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I can't change the parameters of a primitive after creating it in Blender 2.8
In Blender 2.7 you could achieve it like that: How to edit Parameters for an Object after it is created?
In Blender 2.8, when I create a cylinder for example I see the window to change the parameters of the primitive but I can't interact with it.

Are you sure? it looks fine to me.

Could you please add more info? Is this happening all the time or only sometimes? A complete Screenshot of the Blender interface? Are the properties really not editable, or do they just look like it?

The problem was that the "Global Undo" option was disabled as moonboots points out on his answer.

Good that you found a solution! But instead of editing the title to add "solved" better mark the correct answer as accepted. Check [ask] for more info, and later take the [tour] to learn more about the site.

My bad. I just fixed that, thanks.

Try this: Top menu > Edit > Preferences > System > Enable Global Undo

Wow, it worked. Thanks a lot :). BTW, why would disabling Global Undo prevent users from changing a primitive's parameters?

it looks like Gandalf gives an answer here: https://blender.stackexchange.com/questions/8262/what-is-causing-disabled-options-when-adding-a-mesh-curve-object-to-the-scene

Oh, interesting. Thanks again. I couldn't upvote your answer due to my low reputation :(


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Cutting into cylinder
I was modeling a chess set. Bishop was my biggest problem. The slice looks ok without a subsurf. Add a subsurf of 2 and ugliness happens.

I went to just practicing on a cylinder. looks ok, but I'm still get creases/folds. I get the slice by beveling a flat cube and booleaning.

So far this is the best I can get.
Thanks for any help or suggestions. Just another noob wading neck deep in blender water.
Not sure if my solution is a perfect as I would like, but here is what I ended up with.

I removed the edges inside the slice and allowed the Subsurf to create the curve. That eliminated the mega ngons that was being created.

Welcome to Blender.SE! Could you spend a few more words about what exactly are your modeling needs? To solve this issue you could for example 1) put boolean modifier on the bottom of the stack 2) find the right topology for the shape to work with a subsurf of level 2... which one? or a third way?

Possible duplicate of Cutting Holes with Boolean Modifier Makes Subdivision Surface Impossible

Here's one way I would approach it:

Select the faces to create the indentation, and Inset with tweak enabled. I while holding Ctrl
. (If desired,
you may change you transform orientaion to normal,
and rotate the faces to suit your object better.)
Crease the edges that border the hole with
Shift+E
Bevel the creased edges with Ctrl+B

Final result:

source: Stack Exchange

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

sort: votes


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blender 2.8: why do I need to scale 10x on STL export?
I am developing a 3d model for a 3D print:

The unit system is metric, and the length is set to millimeters. In order to get the size right, I need to do the STL export scale of 10x:

which shows a "correct" model during Prusa slicing:

Why do I need to do 10x STL Export scaling?
I also applied the scale transformation:

Did you apply the scale transformation after adjusting the scale ?
ctrl+ A --> Apply scale
then try it

Hi @manjula, thanks for the answer. I tried your suggestion without too much success. Any other ideas?

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


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What are the shortcuts for vert, edge and face selection in edit mode?

Can you help me? I dont know the shortcuts for these buttons.

Ctrl+1, Ctrl+2, Ctrl+3

1, 2, 3 works also and you can cumulate modes with Shift+1, Shift+2, Shift+3

Thank you soo much :)

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


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Vertex stuck when using mirror modifier

Can someone please tell me how to fix this. The vertices did not start out like this. but somewhere in the process this happened and I can't quite figure out where. I think it started when I added another edge loop. If you look at the center loop the to loops to the left and right of it are the edge loops I refer too. I'm using the mirror modifier for the sake of symmetry and overall easier modeling. I'm just trying to separate the two  vertices but they refuse. I've tried splitting, separating, even ripping. Nothing works. When I try to use the axis arrow to separate them nothing happens the don't move in any direction and I can't figure out why. Any and all help in this matter would be much appreciated.

Clipping option in the mirror modifier.

You have a single vertex selected. This happened when the verticies 'met' as you moved them and had clipping turned on. If you look you also have merge so those 2 verticies became one. Look at the information bar at the top - 1 vert selected

JEEZUS thnk you so much. I didn't even notice I did that. It's like second nature to do so now. thank you so much. that (after vigorous Ctrl+Z presses) actually fixed the issue thanks a ton guys


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Gizmo missing in version 2.90.1
I'm in version 2.90.1 and my gizmo (manipulator) is missing. Does anyone know how to get it back? I checked and the check box is checked. Restarting didn't resolve anything.
Does anybody have a clue how to get it back?

could you provide more context, and maybe some of your settings that you have enabled.  It's hard to know how to fix your problem if we don't have an idea of what is causing it.

Use this button to toggle gizmos off and on.

You can choose the kind of manipulator you want to enable:

Note that the gizmo will show at the origin of the selected object. For multiple objects the gizmo will show at the median.
To move rotate and scale, a different kind of gizmo will appear depending on the chosen tool.


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Position cameras on all vertices with respect to center view
I would like to generate training-data for an image classifier, based on a CAD model.
Therefore I would like to position my object in the center of the scene and render it from different positions.
Also there is an even bigger object (icosphere) placed in the center and each face of this ecosphere is equipped with a camera. The focus is on the center, where the CAD model is located.
Is there any possibility to implement this topic in code form and gain the desired images from different perspectives?
The results of this approach can be found the following paper:
https://people.mpi-inf.mpg.de/~ksarkar/manuscripts/Sarkar2017_visapp.pdf
I value your feedback, so let me know what you think!
All the best and stay healthy
Alex

https://blender.stackexchange.com/questions/130404/script-to-render-one-object-from-different-angles

Related : https://blender.stackexchange.com/a/82240/29586 (Rendering an object from all perspectives)

Another approach is to use the ‘stereoscopy’ options to set up multiple cameras similar to this answer : https://blender.stackexchange.com/a/102118/29586

Thanks a lot guys! You helped me a lot.


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How to limit grease pencil draw area to inside of closed curve?
Suppose I draw a closed curve with the grease pencil.
The fill tool works on this curve, so it seems to have no trouble having its inside detected.
Can I somehow constrain my grease pencil (or better, a specific material of the grease pencil) to only draw inside this curve?

I think you would have to use a mask set to holdout with another layer which fills the outside of the curve

This can be achieved by masking a layer by another one.
On 2.91 here's how i will do it :
1 : enable masking on the desired layer

2 : select the mask layer from a list

3: turn the mask layer invisible

Step 3 can be done by several ways, like turning down layer's opacity or as Gorgious said, setting the grey material as a holdout.
Note that there is a mask toggle icon next to the layer's names in properties and dopesheet areas.

Thank you, this is perfect!


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Separating one face into two with an edge
I am looking to separate the body of the sword into two faces, so that I can easily make the top half black and the bottom silver.
Simply adding an edge in the middle did not separate the blade into two.
I created the edge by directly connecting the vertex at the tip with the vertex near the handle, shown in the picture.
Any tips appreciated!

I'm guessing you created the edge with F? Try using the Connect Path tool instead (J):

You have to assign two different materials just having separate faces alone will not do the trick

Thx for the answer, wouldn't the first step be to create 2 faces before changing them into different materials however?

Yes that is the first step then in edit mode select a face and go to your materials tab and click the plus sign to create a new material and then click assign and go into the nodes and create your material

How did you create the edge? If you chose the two verticies and pressed F then this would only create a separate edge. Select the two verticies and press J instead.


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How to unwrap a curved mesh?
I am in need of help unwrapping the rifle butt of the shotgun that I am making. I already added some seams on the back part and it seems to be done well (correct me if I am wrong, but I am still new at advanced unwrapping). The problem is when I unwrap including the majority of the mesh, it is all messed up and stretched (SEE IMAGE 1).

I found a tip on the internet that you need to add some loop cuts, but when I did, it just unwrapped it as a circle (SEE IMAGE 2).

ADDITIONAL INFORMATION:

I will use this to export for Substance Painter, please guide me in unwrapping this in a way that will be usable in Substance Painter if needed.
Blend file:

We can't actually see any seams on your model They should be shown in Red. As far as the distortion is concerned, did you apply the scale to the model in Object mode (Ctrl - A > Scale) before UV unwrapping it? Could you please share your Blend file via https://blend-exchange.com/ following the instructions on that page.

There are several ways to unwrap an object, if you choose to mark seams, you need to create as many seams as necessary, and put them where you want Blender to cut off the UVs, as if it was peeling an orange. For example here I've cut along all these edges, then unwrap, and it worked fine:

See the UV Editor, with these seams the UVs are rather good. If you want to make a seamless texture you'll need a procedural texture, or you'll need to paint the joint with the stencil option for example:

I think you have forgotten the front part, haven't you? The front is still a "half cylinder". This is what creates the weird UV island at the bottom right of your last screenshot. You need to mark an edge loop as a seam as you did on the back.

Yes I've just done the back part for demonstration  ;)

I've no idea how Substance Painter is likely to need it, but this shows the seams I added in wireframe view:

And this shows the result after unwrapping again:

Here is the resulting Blend file:


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How to give Tepig its tail? (Sculpting a curly tail)
I'm sculpting Tepig in Blender but its tail is giving me headaches. Extending it with the grab tool doesn't seem to work very well as the tail is getting thinner at the end and it's getting more and more hard to deform it:

Is there an elegant way to extend the tail more even?
Reference: https://www.pokewiki.de/Datei:Sugimori_498.png

Better ask "how to ..." or "ways to ..." do something rather than "what's the best way to ..." which makes the question opinion-based and attracts close votes.

This methods seems to work fine!
1.create base tail using curve modifier !

2.Convert the curve to a mesh!

3.Add a iso-sphere and join it to curve mesh using boolean modifier.

4.now join the tail to the sculpt mesh using boolean modifier!

Now you have a tail and can add more detail to it with sculpting.

I'm less informed about sculpting but I think it's best to sculpt the tail as separate object using something like cylinder as base and then join it to your sculpt using bool tools.
you have a option of using dyntopo but it might not give perfect results.


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Physical Hair Rig (Cloth Sim + Armature): mesh follows later than the bone
I watched this course on YouTube and followed it. It worked well in the course, but it didn't work well because I did it.
I thought the constraints were a problem, so I turned them off. I turned off the simulation, and I turned off the parent relationship.
However, the issue is not fixed. So after applying weights to DEF, I looked to see if the weights went in somewhere else and there was nothing like that either.

What course on YT did you follow and how is that supposed to work?

Related question: https://blender.stackexchange.com/q/41235/107598

https://youtu.be/BKtVuqnCbK0?si=cJp0RLWe6fLWaXif
I follow this youtube. youtuber just auto weight. it work well. Thank you for relate question.

You forgot about the ponytail_phyObj helper object and used the visible ponytail. This way you have created a cyclic dependency. The rig shown in the video is very similar to the linked question. It just uses vertex groups instead of Empty objects. But you need that ponytail_phyObj mesh for the cloth simulation. The bones will then follow it and deform the visible ponytail (hair tail object)

Thank you for your response. I solved it using Wiggle Born 2 add-on. That's much more comfortable..


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Mesh artefacts/flickering with displace/deform modifier
I've run into a problem on numerous occasions when animating leaves/plants with modifiers to fake wind. The plants are bought (jungle scapes/blender market) so I'd guess that the mesh itself doesn't have issues - trunk is a mesh & leaves are images with transparency. Tried one approach with two simple deform modifiers stacked where the angle is controlled by noise. Looks good in the viewport, but when rendered the whole tree is flickering (see gif below). Weight painting the tree didn't fix this either.

Tried another approach with the displacement modifier - viewport looks good, render has way less artefacts but certain frames still glitch out.

I have no clue what is causing this, but it's very noticeable & distracting. Any help on how to fix this would be very appreciated. Thanks!

Have you tried to render just with CPU (without GPU)? The re-rendering, that fixed the issue is wierd. I dont think anyone can answer you without seeing your .blend. Share simplified scene with just a part of tree that still generates the issue.

Sorry - I was wrong, the re-rendering didn't fix the issue. Turning motion blur off and then rendering the frames again worked. Is rendering with motion blur not ideal? Should it be added in post as a general rule?


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Why is there an some sort of seam on my model
All related Photo link cuz I can't seem to post in here Photo link
It's normal when I make it,
but when I sculpt there's this yellow marking here
and when I subdivide, it looks like there's overlap issue. but it's not shown in normal mode with no subdivision
What's going on?

the yellow is Face Sets, you can remove that (header menu in Sculpt mode > Face Sets > Face Set from Visible). As for the line in Solid mode, maybe inverted normals? Or inner faces, overlapping vertices...

Thank you! Igot rid of the yellow face and search inverted normal and it did the trick

the yellow is Face Sets, you can remove that (header menu in Sculpt mode > Face Sets > Face Set from Visible). As for the line in Solid mode, they are inverted normals, select all in Edit mode and press ShiftN


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Create SVG "Scan" lines in freestyle / Replicating documented effect
I am observing the documentation page for the freestyle SVG exporter, and would like to know how to reproduce the effect demonstrated in the header image, shown below. I am specifically interested in the effect demonstrated on the Suzanne model, not necessarily the background.

I am frankly lost as to where to even begin, considering the fact that the model's edges do not follow this consistent pattern, and thus I cannot use edge-marking.
I'm fairly new to freestyle, and so
any help would be appreciated,
thanks.

Here is the same question but the answer works with a shader only: How to get topographical contour lines like shown in manual? Analogous to Rhino3D functionality?


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How can I export phone sensor information to Blender?
In short: video tracking using Android 11 smartphone sensors, without using tracking markers.
I need to export movement information from android sensors to a program. Can this be done with addons or third party programs? I've seen several questions about this topic, but they either didn't have an answer or didn't have a solution.
There is no solution to the question!

Could you provide more context about what you are trying to achieve?

Probably related https://blender.stackexchange.com/questions/28690


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How to reduce vram usage?

I'm making interior scene like these picture and also more different scene.
I'm Using only 2k textures, except HDRI image, and rendering with tiling (512) and also other setting included.  But it already take 7.4/ 8(total), so I cannot add more object for detail.
How can I solve it? Not buying new one.

All the identical object we see here, are they duplicates or instances?

Hi, It is istance. alt+d and collection instances. I didn't use shift +d


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Variable invalidated after CTRL+Z
I recently observed a behavior in blender scripting which I do not understand. Can you help me understand what is happening in the following example?
Start blender, add a cube, go to scripting view and access the object's world matrix.
>>> obj = C.scene.objects["Cube"]
>>> obj.matrix_world
Matrix(((1.0, 0.0, 0.0, 0.0),
        (0.0, 1.0, 0.0, 0.0),
        (0.0, 0.0, 1.0, 0.0),
        (0.0, 0.0, 0.0, 1.0)))

So far so good. Now move the object.
>>> obj.location = (1, 2, 3)
>>> obj.matrix_world
Matrix(((1.0, 0.0, 0.0, 1.0),
        (0.0, 1.0, 0.0, 2.0),
        (0.0, 0.0, 1.0, 3.0),
        (0.0, 0.0, 0.0, 1.0)))

Still everything okay. Now press CTRL+Z to undo setting the location and print matrix_world again.
>>> obj.matrix_world
Matrix(((1.0, 0.0, 0.0, 1.0),
        (0.0, 1.0, 0.0, 2.0),
        (0.0, 0.0, 1.0, 3.0),
        (0.0, 0.0, 0.0, 1.0)))

The matrix_world still has the same value as before undoing! Why is this happening?
I expected to see the identity matrix again, as the object in the 3d view moves to the origin. At first I thought it has to do with some missing scene updates, however, adding C.scene.update() anywhere does not change the output. It seems to me that the variable obj refers to a broken object after undoing.
The output is correct if I call C.scene.objects["Cube"].matrix_world instead of obj.matrix_world. Does this mean that I must never store objects in a python variable, because they can be broken at any time?
Edit: I am using blender 2.79b.
Edit 2:
The following may help to understand the problem:
>>> obj = C.scene.objects["Cube"]
>>> obj.location = (1, 2, 3)  # object moves as expected
>>> [press CTRL+Z]
>>> obj.location = (1, 2, 3)  # nothing happens?!

If I now move the object in the user perspective and simply type >>> obj in the console, blender crashes.

yep, seems like the variable obj is "referenced before asignament" y presume. if you do: obj = C.scene.objects["Cube"] again after modifyed the object you have not that isue. I tryed apply loc, rot, scale but it still crashes if you dont reasign obj. dont know why, but i think blender reference its object.data (loc,rot,meshes, vertex, etc) from the matrix. by modifing these values the objects "gets broken" because the var obj points to a matarix which does not exist anymore. i might be wrong, if the case someone please correct me.

You may try by using "bpy.context.object" what kind of means the object selected, dot .matrix_world istead of obj = bpy.data.objects["Cube"] or C.scene.objects["Cube"] this way i didnt tryed but may be keeps track of whats doing.

Is this behavior documented somewhere? I would really like to know if this is only a bug or if blender has a rule like undo invalidates all object variables or you must not use object variables after undo.

sorry, I dont know. I can keep guessing on whats going on. But im not a blender developer. So i dont know what [ctrl]+[z] does or how. I think the matrix gets conveted to Vectors of compex numbers, but are initially floats. it may be what makes blender to crash. But i dont know. Goog luck :D


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Random color for each mesh
I would need to export a 3DS-file where each mesh has an unique color and to do this I guess I have to crate a material with an unique color for each selected mesh and wonder how to do this. preferable I would like to avoid to create unused material. One other option would be to edit the 3DS-file but I think that is much harder. This is what I have tried with limited success.

import bpy
import random
def createRandomMat(object):
    newMat = bpy.data.materials.new(name = 'Material')
    object.data.materials.append(newMat)
    #newMat.use_nodes = False

    sel_objs = [objfor obj in bpy.context.selected_objects if obj.type == 'MESH']
    bpy.ops.object.select_all(action='DESELECT')
    for obj in sel_objs:
        bpy.context.view_layer.objects.active = obj
        object = bpy.context.active_object
        createRandomMat(object)
        bpy.context.object.active_material.diffuse_color = (random.uniform(0, 1), random.uniform(0, 1), random.uniform(0, 1), 1)

You’re referring to the software 3DS Max and not the handheld Nintendo console, right?

Yes, The 3DS export feature was removed in 2.8 but is back in 4.0 alpha and in runs fine in 3.5.

Does 3DS Max have a node-based shading system?


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What rendering APIs are supported by Blender 4.0?
I am wondering what are the rendering APIs (Vulcan, openGl, OpenCl...) Supported for GPU rendering in Blender?

You sure about that Blender Internal render engine tag? That's the old scanline engine that was removed from Blender 5 years ago. You mean perhaps Eevee? Or you want to know only about Cycles?

Cycles GPU rendering uses either "either CUDA, OptiX, HIP, oneAPI, or Metal", depending on the available hardware.

Source: Cycles > GPU Rendering — Blender Manual

Eevee uses OpenGL.

Source: EEVEE > Introduction — Blender Manual


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STL Export from Makehuman Model giving strange results?
I'm trying to make 3D models of characters from my novels, in order to make my own 'figurines' of them via 3D printing.  I've done the first one, and there are no non-manifold edges.  At this point, before I posed the character, I did a test export just to get an idea of the cost from Shapeways.  At this point, I ran into a problem.
When I export the model to STL, the STLViewer program cannot actually open it, instead crashing and causing multiple error messages.  When I import the STL back into Blender, it is slightly deformed.  When I upload it to Shapeways, the clothes seem to have disappeared, the face is deformed, and it doesn't pass the printability checks.
This occurs regardless of whether I export just a single part of the model (e.g. the hair) or the whole thing.  What can I do to actually be able to export these models so that I can 3D print them?
I'm using Blender 2.79.
Update:
I've also tried exporting in OBJ format, with identical results.

Could you upload a .blend file to https://blend-exchange.giantcowfilms.com/ (and put it into your question by editing it) containing your character or an object, that has the same issues, so that we can more efficiently figure out whats wrong?

Never mind, I've got it worked out.  It was a question of units.  I'd scaled it in metres in Blender, but Shapeways no longer seems to accept uploads in metres, just in millimetres and inches.


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chain "breaks" when animation starts
i have this blender file and i am trying to make a chain with is stucked in the ceiling so the first chain link is passive, all others are active.
Unfortunately the second chain is "breaking" out the passive one and i have no idea why it happens and how to fix it.
Can anybody give me an advise?
Before:

After:

Also related: Reel in anchor using physics

thank you...i 'll try that!!

Maybe this is working in 2.91 with shape set as "compound parent" Have a look at the relase note here https://wiki.blender.org/wiki/Reference/Release_Notes/2.91/Physics

How to upload an image to a post

@DuarteFarrajotaRamos, is duplicate meaning this is not working in 2.91 either? (I've not tested it myself, except testing the example file provided on blender.org which seems to be fine)

What's not working? As far as I've tested the solution in the answer works in 2.91

@DuarteFarrajotaRamos I mean there is now a specialized shape type in 2.91.

That seems to be an additional solution for newer versions besides the one described. You could post a new answer describing it if you like. Feel free to ping me if you do I'd upvote

@DuarteFarrajotaRamos, did it. I think there is enough information.


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How to make everything selectable?
I made a lot of objects unselectable (intentionally). Now, instead of un-clicking them one by one in the outliner I'd like a button like make all objects selectable. Can a Python script do that?

You can for scene objects:
import bpy

for obj in bpy.context.scene.collection.all_objects:
    obj.hide_select = False

Or for all objects in the file:
import bpy

for obj in bpy.data.objects:
    obj.hide_select = False

Thank you! And sorry for too nonchalant editing my question ;)


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How I can find the the 3D location of the vertex Groups in Mixamo character?
I added an animated 3D character from mixamo and I need to find the "3D location of the vertex Groups" ( I am completely new to this software )
I found it a little similar to my issue but it did not solve my problem.
Is it possible to get vertex locations (world) from a vertex group?

Please add detail to clarify  what "your problem" is:  as AFAICT setting an empty to copy the location of a vertex group using a constraint works as expected, as does parenting an empty to a vertex. to place them globally where blender calculates the vg as a collective to be, or at each original vertex.  Hence, am of the belief this answers (one way) to get the world position of a vertex group...

Thanks, @lemon's answer worked :)

Considering you want the coordinates for a animated character, you can use the bmesh module and the dependency graph to do that.
bmesh will provide mesh information and the dependency graph is used to retreive this information considering the mesh transformations.
From that, we can get access to vertices that correspond to the vertex group you want.
The principle is to use the active deform layer (vertex groups) of the bmesh and use it over the vertices to have vertex information about this layer.
This access provides a map containing the weights per group index. Here we just need to keep vertices that have the information for the group index we want.
Here is a full commented code (but feel free to ask if anything is not clear enough):
import bpy
import bmesh

# Get the object
obj = bpy.context.collection.all_objects["Beta_Surface"] #Your object name here

# Get the vertex group
vertex_group = obj.vertex_groups["mixamorig:LeftHand"] #Your vertex group name here

# And its index
vg_index = vertex_group.index

# Get the dependency graph (used to have mesh information with animation applied)
depsgraph = bpy.context.evaluated_depsgraph_get()

# Create a bmesh object
bm = bmesh.new()
# Get the information considering the dependency graph
bm.from_object( obj, depsgraph )

# Get the deform (vertex groups) active layer (assuming there is one here)
deform = bm.verts.layers.deform.active

# The object world matrix
world_matrix = obj.matrix_world

# Loop over the vertices keeping only the one attached to the group
# v[deform] gets vertex group information as (group index, vertex weight) map
for vert in [v for v in bm.verts if vg_index in v[deform]]:
    # vertex coordinate in object space
    co = vert.co
    # vertex coordinate in world space
    world_co = world_matrix @ co
    print(co, world_co)

Thanks, it worked :))


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How to get line of intersection of two moving planes as line object with boolean intersection?
I want to get line of intersection of two planes as line object when the planes move.
I tried live boolean intersection, however, it just vanish.
Further I want to use intersection line for some operation, without fixing it by applying boolean.

Are you using 2.91 version? Boolean is improved now.

Yes it's blender 2.91

Has the green plane some thickness?


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Box Cutter showing up edge lines
I am in very beginner level for 3d Modelling and I have a question.
When I use box cutter, in edit mode some extra edge lines show up on the surface like this. Is this normal? Thank you for answers.

You can't create a hole in a face without 2 edges connecting the inner edges to the outer edges, therefore these edges

Thank you very much !

You can't create a hole within a face without 2 edges connecting the inner edges to the outer edges, therefore these edges:


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How i can hide object from viewport and render at the same time?
To hide object from viewport i need click icon "eye" or "monitor" in outliner, to hide object from render i need click icon "camera". I do 2 actions but I want to do it in 1 action.
In my opinion it is logical -> if you hide object from viewport it should automatically hide from render.
Any solution?

This is really arguable. You may want to hide objects which block your view from your viewport while you work on other parts, and still see it in your render, like volumetrics or particles for example.

i could answer that one but i'm already too lazy to click on two buttons

Though you can "click drag release" over the two icons.

You can just click and drag on the icons in the Outliner:

Am wondering if there is a way to upvote both question and answer in one click... maybe this can be asked on the meta? ; ) ... ok I'll do for your answer.


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Python: What if no active_object?
I have a problem to define my script if no active object is exisiting in the current scene. My approach is if no active object is existing then another definition should be happen. Python console says "no active object, no attributes at all".
Please, can somebody help me?
import bpy

act_obj = bpy.context.active_object

for sel_obj in bpy.context.selected_objects:
   if act_obj.name in sel_obj.name:
       ob1_act = bpy.context.scene.cursor
   else:
       ob1_act = act_obj

bpy.ops.object.empty_add(type='PLAIN_AXES', location=ob1_act.location)

What is your issue exactly? How to add a check for the active object?

The code is very unclear. Strictly, will raise exception if no active object. If one will take either the last select object if it matches the name or the 3d cursor postion. Is that what you want?

Ok, got it! (sorry, couldn't post a comment since i haven't got an account)
This works what I searched for.
try:
   posemp = bpy.context.active_object.location
except:
   posemp = bpy.context.scene.cursor.location

bpy.ops.object.empty_add(type='PLAIN_AXES', location=posemp)


text:
Can't edit beziercurve, handles are not visible
Using blender 2.90.1 i'm trying to make a knot using a bezier curve.
Suddenly I can no longer edit my bezier curve. In edit mode the handles are not shown (see screenshot).
My overlays are turned on and I restarted blender multiple times without a succes. I also tried copy pasting in a new blender file but this also didn't help.
Can someone please tell me what I'm doing wrong?
Edit: here is the blend file:

Just looked at it in 2.83. Try using  H in edit mode and see if they appear.

You've hidden everything.  Select your curve, enter edit, hit alt h.

As John Eason and Nathan said in the comments: unhiding in selection mode solves the problem.
In case others have the same problem here is how to solve it:
first select your bezier curve, then go to edit mode and press A to select everything. To unhide press Alt + H


text:
I want to move edges or vertices using set postion node with data type vector in geometry node
I want to move this area or vertex with set position

Even though I am sending 45° normal information with set position selection, the edges and vertices that I want do not move

Doesn't the compare node property direction work if the accuracy is the same?
Since the same positive value is given for both the x-axis and z-axis, I believe that 45° can be specified.
I would be happy if you could tell me the correct way.
Also, for the future of the work, I would like to operate with vectors instead of specifying with index.
Blend file: https://github.com/gozaruttinkun/gate_blender

As for your question, you check for the direction being greater than... What you want to do is to check for direction being equal.

If you apply your geonodes modifier, you can use e.g. MeasureIt addon to see the indices of the vertices of interest:

(I heard in Blender 4.1 it's possible to see indices without applying the modifier, there are also 3rd party index viewers available to use in older Blender)
So ✲ CtrlZ revert applying the modifier, and use a viewer to read the normals of those vertices:

So those normals actually don't match your normal $<1, 0, 1>$, because:

a normal is, from my experience always, normalized:

>>> Vector((1, 0, 1)).normalized()
Vector((0.7071067690849304, 0.0, 0.7071067690849304))

to clarify, 0.707... is the $\sqrt 2 \over 2$:
>>> sqrt(2)/2
0.7071067811865476

a normal is a property of a face, not vertex. So you read an interpolated value, which is the average of neighboring faces (the sum of 4 neighboring faces, divided by 4). A vertex normal is a rare case where such interpolation is not just a geometry nodes thing, and exists in traditional modelling as well:

☝ Notice how the normals are skewed to the side, because they are pulled by neighboring faces, that have their normals pointing to sides.
So if you want to select those two vertices by their normals, you need to either specify two normals, or somehow disregard the side normals pulling them away from $<{\sqrt 2\over 2}, 0, {\sqrt 2\over 2}>$.
So you can delete the side faces in a temporary geometry, to remove their normals and no longer affect your vertex normals, and transfer that data to the original geometry:

Then the vertex #46 and #47 normals are each based on the two remaining neighboring faces, and their "normals" (attribute of a captured normal of modified geometry) become:

And now set position works:

with one significant problem - apparently there's more vertices which happen to have the same disregarding-orthogonal-normal...

Thank you very much.
I was able to understand it very well.
I'm only asking a lot of questions, but is it possible to manipulate only the edges or vertices that I'm looking for other than index?
I'm thinking of replicating this with a simulation node, to manipulate all edges and vertices with different normals.
If you use an index, you will need to further investigate the duplicated index, so you will not see any benefit.

@vectorman it's hard to understand what's the logic there. Imagine that I throw 5 balls in a seemingly random pattern and ask how to move the red ball. Someone suggests to select the balls based on color, but I say this ball is not always red, it's just that this time it is (the color is an analogy to the index). OK then, why do you pick this particular ball to move it?

thank you. got it.
I posted an answer about why I choose a method other than index. The attached image is the gate. This is because I believe that if you create it with extrude, you can adjust the width, height, and thickness of the gate later.


text:
Receiving "Out of memory" when I still have tons to spare
For some reason, it starts bugging out and I had no idea what I did to caused this. A simple scene with an almost 1gb of hdri cause the entire scene to not be rendered out. I have a 16 gb ram.

Are you rendering on CPU or GPU?

I am rendering on GPU, RTX 2060 6gb

the thing is, I have created scenes before that is much bigger and denser than this. and the only problem I face is slow texture and lighting process. I opened that project and for some reason I can't render it like before. I tried a much simpler scene and it is failing without using the spare memory. The only thing that I can remember that might cause this is that I used that scene from 3.8 to 4.1 then open it again back to 3.8 and now all projects I open has this memory limit

There is no Blender 3.8...?

Then you are rendering on GPU, "Out of memory" means that you have hit the limit on GPU, not CPU. Things like huge textures may grab a lot of memory in GPU. And they are uncompressed in GPU, so that it can get more than 1GB.
To help you, Blender may provide you an information about used video memory. Pres RMB on status bar (at the bottom of the window) and activate video memory:

Now you can see how much VRAM is used in system:

So probably you can find that for example that huge texture is double loaded in material preview and cycles, so that you reach the limit. And of course, Blender may use system memory during rendering (not preview) so that should help for final render.

the thing is, I have created scenes before that is much bigger and denser than this. and the only problem I faced is slow texture and lighting process. I opened a previous project and for some reason I can't render it like before. I tried a much simpler scene and it is failing without using the spare memory. The only thing I can remember that might have caused this is that I opened that scene from 3.8 to 4.1 then opened it back again in 3.8 and now all projects I open has this memory limit (2)

@DanLagrimasIsulat You are always mentioning "spare memory".  I do not see where you have this spare memory, because you only showed us the RAM. When you are rendering with GPU Blender uses the VRAM, of which you only have 6 GB. Maybe you were rendering on GPU + CPU in previous versions?

Drop from optix to cuda for this project


text:
Can an object raycast onto itself?
How does one make an object raycast onto itself?
Using these nodes, I get a reaction. The entire mesh scales to twice its size. As if everything is getting cast upon simultaneously.

So my assumption is that the rays are in fact hitting the object. Just not actually casting out and hitting at a distance, like you'd expect. Rather, they're touching at the 0 point. So I'm wondering how to make it stop doing that, and actually cast on itself normally. Anyone know how? Or got any ideas?

Each point is hitting itself in this setup, and that seems to be what is expected. What do you want to do exactly?

I don't want each point to hit itself. But also, I want points to be capable of hitting other points on the same object. All the raycast tutorials involve creating two or more objects, and then projecting one object onto another. But what if you only have a single object? And you want to project that object onto itself.  Not in totality, but only for the parts that hit.

Simply offset the source position a bit, the way you want.

How do I do that? I tried attaching a position node, and a vector math node, into the source position, in hopes of shifting the Z coordinate slightly. But when I do that, the mesh warps in a weird way. I'm pretty sure that it's shifting the z coordinate according to global coordinates. But I'm trying to get it to shift Z based on the local position of each point.

You should describe what you want to do, at final.

I'm sorry, what? How do I describe what I want to do? I'm bad with geometry nodes, so I need more information to understand.
Or do you mean, I should describe the results I'm looking for? It's hard to describe that exactly. I want the mesh to be able to see itself through rays, and then deform based on whether or not rays hit, and how distant they are. Effectively creating a faux-self collision.

This is I believe a limitation of the Raycast node. I've seen talks of the devs exploring an option to discard the first result in the raycast node to avoid it.

A mesh can cast on itself, but to avoid each point of the mesh to cast to the same point (which can give some kind of scaling effect), you need to shift the points a bit.

In this setting, the raycast is Z down and the source position is each point of the mesh, but offsetted a bit in the same direction.
As a result, some points effectivelly hit the mesh and others are not affected.

This is what I was looking for. I don't really understand it at the moment, but it works like intended.
I found another way to offset the rays by using the "dual mesh" node, and scaling it down slightly, making the dual mesh the target geometry. But I like your way better, because it doesn't require doubling the mesh.
Also, if you plug a normal node into ray direction, then it will make all of the rays extend outward from the mesh, and only faces that are facing each other will hit.

cool! happy if I was able to lead you in the good direction. thanks

I forgot to mention this, but I'm using version 3.5, and it doesn't have a "scale" node. Rather, I had to use a vector math node, set to scale. This was confusing at first. But ended up being beneficial, because vector math's version of scale allows you to manipulate vectors. And so I plugged a normal node into the vector of the scale node. This, I think(?), made it so that each point scaled relative to the normals. Setting the scale value to -0.001, I'm fairly certain it pushed the rays ever so slightly outside of the mesh. Completely eliminating starting collision. I'm not 100% sure, but 90%

FYI, "scale" above is just a value node renamed to "scale".


text:
Texture looks different in Cycles compared to Eevee or Material Preview
This is my material:

This is how it looks in Viewport Shading Rendered (Eevee):

This is how it looks in Viewport Shading Rendered (Cycles):

This is how it looks in Viewport Shading Material Preview:

This is how the render output looks (Cycles):

This is how the render output looks (Eevee):

Why does it looks so much darker in cycles? I want it to look more like in Material Preview/Eevee.
I'm not experienced with shaders. I didn't made this material myself. So, I'm sorry if this is a stupid question.

Cycles, Evee, and shader preview render shadows, depth maps, lighting, and other things differently from each other.

Shader to rgb node is for Eevee only.
The documentation mentions:

Using this conversion breaks the PBR pipeline and thus makes the
result unpredictable when used in combination with effects such as
ambient occlusion, contact shadows, soft shadows and screen space
refraction.

Edit: though, I'm not able to reproduce your issue...

After trying a lot of things, changing the input here from B to A sloved it.

EDIT: Deleting the second Mix node in this image made it even better.


text:
Review of Mesh and Weightpaint
Hello dear Community,
this might be the completely wrong forum for this. If it is I'm sorry.
I got myself a Human Mesh from MakeHuman and cleaned it a bit and applied a Rig for this very character.
However, I seem to be unable to weightpaint this character.
Most of the deformation seems to be off.
So I would have a bit of advice and review here.
What could be the problem?
Too much influence or too little?
The current version of my Mesh (google drive)
Shoulder Deform/Twist

Pelvis & Leg Pinching

Can you describe the problem areas or add a screenshot of them?

“Most of the defamation seems to be off“ is far too little detail to tell you what could be wrong. Dozens of things could be wrong. However, the influence of the armature modifier should always be set to fully on.

I added both of the Areas which gives me much problems.
On the legs and the Pelvis there is this pinching all the time and around the shoulder Area when I rotate the Arm or the Hand most of the Time the shoulder rotates just wrong. It seems like the Arm gets thinner around that part

Shoulders
The arms and shoulders look fairly good to me. When you pose the arm above the head you need to move and rotate the shoulder bone up, too. You can do this manually or add drivers to the shoulder bones so that they are adjusted automatically when you pose the arm.
Shoulder Clipping Driver Solution (In 2 Minutes!!!) by Royal Skies LLC - adds an extra bicep bone and driver
EVERY Shoulder & Collar Bone Driver (In 3 Minutes!!!) - more drivers for automated posing
To smooth out deformation you can add a Corrective Smooth modifier to the body mesh.
In the screenshot, there are no extra bones and no drivers. I've just moved the shoulder bones manually.
Comparison of corrective smooth modifier on/off. No extra bones, just moved and rotated shoulder bone
Hands
You need to add twist bones to your forearms for the rotation of the hands. Else there is massive compression at the wrists as you can see in the screenshots.
Pelvis and Upper Leg Area
Your rig has no pelvis bones. When you add them the deformation around the buttocks and thighs will get better. But the model will look a bit chubby because of the compression in the pelvis/thigh area. If you don't like this you can add a driver to the thigh bone that moves it down when the leg is rotated upwards. Additionally, you can add 2 more deform helper bones that pull the "flesh" (mesh) away when the leg bends. Just keep in mind this requires some manual weight paint. It's easy to do but you need to backup your work before you re-bind the mesh to the armature with automatic weights else it gets overwritten. You can transfer the weights with a Data Transfer modifier.
Pelvis and bended knees
Elbows and Knees
To prevent the "scissor effect" add an extra knee bone. This simulates an offset of the pivot point for the shin bone. To improve it more add 2 helper bones that simulate the deformation of the muscles and fat.
See Advanced Rigging In 60 Seconds! and Knee Clipping Drivers for details.
I've done this here for the right leg/knee. For the left knee, I tested a different method. (Advanced Deformation Series Part Two Intersection Rig (Knees and Elbows). It adds an extra bone and rotation constraint to move the pivot point of the shin bone. It doesn't look that good but I might have done something wrong because of the bone rolls.
A 3rd method I found is this knee rig (Riggy Bits #1: Simulating Volume in Joints (Part 1: Theory and Example)) that has several bones to simulate the moving pivot point in 2 directions and preserve volume. It uses bendy bones that only work in Blender and not in game engines.
Waist
Just subdivided the lower spine bone to improve bending, so she can do sit-ups exercises for example.
Toes
Added a bone to each leg to bend the toes. The automatic weights might need little manual weight paint corrections to bend the toes properly.
[upper body / elbow bones
lower body / knee bones and helper bones (right side of the body)
Note about bone rolls
Please note the bone rolls of the bones. In your rig, the leg bones bend around the Z-axis. In most other rigs (Rigify and tutorial rigs) it's the X-axis. As consequence, you have to swap the X and Z-axis, and the sign (-/+) for some driver variables and bone rotation constraints.

This is the most detailed help I've ever got thank you so so much. :)
It is pretty hard for beginners and also sometimes a bit troublesome to find something related to that exact problem when you dont really know what the real deal is.
I will follow ur advice thanks so much :)


text:
The hair is emitting from the origin point of my mesh (It's a half cirlce)
Ok, I don't understand this, I have a half-circle which is supposed to be an eyelid. Hair is emitting from the rest of the head and I need to do the ears and the eyelids. But instead of emitting from the mesh (half-circle) the hair just emits from the origin point of the circle. Also if I choose emitter particles instead of hair particles it emits from the mesh, so I'm having this problem just with the hair.

-IThinkArtIsFun

Have you applied Scale and Location to the half-circle? Are there other modifiers before (top-down) the Particle System modifier? Have you specified a vertex group for the Density?

This is sometimes caused by not having Use Modifier Stack checked under Particle Settings > Emission > Source
There are a few other issues that can crop up when working with particles and modifiers, but this is the most common one I see.


text:
Fluid domain is visible before and after the animation start
I've tried following the tutorial video Create this Satisfying 3D Animation in Blender by CG Geek on YouTube and have a problem: The fluid domain is visible as a solid cube object before the fluid simulation starts. When the animation starts at frame 40 it disappears leaving the fluid sim. At frame 251, however, the cube domain is back again. The thing is, I do not need this cube domain to be visible before frame 40 and after frame 250!
I tried rebaking it with mesh turned on/off, changing size and etc but it does not work... I'm sure the solution is close and must be really simple, but just can not find it! Will somebody please help me?
The file is attached to be discovered by the all-mighty ones!!!
https://www.mediafire.com/file/wbih98nzpz15vr7/satisfyingsim.blend/file

This is normal behavior that the domain cube is visible when the simulation is not active. You need to hide or replace it. In the video, the simulation is baked for frames 1 to 200. Yours is baked for frames 40 to 250. Also, the other cube moves up and down. Maybe it's hidden for the first 40 frames? The video is a bit hectic and you have to pay close attention. (sorry, I'm too lazy for that)

did anyone figure out the best solution to this? I'm having the same problem. Thanks

It is simply a matter of inserting a keyframe to turn on/off the render camera at appropriate times for your domain. Right-click on the camera icon by your domain and it can be keyframed just like everything else.

But why is it so. Its a lil bit annoying, when you wanna render a OpenVDB sequence and the first and last frame somehow has this filled box data, these files are also much bigger. I had to set the simulation from 0 to 36 and then delete in files the 0 and the 36th to get it without. Thats a lil bit tedious actually...


text:
3.3 Geo nodes, Hair Curves. How to make the thickness have a tapered tip?
I'm seeing a lot of posts with the new Hair curve, for creating hair. I found how to make thickness with geometry nodes but, I don't know how to add a profile to make the tip pointy, and tapered. Does anyone know how?

You can see it briefly in the official video. They use a Geometry Nodes modifier for the new Hair Curve object with a Float Curve node. It defines the thickness profile of the hair from the root to the tip.
The Map Range node is used to scale the root and tip values individually and to have them in the order, root first, then tip.

Don't forget to enter values for the group inputs in the Geometry Node modifier's settings (see screenshot on the right side). The values depend on the size of your model. For a default cube, try something like 0.03 for the root and 0.0 (or 0.01) for the tip.
Important Setting for the Viewport and Eevee
To see the thickness of the hair curves in the viewport and Eevee rendered images you need to set the Curves > Shape option to Strip. (In older Blender versions Curves is labeled as Hair)

Strand = Render curves as a thin strand roughly a pixel wide. Curve diameter parameters are ignored with this setting.
Strip = Render curves as a flat ribbon with rounded normals.

Cycles always respects the cure diameter parameters.

Thanks so much! I'll check this out.

Unfortunately I set this up but its not working. No thickness is showing. that odd. I did all settings right. https://ibb.co/30N3SxP

Hi. Why do you have the Group Input slots To Min and To Max 2 times? You can remove them in the side panel of the node editor. Select the vertical Group tab. Do you have entered values for the group inputs in the modifier's settings (see my screenshot, on the right side). Try 0.03 for the root and 0.0 for the tip. The values depend on the size of your model. Oops, I forgot to mention the Eevee setting... Give me a second.

Make sure to set the Curves > Shape option to Strip. Otherwise, you will see the effect only when you render with Cycles.

I can not delete the double Max/ Min, I forget how I got them exactly. I unplugged them and re- plugged them in and it added 2 .. I think. I tried in the N, vertical panel aria, I don't see how to deletes them

Wow!! Its working!! Thanks you so much!! I still could not reset the Map range node...even when I bring in a new one, its still has double Max/Min. hmm. But, Im so excited to make hair now!!

so unfort when rendering in Cycles. some of the tips are not pointed.. ? Any idea of why? https://ibb.co/ZHj3SW7 it does not happen in Evee @Blunder

I haven't seriously tried to create a hairstyle yet and haven't encountered this. Keep in mind that Blender 3.3 is still in development (alpha version). There might be bugs and not everything is implemented yet. Do you use the latest version? As long it's in the alpha state the version is basically built daily. The official release of Blender 3.3 is on 7th September 2022.

excellent - thanks


text:
Mesh not following bone (weight painted)
Searched many tutorials / forums in order to understand the problem but couldn't find one that solved it.
Long story short:

Mesh parented to the armature with automatic weight.
Weight painting completed after.
Vertex groups all set, only for deform bones (as want to integrate to Unity).
Works perfectly for the character except for 3 fingers.

The problem occurs with fingers: middle, ring, and pinky starting in the middle of the 1st one, as seen on the 1st image.

I checked if there were any differences between the index finger (as the index works perfectly) and the middle finger but couldn't find any.
There is no problem with the parenting / weight / vertex groups and I am out of solutions.
I am up to anything (logical, of course :)) that you can suggest.
Thanks!

Share your file. https://blend-exchange.com

There were problems with your rig. I had to create the Rigify rig over from scratch. First, it wasn't clear that your final rig had ever been generated, because I couldn't find any character controls. Yet there were two versions of the rig, both the meta and the regular. So I found it strange that no controls were visible. I checked the layers, and half of them seemed to be missing. No idea how this happened. At this point, I realized that there was no solution but to restart.
Another issue is that your mesh was bound to the metarig. You don't want that. The purpose of the metarig is to act as a temporary stand-in for the fully featured final rig, so that you can shape it in accordance to your character mesh. Then you generate the final rig from the metarig using the "Generate Rig" button under the Object Data tab of the Properties Panel. After that, you should see your new rig appear, with all the needed character controllers. You should see this new final rig, complete with its controllers before ANY binding is undertaken. After the new rig is generated, you need to remove the metarig, because you are now done with it. In my version of your file, I have moved it aside, rather than deleting it. Some consider it a good practice to keep the metarig around in case you need to source it again later for whatever reason. This way, you won't have to reshape it all over again. But you should still probably hide it. I left it visible so you can see that it is still there, but not in use.
Finally, the topology of your model is problematic in places, particularly in the fingers. You may find that this leads to bad deformations. I recommend downloading Makehuman and using the models it generates. They are really good, the program is free, ridiculously easy to use, and it's designed to interface with Blender well. You can always reshape a model it creates to suit your artistic tastes. And it saves SO much work.

Thanks for the information. Really saved me a lot of time, as you said :). I will attempt to use this Makehuman as well as I don't have much artistic style for humans. Really appreciated R-800. Thanks again!


text:
Grease pencil 2.8 render doesn't work with pixel filter?
Hello I'm using the grease pencil to make some sprites for a video game but I found something very strange in this case. The pixel filter seems to not work in grease pencil objects.
I'm using the render eevee to have sharp edges on low resolution images.
I just have this quick scene the drawing is a grease pencil object the cube is a 3D object. Cube is the only thing that changes.
I just change the Film->Filter Size 0.02
This is my result. The Cube in violet looks pixelate that is my desired effect.

And this is what happens when I change the filter to 3.0 px

As you can see the grease pencil is invulnerable to filter changes in the render. I know that I can just render a bigger version of my image and then using another software I can decrease the size with a nearest neighbor filter. But that would be a problem because I will animate my character that will increase work time.
In case you are confusing on what I'm doing this is my scene.

Yes, those are for general settings. The grease pencil settings (on viewport) and (on render) that you want to play along with, are right here:

That settings are very hidden. I hope the developers move this settings.

Blender 2.83

They added this settings for grease pencil, change the Anti-Aliasing Threshold and done.
This is more easy to do.
And Finally I can get my desired effect.


text:
How to use Freestyle with openGl render?
Hello guys right now I want to use freestyle, but with the OpenGl render.

I'm not sure if this is possible. when I render using the openGl render image freestyle will not work, but when the Render Image (using internal or cyles it works). The reason of doing this is because the viewport could be used in order to save time, in this case I just need to render a simple logo.

Would print screen do the same trick? If you max your viewport and press print screen does it work for you? After pressing print screen ... open an image editing software like photoshop and hit paste? Or do you need it to be animated?

Maybe but what I really want is to check the result of freestyle fast. But I also need to use the power of Viewport rendering.

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


text:
How can I show "output change path" in a custom panel?
Hello I want make a blender addon to save images from blender but I want to change the default path.
I know right you can change the output path here.

I want to use that in my custom addon.

right know I can get the path string
by using
        row.label(text="Render Path " + bpy.context.scene.render.filepath)

But I like to use the same row from the Output panel to change the path.
I want to use the same thing but in another panel is that possible ?

Put the property in your layout
def draw(self, context):
    layout = self.layout
    scene = context.scene
    layout.prop(scene.render, "filepath")

If you enable developer extras in preferences, can right click on any (just about) and "View Source".

I was having a similar problem so hopefully this will help.
You will need to create a class to hold your custom Property (the utility to make your path)
class RenderPathProperty(bpy.types.PropertyGroup):
   path: StringProperty(
       name="",
       description="Path to Directory",
       default="",
       maxlen=1024,
       subtype='DIR_PATH')

When registering this class also make the include the new property as part of the scene class:
def register():
    bpy.utils.register_class(RenderPathProperty)
    bpy.types.Scene.my_path = PointerProperty(type=RenderPathProperty)

def unregister():
    bpy.utils.unregister_class(RenderPathProperty)
    del bpy.types.Scene.my_path

When making the Panel class, in the draw function, make sure to define a place where you call the property:
def draw(self, context):
    layout = self.layout
    row = layout.row()
    col = row.column(align=True)
    col.prop(context.scene.my_path, "path", text="")

Let me know if this works out

You don't necessarily need a PropertyGroup... You can register your property directly eg. to the scene: bpy.types.Scene.my_path = StringProperty(subtype='DIR_PATH') Also the question is: How to duplicate the existing Output Path property into a custom panel.


text:
Importing sharp edges from 3ds Max
Is there a addon for importing sharp edges from 3ds to blender?
Edit:
I tried exporting collada file from 3ds to blender, but it didn't work

Hello and welcome. This looks more like a request than a question

No, and yes. Blender and 3DS Max cannot open each other’s basic format, but both can export and import multiple other formats, such as Collada. Such formats usually include things like split normals (A.K.A. sharp edges). Use such formats to bridge between the two softwares.


text:
Model Lightning bug
I have a strange lightning issue with my model. It looks like it's curved,but it's completely flat surface. How can I fix this? (I tried recalculating normals)
File:

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

it may be flat but it probably try to shade smooth with the adjacent faces, you should be able to fix that with a good topology


text:
How to find a consistent volume for this negative space?
Newbie at blender - I am an anthropologist working on my dissertation. Seeking someone to help me develop a reliable (read: CONSISTENT) way to find the volume of this incomplete space on the distal femur. The space I reference is between the two round parts called condyles. I have tried this by making a convex hull, and through various means solidifying it & finding the volume of that object on Meshmixer but get different numbers each time I repeat this on the same 3D model. Unsure if I need to add an edge detection method or something. Can anyone help me with a more reliable method? Will give authorship credit on ALL future publications utilizing your method(s). I can provide .obj file(s) upon request. TIA
Edit - in regards to where the notch/fossa parameters are: there is a ridge along the inside of each condyle and the upper and lower aspect that I have attempted to outline. What I was hoping was there might be some way to have Blender fill in a mesh within this loop (similar to the grid fill function) that I might be able to get it to project points downwards to the actual bone scan which I then could solidify and take the volume of. However, I am not sure if this could feasibly work in Blender or if this is even feasible.

May be a duplicate of https://blender.stackexchange.com/questions/63113/is-it-possible-to-display-volume-of-a-mesh-object You may also have/want to bisect the mesh to end up with just the bone head. I can walk through it and make sure it works, but not tonight.

This is a very irregular shape, you want the volume of the intercondylar fossa if I understand the question correctly. But where exactly do you want the volume to be measured? Where does the incomplete space begin/end? And depending on the resolution of your geometry just small variations of the enclosed space can make much difference in the results.

Please add the information that Gordon Brinkmann asked about, as otherwise it will be difficult to provide an accurate answer. Just a heads up, this question is very specific and Blender's Stack Exchange is meant as a Q&A that is useful to other users as well. Other moderators and users might therefore vote to close this question as "too specialized".

I edited the question title to reflect what's being asked, so that people can see what you want to know.  The info previously contained in the title seems to also be present in the body, so I think that should be fine.  If you disagree, feel free to edit the question back.  I don't agree with others that this is a duplicate, but the tricky part is defining the bounds of the condyles, as G Brinkmann has suggested.

@TheLabCat - I went to the page you suggested and I don't think this is a duplicate, I know I need to solidify my bone mesh to get a volume, but I don't want the volume of the bone that is there, I actually want the best-fit (computer estimated) volume of the space that is between the two condyles.

@GordonBrinkmann - yes I know how a small margin of error can be expanded into big differences in the volume. In Meshmixer, I was manually outlining the walls of the notch, separate it to be its own object, create a convex hull, solidify that, and then find the volume of that. though everything was automated besides the first step, I would get wildly varying numbers. That's why I 'm trying to see if I can eliminate or find a workaround that involves even less human error. I have tried to edit post with more info on notch, please tell me what else/how I can expand on to help

Huh? You should not need to solidify the mesh. It’s already solid as a whole. I said Bisect the mesh, meaning cut off the end and measure it’s volume by itself. But let me review the edited question…

This looks like something I’ve done a few times with Bridge Edge Loops…

This post is really just a 'suggestion of concept'. It would be interesting to see whether this method of selection, or some refinement of it, yields volume-measurements which are comparable between your samples, in a way which is useful to you.
The strategy is similar to Ambient Occlusion shading. It's to fire a set of rays from outward-facing hemispheres distributed the mesh, and test for hits on the mesh itself. Points which can 'see' the mesh are preserved, and the Convex Hull taken of those:

The volume could be taken of the resulting solid, by one of the methods already suggested in the commentary.

If it begins to show promise, then it might be worth coding / noding up, to suit your workflow.
 (Blender 3.2b)

Hi @Robin Betts - thank you for your suggestion! Let me play around with this and I will get back to you :) I appreciate your time.

Hi @BriannaH ! I've used half an icosphere in this example, for economy. Variations might include subdividing the icosphere more or less , using UV hemispheres instead, or even creating shapes which bias the sample-rays, and making a count of hits rather than a simple on-off switch. All to be considered if this isn't completely hopeless.

@BriannaH Hello and welcome. This site is not a regular forum, we generally upvote the post that helped you. If you feel it completely solved your issue consider marking it as accepted.


text:
Render an object so that it is pure black with zero transparency
I have rendered images that I'm going to post-process. Some objects in the scene are supposed to act as markers that the post-processing script will try to locate based on the pixel value being pure black (ie argb: #ff000000).
I created a principal BSDF material with zero specular etc, and applied it to a small cube object, but when it's rendered, you can see the output pixels around the edges are of varying shades / opacities:

Is there any way to make a material that'll render pure black with zero opacity?
Thanks

Looks like your small cube is really small compared to the rendering resolution, so the contours will be anti-aliased. The center is pure black, though...

maybe an Emission instead of a Principled?

Use no shader at all.  Empty socket on surface.

You could also use Cryptomatte to generate a pixel perfect mask if the anti-aliasing around the edges is troublesome.

You can clearly see the staircase here representing every pixel where the object could be sampled.

I would recommend trying a Diffuse shader instead of a Principled BSDF. A diffuse shader essentially adds 'pigment' to a material, without any kind of gloss, specularity, opacity, etc.
However judging by your screenshot I believe the grey variations you are  getting are a result of anti-aliasing related to the resolution of your render (and the relative size of the black object), not the shader. The grey variations appear to be a blend of the pure black from your shader, and the grey background.
I would maybe try increasing the resolution of your render (try 200/400%?) and maybe turning off denoising to see if that improves matters.


text:
How to do parametrized rendering (replacing text/image inputs dynamically before render)
I am currently generating a dynamic blender file with 2 text and 1 image objects that should be replaced with custom text/image inputs.
I currently got the CLI command and placement of text/image objects - the next task is now figuring out how to replace these from reading an external file/input.
Ideal end-goal would be something like
./generate-script --text1 "Hello world" --text2 "EFGH" --img "./some.png" which will run the replacement command + blender render CLI command.
After reading the docs, the direction I should head towards seem to be writing custom python scripts/addons (and found a relevant question here: Can python be used to edit a Text Object?). Next question would be how would I fit this script into as part of the command line rendering steps? Would it be run python script => run blender render script?
Also if there is an easier way to achieve this, I am all ears as well. Any guidance would be useful here :)

Probably have the text data block as script_one in the blend file, then use the command line option —python-text script_one


text:
why is light propagated wrongly?
I am a new in Blender. I am creating a house and collided with problem. I created 2 windows. The first window is ok but the stranger things are happenning with the light of the second window.

Welcome to Blender.SE. You should provide more information about your scene setup in order to receive a good aswer. What is exactly your light setup? Is there any modifier on the wall object? What are the picture showing? Is it the same window at different levels of zoom?

On the first picture light dont pass thought window, the second - probably everything is fine, the third - there are obvious distortions. No modifier on the wall object. It is the same object under the different angles of view in render mode.

Maybe i solve my problem. In the settings of material i change the IOR to 1.000 and the light looks fine.

Most likely you have negatively scaled one of the windows, resulting in the normals being flipped. Go into Edit mode, select all, Recalculate or Flip Normals and see if that helps.

P.S. I forgot to explain. In the windows i delete the faces and add the planes, in this planes i set up material to glass and then change the IOR parameter.

I can double Rich Sedman's comment and add that your windows glass should have thickness. Not only are your normals probably the wrong way, but most importantly the whole room is filled with glass, because you didn't end the windows face.

Yeah, i think its all because of thickness. Thank you all!

@B.Akulin Glad you seem to have resolved it. Please add an answer explaining what you needed to change so that others can learn from your experience.

I helped to add a thickness to my window since I made a window from plane. Also i helped to change paramert IOR to 1.000. Maybe normals were flipped too.

Your normals could be flipped.. incase that's what you have to fix ...Consider selecting all faces in Edit Mode and  Press CTRL+N on your Keyboard.
Hope this would fix


text:
Fluid ignores obstacle
Hello I am trying to make something like this https://www.reddit.com/r/Simulated/comments/8rt6wx/frosting_a_cake/
(I know this uses flip fluids addon, I am trying to recreate something similar with blender fluid)
This is my problem.

Fluid just ignores my cake. Can anyone help me please?
download blend file

You have to activate the fluid modifier for your cake in the physics panel and set the type to "obstacle". Then you can choose if using the shell (surface), the volume of your obstacle, or both.
For your task I suggest to use shell volume initialization.
If nothing happen you probably have inverted normals. Try recalculate them.
Hope it helped you!
Cheers!

its not working. fluid just ignores the cake for few seconds.


text:
Animated Passive Object Does Not Work With Rigid Body Simulation
Animated Passive Object Does Not Work With Rigid Body Simulation. It's bit hard to explain.

Download Blender File

You've got two problems:
 1. You baked the physics simulation, effectively key-framing all objects that are part of it. Baking the simulation is useful if you don't plan on changing the simulation again, but it's not necessary to render an image/animation.
 2. You have two planes which you are trying to animate in the same spot - Plane.003 and Plane.013; they have different settings.
First, free the bake:
https://i.sstatic.net/gbTQu.jpg
Second, set Plane.003 to be animated, or just delete it since it is a duplicate:
https://i.sstatic.net/C77Ek.jpg


text:
Make transparent this black procedural emission using Combine XYZ and Value nodes?
I'm trying to use these CombineXYZ and Value nodes for transparency and emission.
Edit: I'm trying to make the "Sphere" emission transparent, especially the black part.

Can you please be more specific about you want to achieve, in the text of your post? Am I right, thinking, negative light, not visible to the camera?

Thanks, I just edited that

Not sure but is this what you want to achieve ?  If so, do you absolutely need those XYZ value nodes ? I did not use them.

Um, no. I needed black within that red sphere.

Short answer is, set your Transparent to white, your Emission to red, and invert their sockets in the Mix Shader node.

I think we need to address a couple thing more than just addressing your question, because there are a lot of things you do in your shader tree that don't make any sense and would actually harm you in more complex shaders.
Node inputs
These three Value nodes are useless:

You can set the node's values in the node. No need to use computing time with extra nodes that do the exact same thing as not having them.
Similarly, no need of an extra node to set a color:

The only time you ever need a Combine node is when you want to shuffle channels or combine channels from different float data.
For both the Transparent BSDF and Emission nodes, you use 4 extra nodes to set their respective colors. It's only 8 nodes in total for your shader tree, but if you did this in a shader tree with hundreds of colors, that would be 800 extra nodes to compute for "nothing".
We could already simplify your shader tree to this:

Transparent Shader
If you want pure transparency, your Transparent BSDF should be pure white. The darker the color, the less transparency you get, black will give you zero transparency. Going over white (using values over 1) will cause your transparency to glow. Using colors will make the transparency only partial and tinted.
But again, if here you want full transparency, use pure white:

Emission Shader
You can emit every color, except black. Black is the absence of light. The darker the color, the less emission it can have. See the Strenght as a multiplier of the color. If you set the color to black (0;0;0), you end up with a multiplication by zero no matter the strenght. The opposite is also true: you can't emit any color with zero strenght.
If you want to absorb light, you would need to use a white color with a negative strength.
If you want to emit a color, just set that color:

Redundancy
That's more nit-picking here ; strictly speaking, your Power and Color Ramp don't do the same thing, but the end result could be achieved by the Color Ramp node alone:

The power node essentially darkens your data, which you can do by moving the color stops in the color ramp.

Mix nodes order
Anytime you meet a node mixing two data with a factor, understand that the factor is a value from 0 to 1, and the the two data are respectively 0 and 1 from top to bottom.
If the factor is 0, the first data is displayed. If the factor is 1, the second data is displayed.
In your case, the factor is that fresnel you inverted in your color ramp. It is white in the center and black in the outline of the sphere.
So if you want to have the Transparent shader in the center, you must plug it in the socket that is displayed by the factor of 1. Which is the bottom socket.

Thanks for this answer, I'll look into it for sure


text:
Control or manipulate Fire transparency effects?
I copied this video tutorial.
My blend file:

Now, how do I control the fire transparency? Like these:

@L0Lock thanks, it worked

Glad it helped! Please upvote and mark the answer as valid via the checkmark icon in the top left corner of the answer ;)

@L0Lock as effective as your answer is, hope I can find more alternatives as well

What for would you need alternatives?

Besides curiosity, (parts of) the alternatives may be applicable to other procedural effects or geometry nodes as well. Or just to better understand procedural effects

But this is applicable to anything that can have a shader. Alternatives could be to use compositing instead.

Between your Emission node and material output, add a Mix Shader node. Plug the Emission output to the first Mix's shader input, and add a Transparent BSDF node plugged in the Mix's second input.
You can play with the Mix's factor value to change how much you mix the Emission with the Transparent BSDF shader. 0 is fully Emission shader, 1 is fully Transparent BSDF shader.


text:
How do I fix pixelated/jagged shadows on Cycles bake?
I'm trying to bake my floor mesh which has a bunch of object's shadows on it. The problem is my baked texture's shadow is really jagged/pixelated even from a far distance it is noticeable.

Any thing I should look in to help to fix this issue? I've tried changing up my UV unwrapping but it doesn't seem to help. I tried jpg, hdr, and png image texture formats, and increasing the texture to 4K and sampled more. I also added denoising node and anti-aliasing node in the compositor.

Here's what I want it to look like and it looks like this in the viewport in render mode, it's super smooth:

The issue here really seem to just be texel density.
Think of your texture resolution as your pixel budget, and your UVs as how you allocate pixels around your model.
If you don't have enough pixels at some place, you either change the UV size on that area, at the expanse of other areas, or you make the resolution bigger. Or both.


text:
why aren't some vertices merging when merging by distance?
I keep trying to merge some vertices by distance. And even when they are super close, or even on top of each other, they don't merge. Why is this?

Use Merge at Centre if they're a little way apart.

I agree. But I need to figure out why merging by distance is not working because I'm working with over 1,000 points, and can't practically merge at center for all pairs individually.

increase merge distance or share your blend file https://blend-exchange.com

I did this, but what I need to do is select all points and merge by a certain distance. Too large of a distance and it will mess up my object. The given distance on the link is more than enough (I measured the distance of the two points to be much less than the merge distance).

did u try uncheck "unselected"?


text:
RIGIFY ERROR: Bone 'back_top_quill.R.003': Input to rig type must be a chain of 2 or more bones. Incorrect armature for type 'chain_rigs'
I'm currently super new to Blender, and have been following a tutorial I've found on YouTube on how to make Sonic, and one of the top back spines of the little guy is giving me a bit of trouble, apparently. When I try generating my rig (edited from the usual human metarig if I remember correctly) I get the error, "RIGIFY ERROR: Bone 'Tail.003': Input to rig type must be a chain of 2 or more bones.
Incorrect armature for type 'chain_rigs'"
If anyone could help me out, I would appreciate it!

I highly suggest you to upload your file on Blend-Exchange and share the link here with us, so that we can dig in and investigate ourselves.

Done! Took me a bit to finally get it to upload, but the project file is now up on the Exchange, @L0Lock.

@t-hedgie you forgot to post the link here.

My apologies, @L0Lock, I got the link up now.

Ok, I think I got the main issue. Posting an answer...

Looking at your metarig in Pose Mode, I see that you set the Rigify Type on the Tail.003 bone:

Rigify Types need to be set on the top level parent of the bone chain. So, remove it from Tail.003 and put it on Tail.001 instead:

This fixes the `` issue. But now we have another one when generating the rig: Error: Generation has thrown an exception:.
Going to the menu Window > Toggle System Console allows us to see that a lot of bones are having issues, and all of them are from the face:
Fetch rig.
Clear rig animation data.
Create main WGTS: 0.001
Duplicate rig: 0.011
CONFLICT: bone ORG-nose.L.001 is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-cheek.T.L) and <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-nose.L.001)

CONFLICT: bone ORG-nose.R.001 is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-cheek.T.R) and <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-nose.R.001)

CONFLICT: bone ORG-ear.L.002 is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-ear.L.001) and <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-ear.L.002)

CONFLICT: bone ORG-ear.L.003 is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-ear.L.001) and <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-ear.L.002)

CONFLICT: bone ORG-ear.L.004 is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-ear.L.001) and <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-ear.L.002)

CONFLICT: bone ORG-ear.L.004 is claimed by rigs <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-ear.L.002) and <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-ear.L.004)

CONFLICT: bone ORG-ear.R.004 is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-ear.R.001) and <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-ear.R.002)

CONFLICT: bone ORG-ear.R.002 is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-ear.R.001) and <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-ear.R.002)

CONFLICT: bone ORG-ear.R.003 is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-ear.R.001) and <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-ear.R.002)

CONFLICT: bone ORG-ear.R.004 is claimed by rigs <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-ear.R.002) and <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-ear.R.004)

CONFLICT: bone ORG-chin.L is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-temple.L) and <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-jaw.L)

CONFLICT: bone ORG-brow.T.L.003 is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-temple.L) and <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-jaw.L)

CONFLICT: bone ORG-jaw.L is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-temple.L) and <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-jaw.L)

CONFLICT: bone ORG-jaw.L.001 is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-temple.L) and <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-jaw.L)

CONFLICT: bone ORG-brow.T.L is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-temple.L) and <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-jaw.L)

CONFLICT: bone ORG-brow.T.L.002 is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-temple.L) and <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-jaw.L)

CONFLICT: bone ORG-cheek.B.L.001 is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-temple.L) and <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-jaw.L)

CONFLICT: bone ORG-brow.T.L.001 is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-temple.L) and <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-jaw.L)

CONFLICT: bone ORG-cheek.B.L is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-temple.L) and <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-jaw.L)

CONFLICT: bone ORG-brow.T.L.003 is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-jaw.L) and <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-cheek.B.L)

CONFLICT: bone ORG-brow.T.L is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-jaw.L) and <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-cheek.B.L)

CONFLICT: bone ORG-brow.T.L.002 is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-jaw.L) and <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-cheek.B.L)

CONFLICT: bone ORG-cheek.B.L.001 is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-jaw.L) and <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-cheek.B.L)

CONFLICT: bone ORG-brow.T.L.001 is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-jaw.L) and <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-cheek.B.L)

CONFLICT: bone ORG-cheek.B.L is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-jaw.L) and <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-cheek.B.L)

CONFLICT: bone ORG-brow.T.L.001 is claimed by rigs <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-cheek.B.L) and <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-brow.T.L)

CONFLICT: bone ORG-brow.T.L is claimed by rigs <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-cheek.B.L) and <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-brow.T.L)

CONFLICT: bone ORG-brow.T.L.003 is claimed by rigs <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-cheek.B.L) and <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-brow.T.L)

CONFLICT: bone ORG-brow.T.L.002 is claimed by rigs <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-cheek.B.L) and <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-brow.T.L)

CONFLICT: bone ORG-brow.T.L.001 is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-brow.T.L) and <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-brow.T.L.001)

CONFLICT: bone ORG-brow.T.L.003 is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-brow.T.L) and <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-brow.T.L.001)

CONFLICT: bone ORG-brow.T.L.002 is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-brow.T.L) and <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-brow.T.L.001)

CONFLICT: bone ORG-brow.T.L.003 is claimed by rigs <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-brow.T.L.001) and <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-brow.T.L.003)

CONFLICT: bone ORG-jaw.R.001 is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-temple.R) and <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-jaw.R)

CONFLICT: bone ORG-chin.R is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-temple.R) and <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-jaw.R)

CONFLICT: bone ORG-brow.T.R.002 is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-temple.R) and <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-jaw.R)

CONFLICT: bone ORG-jaw.R is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-temple.R) and <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-jaw.R)

CONFLICT: bone ORG-brow.T.R is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-temple.R) and <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-jaw.R)

CONFLICT: bone ORG-brow.T.R.003 is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-temple.R) and <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-jaw.R)

CONFLICT: bone ORG-brow.T.R.001 is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-temple.R) and <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-jaw.R)

CONFLICT: bone ORG-cheek.B.R.001 is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-temple.R) and <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-jaw.R)

CONFLICT: bone ORG-cheek.B.R is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-temple.R) and <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-jaw.R)

CONFLICT: bone ORG-cheek.B.R.001 is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-jaw.R) and <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-cheek.B.R)

CONFLICT: bone ORG-brow.T.R.002 is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-jaw.R) and <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-cheek.B.R)

CONFLICT: bone ORG-brow.T.R is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-jaw.R) and <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-cheek.B.R)

CONFLICT: bone ORG-brow.T.R.003 is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-jaw.R) and <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-cheek.B.R)

CONFLICT: bone ORG-brow.T.R.001 is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-jaw.R) and <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-cheek.B.R)

CONFLICT: bone ORG-cheek.B.R is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-jaw.R) and <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-cheek.B.R)

CONFLICT: bone ORG-brow.T.R.001 is claimed by rigs <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-cheek.B.R) and <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-brow.T.R)

CONFLICT: bone ORG-brow.T.R is claimed by rigs <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-cheek.B.R) and <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-brow.T.R)

CONFLICT: bone ORG-brow.T.R.003 is claimed by rigs <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-cheek.B.R) and <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-brow.T.R)

CONFLICT: bone ORG-brow.T.R.002 is claimed by rigs <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-cheek.B.R) and <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-brow.T.R)

CONFLICT: bone ORG-brow.T.R.001 is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-brow.T.R) and <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-brow.T.R.001)

CONFLICT: bone ORG-brow.T.R.003 is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-brow.T.R) and <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-brow.T.R.001)

CONFLICT: bone ORG-brow.T.R.002 is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-brow.T.R) and <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-brow.T.R.001)

CONFLICT: bone ORG-brow.T.R.003 is claimed by rigs <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-brow.T.R.001) and <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-brow.T.R.003)

CONFLICT: bone ORG-chin is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-jaw) and <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-chin)

CONFLICT: bone ORG-chin.001 is claimed by rigs <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-jaw) and <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-chin)

CONFLICT: bone ORG-lid.B.L.003 is claimed by rigs <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-lid.T.L) and <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-lid.B.L)

CONFLICT: bone ORG-lid.B.L is claimed by rigs <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-lid.T.L) and <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-lid.B.L)

CONFLICT: bone ORG-lid.B.L.002 is claimed by rigs <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-lid.T.L) and <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-lid.B.L)

CONFLICT: bone ORG-lid.B.L.001 is claimed by rigs <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-lid.T.L) and <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-lid.B.L)

CONFLICT: bone ORG-lid.B.R is claimed by rigs <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-lid.T.R) and <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-lid.B.R)

CONFLICT: bone ORG-lid.B.R.003 is claimed by rigs <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-lid.T.R) and <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-lid.B.R)

CONFLICT: bone ORG-lid.B.R.001 is claimed by rigs <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-lid.T.R) and <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-lid.B.R)

CONFLICT: bone ORG-lid.B.R.002 is claimed by rigs <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-lid.T.R) and <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-lid.B.R)

CONFLICT: bone ORG-nose.004 is claimed by rigs <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-nose) and <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-nose.002)

CONFLICT: bone ORG-nose.003 is claimed by rigs <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-nose) and <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-nose.002)

CONFLICT: bone ORG-nose.002 is claimed by rigs <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-nose) and <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-nose.002)

CONFLICT: bone ORG-nose.004 is claimed by rigs <class 'rigify.rigs.skin.stretchy_chain.Rig'> (ORG-nose.002) and <class 'rigify.rigs.skin.basic_chain.Rig'> (ORG-nose.004)

Instantiate rigs: 0.010
Rigify: failed to generate rig.
Traceback (most recent call last):
  File "C:\AppInstall\Blender\stable\blender-3.3.1-windows-x64\3.3\scripts\addons\rigify\ui.py", line 798, in execute
    generate.generate_rig(context, metarig)
  File "C:\AppInstall\Blender\stable\blender-3.3.1-windows-x64\3.3\scripts\addons\rigify\generate.py", line 617, in generate_rig
    raise e
  File "C:\AppInstall\Blender\stable\blender-3.3.1-windows-x64\3.3\scripts\addons\rigify\generate.py", line 605, in generate_rig
    generator.generate()
  File "C:\AppInstall\Blender\stable\blender-3.3.1-windows-x64\3.3\scripts\addons\rigify\generate.py", line 465, in generate
    self.invoke_initialize()
  File "C:\AppInstall\Blender\stable\blender-3.3.1-windows-x64\3.3\scripts\addons\rigify\base_generate.py", line 318, in invoke_initialize
    self.__run_object_stage('initialize')
  File "C:\AppInstall\Blender\stable\blender-3.3.1-windows-x64\3.3\scripts\addons\rigify\base_generate.py", line 284, in __run_object_stage
    self.plugin_list[i].rigify_invoke_stage(method_name)
  File "C:\AppInstall\Blender\stable\blender-3.3.1-windows-x64\3.3\scripts\addons\rigify\utils\metaclass.py", line 128, in rigify_invoke_stage
    getattr(self, stage)()
  File "C:\AppInstall\Blender\stable\blender-3.3.1-windows-x64\3.3\scripts\addons\rigify\utils\node_merger.py", line 106, in initialize
    group.build(final_nodes)
  File "C:\AppInstall\Blender\stable\blender-3.3.1-windows-x64\3.3\scripts\addons\rigify\utils\node_merger.py", line 200, in build
    best.merge_done()
  File "C:\AppInstall\Blender\stable\blender-3.3.1-windows-x64\3.3\scripts\addons\rigify\rigs\skin\skin_nodes.py", line 178, in merge_done
    super().merge_done()
  File "C:\AppInstall\Blender\stable\blender-3.3.1-windows-x64\3.3\scripts\addons\rigify\utils\node_merger.py", line 284, in merge_done
    child.merge_done()
  File "C:\AppInstall\Blender\stable\blender-3.3.1-windows-x64\3.3\scripts\addons\rigify\rigs\skin\skin_nodes.py", line 180, in merge_done
    self.find_mirror_siblings()
  File "C:\AppInstall\Blender\stable\blender-3.3.1-windows-x64\3.3\scripts\addons\rigify\rigs\skin\skin_nodes.py", line 195, in find_mirror_siblings
    assert self.mirror_siblings[self.name_split] is self
AssertionError
Error: Generation has thrown an exception:

Simple solution: delete the face bones from the metarig. And if you need them later, you can add a new temporary metarig in object mode, then copy paste the face from the temporary metarig to the one you have been working on.
After that, it should generate without errors. But we do have one last issue:

The generated rig has the wrong scale, because your metarig scale isn't 1:1:1. To fix this, select your metarig in Object Mode, press ⎈ CtrlA > Apply Scale, and generate the rig again:

After that, you still have a lot of bones in your metarig that generate nothing: it's because you didn't set their Rigify rig type. But you already know how to fix that

Okay, just did that- seems I did in fact get a generation error, mainly "Generation has thrown an exception:" with no name to a piece, etc. mentioned. It's just that phrase and that's it.

Answer edited! Let me know how it goes.


text:
How can I make a radial checkerboard?
How can I make a radial checkerboard pattern like this in the shader editor?

One method is to use two checker textures, one driven by a radial gradient, and the other driven by a spherical gradient, then combine the two together using a mixrgb node set to difference.  Here are the results and the node setup.

If you want something besides black and white, you can pass the output from the difference node into a color ramp with two colors.

If you want more than 2 colors, you can change the two checker texture nodes to be 4 different colors, then use a 4 node color ramp to adjust as needed.

Very nice :). You can actually use the Black&white output as a mask for any other color combination.

Agreed.. but I'm still trying to get my head round the logic :)

I'm seeing four colors - is this just an optical illusion thing?

@Arsenal Looks like there's indeed a fourth light blue shade: https://i.sstatic.net/MaB3n.png

+Jachym Michal Thanks for the idea, I found that using a color ramp worked and updated my answer.

A method to get polar coordinates in general is to use the (0-1) output of a Gradient > Radial texture as X, and the Length of the XY coordinate as Y:

The blue nodes above are just to ensure X is always an even integer, and give the user a basic interface, should you want to group the cluster.


text:
Why is the representation of the mesh different from the actual mesh?
I think early on in my modeling I did something that is causing the wireframe representation of some of the lines to show up in a different place than they are on the actual mesh. I've applied all transforms.
See how in the object view the curves represented on the inside of the model don't match up with the actual mesh? Any ideas what is wrong?

hello, please share your file: https://pasteall.org/blend/

I've put it on my website here: http://suso.suso.org/mediafiles/cassette.blend

Go in Edit mode and press AltH, you have an hidden edge.

Thanks so much for your help