Model is a wavefront file//
Step 2: I added the texture to it + I deleted the lamp and cube
Step 3: I split screened it and I went ahead and add a blank image with a size of 4096 * 4096
Step 4: I joined the model into one + I UV unwrapped (Smart UV Unwrapped)

Step 5:I selected the UV unwrapped model and the other one and hit bake, my choices are:
*Bake Mode: Texture
*Selected to Active
*Margin is 16px//Distance is 0.000//Bias is 0.001
And from there, the texture/material seems deformed and out of hand.

Is there more steps I might've missed, Thanks.
Model can be found here
http://roestudios.co.uk/project/3d-pokemon-models/136-flareon/

"And from there, things got crazy, My model looked all messed up." is not enough information to figure out what went wrong. Please post images of the bake result and what exactly you mean by "model looked all messed up"

@JtheNinja, Nevermind the 'Model itself', the problem, is the Texture/Material?

Nevermind, I just watched an online tutorial of baking. I forgot to add a little space for the objects before baking. **Margins


text:
Camera Tracking Shadow
I was following this tutorial
https://www.youtube.com/watch?v=CVPcT0dJmoY&t=346s
 which is a bit old but I was able to get it through the camera tracking and to the point of adding 3d objects to the scene via the "setup tracking scene" in the movie clip editor.  However, while the cube (layer 1) has a shadow cast on it, there is no shadow cast on the ground (layer 2).

It seems to cast it onto the plane but not onto the background image.  In the tutorial, there is a problem with his compositing but mine seems to be set up correctly but I still can't figure out how to fix it. Can anyone see the problem?  I checked his compositing nodes and they seem to be the same arrangement as mine.  Can anyone help me?
Here is a screenshot of my attempt to use the Blender Render fix suggested in one of cegaton's links

I switched over to Cycles and used shadow catcher which worked on one level, but now I'm stumped again.  I can see the shadow in the render window but when I render it out to an animation there was no shadow.  In the screenshot below you can see the rendered output at the bottom with no shadow and the render window in the top right with a shadow.  I rendered it as a .png sequence. Not sure what I did wrong. Thanks for your help so far and I hope you can help me figure this out.

Are you sure you haven't switched foreground and background? Your adding the background renderlayer on top of everything else.

Are they incorrect in the screenshot I took?  They are set up automatically by Blender when you enact the function "setup tracking scene".  I might have messed them up myself but they weren't working in the first place.  I'm learning this aspect of blender for the first time so this is a little foreign to me.  Thanks for your help!

Sorry cegaton, I typed my last reponse before seeing yours. I'll check out those links.

I tried to reset my nodes like the link that's a Blender Render and I didn't get any better results.  Specifically, I tried to reset them like the node tree that is already similar to mine.  I'd post a screenshot of my node tree currently but I don't know how to do that in the comments.  I'll try it again with the simpler set up and try the Cycles links version but I just don't understand the basics of why my set up didn't work.  This is a function that I really want to understand so I can use it in a specific production I'm working on.  Anyway, thanks again for all your help already.

I just edited my post to show the first attempt at a fix based on the suggestions I got.

I edited my post again and now have another issue.  If anyone wants to look at the new issue, keep in mind I switched to cycles and am using shadow catcher.


text:
Subdivison surface awkward when extruding
Okay, I'll keep this question plain and simple.
Whenever I have cube use a subdivision surface and attempt to extrude vertices with that cube I get really awkward results because whenever it adds a vertex the model gets an awkward dent in it as seen below.

As I once heard from a ten-year-old "Pls Help" And thanks in advance.
Here is the file:

you probably have a face inside your object, along the mirror axis, you must delete it

Nothing appears to be in the object.

Please [edit] your question and add your .blend using http://blend-exchange.giantcowfilms.com/

are you sure? because if you put a face along the mirror axis it gives exactly this result: https://zupimages.net/up/18/27/3dgj.jpg

Okay how could one remove this face.

on the bottom of your 3D view, click Face Select button, disable the Limit Selection to Visible button, you'll see the inside face, then select it and X > Delete Faces

Nope no faces are in the cube

Okay, I added the file so you could see it.

bad file, there is no problem with the file you've uploaded

What that doesn't make sense and its getting annoyed by us talking this way.

There is no crease in the file you uploaded.

Oh select the bottom and extrude it and then you'll see the issue.

You need to upload "your" file with "your" issue.

Oh, wait I FREAKING FORGOT TO ENABLE CLIPPING!!! I am officially an idiot.

it doesn't give the explanation, as I said you probably created an inner face. Plus you should put Mirror modifier above the Subsurface.

When you extruded, as you didn't activate the Clipping option of the Mirror modifier, you created a inner face on the mirror axis.
So you can either:

Cancel your extrusion and redo it with the Clipping option enabled
Or delete the inner face: On the bottom of your 3D view, click Face Select button, disable the Limit Selection to Visible button, you'll see the inside face, then select it and X > Delete Faces.

Also, you should put the Mirror modifier above the Subsurface modifier.


text:
How to recreate this metallic look? (Chrome coating)
I'm starting out with Blender and I want to create a similar shape to this one, but I can't seem to find any tutorial good enough to recreate the look.

How to set up the lighting?
Any help will be appreciated!

Are you talking about the shape or about the material? Material seems to be pure metallic

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.

Talking about the material. Like now it looks like this: https://imgur.com/a/fooSs2L

In my opinion it's all a question of lighting and HDRI, as it will be what's reflected by your metallic material. Here the material is very basic, just put the Metallic value at 1 and lower down the Roughness, and choose a studio image for your world (here it comes from polyhaven.com). You can also add some area lights:

Awesome, that's what I was looking for! Thank you very much and sorry for the ambiguous question.


text:
How can I dress up clothing objects with a python script?

As seen in the picture, I have a collection of clothes consisting of different objects. I need to dress these clothing objects on the model. But I have to do this with code because I should be able to do the same as the clothes change.
I thought about linking objects together. But I couldn't find how to do this.
I thought of doing parent and child operation. How can I do this with coding?
Or what other method can I use?

You can position all the cloth items in the same position and parent them all to the character with Ctrl+P and control their viewport and render visibilities using python. In this example below I have 3 cloth items and you can set the name of the cloth item to be visible.

Here's the script which you can use in the Text Editor:
import bpy

cloth_collection = "Cloth-Collection"
cloth_objects = bpy.data.collections[cloth_collection].objects

def show_cloth_item(cloth_obj, show=True):
    hide = not show
    cloth_obj.hide_render = hide
    cloth_obj.hide_viewport = hide
    cloth_obj.hide_set(hide)

def hide_all_clothes(hide=True):
    for cloth_obj in cloth_objects:
        print(cloth_obj)
        show_cloth_item(cloth_obj, False)

def get_cloth_object(cloth_name):
    return cloth_objects[cloth_name]

hide_all_clothes()

cloth_obj = get_cloth_object('Cloth.001')
show_cloth_item(cloth_obj)


text:
Model has multiple root nodes
I've downloaded a windmill model from sketchfab and when I try to import it into unreal I'm getting en error saying it can't import because it has multiple root bones. I don't understand what they mean and how to fix it. Since it seems impossible to move a bone, do I have to re-rig it?
This is how it looks in blender:

You need to switch to Pose mode to move the bones. Also, armature must be in Pose Position not in Rest Position. There are 2 buttons to switch between the modes: https://i.sstatic.net/7L2yF.png (ignore the tooltip, the image is from another question) -- about the Unreal problem: I guess it's because the 3 bones are all siblings in the bone hierachy. So you have 3 root bones. Have a look at the outliner (top right in the screenshot). You can see the bones are all at the same hierachy level. Edit the armature, add another bone, name it "root" and make the other bones children of it

The root is the top level of a hierarchy.
There are two levels to look out when exporting: the objects' and the bones within armature objects.
Object: the armature must be the only too level parent of all the objects meant to be deformed by that armature.
In your case, if the cubes 45 and 51 are part of your rig, you should parent them to your armature object.
Bones: an armature should have one top-level bone in the hierarchy and all the other bone must be children.
In your case, you have three top-level bones. Either parent two of them to the third, or make a new bone to parent these three bones to.
To parent things, select future childrens, then future parent and press Ctrl P.


text:
Help with GUI Blender - Outliner and Properties area disappeared
So I'm new to Blender, and I got stuck. I was trying the interface of the program, and my tool area on the right side by default just disappeared. I was reading about this in the documentation and on youtube and still don't know how to bring it back. Here is the screenshot.

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

https://blender.stackexchange.com/a/207626/110840 - https://blender.stackexchange.com/a/165915/110840

You can press  N to bring the tab back. I recommend looking into blender shortcuts before using it.

Thanks, but i kinda lost tools area. How can i create new window with tools, or objects that are in the scene.

there should be a little notch when you hover about the top left corner. If you drag that out you should have a new tab. After hover to the bottom right corner and do the same thing to get the second tab. You can learn how to change these tabs by watching this video https://www.youtube.com/watch?v=Mf3nDys01H0

Thanks a lot lad! That is exactly what i need, sorry for kinda stupid question and unaccurate question form

glad I could help :D


text:
I wonder whether creating a coral shape is possible in geometry nodes?
Coral

I have been trying to create this form using Geometry Nodes as I would like to 3d print it and therefore can't use shader displacement. I am quite new to Geometry Nodes and it's all quite foreign to me. How easy is this shape to make?

This might be helpful: https://blender.stackexchange.com/questions/268712/coral-reef-how-to-blend-scattered-instances/

I guess, strictly speaking, this is one aspect of differential growth.. e.g. see article here (beyond GN)

Thanks for the suggestions guys!