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Can you offset keyframes of instances?
Hey everyone I am just trying to figure out a little problem... I have this looping animation where a ball comes out of a tube and goes in the other side.
In this scene I have made 4 instances of the original collection with the animation, I am curious if it is possible to offset the keyframes to these instances so you get a nice variation between them ?

What are the instances being created from? Particles, Vertices? You could create separate particle instances and offset their creation. I'm a bit confused at whats going on here I'm afraid.

can you provide blend file?

Perhaps I am making it more complicated than it need be. Basically if I keyframe a cube put it in a collection and then instance it .... would it be possible to offset the keyframes of that instance?


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Rendering Grease Pencil lines behind Glass
I am working on this layout and find that it looks nice with a bit of Grease pencil on top... however you can see I am using a glass material and the grease pencil lines are not passing through. Does anyone know a fix to allow all the machinery behind the glass to be traced as well?
Thank you!

So I was able to come up with a fix after looking for a solution to this problem myself. Here's what I did and suggest you try :)
if you hide the layer that isn't covered by the transparency you can bake the outline for that layer first, then unhide the layer that is above the transparency layer that you've baked already and add another grease pencil and bake for that layer too

You can also link your glass object into a Collection and set the Line Art Usage to "Excluded". Then the glass will not be used for Grease Pencil Outlines, and you can see through.

Another option is to work with Occlusion layers, that were introduced in Blender 3.3.

source: Stack Exchange

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

sort: votes


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Pick an object up and then drop it
so I have read a few similar articles but I can't find a solution. Essentially I want to animate this iso shape to do several actions and then in a split second have it leave my keyframes and have gravity AND inertia take full affect and fall to the ground motionless.
So far I have set my iso to be a child of an empty and then animated that empty. I had also setup the physics prior to this and had defined active and passive properties. Lastly I keyframed the influence from 100% to 0% ...
The iso follows all the keyframed movements of the empty and when the influence gets turned off it goes back to its start position and just sticks there...
Does anyone have some advice?

so, instead of using an empty, why don't you animate the object itself and the moment before you want it to be affected by physics, keyframe the Rigid Body Animated option?

Hey, thanks moonboots! That sounds super interesting! Could you explain a little bit further and perhaps add in a screenshot?
Seems like this could be the answer.

I just animated the iso and when I uncheck the "animated" option nothing happens, it just hang in space. When I check it back on it then snaps back into the assigned keyframes.

keyframe the 2 following frames: the one just before it is supposed to be affected by the physics (Animated ON), and the following one, when it is affected by the physics (Animated OFF)

Ok, that is awesome! Can you add this as an answer? Then I will give you the completion.

Instead of using an empty, you could animate the object itself. To do so, keyframe the 2 following frames: The one just before it is supposed to be affected by the physics (Animated ON), and the following one, when it is supposed to be affected by the physics (Animated OFF).

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


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Transforming collections with animation nodes
Hello everyone and happy holidays! So I really would love to parent a collection to an empty since instancing can be so messy but what I had not considered is ... perhaps using animation nodes to transform a collection ...
So I am just curious if I could use animation nodes to move my collections around ?

Yes you can, what exactly is giving you trouble here ? Can you post an example of what you have tried ? Please give as much detail as possible :)

awesome! .... well, I am VERY green to animation nodes so .... I have just been reading and switching buttons, but nothing is working right ... so I am pretty much at square one

Check out this Tutorial Series for basic concepts. Its worth it, animation nodes is a great tool: https://www.youtube.com/watch?v=NgiVhvYU2mk&list=PLJSCK4DjIWhk-JIGOIJKLUB1bGXfDBgzZ

Case A (blue) would be to set the parent parameter every object has, wich also can be found in Object Properties > Relations > Parent
For a onetime operation this could also be done via shortcut Alt + P or python.
Case B (green) does not parent but moves a collection of objects in realtion to another. Here the logic of animation nodes and its potential maybe is more apparent.
Important: for this to work you have to check Delta Transforms in Object Transform Output > N-Panel > Item > Advanced Node Settings > Delta Transforms.

Here you can see were to find the Delta Transform toggle in the Object Transform Output Node:

Hey thanks AM , I tried this setup since it looks like it makes sense but I could not get it to work in Blender. I have the exact same setup as you, node for node, but I could not find the delta transforms option in the drop down.
All my test object just smashed together at the center of the world ... not sure what to do next

Updated the answer accordingly. Hope it helps :)


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How to use one weight layer as a mask for the other
Below is an image of a subdivided plane with 2 different weight layers and 2 different particle systems.
I am curious if there is a fast way to take the weight painting information for my red objects and use it as a mask for my green objects weight information?

The result would make it so the red objects seemingly cut through the green objects.

Thank you so much everyone!!

you should look into the "vertex weight edit" modifier https://docs.blender.org/manual/en/dev/modeling/modifiers/modify/weight_edit.html

You can either use the Vertex Weight Edit modifier or, more simply in this case, the Vertex Weight Mix modifier:

Which will let you subtract the band group from the circle group:

Ensure 'Use Modifier Stack' is checked in the particle system..


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Python Diffuse Color
How do you select diffuse_color in python

Select object then use (for texture sort 0, after create texture):
bpy.context.object.active_material.texture_slots[0].use_map_color_diffuse = True


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Compositor has a different effect when editing Render Result vs external PNG image?
I get a different resulting image for each of these three situations:

I edit the true Render Result directly with "Render Layers" node in the compositor. (The Render Result image was never saved externally.)
I save the Render Result as a PNG file, and then edit the externally-saved image with an Image node in the compositor.
I save the Render Result as a PNG file, open the image with an Image node in the compositor, and connect the Image node to the Composite node. The external image is now loaded into "Render Result" (kind of like a pseudo render). I then edit "Render Result" with the "Render Layers" node in the compositor.

The second two situations gives me different results from the first.
What I want is the first result, but then I need to re-render if I accidentally close Blender during the process or want to make additional changes with the compositor in the future (since the "true" render is deleted upon closing Blender, and all I can save is the PNG).
Is the saved PNG missing some kind of information that the "true" Render Result image has? How can I remedy this?
(Note that I tested this by using a "Glare" node. This node seemed to have no actual glare effect for situation #2... it only darkened/lightened the whole image. It had a sparkly/glowy effect for situations #1 and #3, but they were very different.)
(I'm new to Blender.)

This issue is that the exported image has been conveted using color management transforms.
In short words, the renderer will determine a light value for each pixel, with range from 0 to infinity in a linear way. When you export an image every value will be converted to fit the 0.0 (black) - 1.0 (white) range, and applies a transform, determined by the settings on the color management section.
The values of the two images (rendered and exported) will be different. In other words: the original values are unbound and linear (also known as Scene Referred), the values on a PNG are limited and a "gamma curve" has been applied so the values are no longer linear (they have been converted to Display Referred)
See this answer for more detailed infos Render with a wider dynamic range in cycles to produce photorealistic looking images.
Saving the image as EXR files, will allow you to retain the original unbound and linear light values!

Never mind! I discovered that if I want to save all the render information, I should save the render as an EXR file. :)
This answer explains how to save it as such.


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Blender: Strange clipping planes when rotating the view
I am experiencing strange clipping behavior that is shown in the gif below.  Why are my grid and cube being clipped when I rotate my view about the Y Axis?  Everything seems normal when my view is aligned with the +/- Z Axis.
For what it's worth, I've changed my Units to Metric, and my unit scale is .001.  For a higher quality gif, I have one at this link.


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Weight painting in a fully established material
So today I am working on a landscape that I will eventually animate in 4K, therefore I want to create a lot of detail.

I want to start painting in some nice detail near the river ( highlighted in red ) first.
I have some simple river rock textures and some grass textures like below.
So my question is:
 - Is there a simple way to paint several fully realized textures ( with colors and normals ) on to a singular plane?
Can't seem to figure it out and I have been at it all morning.
Thank you everyone!!!

Would substance painter be a possible solution ?

Your nodes are difficult to read. They can be bigger for easier reading.  The texture does not need to be so big.

Please show two textures or more ... small is fine. You can also use texture provided by Blender for testing .. not for final product

Do you know how to texture paint a gray scale image for your UV mapped mesh?

I am having my own problems with Blender.  It keeps crashing when I try to do anything

Sometimes weight painting means assigning weight to vertices of a mesh.  Perhaps factor painting for the mix shader node,

Consider a mix shader node in your shader nodes where you can change the contribution of each texture. A texture can determine the contribution pixel by pixel.  Two standard standard textures linked to Two BSDF shaders linked to a mixed shader.  The relative contributions are mixed in a ratio specified by a hand painted texture.  Image above.

Texture slot in Texture Paint. UV Map. You can paint the grayscale image in either area when set up correctly.  My machine is currently having problems. Final Render Seems accurate. You may need to save your image edits frequently.

A render. Checkerboard texture wrapped around torus and musgrave texture visible in areas determined by the manually paint grayscale image.
You can paint a gray scale image to hold the contribution from a texture information.  You can also paint with a stencil in texture painting.
Attempt to accomplish a simple case first ... base color first .. then the texture color ... the value connected for the contribution is a gray scaled painted with texture paint.  Make the texture and nodes first then your texture painting work will be realtime live ... assuming enough gpu cpu compute power.
Please inspect and improve.  Currently I cannot get interactive updates on my machine.  Perhaps someone will comment on that.

Hey Atomic! Thank you for responding. So I understand how to mix different textures under one material but I don't know how I would apply them with a brush in the areas that I want ...

Lets see your grayscale image.  You do not need to be perfect just accomplish proof of concept.

I am sure you are right but I just can't translate/understand what you mean it without images ... I will try again and  post some better pictures of my attempt.

Alright , so this is as close as I got for today... I just saw you gave an in depth answer so first I have to thank you for that and I will try the tomorrow or the next day and let you know how that works out.
So for this image I figured out a way to mix stencils to paint this plane , which is almost exactly what, the only thing I need to figure out is how to hook in 2 separate normal maps ...
Anyways I see what you are talking about ... I will have to give that a shot!
THANK YOU SO MUCH ATOMIC!!!


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moving a USB cable along a curve
So I think this may be fairly easy but I am not finding the solution. I want to move several USB cables along a curve and have them plug themselves in. Naturally I thought to just model out the cables and then apply a curve modifier, the only flaw is I do not want the head of the cables deformed... So how can I get the cable to follow the path and deform while having the head follow that same path and not deform?
Thank you so much!

https://blender.stackexchange.com/questions/53523/how-do-i-add-a-non-deformed-end-cap-to-a-tube

Here is a link to a youtube video that does what you are wanting in some aspects, and it worked for me, https://www.youtube.com/watch?v=uRAfhJQFjRo&list=PL2DcM9Gsef16GjHLpFtYS1A0iBlsCoq6G ,  i Would reccomend starting at 2:12, thats when he uses the curve


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How to keep certain faces planar while decimating mesh
For a papercrafting application I need to decimate (collapse) the geometry in order to reduce the number of faces. The original geometry looks like this:

When applying the decimate modifier (with triangulation), I noticed that the flat base of the spherical dome is not planar anymore:

I want keep this face planar (which is intentionally so in order to be glued to something else) while collapsing.
Is there a way to constrain the vertices of that face such that the decimate modifier will be able to move them only within the plane of that face?
Since I'm still a newby to Blender, I wouldn't know where to look for a solution. My searches for obvious keywords did not surface anything that looked applicable to my problem.

Use checker deselect to dissolve every nth top and bottom vertex or try the Decimate modifier options (co-planar etc.)


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Is 3d look from contours possible in Blender using Grease Pencil?
I've recently started working with blender and was curious if it was possible to use the grease pencil tool in blender to achieve 3d look contouring as shown in these images. I've been trying various methods to try to achieve this but I just cannot come up with "b", where the cross-hatching provides concavity and convexity on the normal map. So I was wondering if I was just wasting my time or if this is possible in Blender using Grease Pencil at all.

I don't know about doing this using grease pencil, but it's definitely possible using freestyle

Thank you!~ I'll check out the freestyle option and see if it can be used with grease pencil also.

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


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Obtain normal map from specific camera and transformation
This may be a long shot, but after researching fruitlessly for about two weeks, I wanted to ask here in the hopes that someone who is a bit more knowledgeable about Blender and computer vision can assist me or at least point me in the right direction. The problem is, I would like to know how I can acquire the normal map specific to a camera and then transform it based on another camera.
The scenario is, let's say we have stereo cameras; Camera A and Camera B. We would then want to obtain the normal map A' that comes from transforming the normal map of a view point A (Camera A) to another view point B (Camera B). Then perform matching in two normal maps: A' and B, similar to SURF or SIFT for finding the correspondences between these two normal maps.
The limitations I have encountered are:
1) How to acquire the normal map (camera specific) without baking?
2) How to transform that normal map (once acquired) to Camera B?
I assume using opencv to find the correspondences between the two normal maps would be the easiest part, so these two questions are most important for me at the moment. Also tips on how to apply this in cycles/Sverchok would also be very much appreciated.

In Cycles, the Normal pass can be enabled in the render by enabling the Normal pass in the Render Layer properties - however, this is in World coordinates, not Camera coordinates. To convert the Normal into Camera space we can use the Vector Transform node. This isn't possible with the actual Normal render pass but we can add an additional Render Layer and configure that to generate the "camera-space normal" render.
In order to do this we first need to create a material which will generate the normal in camera space. This can be achieved with the following nodes :

This takes the geometry Normal (in World space) and transforms it into Camera space via the Vector Transform node (notice how it's set to 'Normal' mode, with World to Camera). This then drives the Emission Shader node to generate the output.
In order to generate this as an additional pass for the whole scene we need to add a Render Layer and set its Material Override to the new material shown above - so that all objects are rendered with this material.

The output of that Render Layer will now be available in the compositor and represents the Normal In Camera Space.
This can then be repeated for both cameras (you can actually use Render Layer 'Views' set to Multi-view to render both cameras automatically).
In order to transform the result into the opposite camera space we need to apply a transform to the generated normal to rotate by the difference in angle between the cameras. For this I've made an assumption that you already know the angular difference between the cameras and that the rotation is purely in the horizontal direction of both cameras - ie, in the same way our eyes in the same horizontal plane.
For this we can simply rotate by the specified angle around the Y axis using some vector maths :

Here we're transforming the R element (x-axis) to cos(angle)*R+sin(angle)*B and the B element (z-axis) to -sin(angle)*R+cos(angle)*B - effectively a rotation matrix - and leaving G (y-axis) unchanged. Set the Value node to the angle of rotation (the angle between your cameras) - in Radians.
This can produce the following result (slightly different to the unrotated result) :

Blend file included

Thank you so much. This helps a lot. Is it possible to get your blend file too? Thank you.

Glad to help - I've edited the answer to include a link to the Blend file.


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How would you animate elastic compression?
I'm trying to animate a prosthetic foot of this kind
https://www.oapl.com.au/sites/default/files/styles/homepage_main_block_286x308/public/Elan%2005small.jpg?itok=0hNvnXbp
How would you approach the animation of a step, considering the compression of the foot and the spring like motion of the tip and the heel?
What is the common way to animate elastic componets such as the ones in the picture?
Thanks.

Welcome to Blender.SE. Do you have an animation of what are you tring to animate as reference? It would be very helpful if you could post it.

Hi @pedozzi1, this doesn't really fit the [ask] and [tour] advice, specifically the question is subjective.  Also I have too many pending edits, so I can't fix your formatting, but feel free to edit it yourself and make your question shine :)


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Blender：How to convert different 3D format to blend by python script?
I have successfully made preview of blend 3D format. The /1/ below is my working script. Since customer has other formats, for example obj, Aveva made 3D format files. How could I make a conversion from obj or other format files to blend file format by python?
import bpy
import math

scn = bpy.context.scene
j=-1
for k in bpy.data.objects.keys():
    if(k.startswith('Camera')):
        j =k
        break
print('j is: %s ', j)
cam = bpy.data.objects[j]
origin = bpy.data.objects.new('Empty',None)

step_count = 2

for step in range(0, step_count):
    origin.rotation_euler[2] = math.radians(step * (360.0 / step_count))

    scn.render.filepath = 'e:\\temp\\happy_shot_%d_wednes_Sep_7.png' % step

    bpy.context.scene.render.resolution_x = 120
    bpy.context.scene.render.resolution_y = 64

    bpy.ops.render.render(write_still=True)

Related  and consider using cam = scn.objects.get("Camera") or snc.camera  will be None if not existent in scene.

@batFINGER Thanks for telling defects in my script. Right now, my questions is how to convert other 3D formats (obj for example) to blend format? so that I could use my script to make preview of 3D files in whatever original format.

Just hover above the button for the special imports and you will get command for it: obj -> bpy.ops.import_scene.obj(). You will probably have to also define the filepath somewhere and then you can automatically import it. There are some import addons that are either deactivated by default or have to additionally be downloaded and installed by you. There might be formats that can't be directly imported into blender, you will have to find scripts that convert them to a format that can be imported

See link posted in first comment (along with the suggested improvements for your script).  My answer in linked question: creates a new scene imports an obj and renders.  An importer converts from that format to blender.The render creates the preview.   For other operator importers see comment above, and the Import / Export category of addons to install those that are non default.


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Can Blender load file gradually？
Can I use bpy load big .blend file gradually? My 3D format file are always several Gbs big. If load whole file all at a single time, it takes time.

You could try appending items from the large file into a new file.

Please don't repost the same question, instead edit your original question if you wish to add additional information.


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2001 Space Odyssey HAL Graphics using Animation Nodes
As the title say I am trying to recreate some of the HAL graphics from the film 2001, Space Odyssey.

So far I have created each line using a new "Create Integer List", "Get List Element" and Spline from Point as shown in the image. I know there is a more efficient way of creating new lines and placing them in the grid. I am starting to understand how subprograms works and I think the solution is there but I will like some opinions first. For me, a more efficient way would be an easy and less time-consuming way to add as many lines as I want and place them in space like the graphic from the film.

I don't know animation nodes, though the basic principle is simple: graph a function and supply slightly different inputs to get slightly different outputs.
For example, sine function, passing X coordinate as input, and using Y coordinate as output:

With the result:

Not much happens, because the range is only [-1, 1], increase the range by multiplying X by 8 - now it's [-8, 8]:

And so the function repeats:

Sine output is in range [-1, 1], going across the entire plane. Let's limit it, by dividing by 3:

Now the Y is in range $[-{1\over3}, {1\over3}]$:

Time to add some random transformations:

The bottom branch visible as the bottom, ghost curve:

The rest is just figuring out interesting parameters and duplicating the setup many times:

And the result:

The reference images show a function which output curves don't intersect. In the method above it's easy to accidentally intersect curves. Perhaps a smarter method would be to just use a 1D noise for X, and multiply it by Y, to guarantee no intersections as well as perhaps allow to have an infinite amount of curves with a constant (and small) number of nodes. Also the curve thickness could be more even if the Epsilon used x > Cosine > Multiply Add... But that's not an issue in Anim/Geo nodes.

Thank you very much. I knew there was a "mathematical" more efficient approach to it. I will review the idea in detail and come back if I need to.


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How do you make Blender Game the full screen?
I know when you press P you go into game mode but it only shows the game in the 3D editor window. Is there a way to make the game your entire screen?

Yes, there is an option in the properties menu.


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Problems with extruded curve and solidify modifier
I'm relatively new to blender and am having issues with a curve that has a solidify modifier applied to it. I'm trying to 3d print cookie cutters and need to take custom curves, extrude them to a specific height, then give them a thickness, like 1-2mm. I've configured blender to use mm as my unit of measurement and everything seems to be okay. However, when curves are too sharp, as shown, they get these weird overlaps which end up becoming holes in my print.
Image of curve  with weird artifacts:
https://cl.ly/a5cf7eadb762
My solidify settings:
https://cl.ly/b12de88a42ab
The geometry settings:
https://cl.ly/ad8a526e4f17
What it looks like when I bring the exported .stl into tinkercad (for example): https://cl.ly/c4cf484e2872
What am I doing wrong here?

Please place all your images in the question itself.  You may use free GIMP or the image editor of your choice to do this.  Please do this in the future as well. The user need not click to a different website for a simple image.  It shows more effort on your part.  It is tedious to click on these four links.

It seems logic that if your angle is very sharp, your Solidify modifier may create a problem, because the thickness profile can easily overlap itself. So I guess what you have to do is either change the Thickness to a negative value (in your case), or convert your curve to mesh and bring some corrections manually.


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Anyone knows how to round out objects like this?
Anyone knows how to round out that cube at this video from 10:11
i really looked every where but since i am new here i couldn't find anything.
would really appreciate that.
https://www.youtube.com/watch?v=0jwgvOwowuk&t=10s

The basic rounding is just done with the subdivision surface modifier. Right side of his screen. Just make sure Catmul-Clark is enabled instead of Simple.

Please try to Sphere. Edit Mode.

Cube with high vertex density.  After To Sphere operation it looks like ... well a sphere.
Shift Alt S
The move your mouse away and experiment.


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meshes being generated at target instead of at 0x0y0z
I'm having trouble. I'd like to have a cube pop in at 0x0y0z instead of popping in at the left click's target's location, it wasn't always like this. Can you help?

Shift S
Snap Cursor to Center.
Then add Cube
or
Shift S
Snap Cursor to Center.
Click on Cube
Shift S
Snap Selection to Cursor.

Do not be concerned with [it wasn't always like this.]
Be ready for new ideas in Blender


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Why is this red stuff filling my smoke domain?
Exactly what it sounds like.
File:

I just checked the file, and for me it only shows up in LookDev view, and not in any renders. It also only shows up on the first frame (0) and not when there's any smoke in the domain. Is it the same for you? It looks to me like a bug in how Blender draws smoke in the LookDev view.

Yeah, you're right, it's only LookDev and the first frame. After that in LookDev there's some floating fire but it's otherwise normal. Guess you're right and it's a bug. Thanks.

It might not be a bug, could be a setting, but none that I could find.


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Dynamic occlusion-based target object for DOF
Is there a way (during animations) to have a Depth Of Field target calculated dynamically, based on the first occlusion plane that rays shooting from the centre point of the camera encounter?
This as an alternative to the less convincing method of using a preset (and keyframed) focusing distance, or the more labour-intensive method of using a manually positioned (and keyframed) target.
Preferably this method would be based on - or alternated with - the average occlusion of the current frame.
For example: when there is an object in the middle of the camera view, if most of the frame is covered by the wall of the window the camera is looking through, the camera will focus on the wall, not the object.
As an exaggerated example of this second method, not this:

But this:


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Is there a way to render one layer
So I'm creating a room flooding video I've taken a picture of my room and and created a scene that has obstacles where my bed is and the walls are ect. What I want to do is render the fluid simulation against a transparent background so I can composite it on to the picture. The problem is I can't figure out how to make all the obstacles invisible and only have the fluid running through the scene and hitting the obstacles without the hdr making the fluid over exposed.

You can set layers to be excluded from a render-layer (think foreground, middle ground, background). More information here: https://www.blenderguru.com/articles/how-to-render-a-complex-scene-without-crashing

I believe the answer is the mask layer in the Render Layer Tab.

Yes, there is. In the properties panel ( to the right ) hit the button in the top bar next to the render setting (next to the camera) which looks like two pages. This is called the Scene settings. Under layer, you can choose which layer to render. Hope that helps :).
Edit: There is one more thing you can try. In the top right where it shows the different objects in the scene, you can’t hit the camera so they won’t be visible in the render. I’m not sure if this will preserve lighting though.

It does not. This is so frustrating!

What if you made the objects transparent using a material set to max transparency?

The light will still pass through the transparent objects and the fluid in the scene will be effected by the HDR. im just looking for the best way to composite this simulation onto a picture.

As much as I’d like to I’m afraid I cannot then help you as I have no idea. I’ll upvote your question hopefully someone can help. GL.

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


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Print3D volume changes based on position of object
I am creating a house and measuring the volume of each of my objects for a project. I have created a ridge tile, although this is not relevant to my problem. Under the Print3D addon, the volume calculator changes value depending on the position of the object. Here it is 679960.0124 cm³

But when I raise the object slightly higher, no other changes but to position in space, the volume rises to 711007.3566 cm³

What is the reasoning behind this? And how can I know which volume is correct for any of my objects? Admittedly I do not know half of what Blender can do, but this seems like a bug.

The object seems to be irregularly shaded. Does it have any modifiers in the stack or any shape altering deformations like armatures, shape keys, or modifiers?

Thank you for the question. It is a little irregular, yes. I elongated half a circle, then duplicated it, made that bigger and filled in the faces between. The odd part in front is the same process, shorter, bigger, and then matched the vertices along the one end and filled in again. No modifiers, armature, or shape keys.


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2.8 box selection does not select everything, tiny objects not selected?
I have a lot of problems with box selection on objects,
there are always not all objects selected !!
I don't have any fancy collections or wrong settings in the outliner,
also when I zoom in - I can select them - whats wrong !?

can you supply an example file with viewport set to recreate the issue?  https://blend-exchange.giantcowfilms.com/ Sounds like it might be a bug.

yeah, I can confirm it's like a depth when selecting, when I zoom-in can select those smaller objects

use this demo file just broder select the geometry from this zoom level (do not zoom in) and do a grab (g x) - a lot of obejcts are not moving (cause not selected) !

the same with behaviour with
Blender 2.81 Alpha
September 11, 23:12:23 - 1e375ab5a104

... BUT working as expected with old 2.79

I can confirm replication of the issue with your .blend. Very odd, Othorgraphic view and mucking about with the view clipping made no difference. I think you need to report it as a bug. https://wiki.blender.org/wiki/Process/Bug_Reports

When I use "Origins (All)" - selection works ....
^ I try to find an example, because I'can't supply this (customer) data ...


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Convert old AnimationNodes to Current - a flying away movement - what is the "Objects from Group" replacement
How to convert this animation to current 2.8x animation nodes ?
A simple flying with slight rotation, controlled by the empty locaion....

I can't find a kind of "Objects from Collection" node

thanks so @OmarEmaraDev it's called "Collection Info" now,
also it kind of messed up the the inital transforms and Index Keys


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Strange issue with normals of specific faces in mesh
I'm having a strange issue with my normals:

The normal map (baked off of a photogrammetrical mesh) has no issues.
Recalculating normals doesn't help, nor does flipping the specific faces, except that the diagonal distribution of the pink and magenta, as seen in the selected face, is somewhat flipped, like so:

There are seemingly no issues with the mesh, either, and it has no modifiers. I tried triangulating the faces, but the problem remains. I'm using Eevee, but in Cycles the effect is similar to triangulating the faces (which is something that rendering engine might be doing internally?).
Does anyone have any idea about what could be causing this?

Have you thought about if that may be an UV problem? Maybe they are too close or overlapping on your normal map.

@taiyo I ..hadn't. Turns out they are indeed overlapping (edit: they are actually crossed, or twisted, overlapping themselves), as I projected the UV map from view. I'll remap and rebake, thank you!


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How to make an object stay inside another object?
I have a jewelry box,  inside the 24 different drawers I want objects to stay  put with their  textures.
I am having     great difficulty in  achieving this..... Joining the object to the  drawer doesn't work..
It is not as simple  as copy & paste object to drawer location..
Thanks in advance !!

Hello and welcome to the site! What do you mean by "objects staying put with their textures"? As of now your question is hard to understand. Could you maybe add some images to illustrate what you want to achieve?

This is a perfect case for Parenting objects.
Set your drawer as a parent to the jewels, and they'll move with it.
How to
Select the jewels, then select the drawer an set it as a parent.
Object > Parent > Object
Shortcut: Ctrl + P > Object
Objects with and without parenting.

Further reading:
Parenting objects in Blender Manual

you can also use the outliner and shift drop the diamonds onto the box to parent them as well.
https://docs.blender.org/manual/en/latest/editors/outliner.html

You're right! Forgot to mention that. Have a +1 :)


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Bevel + Subdivision modifier error and crease edges
I have a problem with the combination of these two modifiers.

I tried every combination but similar "artifacts" appears on various position when I use bevel and subdivision surface modifiers in combination.
Online I read that the bevel modifier is not that great and many people advices to use the crease tool.
The problem is that the creased edges will disappear when exporting the model in obj or stl format....
How can I solve this problem? I would like o avoid to add edge loops because the topology would turn more complex

For starters you could try Limit Method: None in your Bevel. If you still have artifacts at >= 2 segments, I'd suspect problems with topology, like doubles (A, M, B in edit mode to merge them).

First thing to do is to apply scale (ctrl A) and disable clamp overlap in the bevel modifier. Also set the shape under profile to 1 and reduce the size of the bevel till it fits.
Next you can try to use weighted bevels to have more granular control. Select all the edge loops (its important that its the full loop otherwise it may create artifacts as well) that are supposed to be sharp and hit ctrl E -> Edge Bevel Weight and pull your mouse out till it turns blue. Also switch the limit method to weight in the Bevel modifier.
I am curious tho, why you dont want to use edge loops specifically? Using a bevel modifier is the same thing, just in a different way.
Hope it helps

I need to precise that I'm a newbe.
When I model something and then add edge loops, often the topology of the model becomes very confused... using a modifier, I only need to look in the settings panel and I can change the parameters more easly
However, the method you suggested to me seems to have partially solved the problem
But isn't using Edge Bevel Weight the same thing as edge crease?

No. Creases... idk how they work, they shouldnt be used. Bevels and edge loops are superior. Edge Bevel Weight tells the modifier where to apply the bevel. This ensures bevels are going the whole loop. Wit the angle method a few edges may be missed leading to bad topology and potential artifacts


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Making gridlines using python to fix cylinder in Blender
I am working on a project where I have to make gridlines at different angles and at each node, I have to place a cylinder. Since the number of cylinder to be placed is more than 2,40,000, I am searching for a way to code this using python for faster execution.

Do the cylinders represent the nodes or the edges between nodes.  One mesh or multiple objects, curves perhaps?  What data is being used? Please edit your question with more details to clarify.

If your grid can be wrangled into a single mesh, and your cylinders don't mind being identical, you might want to look into Dupliverts,


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meshed objects are changing color
We are attempting to join spheres and a cube and text together for a school project but when we try to join them they all turn the same color.  What can we do to keep that from happening?

How are you joining them?

Welcome to Blender SE. When joining two different meshes in Object Mode (CNTL/CMD-J), the mesh doesn't know how to remap material qualities to this new mesh. Tab into Edit mode. In the Materials panel, click "+" to add a second material for your mesh, and select the material that vanished. Then, select each face that should have the second material, and click the 'Assign' button under the Materials list..


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PNG animation render, saving images without a file type
So this is probably a simple solve and most likely due to me adding a setting that I shouldn't have.
So for all of my other animations I have done, I render each step as a PNG image and then use the Image Sequencer to render the final animation, and it works well. But this time around, all of the rendered images are not saved as PNGs but rather saved without a file type but can still be opened via Chrome.
Any ideas how I can get Blender to save these renders as a PNG?
Specs:
GeForce GTX 1060 3GB,
Windows 10,
intel i7,
8GB RAM,
Blender 2.79

The files are not garbage, because they can be opened. So they have a type. But it's still possible they have no file name extension. Just in case they do, but you can't see it... have you checked View > File Name Extensions, in your Windows  file browser?

In the Render panel in Input, check "File extensions"
(They are saved without a file extension, which is not the same as a file type.)

This is so stupid that this isn't the default.

This IS the default (at least in 3.x)

Was not for me when I ran into this yesterday.

I realized that the file extension was not ticked... So I checked File Extensions checbox in the Render tab > Output panel and now rendered images are saved with extension.


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How can I attach an object on another object?
I'm trying to attach an object to another object.
In my scene I have an object that must follow a rig. This object should get a glare effect, which is why I can not join the object with the rig. So how can I do that?

How can I attach an object on another object? By Parenting. But please take a step back and examine your question. Are there any details or explanation you might add which could make it easier to understand?

yeah that worked but when I move the rig with the bones the objects standing anyways there...
Here is a detailed explanation of my problems. I downloaded a rigged model. Now I have to add an object to the model that moves with the model when I use the bones. I can not join the object with the model because it has to remain a separate object because I want to make a glare effect on it.

ok I got it. You must select the object, than the bones, press strg + p and select bone.

yes that worked great. thx for your help.


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Fluid Simulation, make the fluid to be absorbed
I have a fluid falling on top of a plane.
I want the fluid (water) to be absorbed by the plane, like a cloth would do.
How can i do that?

Thank you

Could you please be more specific on how you want the absorption to be visualized? Like do you want the fluid to still be visual in some way after the absorption? Do you want the fluid to stick to the plane in a sort of way? How do you want the fluid to have an effect on the plane? (example: plane get's thicker on fluid interaction). What is your main goal? A Bounty towels commercial or a scientific visualization of fluid absorption? Should someone recommend force fields, a fluid outflow or a combination of fluid and dynamic paint???

My final goal is for a commercial, the plane (cloth) gets wet and it dries fast (and i will use the wet maps/dynamic paint for that). I just need the fluid to get absorbed,  it would be cool if the plane get's thicker on the interaction i guess, thank you again.

Why not have an outflow object aligned with the top of your plane? It may make the fluid disappear quite rapidly, but maybe fiddle with the simulation speed if need be.

if i put an outflow the fluid simulation doesn't work, i mean that the fluid disappear as soon as it touches the plane

I was trying to set up a scene where the fluid interacts with the plane with dynamic paint (like you have already done). And then make the dynamic paint interact with a solidify modifier (to make it thicker on interaction) by assigning the solidify to the dynamic paint vertex group directly. But that doesn't work... So I removed the solidify, changed the "surface type" of the dynamic paint canvas to "displace" (make sure the canvas has enough subdivisions); and I got a sort of absorption on interaction effect. I'm still trying to finetune things, but it might be a good start.

Changing the Dynamic Paint Canvas type to "Displacement" and setting the "Displace Factor" to negative 1 (-1) gives this effect.

(*make sure the plane/canvas has enough subdivisions)

Also tried it in 2.8, but dynamic paint doesn't seem to work yet (Not like 2.79 works "out of the box"). Or I might be missing something, like a new added step for 2.8.

In 2.8 there are occurrences where you cannot see the result right away, but if you bake it, it works (like weight paint). Not sure why, not convenient, but it works (afaik).

@ Kiskit. Aha! Tnx for answering.


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How to render layers in different files?
To explain myself better, i have 3 render layers (i’m using blender 2.8) one with the subject, one with a light beam and the last one with the background.
This is an animation and i want to composite each layer in premiere separately, how can i render 3 different images per frame? Thanks!


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Fluid being absorbed by a plane (cloth)
I want to make an animation similar to the gif, i want a drop (of water) to fall and to be absorbed by the cloth.
I have the cloth texture and a fluid simulation with dynamic paint that creates the wet cloth, but i don't know how to make the fluid geometry to be absorbed smoothly by the cloth.
Thank you!


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Particle system to individual objects with keyframes
i have this animation where the particles move from the bottom to the top and i want to delete all the particles that don't make it to the top, how can i do that?

Mesh with Collision Physic can kill particles. Add a particle killer mesh and turn of it's render visibility.


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How can i create the shader of the virus?

I've been trying, but my result is not convincing at all
here it is:
(Note that the model is missing a subsurf)

here the node setup

Thank you

why are you not satisfied? maybe put a bit of translucency at the end?

Improving your lighting setup will also be important to get closer to the reference image

@moonboots you mean another mix after the one with sss and the diffuse?

@ajwood thank, i'll try

Have you tried using the Principled BSDF?

https://blender.stackexchange.com/questions/23571/what-is-this-kind-of-material

Actually, maybe you should try Subsurface Scattering at the end of your node organization, it will give translucency and it will take your volume into account:

thank, i'll try it


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How to recreate this wireframe looking effect
I would like to recreate something like this using blender, if someone knows please explain it to me.
thanks in advice.

The effect you are looking for is called "Plexus" as far as I know.
Please see here:
https://blender.stackexchange.com/questions/28789/create-plexus-plugin-like-effect
Also, try searching youtube for "blender animation nodes plexus"

Hmm.. maybe you want to animate this, in which case this answer would need expanding..
But as a still, this is a close shot:

It involves:

A distorted plane with a Triangulation and a Wireframe modifier with a matte black material
A particle system to place a 'vertex' at every vertex, with the same material
A duplicate of the plane with a glass material, very low IOR, (no Wireframe, flat shaded)
A long lens on the camera, to keep vertices about the same size in shot
A shallow depth of field set for the camera
A Background shader for the world, large-scale noise to reflections in the glass, but white to the camera and transmission through the glass.

I probably should have used Dupliverts, not particles.. but can't replace the Blend right now...

Also, there is animation nodes ♥
https://youtu.be/dS2eid2hs-A?t=202

@L0Lock    There you go.. I never even heard of Plexus... I know nothing ! :D

see the comments under the question ;)


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Bevel mess over UV Sphere
Liam trying to achieve a vibe over this uv sphere and a cylinder as I did over a cube but when I apply the bevel it messes up the mesh. suggestions welcomed!
thanks!

A subdivision approach would be to let Catmull-Clark do your bevelling
Start with a level of subdivision lower than the one you want to wind up with, and cheat if you can: choose the number of segments in your sphere to fit your chimney profile nicely. Retain a highly-subdivided copy of the sphere in the same place, as a future Shrinkwrap target. Hide it if you like.
Create a 6 or 8-sided circle to be the profile of the chimney, raise it above the sphere, position and orient the profile over the sphere

Knife-Project the circle down on to the sphere

X Delete the faces created by the projection, and ShiftD copy the edges on the perimeter of the hole: raise them in Z and scale to 0 in Z to flatten. Select all the vertices on the surface of the sphere, and create a vertex group from them. Assign a Shrinkwrap modifier to that group, with the intact subdivided copy of the sphere as target.
J or K Cut some edges in the sphere joining the 'loose' vertices of the hole to existing sphere vertices, creating convex polygons, not too skinny or irregular, but don't worry about making all quads.. we're going to let the first level of subdivision do that for us.

CtrlE > Bridge Edge Loops between the hole and the profile, and Catmull-Clark subdivide the whole model once with a Subdivision modifier under the shrinkwrap. We're almost done.  (You can use Loop Tools > Circle to make the profile regular.) If you apply this first level of subdivision, you're all quads. Selecting loops to slide them around becomes easier.

The rest is tweaking, smoothing, Because of the Shrinkwrap, you can move vertices around on the surface of the sphere quite a bit without disturbing its curvature. If you were really fussy, you could create a shrinkwrap target for the chimney, too. The sharpness of the bevel can be altered by sliding / adding / removing edge loops in its vicinity.

Woow Thnks Robin!! all clear!

thank you very much for taking the time for such a detailed answer, I have done all the steps pretty straight forward but I am trying to understand  why you used the Shrinkwrap modifier and assigned it to the vertex group and targeted to the sphere? Thanx Robin!

(The shrinkwrap is to the intact copy of the sphere, of the verts you want to stay spherical) . It's true, you may not strictly need the shrinkwrap. But if you wanted to  keep near-perfect sphere curvature, and have the freedom to move vertices around near the bevel, to ease it, without worrying so much about introducing bumps or ripples... it's a generally useful technique in modeling .. used a lot with cars, and suchlike.


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Loop cut not loop
Why my loop cut is not a loop?
I am trying to make a loop cut with the loop cut tool but it doesn't make it though the entire object.

Your topology does not allow for that. It appears that you go from quadrangles on the left to a triangle on the right, where there is no where for an edge to continue.
Essentially this:

versus

thanks for your answer so the way to fix this to apply is triads to quads?


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fire and smoke in same domain
i like to create a fire and smoke simulation in one domain with different emitters.
But I can only change the colors from both the smoke and the fire. I like to set different colors for the flames and the smoke.

for 2.79 if you use an attribute node and put in flame or smoke you can add materials for flame and for smoke

another approach for blender 2.8 which i now see you are using is to select the smoke flow object and before putting smoke use object > quick effects > smoke > pop up options - smoke, and for flame flow same but in the pop up options choose fire, or if one flow object for both fire and flame choose fire + smoke


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Cube rendering as Sphere
This is happening on multiple projects now... I create a cube, assign materials and when I click on render > render image it shows all cubes as spheres instead. This happens with both Cycles render and Blender render.

I am very new to blender. Is there something I am doing that would cause this? Any help is appreciated!

@MrZak - That is exactly what was happening.... Like I said, complete newbie here..... Thanks!


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Difference Between Armature and Bone Layers?
So I'm programming a little customized add-on and want to implement a button to change the layer of bones in armature and pose mode.
But there are two different layer types, to armature and bone layer. I didn't find something, so could someone explain me the difference?

So...You could be referring to a few things, but I'm just going to run through all of them real quick.
Armature Scene Layer: The layer in which the armature is in the scene.  This matters for rendering and viewport filtering.
Armature Layers: The Bone Layers in an Armature.  Activating a Layer makes it visible in the editor.
Armature Protected Layers: Runs parallel to the Armature layers, activating this layer makes the corresponding Armature Layer write-protected.  Users will be unable to edit bones that are in this layer.
Bone layers: Armature Layers from the perspective of bones.  Determines which armature layer(s) a bone resides in.

Thanks, I think that was already deep enogh! So, when I want to organize my bones in one single armature display only the bones I work with in the moment, I should choose the Bone Layer command. Correct?

Yes, you would assign your bones to a bone layer, then choose that layer to be active in the Armature layer.

So just in the moment I saw that I made an error in my ceode. Because I (befor that question) build a menu with the armature layer command. Now I used it and, just like youre description says, instead of move the bones to layer 3, I only saw the empty layer 3... Thanks!


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Changing envelope size of an vertex with the Skin modifyer hot key
I want to work with the skin modifyer to produce a organic beam to put something on top. So i want to change the envelope size at the red marked are, so there is a hotkey which I already forgott 3times... So what is the key in blender 2.8 for that feature?

i don't exactly understand but you might be looking for alt+S or if still not applied skin modifier ctrl+A

jepp, ctrl+A I was lookng for. Already found it in the manual of the skin Modifier, but thanks anyway!


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Is it possible to turn vertices and move them only in one direction?
I want to turn some verts, but I wan't them to be still in the original x and y cooridanetes. Is there a way which doesn't need the boolean cut?
So I wan't the result from B with, and not from A.

maybe what you're looking for is the Shear tool?

you can knife project a plane rotated at the wanted angle.

Here is what I consider is the best way to produce that effect.  I use the knife tool.  When you press "k" to activate the tool, you then hit "z", which allows you to cut all the way through the object, instead of going all around.  You then go to side view and cut a straight line through.


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Pie Menu for Pivot Point
I want to build a custom piemenu wich contains the following: Proportianal Editing and Changing the Pivot point.
There are already two pie menus, which does those options, but I have only one button for that.
So I want an pie menu which contains following commands:
#bpy.context.space_data.pivot_point = 'CURSOR'
#bpy.context.space_data.pivot_point = 'INDIVIDUAL_ORIGINS'
#bpy.context.space_data.pivot_point = 'MEDIAN_POINT'
#bpy.context.space_data.pivot_point = 'ACTIVE_ELEMENT'

and also some commands for proportional editing, which allready working.
but I don't know how to ipmlement these operators, because at all others, there is something infront of the equal sign.


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the fastest way to hole curved side of a cylinder?
Does anyone knows the fastest and easiest way to hole the curved side of a cylinder in blender 2.8? thanks!

Please add what you mean by hole a cylinder - cutting a hole?

you have a lot of tutorials about this topic: https://www.youtube.com/watch?v=dQA6-3UECoY

yes, this is the one I was watching right now, just wanted to know if since this video is almost 3 years old we had a new magic and faster way in 2.8 you guys could recommend. thanks though!

https://blender.stackexchange.com/questions/34451/how-to-cut-holes-in-an-object-using-another-object and https://blender.stackexchange.com/questions/46061/how-can-i-open-a-circular-window-in-a-cylinder and https://blender.stackexchange.com/questions/28103/creating-a-truck-exhaust-mesh


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How to parent or constrain baked particles to an object so they follow the object's animation?
Here's what I am trying to achieve using Newtonian physics.
Emit particles perfectly vertically from a plane.
If I animate the plane, the particles in Newtonian physics will naturally drag behind which I don't want.
I tried baking or caching the particles while the plane was static. So the simulation is locked in the way I like it. But then moving the plane the particles don't follow anymore, and there is no baked particle object I can find to parent or constrain to anything.
Note:
This does work with fluids inside a domain. I can bake a fluid simulation in a domain, then animate the domain object (translate, rotate, scale) and the baked simulation follows as expected since it is baked in the domain space.
Is there a way to achieve similar behavior with other particle systems ?

The Particle Instance modifier seems to do the trick.
Basically any object with the particle instance modifier draws the result of the simulation you point it to. but the object itself can be animated and does not actually influence the result of the simulation.

Great you solved it  :) And thanks ... I don't know, why I never used this modifier before ...

yes it's not a bad solution. Thanks for posting the illustrations.

So ... just an alternative :) if I understood your question ... here is example of baked simple particle system exported as Alembic file and imported back into Blender.

Thanks for the alternate solution. It may come useful in different contexts so I'll keep it in mind.


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How to get rid of Data-Block objects using pythong?
I'd like to access all linked data blocks and remove them from scene using python, without deleting the actual data from my hard drive.
Context: I linked a grouped armature to my scene, made it a proxy so I could manipulate it. I later decided to delete the armature by selecting everything (hotkey: "A" ) and deleting. I'd like to know how to clean up such a mess. As you can see the Current scene view shows nothing is there.

However the data blocks still has everything in there.

Is there a way to access all Linked data blocks through python and unlinking them ?

Are you specifically looking to use Python or are you suggesting it because it seems like the only way?

@RayMairlot I am hoping to write script to run through the scene and find then remove objects that had been deleted but remained in data-blocks because they were linked. Does blender already have a function for that ? The point is I don't want to do that manually by selecting objects in outliner, in case a have a more convoluted scene and run into this problem.


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Blender 2.8 Eevee. Can't find Material Blend mode option
I am trying to get alpha leaves in a tree from an older file to work.
All the tutorials say got to Material > Otions > Blend mode. And switch the Material's Blend mode to something other than Opaque.
My problem is that my material options look nothing like any of the tutorials suggest, and I get no Blend option to get my alphas working.
Below is a picture of my shader nodes and what my options look like.
NOTE: when I create the material in a fresh scene I do get the Blend option.
But any material I create in my current scene just looks like the screen shot below.
Is there something I can do to fix my scene ? I'd hate to have to recreate this scene from scratch just to get this working.

Found a workaround: I should have added that my objects are linked into my scene. I didn't think the render setting of a linked object's scene mattered, that only the render setting of the final scene did.
In any case, going back to my original objects, I created a new alpha material by importing the image as a plane (using the add-on). This gave me a new shader with the blend mode available, which I set to 'Alpha Clip'.
I then assigned that new shader to my leaf objects and deleted the old one.
Now the trees look ok, in their original scene and in the final scene where they are linked.
I do get an ugly white outline on my alpha cutout from far away.

Your screen looks like you have set Cycles as Render Engine not Eevee.
When you switch to Eevee render engine in Render Properties Editor ...

... than you will have available Blend mode from properties panel
(Shader Editor > Properties > Options)

Also availaible from Material Properties Editor > Settings > Blend Mode

As the OP is asking specifically about Eevee so looks like they don't know to vlivk on the materials tab in the props area rather than looking in the shadin workspace node editor


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Experiment with Polystyrol Balls
I'm writting my Thesis about a method for an additive manufacturing method for thinks like styrofoam aka EPS.
Now I want to simulate the light distrubution in small balls of Polystyrol hit by a concentrated sun beam (with a telescope with an angle) and with a normal laser ray (parallel monocrome light).
My first question is if there is a possibility to get the color distortion of PS like shown in the wikipedia picture. In the nodes I don't see a possability.

What you see in that image is internal stress of that material that is visualized by polarization filters. So you need spectral renderer, but not an ordinary one that does just spectral diffraction and thin-film coating, but one that does light polarization. You will have very hard time finding one, not even Maxwell render does that (does not do polarization, fluorescence or phosphorescence). You can look at some experimental engines, this paper is from 2016 and they might have some demo to try.

Cycles, or really any renderer for graphics is not a completely physically accurate model of light. Cycles in particular uses an rgb based model for colour, rather than a spectral model (luxrender does use a spectral model for colour which may get slightly better results for stuff like this). As far as I know, neither bother to model things like coherence or polarity or anything like that.
Either way, material properties and light effects are vastly simplified in order to provide visually appealing results in a reasonable amount of time and to make it easy for artists to build materials without detailed scientific knowledge of the interactions between light and various materials.
These kind of rendering engines are not and never will be scientific simulations. If you want to find a scientific simulation of light, you will need to look elsewhere for programs build for that purpose.

It is not possible to simulate light interactions in a physically accurate way in Blender.
I believe what you are observing there is thin film interference, so it is likely not only polystyrene that we are looking at, but it's coated with something. Producing this effect visually a bit more accurately is possible in other renderers like Maxwell, there are also OSL shaders for Cycles that only render on CPU if you only needed the visuals for presentation. You could check this huge mess of a thread on Blenderartists.org if you wanted to find out more about it. You might also find it interesting to look at what this guy is doing here with spectral rendering in Cycles. However all of this would only be for pretty pictures and as Sazerac pointed out in his answer, it is far far away from physical simulations. The links might provide you with more insight why though.


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Problem with Texture Mapping (Brick Texture works only on on surface and not on that ones who are normal to it)
I want to make a headphone with a fabrik patern. But when I want to use the Brick Texture with a UV map, I get the pattern only on one the sides and not on top and at the bottom of the model. What I'm doing wrong? (Every advice is welcome, also tips for my shader).

Have you tried using a second UV map for the brick texture, maybe the default reset position of all faces overlayed? I also wonder if this is a matter of checking the face normals?

face normals arent, becouse at the inside it's the same that on top it's grey and on the side is the pattern

I only used one UV map so far for the fabric pattern, when I move the Verts in the UV's it's stil the same situation. So the UV Map is only to control the bricktexture.

If I skip the displayement node, I get the result I want to have.


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Change Greasepencil Color?
is there an way to change those lines from grey to Black or do I need to draw it again?

Enter sculpt mode and use the strenght brush.

okay, I don't know if I got to this solution because I searched at the settings or somewhere else but there was no solution, so Thanks a lot, you saved me much time!


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Command of f2 Addon
I have a question for my Piemenu code Project:
I want to implement the command of the f2 Addon, which is already built in Blender, but I don't get how to write the code for that command, because I have only less experience.

What command are you trying to pull from within your pie menu script? I am only aware of pressing 'F' to form a face from a selected edge and its neighboring edges. Calling a pie menu to do what a single key press does seems like extra steps.

I'm making a piemenu-set for my space mouse, which has only 4 button's to press. But I want it as an alternative fur my keyboard. So what I want to have: the same Effekt when I press f on my keyboard on a piemenu-set,which I can call with one of these 4 Button's, and yes I also think that needs some extras to to, but maybe I already have an idea. Take the F2 add-on code in my menu code and than define as key a viriable which I bind in my menu, but I think that's a bad and difficult solution and I hoped there will be something less difficult...

All you have to do is to map the F2 operator that is mapped to the 'F' key to your button then, but I don't have any experience with the space mouse, and I don't know how you go about that. You might see if you can just go to the input section of your keymap in userprefs and see if you can replace the 'F' key in that operator to the button on the mouse....

hm I try if I get that, the alle special at the spacemouse is that the key's to start something are named NDOF_BUTTON_... that's the difference, everything else is the same. And I Using Pie menus, because there are to less buttons to set every bottun on function

It's not so complicated than I thought...
To use the f2 Addon in my Pie-menu, all I need is:
pie.operator("mesh.f2", text="Make Face (F2)", icon="FACESEL" )

and the text and icon is optinonal.
Thanks @Craig D Jones


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Is there a list or something available which shows the code of the Symbols of Blender
I'm modifying an Blender addon for my own purpose. Enhancing the usability of my SpacemousePro (If someone would like to have it, no problem).
So I build pie menus for the key of my device. To make it even better I would like to use the inbuild symbols of Blender, but from some like those for the 3D manupulator I don't know how to get the name of the symbols to embed them in my (and some one elses) code.

The Icon Viewer does exactly what you need. It displays all internal icons in the tool shelf of the text editor. Click on an icon to copy the name.

:-) Nice Theme, looks really like the good old Blender... It's the perfect solution for my case! Thanks a lot!

It's the "softblend"-theme that comes with blender. :)

Jepp, I'm also to lazy to change the theme :-)


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How do I access a Rigify Control by name (Grouped and linked into scene) with python in 2.79
I used rigify to generate a control rig over a Basic human Armature.
I then grouped the Armature+Control rig so I could link it into a scene.
In the Scene where it is linked I made the rig a proxy so I could access the controls in pose mode.
Now I want to use a Python script to access specific controls by name and do things to them...
I couldn't figure out how to get to the controls. When I have a control selected say the 'torso', and use the bpy.context.object.name script to print out the name, I just get the name of the rig, not the name of the torso control.
What gives access to the controls inside the group inside the rig ?

Thank you !

Got it. I used this formula:
bpy.data.objects['group_proxy'].pose.bones['torso'].bone.select = True


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Blender 2.8 which processes fastest, skinning or bone constraint?
Just out of curiosity so as not to slow down Blender needlessly:
When rigging solid parts of a character like a robot, which will run fastest:
Mesh that is bone constrained to the bone ?
Mesh that is skinned to the bone ?
I know it probably won't matter for one character but say I start getting a large cast in one scene like 15 characters ?
I guess I'm curious which setup processes the most effectively ?

I don't know what the official word is, but it strikes me as reasonable to assume that since the constraint works at the Object level, and the bind at the Object Data level, that the former would be less resource intensive than the latter. But who knows? It may not work like one would expect.

I thought that as well, but I know in game development we tend to bind rigid meshes to the bones rather than constrain so that would suggest skinning is fastest ? It may also vary with the methods used in different software or engine ? so I guess I'm curious how Blender handles the two options and which is fastest ?


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How to find out what operators rigify is using when running IKFK snap?
I am trying to understand what rigify is doing under the hood. specifically when running the FK>IK commands.
How can I discover what python operators are called when I press those buttons ?
the info Editor doesn't log anything for IKFK snapping, nor does the console, and I can't seem to find any documentation.

You can find the whole Rigify add-on code in
C:\Program Files\Blender Foundation\Blender 3.4\3.4\scripts\addons\rigify\
I have little to do with rigging, but looking at the code it seems like there aren't so many operators. From the first shallow look it seems it relies more on the rigs for IK>FK, constraints maybe?.. Anyway, all the code is there, you can have a look at how it works exactly.


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Blender 2.8 Animation, Bake Action, is it broken?
This question was asked Here but not answered satisfyingly.
I am attaching sample files where I reproduced the issue:
Repro:
Using Blender 2.81 (but seems to be broken in all 2.8x releases)

shift+A and drop an armature or bone.
translate object around creating a few keys down the timeline
in NLA editor make keys into a strip
in a new track create more keys down the timeline
make these into antoher strip so that you have a stack of two strips on two
tracks.
Now go to Pose > animation > Bake Action.

Expecting: Baked
    down track to result in the combined animation of both source
    tracks. Instead it acts weird, if you hide the two source tracks and
    only play your baked action you'll see it's not right.
2 Sample files are here

The Rigify file, seems to bake a key on every frame. But if I turn off the base tracks to only play the resulting combined track, you'll see the character just pops back and in the end even disappears somewhere instead of simply returning to origin.
In the other file I tried it again with a base joint rig, not controls. Same result except this time for me the Bake Action command only bakes the first and last frame even though I have it setup to bake every frame.

https://drive.google.com/open?id=1LKUqg_rmoZAn25UAUul1p6LX_0ANBLnm
Is this broken or am I missing something ?

After tinkering with this here's how I work with Baking Actions:
Once you have all your edits layered as NLA tracks and you are ready to bake down to one replace layer:
Make sure that the New layers under the Animation Data tab on the right of NLA editor is set to Replace.
In pose mode, Select all the Controls of our rig, or all bones.
go to Pose > Animation >Bake Action.
In the settings use "Selected Controls" it is way faster.
Also make sure Visual Keying is on
Remove constraints if you are trying to bake animation onto a constrained object. otherwise you can leave it checked off.
When you run the Bake Action script you should get a flattened replace track of your baked animation.
If you are having issues with this, feel free to ask for clarification !


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Floral 3D pattern more efficent way
I want to print a ball with flower pattern on it for my niece, like this cylinder I already did. This one, I made in sculting mode by hand, painting some flower patterns on in, but I think, there could be an more efficient way to do it, maybe by normal maps, or brush tamplates with patterns of flowers.

you can use the Displace modifier for example. With Normal Map you won't be able to have real 3D relief

Do you know a good source for floral displaymant stamps?

not really, I guess you can find in a search engine

There are at least 2 ways, the Displace modifier or the Sculpt mode.
You could find a black and white floral repeatable pattern, blur it a bit:

Then create your object, subdivide it a bit, give it a Displace modifier with the floral pattern as texture (If you've unwrapped your object you can choose Coordinates > UV), give it 2 Subdivision Surface modifiers, put them above and below the Displace modifier, and when you're glad, duplicate the object and apply the modifiers:

You could also sculpt on your object. In that case make sure your object is subdivided enough, then in Sculpt mode, use your pattern as texture image (go into the Properties panel > Texture to load your pattern) and set the Mapping to Stencil (left click to move the image, left click + Ctrl to rotate the image, left click + Shift to enlarge). This way you can be more precise:

If you struggle in any of those steps, please tell me.


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Creating an accurate sodium halide (Monochromatic ) light source
I'm trying to create a sodium halide light. The effect of this light is that it only shows a single spectrum (out of the full rainbow of visible light), thus any object that isn't yellow, looks grey or black. I wasn't sure how to go about creating this light source.
Using Cycles . Version 2.79 (haven't had time to invest in 2.8, I know I should. Def will very soon).
Appreciate the help

Noob here and I havent worked with nodes yet, but did a bit of googling and if you don't have too many textures, it seems that you could add a "RBG to BW" node to your textures? https://docs.blender.org/manual/en/latest/compositing/types/converter/rgb_to_bw.html

Or - https://blender.stackexchange.com/questions/48944/how-do-i-work-with-grayscale

Hey thanks for the response. I did ended up faking my textures that way, but it would still be interesting to find out if theres a way to create a monochromatic light source

WHile I was googling, it appeared that it isnt possible sadly


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Easiest way to create a patterned material without a specific overlap texture

I'd like to create an image texture for the diamond style floor. Is the only way to do this to create geometry that mirrors this pattern and then texture accordingly? When I tried to texture with a simpler approach I ran into an issue. I used one diamond as a reference and created a tiled texture from it. However I immediately noticed that there were double black borders as a result.
Any suggestions?
Thanks!

If you want to create a tileable texture by baking from geometry - there is no easy way. A more advanced way to do it is shown in a youtube video series by stym. GAME ASSET TUTORIAL - Tileable ground texture - Part 1 and Part 2.


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How to use Blender to capture handmotion with a hand glove using flex sensor
I am doing a project that using a hand glove with flex sensor and I have to capture the hand motion of fingers and wrist.
I don't know how to connect arduino with Blender, so I searched that we have to use pyserial code for Blender. Then, I wonder how can we change from arduino code to blender code for connecting them together? And How to apply the code for the motion ?
This is the file of the hand that i downloads from Github for this kind of project. They have code already!

Even am doing a similar project, i have corrected some of my errors but i always get caught at the "main_arm = source['Armature']" which says armature not defined even though i have labelled them.

Related: https://blender.stackexchange.com/q/109672/599


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Polygon highlighting
I'm toying with blender 2.8 and as a Maya user there's one thing that absolutely drives me mental.
When I select 4 edges or verts the face highlights. How in the world do I turn this off?
All I want to see is the selected edges/verts and not a polygon that they form. In complex objects all I see is faces cause spotting edges at that point is super hard.
I tried in overlay but that doesn't do the trick. I'm trying to move to blender again away from Maya but little things like that turn me off pretty quickly.
Thank you in advance!

did the answer help?

It highlights because it also gets selected, even if you are only in edge select mode. For example when you extrude the selection (E) also the faces will get extruded and you usually need a special command (Alt E > Only Edges) to operate only on edges.

I don't think there is any way of totally disabling it in blender, but you can get pretty close by changing the theme preferences.
First go to Edit

Then select Preferences

And then in the new window go to Themes -> 3D view -> Face Selected.
Lastly, click the color and turn the lowest value (A or Alpha) to 0 and click at the bottom right of the window "Save Preferences".

Then you should be set.

Thx a lot! Not perfect but much much better. Thank you again!


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How do I omit the default text at the start of my output video
When I click Animate my video for output, the rendered video had a text title on it, such as Video 1-1429-2584. I do not want any text at all - just the video that I built. How do I turn this off?

Please clarify your question by including a Blender screen snapshot.  Show relevant windows that address your situation.  Please do so in the future always.

This can happen if you have accidentally checked 'Stamp Output' in the metadata section of the render tab in the properties editor.

What’s the betting it is the video player? ;)


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Wood displacement for 3D Print
I want to print a sign with my FDM printer in wood look. (Tried to laser cut it with not so beautiful results).
With my wood filament, I want to achieve a wood like surface pattern like a topology map with different heights like in the drawing.

I tried to play with a displacement modifier and some wood texture from blenderkit but al what I get is a noisy plane which looks just random.
Like this

So the question is how to achieve this pattern for a mesh or a curve pattern, best with a displacement modifier.

I think you need to find a wood-texture out there with a height-map, preferably hi-res and in a floating-point format.. although you might get away with less-than-perfect given output resolution, unless you want to make grain procedurally .. there's a .blend which might help here.. but then you would have to bake the texture to an image, as explained by @Joonas. Could you share a link to your wood texture file?

I've gone for the 'Old Wood' Photoscan tex  from BlenderKit, and used its heightmap  straight in a Displacement modifier. Works OK for a 2K texture .. I have to raise the Subdivision to 9 on a blank plane to get the most out of it.. ( you can type the 9 in)

I edit this answer to be better than previous and to actually work for 3D-printing. This is going to be a long one. This works for procedural textures and for ones made with a displacement map. You could try to start from step 6 If you have a good displacement map but for some reason it didn't work for me.

At first I have a plane with 5x Subdivision Surface Modifier and a Displacement Map image connected to the Material Output Through a Viewer. Color Space Non-Color

Next I add an Image Texture node but don't connect it. Select New and adjust Width and Height to be 8192 px. This can be lower if you are ok with lower quality. Check the 32 bit Float box.

Render Engine Cycles. Device CPU (You could use GPU but for me Blender crashes when I try that). In Sampling Render 1 (You don't need more. It just slows down.) In Performance and Tiles Tiles X and Tiles Y should be the same as the image size you created earlier. In my case it is 8192 px x 8192 px. Color-Space Non-Color

Under Bake select bake type to Emit. Make sure the lonely Image Texture node is selected and press Bake.

Go to Image Editor and select Image and Save As. File Format OpenEXR and Color Depth Float (Full). Save As Image.

Give your plane a Subdivision Surface modifier with Level 5 or 6. 6 is better. If this is not enough you can always add More. Modifier type should be Simple. Give it also a Displace modifier and press New.

Press Show texture in Texture tab.

Press Open and find your saved image

Deselect Half Float Precision and go back to Modifiers panel.

Change Displace Modifier Coordinates to UV and Decrease the Strength. If the displacement is wrong you can change the direction to RGB to XYZ but this shouldn't be the case if your images are in non-color format.

Select your object and Export Stl.

Check Selection Only and Apply Modifiers.

Now you have a stl with your displacement.

I corrected the answer. This should work. Let me know if I missed a step.

Wow! I'm curious, though, why are you going through the steps of re-baking what is already an image, rather than using the image texture directly, in the Displacement  modifier? (BTW, Simple subdiv, to bump up resolution for displacement, rather than Catmull Clark?)

For some reason I couldn't get the same result from directly using a displacement map. Maybe the format was not the same or maybe I just missed a switch. If you have a good quality displacement map you should be able to work with it but I don't know what I did wrong.

Catmull-Clark takes the average of each vertex but simple just subdivides. Simple doesn't deform the geometry.

You don't want to deform, that's why Simple. I think we always agreed, but your illustration shows CClark.. (Probably just a 'screengrab typo' ) .. You've put so much work into this answer.  :)

Thank you for noticing. It should be simple.

Wow that's an incredible detailed and very useful answer. Even for this site here it's very great. Thanks that you took so much effort, you helped me very much!

You are welcome. I'm glad I can help.


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Anvil, extra lines thingies

As you can see at the bottom of the anvil are a little bit more shape down there, I am sorry I forget what you call them, but if some one could help me and get rid of them, that would be nice.

(Left)
If you have a bottom face which is a large Ngon with a concave edge, Catmull-Clark subdivision will cut the corner,even if the face has holding loops on its perimeter.
(Right)
You need to give the subdivision convex faces to work with, preferably quads. I seem to remember Andrew's Anvil does it like this.

It looks like you have a face that isn't perfectly flat.
Try selecting it and pressing Ctrl-T to triangulate it.

The problem is the amount of Vertices, I think, but what I am trying to say is that when I UV unwarp an object like this, it needs to have 4 vertices for each face and this is more than four vertices per face.


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Sandstone Border Bulges
I'm some what new to Blender, especially to nodes, so I don't know if this is a beginner question.

I'm making a Brick Wall texture, from the Rob Tutyel course. The main problem with this wall is the Sandstone border. It's just bulging way too much.

I hope you can see that hard transition with the Sandstone.

Here is the hard line, it's really weird and un-realistic.
I've learned why this problem occurs. I'm using a mask maps to tell Blender where and where not do the Brick Wall displacement. For the part where it isn't supposed to do displacement, it just over does it. I don't know if there is some sort of "null" node. But sure as hell sounds useful right now.

Here is Sandstone mask map. I had to take a snippet of it, because the file size is way to large.
I am aware that the plaster is using the Brick Wall displacement. I was trying to solve one of them, because they are both basically the same thing.
Here is my project
Here is a screenshot of things related to the mask map.

It's tough to tell exactly what's happening in your node graph, but I would advise using a Displacement node instead of Bump to evaluate the height map.  Run it into the Displacement input on the Material Output node and adjust the Midlevel until you can't detect a hard transition.


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Object doesn't appear in Final Render
I just finished the Chair series by Blender Guru, but am obstructed with a problem.

In this picture you can clearly see the screws. This is Material Preview mode.
In the picture above is the viewport Cycles render. You can clearly see that there is nothing abnormal about the screws.

As soon as I press F12 to do a final render I get this problem. I don't understand why the screws are not appearing. I made sure that the screws are not turned off for render. I tried going to something called View Layer, and I checking Single Render Layer.
I am some what new to Blender, if someone could explain it properly for a beginner that would be appreciated.

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

@moonboots How exactly would I share my file? I am really new.

click on the link, read the instructions and copy paste here the link it will give you

https://drive.google.com/drive/folders/1IX6EDqnyN7Z1LZ2NLcBGdyBkSwX1VPE0?usp=sharing
Let me know if that works

@moonboots

Select your chair back and check the Subdivision Surface modifier, you have not given the same subdivision level in viewport and render, so it won't bend the same when rendered. You rarely need subdivision as high as 4, bring it back to 2, like you've done for render, and move the screws a bit so that you can see them correctly, then render.

Thanks a lot. I feel really stupid for making such a dumb mistake.


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Troubles with cursor snapping
I want to snap cursor to the center of selected face of the cube. I can do that by separating the face from the cube, setting it's orgin to it's geometry and than snapping cursor to selected separated face. Is there a shorter way? Can it be as easy as snapping cursor to a vertex?

Snapping also works in edit mode. Select the face, then use  Shift +  S and choose cursor to selected. Works for faces, edges and vertices.


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Grease pencil + multiply layer blend mode = small gap where layers overlap
I'm wanted to draw with two colors, each on a layer with a multiply blend mode of the same Grease pencil object. It always ends up having a thin gap where the colors overlap. Any ideas of why this is happening and how I can fix it ?
Here's a screenshot and more info :

So the red layer is the one underneath and the blue layer is on top, but only the red layer (bottom) has this gap or line around it.
I've tried changing the stroke depth order, the blend mode, and basically all the other parameters in the object layer tab. But nothing gives, and when rendered it's still there.
It looks like it may be because the layers are on the same plane, but I know I can't move them individually as they're part of the same grease pencil object. Then again I've seen videos where this issue isn't present, so I wondering if I'm not the one doing something wrong here.
I've found this thread that as the same issue in the developer forums.
I'm running Ubuntu 20.04 and using Blender 2.82a.
To replicate this issue :

Create a new 2D animation
Create 2 new materials (or use the default black and red strokes)
Use any brush, with strength at 1.0 for better results
Make overlapping doodles with one of the colors on one layer and with another color and a second layer
Switch the top layer's blend mode to multiply (or any other but regular)

Any ideas ?

Late to the party on this one but I had the same problem. I found that this issue wasn't present in the Beta 2.9 version of Blender if that helps.

Thanks for letting me know. Haven't tried 2.9 yet :)
Edit : I just checked and this issue isn't there in 2.83 either.

Ok so I found a solution to my problem, I'm posting it here in case it may help someone some day.
The white line or gap goes away if you add a third layer underneath them with a fill to act as a background. Here is a screenshot where I drew a white fill shape under the right part of my two other multiply layers :


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Svg files made with illustrator comes black color when imported to blender
I am a beginner of blender and i want to make my image a 3D logo,
I have converted it into svg using adobe illustrator  but when i import it into blender it only shows the shape with only one color (Black)
Please Kindly help me i have tried changing different options while saving it but instead worsens
Thanks

Can you provide screenshots? Try converting the SVG Curve into a Mesh, SVGs are imported as curves.

perhaps share your svg file so that we can test: https://blend-exchange.giantcowfilms.com/   but anyway a svg will only be imported colored in black


text:
What type of Keyframe this is? And how to add it
Its a lot smaller than the usual keyframes, about the size of a "litter" keyframe but that's not it either.

If you want to view the model/animation itself here it is:
https://drive.google.com/file/d/1kuELxipaR78U3wjS8rTXJyWgtV0aUSxh/view?usp=sharing

what method did you use to make the cube move?


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Error: EXCEPTION_STACK_OVERFLOW 2.79b Win10 with convert modifier particles to objects higher than 10K
For the first Thank YOU all for Blender !!!
I have a problem :
Error: EXCEPTION_STACK_OVERFLOW
Config: 2.79b  Win10 when using convert modifier particles to objects higher than 10K BLENDER have a crash w/o any messages, Ubuntu it's all ok w/o any problem.  how can resolve?
PS C:\Program Files\Blender Foundation\Blender> blender
Read prefs: C:\Users\user\AppData\Roaming\Blender Foundation\Blender\2.79\config\userpref.blend
found bundled python: C:\Program Files\Blender Foundation\Blender\2.79\python
measureit: Imported multifiles
archimesh: Imported multifiles
Starting App Manager server (port 8668)
Read blend: D:\3D_blender\z.blend
Error: EXCEPTION_STACK_OVERFLOW
PS C:\Program Files\Blender Foundation\Blender>

TNX,
Denis

blender --help provides a number of start up options.  Try the Debug options (eg blender -d )

OBvert.011
OBvert.010
OBvert.009
OBvert.008
OBvert.007
OBvert.006
OBvert.005
OBvert.004
OBvert.003
OBvert.002
OBvert.001
OBHand
OBRing-Flowers1
OBvert
Error: EXCEPTION_STACK_OVERFLOW


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Why is my animation render all white?
I'm working on a gold logo with a transparent background to throw on some videos. I'm in Cycles Render and it's taken me a long time just to get the glossy logo to look shiny. My render is all white or shows the world background, not sure why. Could you guys point me in the right direction? Any tips on how I can just have a gold logo without the clouds keeping the background transparent / what's wrong with my render settings? Many thanks in advance.
Here's what my render view looks like:
https://gyazo.com/ee8cb329c6b13f05b4dd7ed893333626
Here's a photo of my actual render:
https://gyazo.com/27ced9312ddb08897976049aea39ec74
Here's a link to my Blender file packed with textures if someone could please take a look:
https://drive.google.com/file/d/1gV01wETy5eX__zMRxH3eayb62O2P6I_2/view?usp=sharing
Rich

I'm not sure if this is the answer you're looking for, but I did look at your file. With my limited knowledge (I'm a n00b myself), I will say that if you want to get rid of the clouds, you need to hide them so that they don't render. I tried it, and it seems to work (I did get a transparent background). Refer to this pic below:

In mine all those planes were for testing different things but I have them hidden in mine unless there is something that I'm missing

Hidden is one thing. Rendered is another. You need to hide from rendering. See the "camera" icon on the right of the eye for each mesh.

Ah thank you for that let me take a look appreciate it

Beautiful that looks like it took care of some of the issues I was having thank you


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Weird normal map behavior
Any idea why is there weird lighting around the silhouette of the object? A normal map baked from high poly version is applied on this low poly model.
These artefacts only occur on the silhouette.

Either you forgot to set the color space of your image texture node to non-color data, either you obtained a normal map in DirectX format instead of OpenGL format, in which case you need to invert the Y channel of your normal map:


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Unable to open blender due to SDL2 pop up
I recently installed Blender 2.79b into my laptop (Windows 10 x64 Version 10.0.15063). I began getting the following pop up message right after trying to open the program.

Has anyone gotten this pop up?
Any way to fix this?

Did you download the 32bit version by accident? You can also download the Standalone version which comes in a ZIP. Extract the archive anywhere you like including a USB drive and run it directly from there. Also an antivirus program maybe scanning the file at the moment windows opens it for Blender. Try rebooting.

Hey Rob. I did uninstall it and went with the zip version. It still got the same error. The anti virus didn't interfere with the file.

Rob. I just rebooted. Still the same result.

Unfortunately that indicates that it is your machine at fault. If possible uninstall and reinstall all your graphic drivers. I have found in the past that installing a demo of new game will often force graphic updates. After that you could check the BIOS and make sure the graphic card settings are correct, i.e. if there is an integrated graphics chip that is interfering with the main graphics card.


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Blender 2.8 exporting UV-Layout
I've found the button i should use for that, but somehow they changed it from "UVs" to "UV", now the "Export UV Layout" button is missing and i can't find it.

It is there in the UV menu on top, maybe update blender?
If you can't find it, you should be able to search it by name with F3 key on 2.8
I can find it by typing export uv.

Thank you very much! Searching it with F3 works

In case you still can't find it, make sure you did not disable the "Import-Export: UV Layout" Add-on in Preferences.


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Exporting an object as ".json" file, how? (Blender 2.8)
I've searched since hours now on the internet and didn't found any solution for this problem. So, i want to export an object as an .json file for a game, that only uses that kind of file. I've seen, there are add-ons for older versions of Blender to be able to export objects as .json files. My problem is, that can't find an solution for the latest version of Blender (2.8).

JSON is not a 3D format in itself, it's a format to store key and value pairs. It says pretty much nothing about the expected file format that you need.

Maybe "three.js" says more about the file format i need?

Here you go this should help set you on the right track. https://github.com/supermedium/aframe-particleplayer-component/tree/master/exporters/blender2.8

A little late but for anyone looking, this worked for me:
https://www.spigotmc.org/resources/blender-minecraft-json-model-import-export.80517/


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How to add a image to a textured wall?
So i've been working on a little projekt and i want to place an graffiti on a Wall, but i couldn't find any informations about how i can actually do that. The wall textures consists of a colour, reflection and a normal map, which are connected to a Princibled BSDF, which is connected to the Material Output.

The basic way to do it is this one:

Create your graffiti with a transparent background (on Photoshop or directly on Blender, in that case create a new image with a 100% transparent alpha background).
Mix your brick image and your graffiti image with a Mix Shader.
Plug the Alpha output of the graffiti Image Texture node into the Factor input of the Mix Shader so that the transparent surface of the graffiti image will work as a mask.
You can create a second UVMap to manipulate the graffiti coordinates, size or rotation, independently from the brick texture: In the Properties panel > Data > UVMaps, add a new one with the +, then unwrap again your object, then, before the Image Texture of the graffiti, create an Input node > UV Map, and choose this second unwrap as the UV coordinates.

Instead of mixing two shaders (which will be botch require computing time) just to mix some pixels, you should use only one diffuse shader, and mix the two texture nodes with a color mix

Thank you very much, that worked perfectly but what would i need to do, if i want to scale or rotate the graffiti? Or will i need to do that on the image itself with for example photoshop?

Add a node Vector→Mapping and plug it into the vector input of a image texture node. You have the scale settings here.

@Lennuk, you could create a second unwrap for the graffiti only, in that case, before the Image Texture/Graffiti, create an Input node > UV Map, and choose this second unwrap as the coordinate of this UV Map.

@Lolock, yes, I was hesitating between mix shader and color mix, I didn't know mix required more time

Alright, that was very good to know, thank you very much, my problem is solved. :-)