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Ripping vertices with more than two connected edges
I'm trying to find a way to rip all vertices with more than two connected edges on a mesh, then move the resulting verts away from each other slightly afterwards. Is there a way to do this in geometry nodes or Python?
Example of the verts I'm trying to select and rip. Verts with more than two connected edges.

The result I'm looking to create. Here all the verts are ripped and moved a small distance away from each other to separate them.

In GN, it can be done as follows:

Mark vertices with more than 2 edges (Capture Boolean)
Rip all vertices
After ripping, move marked vertices towards centres of their edges
Weld unmarked vertices

thus:

I know, no one asked, but what if some vertices were already split and you wanted to keep it this way? You can do so by capturing the indices before splitting (so after splitting the new vertices remember the vertex they were cloned from), move those vertices to <index, index, index> xyz position, only then merge by distance, and move them back to their original position:

This also solves another quandary, which is what if the scale of your model is so small (I don't know, a model of a processor or a biological cell), and the $0.00001$ m distance is actually too much? Obviously the easiest solution is to not work in the real scale (or decrease this merging distance further), but since in my solution the vertices are spaced evenly at $\sqrt 3$ (Vector((1,1,1)).length) distance, a distance as big as $1.7$ will work. Notice how I use a whole meter in the merging. Perhaps this also makes the process faster, with less BVHTree cells? I don't know.
Using Robin Betts' setup, but with one vertex already ripped:

The Scale Elements is a handicapped version of the actual logic the OP needed, but the correct one is there in the Robin's answer.


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Get the length of the longest spline in Geometry Nodes
I'm working on a tree that needs to have a vertex color gradient depending on how far each vertex is along the branches of the tree, normalized in a 0-1 range.
To do this I'm trying to get the length of the longest spline with geometry nodes. I'm using shortest edge paths node to generate a tree structure, and trying to find what spline among the ones generated that is the longest.
How would I go about doing this in geometry nodes?

Have you tried a *Spline Length node connected to a Attribute Statistic node? The Max output is the length of the longest spline.

You can use Spline Length node with Attribute Statistic node and its Max output value to get the maximum length amongst the splines.
To isolate the length and index of the Spline and populate with it Attribute fields you have to perform a length comparison and then multiply the result by the respective index. I have also included a Spline separation in case you need it:

Here is the Max Length Spline Group Node set up:

Thank you! Your solution works great.

@Adkopras You're welcome!

source: Stack Exchange

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

sort: votes


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Mesh keeps unwrapping as a page of dots in the UV editor
I am trying to bake the textures on the "head piece" of this model so that I can get it into Unity. But every time I smart unwrap my object, the UV editor presents the mesh as a bunch of dots, and I think it's affecting the quality of the image textures; every time I plug my color texture back it, it looks very pixelated.
Before applying image textures:

After applying "baked" displacement:

After applying other image textures:

Any help is appreciated.
Here is the file.

Hello it's not clear what you are trying to do, but if the UV is divided into a lot of small faces it's because all the edges of your mesh are marked as seams

Would that hamper the quality of my bake? If so, how should I fix it?

No it works with this unwrap but you could remove the seams and unwrap with the Smart UV Project option. Also, if you want a narrow margin you can set it in the Operator Box (panel on the bottom left of your 3D window once you've unwrapped)

I see. I just have that many faces. Is there any way I can make my bake less pixelated (see third image)?

Yes, don't use the UV output of the Texture Coordinate for example   ;)  actually it's not clear what you're trying to do, what kind of material are you trying to achieve and are you trying to bake the diffuse?

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


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Molecular add on option not showing in particles tab in Blender 4.0
Anyone knows why the molecular add on is not showing as an option in my Particles Tab?
Pic below is the Tut I am following.. and he has the molecular option visible in the particles tab..

And here is my particles tab without the molecular option there.. any one knows why it is missing in my blender? I am using 4.0, did the location op the molecular specs changed for Blender 4.0?

Is it because things have moved for the Molecular add on in Blender 4.0? Or am I doint something wrong? I followed all the steps of the tutorial, and ofc I've got the add on installed. Thnx.

Has it been updated to be compatible with the version 4 APIs?

Yea It has moved idd. Thnx for your reply.


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Make 2 streams of particles that clash in the middle and change colors
I want to use the "make instances real" option to make a mesh of all my particles from a particles system.
The setup is; 1 cube with particles system which is emitting the particles falling onto a plane that has a collision modifier on it. All works fine, but now I want the particles to not only interact with the floor plane, but also with other particles. And particles from other emitters.
But I can't find the "make instances real" option (in the collision tab) anymore.
See image below.

My general idea is to have 2 "streams" of particles enter from the left and right part of the screen (outside camera view) and make all particles from both sides (emitters) interact/collide/clash when they all meet in the middle of the screen. And when all particles from both emitters meet in the middle they change color.
The video in the link below is for reference.. so the sort of particles, flow, changing of colors etc is what I want kind of the same. Only this example is filling up a invisible sphere and I want 2 streams clashing in the middle.
https://youtu.be/G5CkRDhOwx0
Or is there a better/different way of doing this? Maybe using geometry nodes particles? Or force field particles?
Thanks in advance!

First of all: you say you have particles there. Make Instances Real is only available if you instance any object on those particles, like a sphere for example. That's why it is not called "make particles real".  When there are instances, then this option converts the instances into real separate mesh objects. The other thing is (but you probably know this already), making them real does not automatically make them interact with each other. For that you need to make them rigid bodies for example. But they do not inherit the movement of the particles.

Thnx for your quick reply! Ah yea my bad, I was following a tut that does this, but the tut maker was using intances (Letters) that where replacing the particles :). So his way is not working for me cause I am not using instances but real particles.
But you might have a suggestion on how I could create what I describe using just real particles? Or do I have for example should use the tut makers way and use a sphere as an instance where he uses letters?

Making the particles force fields could work, it depends on tweaking the settings so that it looks more or less natural I guess... Vey important to set a Max Distance for the Falloff so that they only influence each other when close enough.

you could have a look at the molecular add-on. This gives the particles a "kind of" rigid body. At least they are all reacting on each other (colliding). It's really powerful.

@GordonBrinkmann Ok I will check that out idd. Would this be your preferred method of trying to get what I described? Or maybe looking into the molecular + add-on that Chris is referring to?

@Chris Thnx for the suggestion, I already had the molecular + add-on in my mind cause it came by when searching for good tuts on solving my "problem". But hadn't checked the add-ons possibilities better cause I was thinking that using 2 of the basic particles system on both sides spitting out particles to the middle should also do the trick right? Just how to make the particles interact with each other when meeting in the middle (bounce, stick, change colors) isnt still clear to me.

Well I haven't used the Molecular addon for a long time because I haven't been doing many particle animations in the past few years. I always thought it is a great and promising addon but my hardware was too bad to handle it back then. Nowadays it would probably be much better but as I said, haven't done much particle stuff recently. @Chris is much more experienced with some addons than me, so maybe you should give it a try.


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Anyone knows the best way to create this segmented floor plane animation?
So what I would like to create is a segmented floor plane like the one shown in the images that I've attached. So the idea is that all the stroke segments have a smooth individual wave like flow that creates this sharp edged "waves" that with some offset staggering creates a very nice smooth flowing floor animation. If you would like to see the animation on playback, you can visit that instagram post here; https://www.instagram.com/reel/C_wXmkwMdJb/?utm_source=ig_web_copy_link&igsh=MzRlODBiNWFlZA==
So if anyone has a way of creating this animation, let me know please :) Thnx!
Regard,
Lee

Have you tried Geometry Nodes? There are a lot of examples of proximity checks. The challenge is probably to keep these segments intact and separated.

Hi @Blunder, thnx for your suggestion. No I haven't looked into/tried Geo Nodes yet. I was hoping some one maybe knows how to do this effect with 'just' a mesh/planes/array/bend/wave kind of setup.


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how to smoothly fold a curved plane over a curved edge?

Hi guys, I'm very new to Blender and I'm trying to model this little seat I made (just a rough prototype so pls ignore how scrappy it looks haha) but I just can't figure out how to fold the edges of the back to the curve of the seat - if I even attempt it, the mesh gets super messed up...
As shown, the top part of the back is meant to be folded down and the bottom part is meant to be folded up to the underside of the seat, so the whole thing looks like a bow shape (if you get what I mean).
To make the back so far I’ve just taken the edge loop of the seat shape and extruded the points to make a plane and then used solidify - if i subdivide and add loads of mesh points I'm scared it'll get even harder to figure out the right vertices to select to fold it up/down?
Maybe I've gone about this wrong in the first place, I feel like there's a more straightforward (or at least more accurate) way to do this...can anyone please help? I would really appreciate it in as much detail as you can offer, thank you so much!!

I also think that duplicating an edge loop of the seat and extruding it up is the way to go , why are you not satisfied with what it gives?

Do not subdivide, use a Subdivision Surface modifier instead, if you need to apply the modifier for some reason (like you need to 3D print), always keep the original in a collection

Just to be absolutely clear.. the seat can be modelled as shown without any folding at all. Is it the folding, in particular, you want to investigate, say, to simulate real-life upholstery?


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I can't match the colour in Blender with real pictures
I am making product renders in blender. This means I need to accurately make a colour in blender cycles. But if I make an iPhone for example, I can't get the Colour in blender to match the colour of the official pictures. I've tried to use the official hex codes, but the colour's still turning out wrong.
Hope anyone can help me out

I'm no expert, but check that you have Color Management > View Transform set to Filmic in the Render Properties.

There are probably a few layers to this.
Using HEX codes is a problem. It's a very flawed way to communicate color if the actual color space is not specified(and unfortunately it isn't usually). Apple uses P3 color space for example that is different than sRGB, so the same HEX code will be 2 different colors in those spaces. If you get a plain HEX code, it is probably most often in sRGB, but not always as it may also be in AdobeRGB or P3 or occasionally even in any other color space out of infinitely many. So it's always a guess. You should know what color space the HEX codes are in. If you start wondering - yes, indeed, almost everybody is doing it wrong. And yes, even professionals working in relevant areas.
Filmic might be part of the "problem". As whatever you input goes through the color transform after it's rendered. You could use "Standard" sRGB color transform(set it in the Render tab, Color management panel of the Properties editor). If you input a HEX code into any color input in Blender it is assumed to be sRGB color space so if it is indeed in sRGB the color should be interpreted correctly and internally converted to Blender's linear reference color space and back to sRGB at the end when it's rendered. Of course you will be using screen referred workflow from that point and should adjust the lights and shaders in your scene not to be too bright, since standard sRGB transform will just clip values higher than 1 in your render. This is not so called "PBR" workflow in that case and you should keep that in mind.
But wait, there is more. The other issue is that when you input some color into some property of some shader, that shader usually also has other parts in it like most will have diffuse and glossy components at least. So the end color in the render does change(as it should). It also depends on the scene and lighting it receives from various light sources and secondary bounces from other objects in the scene. So if you have realistic shaders and lighting, the hues, saturation and tones will change. This is unavoidable no matter what you do.
If you wanted to retain high dynamic range of your realistic scene in scene referred workflow and use color transforms like Filmic or AgX, one way to work with it could be to compare your render result to your desired result and adjust as needed visually. This would ensure the result matches your perception of the goal. You could judge that without relying on any numerical values of any input just by trusting your own perception. Since in this way you judge the rendered result directly as opposed to only some inputs, you also take into account everything that happens in your scene, so that is easier, but since you are matching the output to some specific desired result, it will loose realism(what is that anyway?.. - it's all probably based on your guesses anyway) of how a particular color would actually look in the specific scene and lighting conditions. It makes sense to have exact same lighting conditions in your scene as in your reference to make things easier. Of course chances are in real world situations you might not be able to have photographs taken in precise lighting conditions and high enough dynamic range and then developed in Blender using the same color transform, so this might involve a lot of guesses and artistic choice.

Thank you for your answer. I've heard blender 4.0 will have AGX as a standard option, so I hope that'll help me. Most of the times I want to replicate a color, I will just eyeball it, which might actually be the best. It doesn't give me perfect results, but honestly I don't think anyone will notice. But again, thank you very much for your answer!

AgX will not help you match color. It might help you match the perception of a color on an object. It's not about matching colors, it's about showing real scene on narrower dynamic range device. If you concentrate on a single color, you will have a lot harder time with AgX. But it's never a single color if you have shading and realistic scene. Matching the whole look of an object might be a better approach. There is no color picker or hex code for that, but luckily it's all about human perception and each of us have that.


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How to make the boolean effect and animation when I render it out, but keep the boolean hidden
I try many things but somehow it still doesn't work, everything is okay in the camera view, but when I try to render it out the effect of the boolean dissaper

When I try to render it out the boolean effect is not there

In the Outliner window on the top right, there are objects with disabled viewport visibility (the greyed-out eye symbol), but still visible for render (the camera symbol). If you want to make them invisible in render you have to disable the camera symbol as well.

I have disable the camera symbol, as u can see in the picture the camera symbol on the sphere is disable

When you show me where in your question I should have seen that from all the objects the sphere is the one in question, I could probably tell you why I gave you a useless answer...

not at all, thank you for answering, I think the problem is in the render setting probably, but somehow I cannot find it

I think I found out what's the problem, I deleted the modifier boolean first and try to apply it again, It worked somehow


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The lighting of one of the pillars in my compositing render has a black box and a dark line, but the viewport render doesn’t (cyclesrender)
so for some reason in my animation the top of the pillar is black, but the top isn’t the only part. The bottom has messed up lighting and doesn’t match the environment. Also at the top again with the black boxes, behind the pillars there’s a dark line for some reason. Can someone help?

This is composite
This is viewport

Hello hard to tell, maybe share your file? https://blend-exchange.com/

Maybe some object set hidden in the viewport, but not in the render, casting a shadow?


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Blender not show texture of brush
I started study  blender and got a bit problem. When i apply a texture in Texture Paint showed a texture preview, but after some exercicies, this options not show. I maked a ss to show my problem.

I use blender 3.6.5

Hello, if you plan to paint with the Stencil option in the Image Editor, make sure that you've selected the image on which you want to paint, is it the problem here?

My bad. I changed to 0% in Texture Opacity Cursor. link to refer: https://docs.blender.org/manual/en/latest/sculpt_paint/brush/cursor.html


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Loft or extrude between separate mesh surfaces
This is my first post so please be easy on me. I'm trying to make an F-16 in blender for 3D printing. The tutorials on Youtube gave me a model with many open surfaces so it wouldn't slice. So instead im trying to create a model similar to how I would in SolidWorks, by lofting/extruding cross-sections to create the body.
So I have 4 mesh's at separate locations that have the cross-section traced out. I tried extruding the first into the second, and also bridging edge loops with no luck(guessing since not even amount of vertices?). Is it possible to do what I'm after in blender? I couldn't find any recent threads with a similar question.
Thank you very much for your time

just search here for loft + curves and you will find several answers -> and yes, you can turn mesh into curves

Ok I'll give it a shot, Thanks!

Although you can loft curves with GN, for a model with good topology. I don't think there's much choice but to count vertices in related  segments to match. The 'Statistics' overlay, and  the shipped add-on Loop Tools > Space  and > Relax will be your freinds.

Once you'll have the same number of vertices on each mesh, you can enable the LoopTools addon, select all the meshes and right click > LoopTools > Loft

If you've got two seperate mesh objects that you want to join with faces you'll have to make them into a single object first using Ctrl-J in Object mode before you can Loft them or join edges between the two objects.

https://blender.stackexchange.com/questions/1503/how-to-make-uv-loft-like-3ds-max-in-blender-using-curves https://blender.stackexchange.com/questions/746/lofting-between-splines https://blender.stackexchange.com/questions/138901/loft-tool-in-blender-2-8/ https://blender.stackexchange.com/questions/278462/create-mesh-from-four-curves-loft https://blender.stackexchange.com/questions/301152/how-could-a-loft-object-be-closed

Hello and welcome. This question seems to have been asked before in multiple forms over time, and already has various answers but you never acknowledged any of them. We are not sure if you aware of the existing posts but none of the described techniques address your particular requisites, or you simply didn't do any research at all. Could you [edit] you post and clarify how your question differs from the suggested duplicates? Otherwise could you rephrase it to focus on a particular step you are stuck with?


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Some Part of Donut are missing, how can i fix it?
I have encountered an issue with missing parts in a 3D model of a donut that I'm working on. I'm using Blender, and I'd like to seek your guidance on how to address this problem.
Specifically, parts of the donut seem to be missing in the rendered output, and I'm unsure how to resolve this issue. I've already checked for issues in the model's geometry, normals, and rendering settings.
Could you please provide me with some advice or steps to troubleshoot and rectify this issue in Blender? I would greatly appreciate your assistance in resolving this matter.
Thank you for your help.

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

See if https://blender.stackexchange.com/questions/293670/how-to-fix-my-donut-icing-patch?rq=1 fixes the problem.


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Shadow casting to specific objects only
Im using blender 3.6. In blender I want object A to only cast a shadow on object B and not cast a Shadow on object C, while object B still casts a shadow on object C using cycles render engine. Is it Possible?

Try it through the Compositor: in View Layer 1 make Collection 1 (with object B and C) visible:

In View Layer 2 make Collection 2 (with object A and B) visible:

Enable film transparency, render the image, open the Compositor, mix the 2 View Layers through a Color > Alpha Over:


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Creating particle system emitting nurbs sphere
I'm new to blender, and using it for science visualisation.
I'm working with a large number of points and would like to use nurbs sphere as particles to make everything run more smoothly. However when I set my nurbs sphere as an instance object, everything disappears and I don't know why.
It works well with a sphere.
Thanks !

I would highly recommend not using nurbs. either use icospheres, but if you can re-recreate your effect in Geometry (I'm guessing you're not talking about simulated particles) and don't mind using Cycles, you should use points. They are perfectly spherical and super cheap to render

NURBS Sphere works fine it is converted to mesh. Please check your Geometry Nodes set up for errors or share a screenshot of it.


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My Array doesn't follow the curve
I know this is questioned a lot. I have been tried many ways but my stitch array doesn't follow the curve well. I have set curve & object origin to cursor. But still it apply very weirdly. with the huge distance and not following shape between curve & array.
I have also tried Ctrl+A - All transform and it is not work too.
Does anyone has idea what is going on?
What could be wrong is when I move obejct, it goes opposite way also when curve modifier applied. (If you move to right, it goes left.)
Hope someone knows this issue.
enter image description here

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

https://blender.stackexchange.com/a/65571/19307

@moonboots
Here you are. actually I need to put stitch on the curve(Plane.021) Do you mind to try with that curve?

the "stitch" origin is probably in the wrong location. If you have applied all transformations to the curve then its origin is at (0,0,0). Deactivate all modifiers of the stitch object so you can see it, then move it to (0,0,0) and apply the location so the origin is also at (0,0,0). Align the object to the X or Y axis, apply the Rotation. Finally, set the used axis in the Curve modifier setting.

Both the origin of the curve and of the object are too far from the objects, select them and right click > Set Origin > Origin to Geometry, then select the curve, ShiftS > Cursor to Select, select the object, ShiftS > Selection to Cursor:

Second problem: As you see the radius of the cuve vertices is not 1, it has been scaled when you've applied the scale of the curve, bring it back to 1, if you do it through right click > Set Curve Radius you need to type 1 then Enter

Thank you for the help! now it works with circle line. but I tried with same method on the shoes (stitch needs to be Plane.021). and it doesn´t work :(

I finally made object to follow curve.
First, I did all transformation at 0,0,0. then made both Origin to Geometric, Curve Cursor to selected, Object origin to cursor.
But somehow objects to follow curve has changed the form and they are extremely thin now. nothing look like original object. is this normal?

Make sure that the radius of the vertices of your curve are set to 1 (in Edit mode select all, right click > Set Curve Radius, type 1 and Enter)

Yes, it's currently 1. If the shape of thread is "O" more less, the result is "I". no matter if I increase the stitch obejct thickness or not, it doesn't apply to the curve at all. I'm so sorry for the a lot of issue.

Could you please share the file with the new problem?

Thank you so much for having a look!

Please see my edit

Mate, Just solved out the problem following your comment. I truly appreciate to your assist. Wish you a best.


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Texture size different in one surface
I'm trying to put material on the one surface, but texture size comes out different in certain areas. So the result looks like the material is stretched badly.
I have tried with the check texture to see what's going on and the check texture also stretches some areas.
Is it possible to make all surface to have same size of texture by any chance?

your model lacks of seams. You can see that even in real life, we have to use mutliple pieces of fabric stiched together in order to make a shoe. The same applies in 3D if you want your uvs to be the less streched possible

If you don't want your texture to rely on the uv map, you'll have to make procedural textures


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Plane Image not showing on the Shading & Camera view
I have put one letter image on the object and I could see image in modeling view.
But when I check the Camera view to see what it will look like on render, It doesn't show up.
Does anyone knows what is happening here?

Thank you!
Best regards

it may be caused by your materials' opacity settings. May you share your blender file? https://blend-exchange.com/

Hello, Here you are.  Thank you for the help!!

the image files are missing in your provided blender file so I can't really debug the problem. But I can see that all your materials have Blend Mode and Shadow Mode set to Opaque. Try to set it to Alpha Blend or Alpha Hashed

Under Material (Properties) -> Settings

It worked with the Alpha Hased mode. Thank you so much!! :)


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I put solidify to one layer and thickess are different depends on area
I have aplied one solidify modifier to give thickness to one layer. but strangely one area has thicker solidify effect and other area very thin even though it's in same object.

Souldn't be thickness all the edge?
Does someone know how to make thickness even?
Thank you!
Best regards,

Before I'm wrecking my head what else could be the problem: Have you enabled Even Thickness in the modifier settings?

Hello! Actually It was enabled Even Thickness option. but I have solved problem using Object mode - Object - Scale & Rotation. I don't know the principal, but now all the edge has same thickness even!

You mean you have applied the Scale and Rotation with Ctrl+A? That would have been my next question. Do understand what relations there are between scale and dimensions in Blender, see my answer on this question Blender units and scale or the answer to this question Why do the measurements of this object seem erroneous?


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2.91 Python Mirror UV
I am trying to use Python to mirror the UVs of my mesh. The UVs get unwrapped just fine but when I run the mirror command it is just a normal bpy.ops.transform command and the object gets mirrored and the UVs do not change. I looked a bit online and it seems that I need to access the UVs through a couple loops, however I was unable to get them to mirror with that approach.
Does anyone know how to mirror the UVs in Python?
Mirror command from the scripting Info window:
bpy.ops.transform.mirror(orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False)

Mirror command from the interface:

bpy.ops commands take bpy.context into account, they are more suitable for the users interaction through gui. Best to access the UVs through vertex loops.

While accessing the UVs through a loop with the below code I am not sure how to make it mirror the UVs.
obj = context.active_object
me = obj.data
bm = bmesh.from_edit_mesh(me)
uv_layer = bm.loops.layers.uv.verify()
adjust uv coordinates
for face in bm.faces:
for loop in face.loops:
loop_uv = loop[uv_layer]
bmesh.update_edit_mesh(me)

Using bmesh: https://blender.stackexchange.com/a/19727/7777, not using bmesh: https://blender.stackexchange.com/a/30679/7777

Thank you for the help Jaroslav. I ended up going with the code posted in the answer below.

Thank you for the help. Instead of working with the UVs in the loops (which is probably the proper way of doing things) I used the below code. It changes the context to allow bpy.ops.transform.mirror to work.
original_area = bpy.context.area.type
bpy.context.view_layer.objects.active = unreal_mesh

bpy.context.area.type = 'IMAGE_EDITOR'
bpy.ops.object.mode_set(mode='EDIT', toggle=False)

bpy.ops.mesh.reveal()
bpy.ops.mesh.select_all(action='SELECT')
#+ select the uvs
bpy.ops.uv.select_all(action='SELECT')

bpy.ops.transform.mirror(orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False)

#+ return to the original mode where the script was run
bpy.context.area.type = original_area
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)


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Cycles my image is black and blue, but EEVEE in normal color
When I render in Cycles my image is black and blue, but if I render EEVEE in the color is normal. What is the reason?
Output RGB. I use Blender3.0

It's just a viewport shading,cycle always looks like this,the purpose is to save resources.When you really export it, it will looks ok.

Thank you for your answer but the displayed image is a finished render image. I wonder if it's due to the setting? Because before I used this model at blender 2.9 and no problem.

pls upload your file.

I'm sorry for sending files late. this is my file Thank you very much for your help. https://drive.google.com/file/d/1Ho7IJ9nvOEym-5La49ZukF8cQW-if1b2/view?usp=sharing

click Denoise
reduce the number of Transmission and Subsurface in your Principle BSDF

Thank you for you help. I forgot it and I 'm going to have to modify the New Shader editor.


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How to install box cutter if it isn't found in add on?
I have installed blender latest version 2.90.1 and I need box cutter application but it is not available in add on. Now I am helpless because I have no idea to get the box cutter in blender. I have searched for it many times on YouTube but not a single video exactly matches with my problem.

Boxcutter is a commercial addon, you have to buy it

https://blendermarket.com/products/boxcutter
Once purchased, Follow the guide to install into blender. Boxcutter is a paid addon and cant be installed from the default addon directory.
Manual: https://boxcutter-manual.readthedocs.io/en/latest/

Thanks for your point to point answer

If that answers your question, consider to mark it as accepted @sagar How this site works: https://blender.stackexchange.com/tour


text:
Pole targets on ik rig dont guide the joint properly
I have added 2 pole targets on my rig for the 2 arms and they work as intended, they pull the elbows to the back (where the poles are located). However, i have added 2 similar ones for the knees but they bend to the side for some reason instead of forewards (where the poles are located).
The pole angles on both of the sheen bones are 0 and the thigh bones are properly rolled in edit mode so their x direction is pointing towards the pole. I tried changing the pole angle but that rotates the thigh bone on the z axis and i don't want that. Does anybody know what i might be doing wrong?
https://we.tl/t-QDR8ug5slW

pls show us all necessary settings or provide blend file. Thanks.

https://we.tl/t-QDR8ug5slW Here is the file btw

In Edit mode, move the knee a bit forward so that Blender knows how it is supposed to bend:


text:
Can't bake a proper normal map in Blender 2.9
I'm trying to follow Andrew Price's anvil tutorial but I'm completely stuck at the point where he bakes the normal map from a high-poly sculpted mesh to a basic mesh...
I have tried changing the ray distance and extrusion, I've also tried to Alt +  S the low-poly mesh and use it as a cage, but no matter what I do, the best normal map I get looks like this.

Most of it is blue-ish/purple, so the color scheme is matching a "proper" normal map, however it still looks really weird once I apply this image as a normal input to the low-poly mesh material. Does anyone know what I'm doing wrong?

your map looks normal, maybe the problem is your node setup, for example don't forget to switch your Image Texture from sRGB to Non-Color. If it's not your problem, please show a screenshot or share your file (pack the images before saving and uploading): https://pasteall.org/blend/

Wow, thanks for a fast reply! I'm trying to figure out how to compress my Blend file, since it's currently more than 50 MB. Thanks for the tip about packing the images. Made the file even bigger, but at least they are included now :D

please share the link  ;)

Here is the link to Google Drive!
https://drive.google.com/file/d/1zU8Go5jjExATc6ycEyr81Rzt7zwSZ0yu/view?usp=sharing

When you create a new image in order to bake the normals, enable 32-Bit Float:

Also, use another material for the high-poly object, otherwise the normal map will cumulate with the real bumps.

Thanks again for the reply. I've created a new image with 32-bit float enabled, that didn't change the result at all. Changed the material of the high-poly mesh as well, didn't change the result, but helps visually :) With the normal map that I get, some parts of the mesh look perfect, some other parts are completely unaffected, and some parts have weird artefact, like this:
https://i.sstatic.net/QnNrt.png
The normal map itself also looks strange, if I zoom-in on it:
https://i.sstatic.net/7YlCF.png
I feel like something is wrong with the normal map itself...

It works here, maybe make sure that the Image Texture is set to Non-Color instead of sRGB, and push the Normal Map strength value to see if it gives something, because it's rather discrete

My image texture is non-color, and I've just tried pushing the Normal Map strength all the way to 10, it just makes the same weird artefacts more pronounced... Does your baked texture look the same as mine? Cause to me it looks like my mesh is getting exactly the baked texture, including the weird parts...

please share your file but pack your image, there was no packed image in the file you shared and I had to bake again. There seemed to be some bake bugs in 8.3, maybe first 2.9 versions, maybe it's your problem? In that case try with the latest versions or with 2.79

https://drive.google.com/file/d/1zU8Go5jjExATc6ycEyr81Rzt7zwSZ0yu/view?usp=sharing
Does it work now? I got a notification "Some images have been painted on, these changes will not be saved". No idea what it means, I did not knowingly paint on anything...

plug the Image Texture into the Normal Map, it works fine: https://zupimages.net/up/21/15/z86c.jpg

Yeah, that part of the mesh does work fine, however other parts of the mesh - do not. Like the front part, where the circular cut-out is. It has a strange line going through it (in the image that I attached to one of the previous comments). I feel that the problem is in my UV-unwrapping of the low-poly model, since the artefacts seem to appear at the parts of the mesh where 2 layers of the UV-map are intersecting

UVs should not overlap of course, if the unwrap is bad, add some seams, or simply use the Smart UV Project mode (you should not need seams here)

Yeah, I think that's it... I do need seams according to BlenderGuru :D Smart UV Project gives me a seam at quite a visible place. Thanks for all the help! Going to fix my UVs and see if it works

I don't see any reason to use seams here but I may miss something, but you can solve it this way I guess: https://zupimages.net/up/21/15/vbx3.jpg

I've added several new seams and it starts looking better! At least the weird lines and other artefacts are gone. However, low-poly mesh with the applied normal map still looks very different from my high-poly mesh. E.g., in this spot, this is the high-poly mesh
https://i.sstatic.net/MQE3i.png
And this is how the low-poly mesh with the normal map looks like at the same spot.
https://i.sstatic.net/p1jxp.png
I'm trying to change the Extrusion , but it doesn't seem to have any effect...

make sure to not use the normal map on the high poly because it will increase the 3D effect. Also, normals may not look exactly like the baked object, it's just a trick to fake 3D, so it has its limitations

I've made a completely new material for the high-poly, so it doesn't have any normal map. The new problems seem to appear only around the seams - normal map is just not applied where a seam is and the low-poly model is visible. While in the other places it seems fine... Does normal-map not work properly around the seams?

it may bug a bit around the angles, maybe try to keep the bake "Extrusion" value as low as possible. Sometimes normal map are not perfect and you need to give it some corrections, for example you can paint some parts, etc

Thank you so much for all the help! I'll keep playing around with it. It's good to know it will not look EXACTLY like the high-poly mesh


text:
Render shows just Grey
I´m having a problem of the render(eevee). on the shading tap render view works normally. but as soon as I render, it just shows the Grey render without any object as you can see in the render tab. Does anyone knows what it might be?
I have used previous file that didn´t have render problem and append all the objects, so that I have every setting same as previous file. but still render shows only grey.

I would appreciate if any one knows what cause this.

Make sure there are no objects with the eye icon off but the camera icon on, that means off for preview render but on for final render. Other than that, make sure to show your render settings and compositor

Also make sure that you don't have a strip in the video sequencer

Non of these are applicable :(

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


text:
Shrinkwrap broken in render
I´m trying Shirinkwrap on the shoe project that I´m doing.
And in the shading view it looks totally fine, but somehow it does look broken when I get final render.

This is the shading view

And this is the render result.
Anyone know why this occurs?
Thank you in advance.

Just a guess: there is a Subdivision Surface modifier with different levels for viewport and rendering...? A screenshot of the modifier stack would be helpful to rule this out or confirm it.

Wait, you wrote it is okay in the shading view. But in the 2nd screenshot, the shading view, the "+" pattern has bare spots while it looks okay in the first screenshot. But there the sole of the heel looks "broken".  So there are problems in both screenshots, right?

By the way, which object uses the Shrinkwrap modifier? I think you need to add more details to clarify the issue.

Hi! I made one + shape obejct and used array modifier. I checked the render view and it was actually same as viewport. also now I see my ousole part render is broken too! it may happens because of the render resolution?


text:
How to join two objects in blender where one of them has an array modifier?
I have an object that has no array modifier with it but other has an array modifier added to it. Now since I select them both using Shift key, I don't find that array modifier working anymore. I know that the object that I select last is the parent object, but is there any way that can affect the array on the original object but doesn't the other?

You mean joining with Ctrl+J, not parenting. The joined object will inherit the modifier(s) of the active object, which is usually the last one with Shift-clicking, but maybe not if you use other selection methods. So the one with the brighter outline then the other selected ones. The problem is when joining them you cannot keep part of it with and the other without modifier (except for modifiers which can be limited to vertex groups), so in order to preserve the visual appearance of both you have to apply the modifier before joining them, which makes the change permanent.

If you parent objects, they retain their modifiers, it doesn't matter if you parent A to B or B to A.

Clearly the question is about joining, not about parenting as the the issue described suggests and the title correctly says.


text:
My sprinkles do not land on the donut and stick
Hello so I am wondering how to make these sprinkle-cylinder objects collide and stick to a donut. However, some fly away, some fall through the donut, and only a relative few actually stay on the donut.

I generated the sprinkles by copying a cylinder object and then spinning them around a central point, then randomizing their rotate transformations. They all have a rigid body and collide modifier, and the donut has a collide modifier. Both collide modifiers have their collision surface set to "mesh", so I do not know what else could be causing this unwanted behavior.

I have messed with the friction of the rigid body modifier to no avail.
How do I make the sprinkles fall down in the animation tab and stick onto the top donut face  exactly without approximating the top as a square face?

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

collide modifier has nothing to do with rigid body simulation. Rigid bodies collide only with rigid bodies. So either give the donut rigid body (maybe passive). But for sure you can delete the collide modifiers. Collide is for soft body, particles and cloth.


text:
How can I improve my PSX/PS1 fog?
Blender: 3.62
Art Style: PS1/PSX
Game: Ecco The Dolphin: Defender Of The Future

I'm using the Principled Volume Shader on my World Node to achieve a colored fog effect.
It's ok but i have 2 problems with the look...

The fog starts immediately and not 5-10m away from the camera.
Increasing density or emission strength drowns out any close by details because it's so intense.

I would probably do this with a Mist Pass in the Compositor. Much quicker to render and you can easily set from which distance of the camera it should start, how far it should reach and adjust it with a Color Ramp for example.

Like Gordon Brinkmann said, the mist pass was 100% the way to go over the principled volume shader.
New Mist Pass

Doesn't quite show the end result here but enjoy the nausea coaster :)
https://youtu.be/sd-1d8yoC-g


text:
how to flatten a mesh?
i was making a hand, and then i realized that it looks low-poly, so i subdivided it by 2, and this was the result:
i searched google but i only found loopTools add-on and it doesn't work with my case
so how can i fix this??
thanks :)

Hello how did your mesh look like before you subdivided and how did you subdivide? Do it with the Subdivision Surface modifier, not right click > Subdivide, on a round object it won't be good

i subdivided it using the right click in the edit mode, bec. when i was applying  subdivision surface modifier blender crashes(i think bec of the rigging and bones)

why don't you want your hand to be low-poly?

i don't know, it doesn't fit the other game models

maybe show your topology before subdividing, and also show the rest of the topology, or even share your file

here is the link for the files

The topology is not good, you need to redo the arm as well, use quads, not tris, I guess the mesh will be made of tris when imported into a game engine but when you work on it it needs a quad topology

what is the quad topology? ok but first i want to smooth this fingers, do you have any way for this? then i will redo all the rigging and bones
edit: it is not necessary to make this hand perfect, anything will be good :)

If you do a right click >Shade Smooth in Object mode, it will smooth the shading, but it won't make the topology better, for a good topology for the hand, watch some tutorials?

i think that the hand was already smooth shaded


text:
how to fix a mesh shattering when bending bones slighly?
why is the hand sniff like this, although that i am not moving the bones unnaturally:

i used weighting but it doesn't work:
How to fix this mesh, and thanks in advance <3

Maybe try in Edit mode to select all and M > Merge by Distance

it worked tysm, but the mesh is kinda curving

what do you mean by curving? please show some screenshots, maybe you need to reparent...

ok i got it, i think bec. the merge by distance decreased my mesh vertices so it looked semi-low poly, but i just subdivide it in the edit mode ;)

Your faces are separate, switch to Edit mode, select all and M > Merge by Distance.


text:
3Dmax "user defined properties" similar in Blender
Is there a way in add 'User Defined Properties' in Blender like in 3DMax

Are you looking for Custom Properties?

No. I'm tried adding a string in the custom properties and export as FBX and try to see if it appear in the model after importing into 3dmax but I see some other sting like uv realated text.


text:
Can't find anything to help with "Bone Weight Heating Failed"
I've made this model in about an hour and a half, and I can't exactly pinpoint why the automatic weights aren't working when rigging it with Rigify.
It's been cleaned up (no double verts, decimated, remeshed),
It's not too dense, I've dealt with denser models with few issues.
All scales are set, and the rig is generated correctly. I've tried it without the mask (which is what I thought was the issue at first), and it's failing even then.
I'm stuck on what to do to get this model to work properly. .blend file below.
Thank you for any assistance!
Blender file.

the topology is super dense, you don't need such a dense mesh, plus it's going to be too heavy to animate, maybe first try to simplify it with some Ctrl E > Un-Subdivide

Thank you very much for your help, that's something I could definitely use later down the line. It seems the density wasn't the core problem, as it's still having trouble when at a reasonable size. I'll likely just chalk this as a broken model and move on.

So maybe share the simplified version so that we can check?

Of course. Here you are: link

The topology is still super dense, plus it looks bad, do you really plan to use this object? You should retopologize it to make it look better and most of all make it lighter

I don't intend on using this for animation. It'll be used in the background of some rendered images, hence the lack of a face. I do wish to pose it, don't exactly want a t-posing figure ominously standing around. Thank you for your recommendations, however!


text:
How to move a camera around an object
I want to move the camera by 15 degrees based on the x, y, and z axes like in the picture, what should I do?
The camera and the object are connected by empty, and I want to move around the hemisphere while keeping the distance between them constant.
After moving each one, I'm going to record the first push-up, but I'm not sure what to do.

first of all you should state a very clear question so that there is no misunderstanding. What do you mean with "connected"-> parented? if yes, just create another empty in 0,0,0 -> parent your cam to that empty, Then on frame 0 insert rotation keyframe for that empty, on maybe frame 10, set z rotation to 15, keyframe, ready.

You're almost there already. Parent you camera to the empty with Keep Transform. You can then rotate the empty in any direction and the camera will follow it. Here is a quick YT video showing how to do it.

Thanks to you, I solved it. Thank you.


text:
Blender 2.79: bevel only one edge
I am trying to bevel only selected edge of the mesh. I've read blender's manual and other questions but can't achieve my goal
I would accept as a valid answer completely beveling (edges and vertices) top outside perimeter.
Thanks for your time.

It's years since I've seen 2.79, but instead of using a Bevel modifier, can't you just select all the edges you want to bevel and use Ctrl-B? This is the manual section on using the bevel tool. You should apply the Scale to your object in Object mode and probably clear the Sharp (blue) setting from those edges first.

so what difficulty do you meet, maybe share your file? Also as John says, sometimes beveling manually is simpler

The Bevel modifier has a parameter "Limit Method", you can either
• Assign your top outside perimeter vertices to a new Vertex Group, then if you set the "Limit Method" to the last option "Group" it lets you select your vertex group.
• Assign a Bevel Weight to your top outside perimeter edges, then set the "Limit Method" to the third option "Weight"


text:
problem with shading node, I don't know how to apply another texture
I'm working on a project with material of blender. Since this morning, I tried to apply a texure where i can paint with, above another texture with brick. I want to be able to paint above the brick texture. I can't paint from the brick texture because on the shading node are applied color nodes that modify the base color of the brick.

You need to connect your textures to a Mix node with a mask image as the factor as shown below. Wherever you paint white, Texture 2 will show up, and wherever you paint black, Texture 1 will show up.

I suggest to use the MatLayer free add-on. This is the YouTube video that explains how to use it, and you can get it from this GitHub page.

You can mix your current node setting with an Image Texture that is transparent, through a Color > Mix Color in Multiply mode (or Mix mode, depending on how you want the images to mix), plug the Alpha output of the new image into the Factor of the Mix Color:


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How to delete the dot (face) in a middle 'blender guru anvil
Dont know how to delete this thing, there's a face or dot showing in the middle and I think this is the reason why my model look like ugly when I turn submesh

@cegaton how can i post picture, need some help on this thing this is my first time using blender stock exchange

@cegaton https://blender.stackexchange.com/questions/105945/normal-dot-in-edge-selection-outside-of-face-weird-subdivision this is the same with my problem

it looks like the center of a face when you're in Edit/Face mode, maybe share your file: https://blend-exchange.giantcowfilms.com/


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simple chracter shape - newbie
Im very new to Blender (3D), but i need simple body shapes for use in a body shape catalog. I managed to find the "make human" app where i can style what i need and export them for use in blender. But what i need is a very simple gray body as depicted in the image (without clothes or surface details shape) for use in photoshop. How do i export this as a PNG with a transparent background. Thank you for your input and help. Jan

For the transparent background, enable Film > Transparent in the render properties tab (https://blender.stackexchange.com/q/1303/107598). Cycles has an option in the render settings to override all materials (https://blender.stackexchange.com/q/265273/107598) For Eevee, try the Materials Override add-on for Eevee.

Press N to expand the right side panel, click on the camera icon to see through the camera, click on camera name in the upper right list to select it, use the transform values to move the camera in the desired place (Location and rotation).
In the properties window (Bottom right), render tab, choose "Transparent" as film.

At the top of the render properties, choose "Workbench" as render engine, set samples to 32, and Studio lights, then press F12 to render the image.

When done, press Shift Alt S (or menu Image > Save as), choose a location, select PNG as format and RGBA as channels and press Save as Image button.

And finally...
You can use Viewport Rendering to do this.
Setup:
Set the output file format on the OutputProperties tab:

Set the background to Transparent under RenderProperties > Film.

You can change the shading/lighting on your model by clicking the Shading dropdown and then clicking the Lighting orb. Select the look you require.
Also Click the ViewportOverlays icon to remove all the overlays.

To render the image use the View > ViewportRenderImage menu.

On the RenderResult screen, use the Image > Save menu to save your image.

Result:


text:
Coloring lots of cubes
I'm generating lot's of cubes this was (code from the solution to one of my previous question: Low level fast way to create cube). I want to add different materials with colors to the cubes, so I've expanded the code that way, but this method seems to be slow. How can I make it faster? Full code that I'm running in a loop:
    name = "Cube"
    size = 2

    s = size / 2
    vertices = [(s, s, s),
                (s, s, -s),
                (s, -s, s),
                (s, -s, -s),
                (-s, s, s),
                (-s, s, -s),
                (-s, -s, s),
                (-s, -s, -s)]
    faces = [(0, 2, 3, 1), (0, 1, 5, 4), (2, 0, 4, 6), (1, 3, 7, 5), (3, 2, 6, 7), (4, 5, 7, 6)]

    mesh = bpy.data.meshes.new(name)
    mesh.from_pydata(vertices, [], faces)

    object = bpy.data.objects.new(name, mesh)
    object.location = pos

    mat = bpy.data.materials.new(name)
    mat.use_nodes = True
    nodes = mat.node_tree.nodes

    nodes["Principled BSDF"].inputs[0].default_value = (0.8, 0.111491, 0.169871, 1)

    bpy.data.objects[name].data.materials.append(mat)

    bpy.context.collection.objects.link(object)

may i ask why you don't use copy() for object & material?

and why creating many materials? Is it just to change the color or is it for other things?

@lemon I only want to set the color. The colors are going to be different for each cube. I only wrote the hard coded color for simplicity. You can imagine that they are generated randomly.

but except the color, the materials are the same?

@lemon Yes, the materials only differ in color, everything else is the same.

Is it possible in your context to define a material with a color based on vertex colors? To be tested, but assigning vertex colors should be faster than defining too many materials.

@lemon It's possible. I'm not familiar with vertex colors. I want the color of the cubes to be visible inside blender and in renders.

As you only want to change the color and not the material itself, you can use an object custom property to define the color.
Object custom props can be defined here (or by code):

And the material can look like this, using an attribute node:

The code can be the following (one mat for all objects and eventually one mesh for all objects):
import bpy

mat = bpy.data.materials.new("mat")
mat.use_nodes = True

# create an attribute node, set the attribute type to object level
# and give it the name of the attribute
attribute_node = mat.node_tree.nodes.new('ShaderNodeAttribute')
attribute_node.attribute_type = 'OBJECT'
attribute_node.attribute_name = 'objColor'

# get the principled bsdf and link its base color to the attribute node
p_bsdf = mat.node_tree.nodes['Principled BSDF']
mat.node_tree.links.new(attribute_node.outputs[0], p_bsdf.inputs[0])

# create a base mesh with geometry and material
name = "Cube"
size = 1
s = size / 2
vertices = [(s, s, s),
            (s, s, -s),
            (s, -s, s),
            (s, -s, -s),
            (-s, s, s),
            (-s, s, -s),
            (-s, -s, s),
            (-s, -s, -s)]
faces = [(0, 2, 3, 1), (0, 1, 5, 4), (2, 0, 4, 6), (1, 3, 7, 5), (3, 2, 6, 7), (4, 5, 7, 6)]

mesh = bpy.data.meshes.new(name)
mesh.from_pydata(vertices, [], faces)
mesh.materials.append(mat)

# create the objects
for i in range(1, 1000):
    object = bpy.data.objects.new(name, mesh)
    # or use a copy, depending on what you need
    #object = bpy.data.objects.new(name, mesh.copy())

    # get and set some coordinates
    x, y, z = i % 10, (i / 10) % 10, (i / 100) % 10
    object.location = (x, y, z)
    # set some color to the attribute (same name as for 'attribute_node.attribute_name')
    object['objColor'] = (x / 10, y / 10, z / 10, 1)
    bpy.context.collection.objects.link(object)

Thanks for the solution!

Good job! I timed this, and it took about 0.0156 seconds which is very good considering that the version without materials took about 0.0132 seconds.


text:
Low level fast way to create cube
In the answer to this question it's said that the high level ops functions have low performance since they do a scene update:
Python performance with Blender operators
I'm looking for a low level equivalent to this command, which creates a cube in the scene, with a given size and position:
bpy.ops.mesh.primitive_cube_add(size=1, enter_editmode=False, align="WORLD", location=(0,0,0), scale=(1, 1, 1))

That answer was written many years ago (2014) with a much earlier version of Blender. There have been a lot of changes since then to speed up and re-write the underlying code in Blender so it might not be an issue nowadays.

This is one way to do it without having to depend on bpy.ops.
import bpy

name = "Cube"
size = 2
location = (0, 0, 0)
color = (0, 0, 1, 1)

# Generate the vertices and faces, edges are inferred from the polygons
s = size / 2
vertices = [(s, s, s),
            (s, s, -s),
            (s, -s, s),
            (s, -s, -s),
            (-s, s, s),
            (-s, s, -s),
            (-s, -s, s),
            (-s, -s, -s)]
faces = [(0, 2, 3, 1), (0, 1, 5, 4), (2, 0, 4, 6), (1, 3, 7, 5), (3, 2, 6, 7), (4, 5, 7, 6)]

# Create a new mesh and set generated data
mesh = bpy.data.meshes.new(name)
mesh.from_pydata(vertices, [], faces)

# Create a new material
material = bpy.data.materials.new(f"{name}Mat")

# Mark the material to use nodes and set the base color of the Principled shader and the display color
material.use_nodes = True
material.node_tree.nodes['Principled BSDF'].inputs['Base Color'].default_value = color
material.diffuse_color = color

# Assign the material to the mesh
mesh.materials.append(material)

# Create a new object to hold the mesh and set its location
object = bpy.data.objects.new(name, mesh)
object.location = location

# Link the object to the active collection to be able to see it in the scene
bpy.context.collection.objects.link(object)

Running this 1000 times using a for loop takes about 0.0702 seconds on my PC. Running the first solution in X Y's answer takes about 0.0941 seconds. Running the second solution in X Y's answer takes about 0.2027 seconds. Running the selected answer here for 1000 cubes takes about 0.0324 seconds. Tests were run in Blender 4.0.

Edit 1: If the mesh can be shared between the objects, the proposed answer can take around 0.0132 seconds to generate 1000 objects that use the same mesh data.

Edit 2: I added a few extra steps to create and assign a material to the generated mesh.

FYI, testing it too, X Y solution (the first one, without update functions) seems to be a bit faster than yours.

@lemon Did you undo after running each solution? Anyway, the fastest solution for me was the one linked to. I updated my answer.

I've created a function similar to X Y one (so with a loop on coords), but using your method. this way: https://i.sstatic.net/hKhES.png

and yes, undo after each.

@lemon Do you mind passing me your results after you're done? I will update my post to include them. I don't know why our results do not agree.

here is my file: https://blend-exchange.com/b/Pnd018Lm/

@lemon It seems that you have a modified version of the first solution. Yes, that one runs faster on my PC too. It takes about 0.0456 seconds.

Yes, modified, because the functions named with "update" are not usefull here, just that.

@MrA I like your solution, I'm soon going to mark it as the answer. I'd also like to add a simple color to the recently created cubes. How can I do this? I usually do this by using the active object, similarly to this solution:
https://blender.stackexchange.com/questions/201874/how-to-add-a-color-to-a-generated-cube-within-a-python-script
(lemon's answer)
I want to have a separate material for each cube.

@BroDude Since we're creating the mesh, we can easily create a material and assign it directly. I gave the material a default blue color. Please note that I prepared the script to handle one cube only as the question was for one cube. If you want there to be a grid of cubes with different colors, sizes, and locations, we'll have to indent the code under one or more for loops and decide how to modify the code to satisfy our needs.

@MrA Thanks for relpying! I want to create a bunch of cubes with different colors. My current solution is too slow. I've created a new question regarding this: https://blender.stackexchange.com/questions/305336/coloring-lots-of-cubes

You're welcome! I have to go now, but I've saved it to look at it as soon as I am available.

Fast way to create 1000 same size cubes with different position
# tested in Blender 3.6
import bpy, bmesh, time

_temp = [None, None]

def N(context): pass

def update_disable():
    from bpy.ops import _BPyOpsSubModOp
    _temp[0] = _BPyOpsSubModOp
    _temp[1] = _BPyOpsSubModOp._view_layer_update
    _BPyOpsSubModOp._view_layer_update = N

def update_enable():
    _temp[0]._view_layer_update = _temp[1]

def add_cubes(coords, size=1):
    bm = bmesh.new()
    bmesh.ops.create_cube(bm, size=size)

    mesh = bpy.data.meshes.new('Cube')
    bm.to_mesh(mesh)
    mesh.update()
    bm.free()

    objects = bpy.data.objects
    objs = bpy.context.collection.objects

    for co in coords:
        ob = objects.new("Cube", mesh.copy())
        ob.location = co
        objs.link(ob)

    bpy.data.meshes.remove(mesh)

t = time.time()
update_disable() # Not required if no other ops are running
add_cubes([[r, r, r] for r in range (1000)])
# run other ops here..
update_enable()
bpy.context.view_layer.update()
print('run time: ', time.time() - t)

Other way
import bpy, time

t = time.time()

bpy.ops.mesh.primitive_cube_add(size=1, enter_editmode=False, align="WORLD", location=(0,0,0), scale=(1, 1, 1))
cube = bpy.context.object

md = cube.modifiers.new('', 'ARRAY')
md.count = 1000
bpy.ops.object.modifier_apply(modifier=md.name)

bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.separate(type="LOOSE")
bpy.ops.object.mode_set(mode='OBJECT')

print('run time: ', time.time() - t)

I've tested it by curiosity. The update functions does not seem to change anything or more, it seems to be faster without them. Could you explain a bit what it is intend to do? Thanks

Do You mean the last 2 line: bpy.context.view_layer.update()? or update_disable()?

update_disable and _enable, yes

0.11s with the three update functions and 0.06s without them 3, here.

Not required if no other ops are running, if there are lot of ops running, this method lot more faster, see the new update.

ok, that's for ops. Thanks

I've found a solution in the answer to this question:
https://stackoverflow.com/questions/69835134/in-python-how-do-i-generate-a-large-amount-of-cube-meshes-fast
If I understand it correctly, it creates one cube with ops, then copies the object & mesh data with low level functions, then does a single update at the end.

Isn't disabling updating this way a bit of a hack? Can this solution break in future Blender versions?

No one knows because there are no developers here. Any content may change in future versions.


text:
Boolean Difference Modifier Exact Solver - Self Intersection not working
Versions of this question have been asked before, but recently I have been trying to split objects using the Boolean Difference modifier. Typically, part of your object would disappear until you select "Exact", then "Self Intersection".
Recently, that doesn't work for me anymore. I even created a new object, as simple as can be, and still doesn't work. It is manifold with no intersecting faces.
Still very new to all of this. I know there are other tools to "cut" objects, but I'm trying to figure out why this issue keeps happening in order to prevent further issues. I attached a screenshot to show the error in question. Thank you!

Hello. I'd try applying scale first with CTRL+A > Scale. Your object is extremely small which might throw off the algorithm. Also make sure the normals are pointing the right way

"As simple as can be"? The object in your scene is called "Cube", but does not look like a simple cube ;) Anyway, the Boolean modifier has always been a bit buggy, since the introduction of the Fast and Exact solvers, by using one or the other you now have more chances to get the desired result than before.
For example, what you call an "error" in the screenshot is actually how it is supposed to be. The Fast solver would only make a cut in the middle of your object (because the plane is non-manifold), while the Exact solver tries to calculate a result by treating the plane as if it were manifold, using the face orientation to decide what is "outside" and "inside" of the plane and then deleting the part of the object which is "inside".
So I do not think what you describe there was intended behavior in earlier versions, it was just the not quite flawless way of working before. For example, you mention the Self Intersection option - in your example there is no self intersection visible. Its purpose has nothing to do with what you are describing as your issue.
This is what it's good for, here I have an object where there is an intersection, there's a part going through it from top to bottom:

Now I take a second object and place it inside the first object to cut out a section in the center (which I will later make invisible to see the cutting result):

Using a Boolean modifier set to Difference and Fast I get the following result: the Fast solver cannot really handle overlapping geometry, so it makes a hole in the main cube and only cuts the inner part correctly (with correctly I mean the normal result with simple geometry: the cut area is closed).

But this is - as the name says - the fast option which is not always very accurate. So to get a better result you could switch to Exact. However, when Self Intersection is disabled although you have self-intersecting geometry, the Exact solver does not always the best job - in this case, the complete object disappears:

After enabling Self Intersection, the object will be treated as a solid object where the geometry is intersecting and therefore the modifier will cut out the second object completely with closing the cut-out area:


text:
ChildOf constraint not updating transforms properly on influence change
I've noticed a very weird problem regarding the transform update of ChildOf when I change it's influence.
I have a specific setup for an arm that looks like this:
root
    hand_ik
        socket
            ChildOf(hand_fk)
    hand_fk

I am running an IK/FK switch on them, that also triggers a ChildOf constraint for the socket to change to hand_fk when the switch is on 1. I've noticed that sometimes the constraint do not update the transform and I have to click both Set Inverse and Clear Inverse to make it pop in the right place. When I do that, everything works fine. Is there a way to make it do that automatically so animators won't need to do that whenever they change the switch?
As for technical information: the rig is created on AutoRig Pro, on blender 3.6.5 LTS, sadly the socket has to be parented on hand_ik because I can't touch the skeleton hierarchy.

The proper setup looks like this:
root
    hand_ik
    hand_fk
    socket
            ChildOf(hand_fk)
            ChildOf(hand_ik)

Then you switch ik/fk one childof should be off, second - on.
But in the rig there is a bone that already do this - this is a deform bone for skinning that can be in a hidden bone layer.
root
    hand_ik
    hand_fk
    ...
    DEF-hand
         ChildOf(hand_fk)
         ChildOf(hand_ik)
          socket

Knowing that, you can parent to that DEF bone and don't mess up this constraints.

I know that properly socket should be done on skeleton (and not on a controller), but as I've added at the end - I can't touch the skeleton hierarchy (as it's a working in-engine rig) - that's why I am searching for hack solutions that won't kill this characters pipeline. I've done it the way you proposed before (as thats clearly the easiest way) as I believed ARP wont export these controllers as bones - but sadly it does and it changes whole hierarchy.

Well, try using two constraints than. Moving parent bone will change transform of child, that requires updating inverse transform, so two constraints will solve the issue

If I'll do a ChildOf for the hand_ik won't it work as a double transform? (As it's the same in hierarchy). I wanted to just add
bpy.ops.constraint.childof_clear_inverse()```
to the Snap IK-FK button and see if it'll fix, but ill try the double constraint.

And as I've tested - it makes no difference, because the socket is a child of hand_ik anyway - still I have to invoke bpy.ops.constraint.childof_set_inverse() to snap it.


text:
Mixing cloth types in blender 2.8
Is it possible to link together meshes with different cloth physics properties? For example, think of a mesh with silk properties to act as a liner in a leather cloak or ribbon streamers 'sewed' to, say, denim?

Yes, why not? Did you tried to make something like this and it didn't worked?

Yes, it didn't.
Cloth properties transferred, rather than remaining discreet.
I have since located some comments suggesting use of empties as an intermediate step and adding hooks, but I haven't got the meshes to join yet.

Soooo @cgsav, would you care to outline the technique for posterity?


text:
Difficulty sewing different cloths together in blender 2.8
I've tried various techniques of attaching planes with different cloth physics settings together, but so far have not achieved the hoped for result.
Straight linking overwrites the settings of one sample with the other. Parenting/using hooks at most leads to a wildly extending isthmus of cloth and usually to two pieces linked by a dotted line fading into the depths of BlenderSpace.
I've even tried linking one mesh of one type to a narrow strip of another, itself linked by sewing 'threads' to the other cloth mesh set up with different settings.
Can anybody suggest a solution? Adding a thickness mod? Applying empties and hooks at every vertex? Turning back around three times and spitting?
Thanks, Quin

I'm no expert on characters or cloth at all, but I've heard this addon really helps with things like pattern making https://gumroad.com/l/GarmentTool

Thanks – sounds way more than I'm looking for, but I'm more than happy to check out new gear: you never know when it will come in useful

Downside.
gumroad.com/l/GarmentTool asks for a minimum spend of $36 and still might not do the job specified, although it looks a useful piece of kit.


text:
Fluid failing to enter side channels in Blender 2.80 fluid simulation

I have a fluid sim under Blender 2.80 which requires liquid to flow into a main structure and fill side channels off (imagine underground passages flooding or a storm drain backing up).
Past a certain relative width, I cannot get the 'liquid' to flow into these smaller side areas, even with a lowered viscosity; all the fluid does is gain height, as the level behind rises, and inch forward rather than flow in. The relative width of the side channels seem to be important as I've sized a test area to 5m x 5m, then magnified it to 50m x 50m and still have the same difficulty (Transforms applied, afterwards).
Having been through boundary type settings, viscosity settings, domain height (less volume is not necessarily better) and one or two other options (3am never is a good time to still be working, let alone remembering) can anybody suggest other parameters which will allow the simulation to unfold as hoped? A much higher resolution? Boundary subdivisions? Animal sacrifice?
I've reproduced the effect in the attached test file.
Thanks,
Quin.

First, in the Domain options Set Boundary to Free Slip. With just this change in the file you attached I got as far as this:

You could probably play with subdivisions / surface smoothing or make the timeline longer. It might also help to make the domain only as high as the obstacle, so the fluid doesn't overflow before filling the smaller channels.

That's an improvement; thanks – is that over the 80 second sample runtime?
The above demo gif is taken from a sample running four subdivisions: no particular benefit and the loss of several hours processing time and twenty or so gigs of disc cache, with rotten playback, even before render.
Domain height on this demo is a thumb-suck only; tests showed that a lower domain 'ceiling' eventually restricted flow rather than allowing a better fill, but I just needed something to show the problem, really.

@QuinBenson oh ok. The screenshot was at the last frame in the timeline from your demo. The only thing I changed was the boundary to free slip, I'm assuming fussing further with the settings should improve it. Check this video about resolution https://www.youtube.com/watch?v=CqqWlSNdbxk


text:
Flat arc to 3D curve

I have a task to create a 3D model from a paper-based plan, part of which illustrates a curve to be cut from aluminium and then bent into an arc for use vertically  – easy in life, perplexing (so far) in Blender.
It's almost like I need to take each vertex on the outer edge and rotate it around the corresponding local X axis of the corresponding inner vertex.
Can anybody suggest a way to take a 'C' shape, as shown above, and turn it 'edge on', please?
I've spent an inquisitive morning tinkering, but it's time to ask for a hand now.

so you are supposed to go from the illustrated flat shape to a bent one? Also, do you mean that it's supposed to be animated? Have you tried the Simple Deform modifier?

Do you need it to be modelled as a mesh or as a curve? Will there be two objects (C Shape & Arc) with the same 'length'? Or one is the shape key of the other?

@moonboots the flat shape was cut from aluminium and then the ends pulled together, making a curved 'belt' to hold some kind of tapering pipework, hence the need for the initial curved cut, rather than a plain rectangle.
I don't need it animated, although it might be some welcome relief for the end of the project to stick a build modifier on!
Simple Deform modifier does nothing like yours, as shown below, when I load it into a test rig. I also have XYZ options on mine not shown on your example – a Blender 2.79/2.80 difference?

@BlenderDadaist There's one shape, only. It's cut out, on the original plan, as a shallow 'C' shape and then simply wrapped around a tapered pipe (hence the odd curve rather than a long strip).
Above is shown the Before and After concept – sizes not to be taken literally, the image is is for illustration only.

If I understand correctly, what you could do is:

Use your picture as a background image.
Create a cylinder, extrude inwards.
Only keep an arc.
Scale on the X axis (because it seems a bit deformed).
Make sure you've applied the rotation with ctrlA.
Give it a Simple Deform modifier / Bend mode. Give it the Angle value you want.

I don't have this layout or behaviour for Simple Deform/Bend. Is there a 2.79/2.80 difference?

in 2.8 I think you can determine the bending axis, while in 2.7 it will be Z unless you choose an axis object. Is what I've done close to what you want? Please describe your problem

As stated in the comments above from 20191014, the Simple Deform bend option has XYZ axis options under 2.80 but, unfortunately, a test duplicating your otherwise excellent suggestion with the Z axis (or any other, for that matter) specified produced inferior results, markedly different to those you show.

Is what I've done the thing you want? In what way doesn't it work when you try it? For example have you applied the rotation of your object?


text:
How to use Texture Paint on two and more different objects at the same time
I have two separated objects, the have to be separated. How can I paint on them at the same time? Their textures must perfectly match each other. I tried look for solution in internet but only what i found is that somebody wrote script to make it possible but he didn't share it. On picture two objects, on the right I started to paint and I want to tool continue paint on another object on the left.

This is actually a fairly simple process:

Create your two separate objects
Join them together as a single object using CTRLJ
UV unwrap them so that their UVs don't overlap
Paint your textures
Select the mesh for one object while in edit mode and press P to separate it back into another object.

You can keep a copy of the join mesh around as well if you want to go back and tweak your textures.

Thank you for answer, but if i have arleady painted object and i Will make another one, if i Will join them and UV unwarp, texture of painted object will be destroyed. And after join two object resolution of texture will be multiple less. That why I want to draw on separated objects. In future I Will create more objects next to painted.

@Pawel, you can always create a new unwrap and intermediate texture at a higher resolution and then bake to the old UV maps at whatever output resolution you want.


text:
Can't find active f-curve panel
I just started Blender 2 months ago and i'm having a great time.
I'm trying to add a noise f-curve modifier to my camera movement to create shakiness for a toaster animation kind of thing.
However when I add the noise it affects the whole duration of my animation when I only want it to be active for a certain period of time. From doing research it is my understanding that I should be able to have f-curve "parameters" show up in the n-panel on the right side of my viewport. From looking at videos of pre-2.8 blender the parameters show up but I can't find them anywhere.
So my question is : How to find this panel / How to restrict the noise f-curve modifier in Blender 2.8 ?
Thanks in advance.

Press button N  while hovering your mouse over the graph editor or click (or drag) this little left-direction arrow here:

Like shown in the screenshot I linked the N Pannel is active but there's nothing regarding f-curve settings in there unless there's something i'm missing

Oh ok found it, had to activate the panel in the keyframe window. Thanks !

Don't crop screenshots too much. A larger screen shot with the important part highlighted is easier to find, when you don't know the software enough yet.

I also discovered this little icon in the Graph Editor panel, the one with the exclamation mark inside a triangle (upper right corner in the image).  It's the "Show Errors" only option.  If it's selected then you will not see any of your disabled or error-free F-Curves.  Surprise!


text:
Select/Remove vertices joining only two edges
I'm trying to find a way to select (and remove) vertices on the edge of a subdivided plane without having to go round and highlight each one separately.
I want to keep vertices terminating three or more edges, but remove those linking only two (leaving a contiguous edge, naturally) – any ideas? I'm thinking either there's an embarrassingly easy solution or it's not possible and I'm the only person not to know it.

Use Select Similar  menu in vertex selection mode to select vertices which share only 2 edges (in 2.79 it is Shift+G). Switch to vertex selection mode, select one vertex falling into mentioned category and with it selected run Select Similar > Amount of connecting edges.

Amount of Connecting Edges
  Selects all vertices that have the same number of edges connected to them.

Select Similar in manual
Vertices which share only 2 edges will be selected and you can dissolve them with X * > Dissolve Vertices*.

Just what I was looking for – thanks. Selecting the item beforehand; what an idea. Moral: running Blender when tired can seriously damage your sanity.


text:
Collection Instance Containing Vertex Instancing Shows Original Mesh
I was trying to streamline instancing in a Blender 4.0 project and found the following difficulty:
While concealing an original mesh in the final render using the 'DupliVerts' vertex instance technique is fine, trying to use the vertex-based instance in a collection instance shows the original mesh in the render.
Have I tried to push Blender too far or have I simply missed something?
QB

Blender View showing source meshes and instances

Render showing vertex instance (left) and collection instance of vertex instance (right)


text:
Flexible Beam Simulation in Blender
I am interested in simulating a flexible beam in blender, but I dont know how to do that. I did an FEM simulation using Python, however, I am interested in having a graphical beam in blender where I can input the modelling and have a visual output in blender. I have used other physics engine simulator, but the result wasnot good as the tool it self is based on linear euler bernoulli beam theory and to adjust that it was hard for me as it is written C ( I am not so much good in C programming). I dont know if there any suggestions concerning combining python code to the visualized beam in blender.

Do you need to visualize in Blender, or do you need to visualize your results?

"I did an FEM simulation using Python" What dependencies did it have? The Python in Blender supports NumPy, but last time I checked SciPy has to be put there manually like this: https://blender.stackexchange.com/a/30427/5334 If you would like to run your simulation on the python in blender, that might be a fun way to start learning Blender by doing something in Python that you already know how to do, like I did here


text:
Undefined socket in Compositor
I am trying to re-implement a compositor example of T yarn knitting. I cannot find plane MK2 and UV connector as had been explained in this YouTube video: https://www.youtube.com/watch?v=AG4-sGcGyWI&list=LLuORS2hOBqsUJEgE645iWDQ&index=3&t=0s
I downloaded older blender versions, but I didnot find those nodes while search (shift+A).
Lastly, I downloaded the Github example file : https://github.com/enzyme69/blendersushi/issues/309
and I got this following error as shown in the attached image, what I should do to solve this problem.

I dont know, it is not mentioned. I have checked all add-on in blender

The solution is installing a sverchok add-on


text:
A Tetrahedric topology in Blender
I did a simple mesh of twisted yarn, I am supposed to use this mesh for FEM simulation in SOFA software. In order to be being able to deform the mesh, I must have a discrete version of its volume which is VTK mesh.
I am using GMSH, and I got the following error: the mesh doesn't have a Tetrahedric topology: this means that I have a problem in the mesh at blender, I don't know what is the problem, here the files:
Here is the OBJ file:https://gofile.io/?c=X0Hm6U
Here the VTK file: https://gofile.io/?c=gFZfJ0

I would be grateful for help in figuring out the mistake in the mesh.
Thanks in advance.

Maybe triangulation will help (select everything and press CTRL+T) Also mesh seems to have inverted normals (judging by the dark color), so do CTRL-N to make them consistent.

@SergeL, I think i still do have the issue of inverted normals, could you please give me insights what could be wrong https://gofile.io/?c=uPa2xM


text:
Simulating Yarn Dynamics in Blender
I am trying to calculate the collision detection between the nodes of the single yarn, is that possible in blender for dynamic simulation of yarn, later I am supposed to use the Jersy model where I can calculate the sliding friction and contacts between nodes.

No, I don't think Blender physics engine is accurate or detailed enough to realistically simulate this type of thing

So what could be alternative for dynamic simulation of fabric and open source.

You could maybe look into "SOFA"
(https://www.sofa-framework.org/)
which is a python based Physics engine for a wide range of things (including your problem i think)
I think there is even a previous version that was connected to blender so that blender uses SOFA as physics engine....
If you should find another solution, in blender or somewhere else, please post it! I'm interested in doing something similar myself!

I am already using SOFA, and that was a screenshot of my simulation, however, It didnot find a simulation for fabric of woven or knitted, currently, I am using it, but it seems not that easy, but this is only option.

yes, indeed there is a sofa blender plugin, I never used, I can check. Actually, in SOFA, they have only one simulation for a piece of garment, however, it sounds artificial for me, moreover, the SOFA has some limitation as it all builds linear system and fabric is highly nonlinear and viscoelastic material. Great! that you are interested in, definitely, I will keep this post updated.


text:
pre-built environments/effects?
I have a question regarding a project.  I need advice on the quickest way to produce.  I have two boxers fighting in a green studio, and have them wearing two green sleeves (one each).  I put markers on them etc... is there such a thing as pre-built environments that in overlay onto green studio and arm effects for the sleeves?
OR what is the cheapest and most effective /place to hire

I'm voting to close this question as off-topic because this question is not about Blender

I think you are looking for a motion capture system, of which none are available that use blender. If your needs are simple, motion tracking may suit your needs.


text:
Aligning two scans to make a solid
how do I align two scans to make a solid, please ? I have a scan of the top and a scan of the bottom of an object. Now I want to align them using reference points, to make a solid stl file that I can print. thanks in advance.

Could you add a picture of the imported top and bottom's mesh

It is a lot better and more reliable to build scan as a solid using photogrammetry software from beginning. Aligning scans meshes can become cumbersome and often inprecise task since scan of only top or only bottom will always have slight deviations from the shape it would have if it was just cut in 2 parts. Note also that you can't align scans using references points, those make sense only to photogrammetry software which Blender isn't

I have had to do this before with a boxy shaped object but it was a couple of years ago. I think what I did was join both of those meshes as a single object and then use the remesh modifier on that.
I'm just for the life of me trying to remember how I fixed the messy geometry between the scans XD


text:
Animating plane with position, rotation and scale from data inside a text file
I want to animate a plane xyz coordinates, its scale on xyz and its rotation on the z axis based on a text file data where each line its a frame.
Example text file:
2265.48 563.242 0 166.402 166.402 100 7.3225
2266.61 562.668 0 166.529 166.529 100 7.32268
2267.35 562.864 0 166.622 166.622 100 7.32859
...

Where the data is organized like this:
[x coordinate] [y coordinate] [z coordinate] [x scale] [y scale] [z scale] [z rotation]

I dont have experience in python so i would like a helping hand if possible.

This would be relatively easy (at least for me, as i'm not very experienced in python either) using animation nodes (that's a free add on for node-based animation). If that's fine for you, I'll have a look when I'm home.

Yea, nodes are fine as long as i can take the data from the file and get it into blender. I didn't know there was a addon able to do that.

Thanks for the help, i ended up using animation nodes to do that. Very easy to setup and work with the nodes. This thread also helped (it was basically what i wanted to do): Answer from [Can object parameters be set from data file?]


text:
Nurbs curve linking to armature
Hi I have made a stick man that looks like wiring using nurbs curve and a cirlce to bevel the wire frame man (Extruding using a face in most programmes). I have made an armature but now notice to parent the wire frame man to the armature it does not work. Is there a way I can do this?

could you please show some screenshots? If your character is made with a curve you could hook the curve vertices to some bones (create an armature, switch to Pose mode, select the bone you want, shift select your curve, select the vertex you want, ctrl H > Hook to Selected Bone), but you can not parent it to an armature with a simple With Automatic Weight, to do so you must convert your character to mesh...

thanks @moonboots I will give it a go, I don't know how to post a pic?


text:
Linking object data but not the key frames
I want to link everything about the objects, except for the keyframes and animation, ideally looking to have scene 1, scene 2, scene 3, where each scene follows on from the next entirely. If your curious why I have choosen to have different scenes it is because I have paths that are followed, and they work easier if I can redo the paths for each scene.
I am pretty new to blender so any advise is welcome.
Thanks

I suggest you pick an object and display some of its fcurves showing how you switch from one constraint influence to another.  Sometimes people show how a candidate answer affected their actions.

Currently can't seem to know how to copy and paste an image in here, I had a look, and tried ctrl + G just opens my internet find. I will delete this comment once I know how haha.

Suggestion.
Know some features of Follow Path Constraint. The constraint ..

active or inactive with keyframes ... see eye icon
[influence] can be 0 to 1.0 with keyframes
You can stack up many Path Constraints on a single object with judiciously placed keyframes.  Like relay runners passing a baton.
Thus the object can travel down each path one at a time with no influence from the other.  You known when you place paths near each other the movement may seem continous

I suggest you use these 3 features to address your issues.

I did this and it worked well. I had to make sure I keyframed start and finish points on all curves. Eg using curve 1, to be followed first and curve 2 to be followed second by an object and say 100 frames each curve. then at frame 0 and 100, curve 1 influencer to be keyframed at 1, curve 2 influencer to be keyframed at 0. At frame 101 and 200, curve 1 influencer to be keyframed at 0 curve 2 influencer to be keyframed at 1. Problem solved for me!

If you feel that this candidate answer solved your problem you should mark it as the answer.  Otherwise you may downvote this candidate answer.  Thanks.


text:
Circular(radial,bandish) Lines appearing in render and rendered mode

So occasionally I keep seeing lines like so, its hard to recreate the problem. I've tried messing with textures layer overrides.
If you look closely there are bands at the center of the view a like a vignette.
The lighting is from the world with AO checked set to Factor 1 and Distance 5. I'm not sure the cause but tampering with visible layers, masking and exclusion seems to send it away.
Just curious if any one has faced this or where its coming from.
Sorry cant share the blend file as its for work.

Thanks will try messing with the dither if it comes up again.


text:
How do I toggle the view between perspective/orthographic with out a numpad in 2.8?
In 2.8, I'm trying not to use the emulate numpad option since that replaces the [1,2,3] selection modes in edit mode.
So far the '~' pie menu is pretty quick for switching views, but there's no option for changing the perspective. It looks like the action still only responds to Numpad 5, is there no other way without emulating the numbers?

Please note the candidate answer was using 2.78.  So I will not know if the candidate answer is useful.

What about the small Gizmo on the top right corner of the 3D View to switch toggle?

There are 2 addons bundled with Blender called UI Pie Menu Official or alternatively 3D Viewport Pie Menus (for both 2.79 and 2.8). When enabled they provide list of menus you can call through pie menu, View Numpad Pie as one of them. Both of them have Persp/Ortho switch, though in second-level menu (first you need to hover over View Menu and click it, then click to execute perspective switch).

Depending on the addon perspective switch will be either under another level of pie menu or submenu of the currently chosen pie menu item.
Only nuance is that in 2.8 position of items in pie menus changed, so that in 2.79 View Menu is on the left, in 2.8 - on the right. If you use both versions you might need to adapt to that.

Thanks! I tried them both, but it's not great that it will override the Q favorites menu, and you also can't trigger the submenu by releasing the hotkey (like the first level in the menu). Maybe this prevents other complications, it just doesn't feel as fast. I guess this switching just isn't baked in without numpad, but maybe it's not as commonly used as I thought.

@Forby I did mention that perspective switch isn't on the first-level menu; likely it was considered as not so often used function. I don't think there's any easy way to not emulate numpad and use Blender without numpad which always wasn't so much user-friendly. While you can remap Favourites menu to something other than Q, further customizing is likely possible only either with writing addon with pie menu where Persp switch is first level or maybe using some paid solutions like Gesture Ops etc (not sure they provide this though)

See the numpad setting in User Prefences. Image above.

User preferences showing a change from numpad 5 to regular 5 for the
orthogonal perspective switch

The [View] menu allows you to switch as well.
If you are willing to give up some rarely used [View] keystroke such as
5  Layer Switch
you may use User Preferences window to do assign a keyboard short cut as shown above
By searching here at BSE you will probably find a tutorial on User Preferences.  This candidate answer is to get you exploring quickly.
Lastly I have an inexpensive separate usb keypad which serves left hand needs.  You might investigate.

Yeah you could customize that, but it will conflict with the default Hide Collection shortcut in object mode, as well as others. I was hoping this keybinding had made it into a usable default option that I had missed somewhere. Thanks. (Edit: Also, I'm referencing 2.8. This looks like 2.7)


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Scenes not in alphabetical order anymore in Blender 4.x?
I have a workflow that requires many scenes, and I've been used to organizing scenes by alphabetical (and numerical) order. But now, Blender appears to be starting with alphabetical order, then moving recently edited scenes to the top. This is super weird to me, I haven't seen anything on why this is happening. Is there a way to turn this off and revert to the old way?


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Making realistic mold (fungus) in blender?
so i have been trying to make realistic mold in blender for quite a while, as seen in the image the approach i've taken is making 2 image planes, one with a blurred white fur like texture to simulate the actual mold and one meant to look like mold stalks. both applied as a particle system, my main problem is the mold looks so flat, and the shadows dont really catch. does anybody have any tips for how to improve it? of if you feel that there may be a better way to simulate this please comment, i'm kinda stuck as to how to improve this so any advice helps

I'd suggest adding a hair particle system to the fruit.  After all, fungus looks very much like white hair.  If you turn on children and set it to interpolated, you can clump up the hairs and change other settings to make it more random and realistic.