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Blender - Subsurface Modifier causing extreme pinching in L-shaped corner
I am working on creating an ISO enter keycap in Blender. Everything was going fine, until at the end where I applied a Subsurface modifier. Once I put the modifier on the mesh, it causes extreme pinching in the L-shaped corner of the mesh, where it looks like the mesh is overlapping each other and looks almost like a surf wave. I think it might be caused by the interior corner bevel but I'm not sure, does anyone know why this is happening?
Below are images of the model. Note: I have turned on Cavity in the Viewport Shading menu in order to make the issue more visible.
Top:

Bottom:

The model is also curved as you gave see from the front profile:

This is the mesh without a Subsurface modifier:

This is the mesh with a Subsurface modifier:

A closer look with a Subsurface modifier:

This is the mesh topology with the Subsurface modifier applied:

A closer look at the topology with the Subsurface modifier enabled:

The problem is that the faces where you have the corner bevels are n-gons (faces with more than 4 verts). Blender favors quad based topology, especially when it comes to shading and subdivisions and even more especially when on "rounded" corners or edges. To fix the problem, you must re-topologize to convert the n-gons to quads, or at least move them to a flat surface (may not be possible with your object).

You have ngons in your mesh.

As I only now see that Christopher explains in his comment above, your pinching is a consequence of using Subdivision Surfaces with non-quad based topology. SubDs only want quads.

Hey, Thanks to you and @christopher I was able to convert it into 2 quads and a tri using the knife tool and there is no more pinching now!

Glad to hear it. Just realize that the ngon/SubD problem is not limited to polygons with more than four sides. The problem arises with triangles, also. When we say that SudDs want only quads, we really mean they don't want anything but quads. That includes triangles. If you are hard surface modeling, you can often get good results despite having ngons, but only by foregoing the SubD modifier altogether. To make your mesh looks smooth without SubDs takes extra modeling effort. If you aren't hard surface modeling, and need lifelike deformations, ngons must go, or else you'll get trouble.

Ok, I understand. Thanks for the info!


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Render Queuing with Mac Terminal Shell
I've recently learned how to render using the Mac Terminal Shell, which has been very useful to render an animation while I continue to work in the Blender workspace!
However, I might have a new Blender file a few moments later that I would like to render, and I would like to add it to a queue after the first job has fully rendered.
Is there a good shell method to add new jobs sequentially as I need them?

That sounds more like a Mac question than a Blender one so is really off-topic here.

Figured it out, hopefully others might find this useful as well for Mac Terminal:

Starting an initial render at command line:
blender -b file01.blend -a

Use Ctrl+Z to pause the rendering in the terminal window.

Run jobs to check what jobs are in queue:
jobs

Run jobs and enqueue new job:
fg %1; blender -b file02.blend -a
To run multiple previous jobs and enqueue new job:
fg %1; fg %2; fg %3; blender -b -file03.blend -a

source: Stack Exchange

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

sort: votes


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Horizontal lines on left side of rendered video
I've just rendered a 1080 x 1920 video and noticed that there are these tiny horizontal lines that are persisting through the entire length of the video on the left side. Seen below marked by the black arrows.
I've double checked the image frames that the render is being produced from, and those lines are not there. I've also tried different codecs and players, and the same issue persists.
Any work arounds for this?

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


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Do render slots contain more information like samples used?
I was hoping the render window would have Render: Samples information as well as other render settings I used so I can keep have it for future reference, but I can't seem to locate it.
In the render window I can see it has some information like image size and color space information that was defined for rendering, but nothing more.
Anyone have any tips/leads on this?

If you save the renders as image to disk, Blender saves some configurable subset of that info as metadata. You might recover some of it that way, though I haven't tested for after the fact saving.

Generally you can  select predefined metadata in the Output Properties. How to retrieve this data at least from a png via script is answered here: Read image metadata from Python. But you can also simply open a png file in a text editor and find the data in the header although it looks a bit like a mess ;)

Apart from the link to the script I gave in the comments, it depends on where you need the data. If you want to view it directly in Blender to adjust settings according to the metadata of a different, it is probably easiest to just open the image in Blender.
First of all, here under Output Properties > Metadata is where you can find some predefined data which can be stored in the image by checking it (and in your previously saved images the data which is checked by default should already be stored), if the existing things are not enough you can also check Note to enter a custom text you want to save as well. By the way, although you cannot check them in the Metadata section, the number of samples for Cycles renders is automatically stored as well, also the render times per view layer if you render more than one (even if they do not wind up in the final composite).

If you open the file in a text editor, in case of a PNG file the metadata all have a "tEXt" in front of them, here a cropped view of a header:

But of course this is very messy and not so easy to read. But as I said, if you need it mostly in Blender, there you can easily retrieve data by just opening an image in the Image Editor for example, there you can find them in the Image tab of the sidepanel:


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Accessing index for animation on curves
I have a setup for an animation on a curve, but having some trouble accessing a specific index in order to turn only one of the squares blue, while the rest remain red.
I'm probably using this additional Capture Attribute incorrectly, so any hints on how to make this work is appreciated! The error I'm getting on the Set Material node is: "Curves only support a single field"

Geometry Nodes: What Does Capture Attribute Add to Geometry?

(Using Blender 4.2.1)
Analysis
The information message displayed by the Set Material node reads:

Curves only support a single material; selection input cannot be a field.

Consequently, to control the material per instance, different materials can be assign to different meshes input as instances in the Instances on Points node. Or the switch according the instances must be managed by the shading nodes associated to the single material assigned to the curve.
Approach 1: Material is controlled through the spawned object

Using the Pick Instance option, the blue grid is selected as the Instance with Index equal to 1 (because its rank is 2 in the collection generated by the Geometry to Instance node).
Approach 2: Color is stored as an attribute

A Color per instance is assigned with a Store Named Attribute node set in Instance domain. This Color is recovered in the shading graph using an Attribute node whose Type is set to Instancer, and it is input directly in the shader.
Approach 3: Instance index is stored as an attribute

The instance Index is saved by a Store Named Attribute node set in Instance domain. This value is recovered in the shading graph using an Attribute node whose Type is set to Instancer, through the Fac socket. It is then processed to compute the color that is input in the shader.
Resources
(Blender 4.2.1+)


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Smooth curve ellipse in geometry nodes with low resolution
I'm preparing an animation with 5 instances to travel along an ellipse. They must also always face one direction.
I'm able to achieve the instance. However, because the instances are dependent on the resampling of the curve, I'm unfortunately stuck with a rough pentagon shape.
Is there a way to get a smooth elliptical path?

If you want a smooth elliptical path, why don't you resample the curve with more points for the Sample Curve node where you take the Position from? Or why resample it at all when the original curve already is as you want it to be like shown below?

Ah, I see—thank you!


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GeometryNodes: computed custom "angle" attribute and how to use it in a driver
This is my second question in the forum.
I'd rather ask instead of just waiting, though i think this might be something to fix or even, maybe logic that is not yet intended.
I ll explain: i have a GeometryNodes modifier that computes and stores the angle between two vectors.
This attribute is output in the Output Group.
Then, all i do is left click in the property name and select "copy data path/copy full data path", and then perform a paste into the driver of a "Follow Path" constraint. The key to the question is that, this angle between vectors varies over the frame range and thus, the driver should be updated with different values.
Well, it doesnt work.
Is this perhaps a bug? (im using Blender 4.1.1), or rather, a logic not intended? Am i doing something wrong?

yeah, i think that would work. Only thing is, i would preferably not start by "baking" anything, since i pretend to reuse this GN camera rig "dynamically", this is, being exportable and reusable for "any kind of" Curve. Your approach would work only for one curve. If I change the curve i would still need to "rebake" again. I would rather prefer to avoid this and any kind of precomputation that assumes the curve is fixed.

@Xana the "baking" process is not a problem for me. I already got precomputed data as a "storedNameAttribute". But i would like to access this custom field/attribute value by means of a driver. And it s not helping. Nevertheless, i am hitching my head a bit about your "rotational difference" use in the driver. I guess i could map my attribute's value to an empty and use another empty, leaving it "static".

@Xana why dont you reply directly to this message, instead of here in the comments? just write and answer as a new post to this thread.

I need some clarification to understand your question. What I understand: (1) you have a closed curve. (2) you are computing a vector per point of this curve, and this angle is stored in a named attribute, and it is also output by the GN modifier. (3) the value of those angles (one per point) is changing with the frame count. What I do not understand: How this local and changing angle is used in a "Follow Path" constraint ? The provided screen capture does not show this part.

I managed to sort it out.
In order to be able to use a "precomputed" value you need first to store it with a "StoredNameAttribute".
But this, has to be stored in a Mesh Shape/Transform object, not a Curve one like i was doing.
So, what i finally did is create a "dummy" Mesh cube which i would switch off the visibility but retrieve a NodeGroup from the GN of the Curve and use it in a new GN attached to the Cube. And then perform a "StoreNamedAttribute" in the Cube Mesh.
From there on, i would create the following function as a driver:
import bpy

def get_angle_between_vectors(ev_dag):
    readable_object = bpy.data.objects["ReadComputedAngleTransform"]
    readable_object.update_tag()
    evaluated_object = readable_object.evaluated_get(ev_dag)
    angle_between_vectors = evaluated_object.data.attributes["AngleBetweenVectors"].data[0].value

bpy.app.driver_namespace['get_angle'] = get_angle_between_vectors

Note as well that the depsgraph is not evaluated inside the driver function, but rather passed on as an input parameter. The former would make blender freeze due to probably a cyclic evaluation of the graph.
Here is the snapshot of my driver configuration:


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Issue with trying to use "light linking" on a single object but affecting all linked objects
I am doing an 3d ring model, with the animation. And after several attempts of the render I wanted to incorporate light linking feature. I like soft shadow how from 2 sources of the light but, it's appealing to me how the additional third light "lIGHT WITH SOFTBOX009" is adding new highlights to the ring. So to have the ring lighten from 2 sources of the light and crystal with 3, I decided that light linking is the best answer for the need of the situation. Unfortunately, I have encountered an issue, that once I am adding crystal to the light linking panel it works on all the other objects. Guess it's because all the elements of the ring are linked together under the "empty for moving object" with the object animation movement. Because all the objects are linked nevertheless I set light linking only for crystal it affects all other objects. Could you guys suggest me anything how to have light linking effect only the crystal and still maintain to have all the objects linked together under the animation empty.
I am adding 2 screenshots for better clarity.
Thanks in advance


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Where is the Offset Edge feature in Blender 3.2
quick question:
Im trying to find the "Edge > Offset Edges > Offset" in blender 3.2 while in edit mode having selected a 2d mesh, does anyone know where its gone;
Image below shows where it used to be on Blender 3.0
Thanks in advance.

Do you mean a 2D mesh or a 3D one? - It's still at the top of the Edge menu in Blender 3.2.1 if you mean 3D.

In my Blender 3.2.0 it's exactly there. I don't know what you mean with a 2D mesh either.

So its regular mesh, my bad. Say with circle for example:
Image Reference:  https://ibb.co/TtWf55J
Could it be visibility issues; or I have something mixed up here


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Duplicating a object; glitch; Axis
just starting out on blender and had a small issue when trying to duplicate/move a linked object. So Im trying to duplicate/move a cylinder mesh, but every time i try to duplicate it (Shift + D) to another location, only the axis of that object seems to be moving. Im pretty sure its the axis as the "duplicated" mesh remains in the same location as the parent object, know that because when I delete one cylinder theres a duplicate behind it.
Again, I select the parent mesh > run the duplicate command > move my cursor. The only thing that seems to be moving is the XZY Axis, not the actual object.
What Im doing wrong here; Spent a couple of hours trying to find a solution, no success. Would appreciate an answer.
Cheers.

You may have activated "affect only: origins" from the tool menu:

Thanks, that was it. Cheers!


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I am getting single image for the entire video which i render in blender
I am using blender software to edit my videos. When i try render animation for the final output. the video contains only single frame for entire video.
Software: blender.
OS: Ubunutu.

Rendered video:

You need to select Render Animation from the Render Menu (CTRL-F12)

yes, I did that.

i have added a video into sequencer and when i try to render animation only single frame is rendering for the entrie duration of the video.

those values are auto populated, but I tried with 60,1 still same result. Could you please suggest me way to post the video here.

My entire project for this editing: https://drive.google.com/drive/folders/12CuI9cEDkfhXhE7u9ToYtmNIKSjlw1If?usp=sharing

I tried downloading your blend file and plugged in a different video and sound into the strip you had setup and it rendered fine. So I think @vklidu might be right about your source video.

Issue is your source video.
I don't have a clue what is that, I'm not a codec master, but there is some mismatch with FPS. Even it is marked as 59.49 (in blender and other players), you can see blender is trying to recalculate FPS to some weird values.
When I resave your source video in QuickTime to MOV it is loaded into blender with 120 fps and is rendered fine.
(but FPS is weird anyway in QT or VLC it still shows 59,4something).
If you place source video again into same blend file strip is endless (?!)

Even resave works for me, it is not clear what is going on there ... I wrote it as an answer just because comments became too long.


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Why is my Blender Rigify Rig Shoulder/Arm Pinching and Twisting?
So I am very new to Character modeling and rigging, so I decided to try Rigify, specifically the basic human rig. The issue I am having is that the arm tends to twist and really pinch at the shoulder, and I was wondering what the problem could be.
google drive link for blend file

due to your topology, you need to add more loopcuts or even more polygons to your model for it to actually work, also some movement are limited based on what topology you created


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blender material stretching
I downloaded a material (floor tiles) from blenderkit. When I add the material to the original cube  (middle) I get many small tiles (as I want), but i have problem when i scale the cube. On the left side I scale the cube first and then add materials, and on the right side I add material first and then scale. I would like the matereal to stay the same size when I scale the cube. How do I do this?

You can scale in Edit mode, make sure that in the top right Options panel you have the Correct Face Attributes option enabled.

The scale needs to be applied in order to "restore" the tile's proportions.
In object mode, with the cube selected press Ctrl + A, then click on Scale. Alternatively, select Object \ Apply \ Scale in the top menu of the 3D viewport, to perform the same operation.
After doing this, you will notice that the scale is reset to 1 instead of 10 in the right-hand side menu, when the cube is selected, and the texture is back to expected size.

Thank you. Took some time to understand that I had to scale in edit mode, then resett the scale in object mode, but i managed.


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Blender particles poking through object
I'm making a headdress, I have a furball that suits but when I put it in position, some bits poke straight through other parts of the headress. Which I don't want.
I searched for ways to stop this with collisions etc and other questions here, but setting everything else as collision objects makes no difference so I assume that is just for animations?
I also turned it into a mesh hoping I could give it a hair cut on the offending strands poking through, but no sculpting tools seem to do anything to it.
It's just for a static picture.
What options does blender have to achieve the desired effect of either stopping the fur from passing through other objects, or allowing me to cut them off?
Here's a pic for clarity, you can see several bits of hair spiking through.

Particle Edit mode you can cut hair

@AllenSimpson I don't see that mode... where is it?

Switching to Particle Edit mode will give you several tools including Cut

Editing a particle system means that you must toss all of your edits to make a change to the Particle System settings, so be sure you are at the final stage before editing.

Cheers. Very nice toolset


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Why can't I export in formats other than Sketchup and blender?
I wanted to convert a few 3d files from old sketchup versions to other formats like DirectX and PMX/PMD. I tried following instructions from different sources and I keep hitting this barrier. I make sure the addons are checked and saved but whenever I try to export them, it fails and gives me these errors (See Pic). I tried shrinking the model, merging parts into one, checking the updates for the addons all to no avail.
Any insight would be helpful!
addons used
-Sketchup addon Worked for importing to blender 2016 file year
-DirectX X format
-Meshio PMX/PMD

Your question leaves a lot of search/quesswork to potential helpers. E.g. which instructions you followed, or where the addons came from. Not everybody here uses the same workflow as you did. If you can modify your question to give step-by-step instructions (better: minimal blend files showing the problem) to reproduce your issue, the probability of getting a useful answer rises.

From the error message it looks like your Russian object names are breaking it. Try renaming the objects using only latin characters.

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


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scaling objects depending on instancer number (animation nodes)
How i can scale objects depending on number? attached a picture for clarity

A full procedural and vectorized approach would be as follows:

The cosine and sine are simply the parametric equation of the circle which is periodic, if we scale it based on its parameter, we get the spiral effect, the scale of the objects can be defined as a scalar multiple of the parameter as well.

This can be done with a simple array modifier, but yes, it's a bit fiddly to bet all the numbers right.

This way does it by invoking a Loop SubProgram.

You don't have to use a loop for this. All of those nodes are vectorized, so you can get the equivalent of an index through the Integer Range or the Float Range nodes.

Select all spheres,
Open the python console & type:
a = 0.1
for i in bpy.context.selected_objects:
    i.scale = (a, a, a)
    a = a + 0.1

You have to do the math according to you number of objects and the size you want to scale them by to set up the initial value and increase of a.

The question is about Animation Nodes and not a general question about how to achieve the effect.

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


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How to draw line with 2d thickness using Animation Nodes?
I trying to make something like this (callout title. like in image) with animation nodes. And i need to draw line with thickness and animate it. If i use curve with Bevel Object (second curve) it give ugly result near twist (image1).
I know how to draw curve or line mesh using animation nodes but they havent thickness.
Does anyone know how to add thickness?

Let the thickness be $T$, the length of the base be $L$, the length of the other side be $W$, and the angle between the base and the other side is $\theta$. Then you should create a mesh composed of 6 vertices with the following vertices locations:

$(0,0)$, $(0,T)$, and $(L,0)$ are trivial. For the point $(L-T\cot{(\theta/2)}, T)$, the y location is trivial, the x location is computed by noting that $T\cot{(\theta/2)} = T\frac{\text{base}}{T} = \text{base}$, where $\text{base}$ is the base of the triangle composed from $(L,0)$, the point, and its projection on the x axis. For the point $(L+W\cos{(\theta)}, W\sin{(\theta)})$, $W\cos{(\pi - \theta)} = W\frac{\text{base}}{W} = \text{base}$ where $\text{base}$ is the base of the triangle composed of $(L,0)$, the point, and the projection of the point on the x axis. And $W\sin{(\pi - \theta)} = W\frac{\text{height}}{W} = \text{height}$ where $\text{height}$ is the height of the triangle composed of $(L,0)$, the point, and the projection of the point on the x axis. Finally, for $(L+\cos{(\pi-\theta)}(W-T), \sin{(\pi-\theta)}(W+T)))$, we add a vector to the aforementioned point, this vector is computed from the triangle composed from $(L-T\cot{(\theta/2)}, T)$, its projection on the the side whose length is $W$, and the intersection point between the projection lines of the point on the x axis and the side length whose length is $W$. Which conclude the derivation of the point locations.


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How to remove drawing with gpu module in blender?
I have drawn some points with the GPU module of Blender and I need to draw other things in an empty window without closing Blender. But I don't know how to remove all these points with codes. It seems all these points are not showing in Outliner (which means they are not objects) so that I cannot manipulate them. So I want to overcome mainly two problems:

How to remove or clear these points with codes without closing Blender?
How to manipulate these points like other objects in Blender?

afaik, you can't for both questions. For the first one, only way is to keep the handler obtained when added it so that you can remove it later. For the second one, this is drawing only and does not create geometry.

Though, if you were able to create this using the gpu module, certainly you can do it too using Python and for instance mesh api https://docs.blender.org/api/current/bpy.types.Mesh.html#bpy.types.Mesh.from_pydata


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Materials not applying to object
I have some objects but for some reason when I modify the nodes in the materials it won't show any changes on the object.
The objects were imported from another project. Then joined to apply a simulation. Then separated. Now the materials aren't responding properly.
Am I missing something I should do?
https://we.tl/t-OZjP3VUWPE

Select the object and in the Material panel, check if the good material is applied to its faces?

if you really wanna know (!) the reason, provide your blend file. Else we can just guess.

Right! Sorry, here's the file https://we.tl/t-OZjP3VUWPE

Hi. Please don't post essential information like links, file downloads or additional details in the comments section where it can be easily missed. Instead edit them into your original post with the [Edit] button above. Comments are transitory by nature, are hard to index or search for, and may be erased at any moment.

I checked the blend file and it seems that the U isn't using the Glass U material at all, it's using the Iridescent.N material. If you change the values on that material then something will happen

How did you find that? Sorry but I can't find where it says it's using the Iridescent material. Thanks!!

When I removed the Iridescent material from the object, all the faces became the default  material, and when I adjusted the nodes of the material it showed changes


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Draw sharp tool / subdivide
I made a head with the cube.
I added a cube and turned it into a sphere by subdivision surface but now I'm trying to sculpt the face, and I noticed that I can't use draw sharp tool because of the edges, because the faces are too large and they have distance between them.
Now whatever I do I can't subdivide the cube in a way that doesn't change the form of the shape . I even used the ⇧ Shift +  R keyframe to raise the amount number of the surface but it won't work.

Set scale to 1 always whenever you sculpt
Don't use subdivision to sculpt. Use remesh or multiresolution modifier.


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Mesh Boolean Node Unexpected Results

I'm using the mesh boolean geometry node in difference mode. Was expecting it to cut like a the modifier but alas not. Getting the above strange results where some of the geometry that ought to be cut is instead added.
Both objects in the boolean are generated from the curve to mesh node. All of the geometric data being used is both shade smooth and realized mesh geometry as I'd read that it not being so can cause some issues, but no dice on those being useful. I've also tried merging the "object doing the cutting" with a merge by distance node before the mesh boolean in-case there was some non-manifold shenanigans I wasn't cogniscient of, but that did not fix it either.
Delete geometry node doesn't really work as a workaround as it doesn't create the nice triangular cutouts I'm looking for nor can I work out how one could procedurally reshape the geometry from bad blocky delete geometry node cutouts to nice triangular cuts.
So I'm at a bit of a loosend as to how to proceed, anyone got ideas?
Blend file

Are the tips of the curves filled ?

The curves are filled with the checkbox in the "mesh to curve" node and yes you're right, a blend file woule help:
https://www.dropbox.com/scl/fi/9d2jnrndv5txjeyfjcni6/For-Review.blend?rlkey=zlwoauqkwpmdxtkzfe041fj4d&dl=0

if you use this node setup:

it looks like this:

it looks like that Blender doesn't like planes with boolean modifiers/node. So i gave your geometry some thickness so that the faces turned all blue.

You ser, are a genius.


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Where to start in creating a patterned Tiled floor
Firstly my apologies if this has been asked before, Blender is very new to me (as is 3d modelling in general) and I'm struggling to find an answer anywhere. This is likely me not searching with the right terminology to get the right results or just a lack of understanding of the program itself.
I am essentially trying to design a tiled floor that is similar to the reference photo.
The majority of the floor consists of plain white tiles, but in some open spaces there is pattern variations (like the ones seen below) made with different tile types and patterns.
I have a single plane that is scaled to fit the entire floor with the white tile texture scaled and mapped to it but i am struggling to understand where to start in  implementing the curved and circular alternative tile patterners.
With some "squarer" sections of the floor where there is a distinct change in pattern i have subdivided the plane and used some loop cuts. I have then assigned a new texture to those parts. Its the curved path type sections that i cant seem to get my head around.
Any help or pointers is greatly appreciated.

Could you provide your Blender file using https://blend-exchange.com/ ?

Sorry, I don’t have a project file as such. I am first just experimenting with planes and the tools before i start anything.

Do you want to use seamless textures for the tiles? For such a large hall you could use the geometry to separate the different patterns. The circle can be created with a Knife Projection operation. Then you can apply a different material. I'm not sure how smooth the result will be... Another approach is to use textures as masks to separate the different patterns.

Thank you for coming back to me. Seamless textures would be the way i would like to go. I will try some of the points you mentioned, especially the masks. Thanks again, it’s really appreciated.


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How to attach fingers to gloves for a Rig?
I have to make a Rig for a game proyect so I made some arms and gloves and deleted the hand vertices that are hidden, now I need the fingers to attach to the edge of the fingerless gloves but they are clipping from the bottom side and leaving empty space from the top. I know it's possible to have the fingers move exactly with the edge of the glove but i don't know how to make that, can anyone help me?

Maybe the simplest would be to join the glove mesh to the hand? Or you can make sure that the glove topology is the same as the hand and use the Data Transfer modifier to transfer the vertex groups from the hand to the glove

Please share your file so that we can give a try

@moonboots I finally made it by merging the mesh of the fingers and the gloves and playing a bit with the weight paint, but thanks for offering!


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Rendering with OptiX in Blender 4.1
I've installed Blender 4.1 on a new computer running a GeForce RTX 4080 Super GPU and AMD Ryzen 9 7900X CPU and wonder if I should be setting the Cycles Render Devices over in Blender Preferences>System to OptiX instead of CUDA?  I'm building some rather large landscapes and volumes and can use all the help I can get.

Optix generally tends to perform slightly better than CUDA on graphics cards that support it, so since you have that option go for it

And since nobody here might have your exact hardware and the same scenes you might be building, the simplest solution is just to make your own test renders... I mean it's not a decision like what kind of GPU to buy which you could regret afterwards. It's just  the flick of a switch and you can check the render times for a scene yourself to make up your mind. Because the thing is this, if for whatever reason your hardware is faster with CUDA although OptiX usually performs better, what good is this tip from people like us then anyway?

I went with OptiX and it's looking good.  Thanks.


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Baking animations with modifiers to export to unity
Description:
I made a track animation for my PS1-style tank. It uses a curve modifier so that the track links follow along a certain path, I followed this tutorial here. I want to export this model with that animation so I tried to bake the animation. However, the animation doesn't bake all of the movement of each individual track link but instead just the keyframe of it moving. (This movement is what makes the track links move along the curve). This means once I have baked the animation and I try to apply the modifier the animation breaks. The reason I want to export this model and its animation is to import it into my Unity project. I found someone who has achieved my desired effect here, however, he does really thoroughly explain how he did it and he isn't really responsive to questions. I'm wondering if I am just using the wrong bake settings or some other reason. I have tried exporting as an Alembic file type, however, Unity's support of this file type is not great plus it didn't really work when I tried it.
Any help would be greatly appreciated!
Image:

Useful info:
Version: blender 3.4.1
Unity primarily uses: .fbx and .obj formats
Link to tutorial: here
Link to the desired result: here

Animation baking does not make sense in this context. The curve modifier output is a deformed geometry. The animation baking is when you apply all procedural transformation to rig bones. Each link would have to have its own bone. The thing is that it is the Armature Modifier that has its counterpart in Unity that allows for this.

It is kind of wasteful to have some many bones for track links. I believe game engines should have their own logic to move the links without skeletal animation, supported by physics system and procedural. Or come up with clever tricks like using a looped shape key that is only animated for a link length movement or animating the shader to make the links mesh appear moving.


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my mesh bend weardly when i move a bone
i'm pretty new in blender, only starting a week ago and when i try to move my mesh with the bone i gave it the mesh start doing weird thing like the arm extending or the body slice in two, i've taken some screen for exemples.
do you have any ideas of how i can fix it ?

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

Hello, LSK, without a share, this is very hard to answer..


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Normals only invert when I export my mesh to unity with armature
I'm making a belt for a character I already have. For some reason, the belt's normals are flipped ONLY when I data transfer, and give it vertex groups. When it's a static mesh, it exports fine, and it's normals are okay. The normals in blender are as they should be - blue is out, red is in. I can flip / recalculate the normals all day if I wanted. I'm at my wits end here. Apparently i'm the first person to ever have this problem.

Krentitst Hello and welcome, it could be very helpful if you post your.blend Here: https://blend-exchange.com/

If your object is manifold, all faces should be blue (or red). But you should not have blue AND red at the same time. Could you try this check: Select ‣ Select All by Trait ‣ Non-Manifold ?


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Why do all materials appear grey and foggy in the renderview and shading tab?
I installed blender yesterday and tried modeling a cloud. But for some reason, it appears grey and I couldn't change its color in Cycle. So I added a default cube and another cube with a golden material in the scene to compare their rendering.
The material looked as intended in the material preview but looked grey and foggy in the render. I checked if the material was applied (it was), if I was in the good viewport shading (It was as well), if the object was properly illuminated (see spot preferences).
Then I tried switching the processing method from GPU to CPU (it doesn't change anything) and switching the render engine from Cycles to Eevee but the foggy render rest.
I use the version 4.1 of blender on linux. Do you have any ideas on what I am doing wrong? There is my blender file: https://wetransfer.com/downloads/4b6338b73eb5cb12a8458ba4972aad0120240426121737/b809c5feea3016c6a7d14f50c5681b6720240426121927/cbaa54

Your central big cube has 2 materials. Remove the first one Material.001 and that's it.

Thank you! It solved the problem!

@kliv91 Just for clarification: of course you can have more than one material on an object, but by default the first material slot and whatever material is set there will be assigned to all faces. Adding a second slot and material will not replace it. To switch to the second material (apart from deleting the first) you could go into Edit Mode and select some or all faces and with the new material selected hit the Assign button underneath to give this material to the selected. This way you can assign different materials to different faces of the same object.

If you want to know more about how the assigning of material slots and materials works read my answer to this question: Something strange with material slots


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How to add Screws on a cylinder object?
I did it manually but it was time-consuming and and Im sure it could have been done much better since its not truly flushed aswell.


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At different angles the grass turns black during the render preview

Changing alpha settings doesn't help. In the preview material, the grass looks correct. The blackness in the render appears precisely when I look at the grass through the grass

https://blender.stackexchange.com/questions/42023/transparent-textured-planes-produce-black-artifacts https://blender.stackexchange.com/questions/27718/black-artifacts-when-looking-through-many-transparent-objects

I would especially look at Duarte's second link for a solution, but the accepted answer there confuses transmission with transparency, read my comment under that answer and see my own answer to that question.

@GordonBrinkmann Thank you, the solution was very simple


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Smoothing curved model
I got a model from a colleague, who exported it from adobe. Now the surface is not really smooth on some places inspecting it from near.
I already added more vertices, which did smooth out some edges, but what I want is that it is smooth like the first 2 images. Last 2 images is the one i want to smooth out. How would you achieve that?

[3: https://i.sstatic.net/Cj8mp.jpg

Hello you could try a Ctrl V > Smooth Vertices but maybe share your object? https://blend-exchange.com/

I already did smooth vertices on that images I uploaded. What's the best way to share?

use https://blend-exchange.com/ (read the instructions)

I just noticed that the blend file is nearly 400mb...

Only share this part of your object, if it is still too heavy use another platform, like workupload for example

I tried to export just the part, but it seems that the part is the heavy one, so here the file: https://workupload.com/file/LvkjARJEQMg

The topology seems pretty complicated and hard to clean, maybe you should redo from scratch

ok thx for taking your time.


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My road won't follow the path
So I was creating a mountain road, and i wanted to add another surface to the base road i had already created, but after applying the Array to the road and the Curve modifier set to follow the path my road would do this instead of aligning with the path.

I just want it to align on top of the road i already have

Make sure that the origin of the object is at the same position as the origin of the curve?

Could it be that you have a rotation of the object duplicated along the curve that was not applied before the Curve modifier is called ? It seems that the object is orbiting around a point that is following the road.


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Is it possible to do clipping/mask in blender similar to clipping in drawing programs?
In, for example, Photoshop, you can make a certain layer be visible only where there is a selected mask layer underneath it.
I'm trying to style my 3D model in Blender for 2D. How can you achieve the same mask effect, so that object is only visible if there is a chosen object behind it (from camera's perspective)?

Could you add pictures to illustrate what you are looking for ? Is the "behind" object completely hidden by the "front" object when looking through the camera view ? Are Geometry Nodes an option ?

You can do it with a material shader. You can probably also do it with a Boolean modifier depending on your needs.
For the shader setup, you need to mix a Transparent BSDF with the current shader your object uses (a Principled BSDF in the screenshot below). You can use the remapped distance with the other object as a mixing factor, but there are many other options.

This is how the object looks like without the mixing.

In this setup, you can freely move the Empty object to influence which part of the object is visible. You can use multiple Empty objects, and use the maximum of their remapped distances as the factor to show multiple parts of the object.

You can do this in Grease Pencil


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How to make one curve in graph editor for multiple channels?
I'm making an animation. My objects move and rotate on different axes, so if I e.g. want a the object to first move quickly and then slowly, I have to manipulate every single one of the six transform channels, and it takes a hell lot of time to make all of the objects slow down in a same speed, so there wouldn't be a moment where e.g. it would move slowly on the X and quickly on the Z axis.
I know that, for such simple things as speeding up, I can just select all keyframes and make them sinusoidal and with an ease-out easing. But most of the time those automatic options are just not enough.
Is there any way to manipulate many bezier-curves in many channels at once? Or, even better, connect e.g. all location transform channels to one curve? I doubt that it exists in normal blender, but I'm sure that someone had to run into the same problem and create some addon. I tried searching it online, but found nothing.

Maybe the Tween function of the GraphKit Addon.
https://blendermarket.com/products/graphkit

Thanks! GraphKit didn't solve my problem, but another addon from the same creators did. Here's link if anyone else might need it: https://blastframe.com/product/animcopy/


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Modeling something with a lot of holes

Can anyone give me some tips on how to model this plane? I've tried everything from booleans to modeling by hand but I always end up with a weird looking mesh that doesn't have a good topolgy.

Boolean should work:

You can also create this mesh and press AltF in order to fill, then X > Limited Dissolve if you want to remove most ofthe inner edges (as for Boolean, you'll always need edges that connect inner edges to outer edges):

Or for a cleaner topology, create a plane, subdivide once, delete the inner vertex, extrude inwards and LoopTools > Circle to get this:

Duplicate it, join the original with the duplication with a CtrlE > Bridge Edge Loops and enable the Merge option in the Operator Box:

Duplicate the 2 holes, repeat the operation, use more vertices for the big holes:


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How not to have color gradient in blender?
I'm working on blender 4.0 and trying to create a ground truth image starting from an object with an emission material. My problem is that, even if the material assigned to the object is white and black, in the rendered image there appears to be a colour gradient at the edges of the regions.

How can I remove this gradient and have sharp edges?
The corresponding material is the following

and the render settings are view transform -> standard (which i need because otherwise the emission rendered color is not totally white) and dither -> 0
colorsblenderedges

just don't use emission but a principled bsdf.

i have to use emission because i want to mimic the old shadeless material in blender. @Chris

Smells like XY problem... This is how digital images work. Photographs have this as well, since one pixel receives light from multiple places - the world is not black and white. You could use Math node in the compositing in Greater Than mode with some threshold you choose. The question is what is this for and should you?..

Does rendering  with 1 sample achieve what you want?  (No antialiasing)

@MartynasŽiemys there are no litgth sources in my scene so i used an emission material. I have a mesh where each face is colored white or black. I have to create a 2d grountruth starting from that mesh

@RobinBetts whit this configuration i achive wath i was searching for. But i'm trying to preserve the number of samples that EVEE uses beacause i want precise edges for my objects

Images are made of pixels. Pure black and white will result in aliasing on any edge not aligned with the pixels. the resolution of the stair-casing will depend entirely on the number of pixels. Is there a way of achieving your ends without pixels? What is the image for?

@wisepino, that's precisely what I am talking about. You have light reaching the camera and the edges of your objects do not necessarily align with pixels. You use emission shaders, don't you? That's light. Google "aliasing". Black and white image will actually give you a less accurate representation of where the edges are. Saying "ground truth" doesn't really communicate the purpose. What is it supposed to be for?


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problem with the origin when exporting the object
I am working with .glb files. Within blender if I change the origin of the object, export it and re-open it in blender everything seems to go as it should and this is retained. However, if I open the exported object within a python script with opencv all changes made to the origin are not saved. Is there a way to save the new origin of my object so that when I load it with python it is retained?

I don't think this is a problem with Blender or the Blender glTF exporter.  I'm certain Blender is writing the updated origin to the GLB file.  Perhaps OpenCV is re-centering the object, or not treating the origin the way you expect?  This question might be better on an OpenCV forum.


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Armature Symmetrize not working properly
To summarize, whenever I attempt to use the Symmetrize operation on my Armature, it symmetrizes BACKWARDS on my model rather than right/left, as if my arm and leg bones are the STRUCTURE of the model rather than the spine. No attempts to solve this have resolved it so far.

Hi Fuery, can you tell us what those attempts are, before we start suggesting the same ones? :)

The Symmetrize operation will happen on the X axis of your armature, your armature is probably not correctly oriented, to fix that activate the Transform Affect Only Origins option and rotate its origin 90° (or -90°) on Z, and deactivate the option:


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Ctrl+J breaks my textures
What should I do to join parts of the shoes that I made?
After CTRL J my meshes break. I read I can use boolean modifier but I don't really know what setting I should use. I'll be pleased if you help me out.

I don't see why you mention booleans here, it's not related to materials. We don't know how each of the objects you try to join are modeled and how are their materials, we're in the blind here so it's a bit hard to give an accurate answer without it being just lucky guesses. It would be nice to [edit] your question to add more details, and why not also share your file so that we can check it ourselves.

Normally when you join objects, Blender should keep the material assignation areas so it shouldn't be an issue. What could be an issue is modifiers uses in the objects you joined. as Blender also tries to keep those, but you might have not built all your objects the same way, and thus some of them have modifiers that "break" things once applied to all the now-joined object. I do notice lots of z-fighting in the second screenshot, indicating something like a mirror modifier got applied where it shouldn't. So there's definitely not "just" a material issue there.

That being said, for what reason or purpose do you try to join your objects in the first place? There aren't many cases where that is needed, so it might not even worth the trouble to be honest.

Do the UV maps for the object mesh data blocks have different names?

All meshes in Blender are composed by at least two entities: a container and its content.
When you perform a Ctrl J operation between Container A and Container B, both Contents A and B will be placed into a single container (last selected, "Active" object, the one with light orange outline, lets say Container A).
Problems arise because the containers can have their own properties, modifiers and parent relations, so in example Content B can change because previously it had properties coming from Container B, and now it gets different properties from the new Container A).
To solve, check both containers before joining: select container B (Shoes in your example), press Alt P > Clear Parent and keep transformations, press Ctrl A > Apply all Transform, go to modifiers and apply them all (Ctrl A hovering on the modifier, starting from the topmost one), unless there's an identical modifier on Container A (the body, in your example), in which case you can leave the modifier in place.
Check also constraints and apply them if present.
Check also if content data share some elements with the same name (expecially UV Maps and Vertex groups), and change their names if needed, so to avoid names conflicts.
Now Ctrl J will join as expected (in your case, probably some mirror modifiers need to be applied before joining).
Booleans are meant to be used if you need a final "waterthight" single mesh, and it's probably a bad idea in your case.

Thanks, it was helpful


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Can't connect model with armature
I added Human Meta-Rig, fit it to my model, applied all transforms on bones by CTRL A, then press Generate Rig. After that select my model, then rig and CTRL P > With automatic weights. And my Mac just freezes in waiting for too long

I also tried to clean up every separate mesh by Degenerate Dissolve

200K vertices are too much for animating a character with ease: probably if you let your Mac run for a longer time it will be able to perform the parenting, but you will have problems of lagging during animation process, as realtime animating too many vertices is heavy for the machine.
The "correct" procedure is to perform a Retopology, creating a LoPoly version of the character (tipically from 3K to 30K vertices), baking all lost details onto a Normal Map, and parenting the LoPoly character to the rig.
Using decimate modifier or others automatic procedures to reduce the PolyCount leads generally to a loss of quality, but it can work sometimes, depending on the general quality requests.


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How to get wireframe image
To upload model on TurboSquid you need wireframe image that shows all model topology. How do I get it? I already try this things with freestyle edges but my render image look the same (with materials, not black and white as it needs)

Can you add an image of what you want? First thought is to temporarily add a Wireframe modifier and then render an image but it depends what your model is and what you want to see.

There is a Wireframe node in the material editor. Just use that as input into a color ramp, into an emissive node.

You can do a View > Viewport Render Image?

You can do this by using Freestyle if you do it for example like this: let's say you have a scene with different objects and different materials.

Then you have to create a holdout material. You can add it to any object you like and it does not have to be applied to any of the faces (it just has to be on an object because otherwise Blender will not let you create it).

Now you can go to the View Layer Properties tab and under Override you select the holdout material (you have to use Cycles for that). You can even set a lower sample amount for this render, even 1 should be okay since the freestyle edges do not need them.

Select all objects in the 3D Viewport by pressing A (it does not matter if there are non-mesh objects in the selection, as long as the active object is a mesh object, so probably click-select one first before selecting all). Then press Tab to go into Edit Mode, again select all with A and then go to the Edge menu or press Ctrl+E for the context menu and choose Mark Freestyle Edge, this should turn all edges green. Tab back into Object Mode.

Make sure you enable Freestyle in the Render Properties and under Color Management set View Transform > Standard and Look > None if you want to have everything white later and not light grey. I have also enabled Film > Transparent but this is only necessary if there would be background visible in the scene. If not it does not matter because the override holdout material will make all objects transparent.

In the View Layer Properties go to the Freestyle > Freestyle Line Set settings and under Edge Type select Edge Mark and probably Contour as well.

If you now render the scene, thanks to the holdout material as override for the actual materials, you only get black lines over a transparent background.

You could now either save the image like that to make a white background in whatever image editing software you want or you can do it in the Compositor. Plug the Image ouput of the render layer in the second Image input of an Alpha Over node and leave the first as white color.

Thank you! It was really helpful!


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How do I turn on RTX
So I feel this may be stupid but I just got a 3060 and would like to know how do I turn RTX on in blender. Thank you.

Edit Preferences and go to the System Tab.  Your graphics card should be listed under "Cycles Render Devices".  Enable it.  That's all you need.
Here's my Preferences.  I have a different graphics card, but yours should be listed where the highlight is in my screenshot:

You probably also want to select "OptiX" rather than "CUDA" for your card.


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Why do I have creases when i subdivde my roundcube?
Im kinda new to blender and I was following this tutorial on youtube and I did everything they did but when I subdivided my circle "round cube" it had creases in it. This didnt happen before when I did this tutorial and im not sure if its a settings thing or if i clicked on something I shouldnt have from when I used it last? for refrence its (2:51) in the video.
https://www.youtube.com/watch?v=rEBwBrRzyhw

I've been unable to duplicate your problem from that tutorial using the settings your screenshot shows (if the Mirror modifier's Clipping or Merge are not checked it can cause the vertical crease, but yours are checked).  If you'd be willing to share your .blend file:  https://blend-exchange.com/help

There could be some duplicate vertices. Try merging them. M > By Distance.

Thank you! It fixed it :) @Leander

Duplicate vertices (vertices, that are exactly on top of one another) will subdivide differently.
You can merge duplicate vertices with M > By Distance. If your normals are irregular after that operating, recalculate them ShiftN.


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How to convert Geometry Node to Mesh?
Hello from a Beginner,
I am actually trying to convert -right image-  Geometric Node (Donut Icing) to Mesh. But When I press " Make Instance Real ", it makes a deformed donut -left image-.
Is there a Safeway for converting Geometric Nodes to Mesh?
Thank you.

Most likely you need to add a Realize Instances node before the output

Sorry for making this a full answer rather than a comment; I don't have the reputation yet to comment.
In addition to what Gorgious mentioned in his comment about adding a "Realize Instances" node, I found that "make instances real" still did not produce the desired behaviour. Instead, I found that I had to apply the "Geometry Nodes" modifier in the "Modifiers" panel, either via the dropdown or just hovering over the modifier and hitting Ctrl+A to do so.
If you are using geometry nodes on a Curve instead of a Mesh, then the above might not work and you may have to do one of the following instead:

Hitting Ctrl+A in the viewport and then selecting Visual Geometry to Mesh.
Using Object > Convert > Mesh.


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When I use a collection as a particle instance it show up but when I use a object instance I can see them
I have been following the donut tutorial and I am up to around 9:10 (https://www.youtube.com/watch?v=aZ5ungDgFNc). whenever I try to use a collection it just simply doesn't show in render or the viewport or anything. Please help.

your sprinkles collection is empty, select sprinkles objects and pull them to sprinkles collection

please provide blend file


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I need a material that isn't reflected by other objects roughness (img example)
The letters have a white material
The platform below has a material with low roughness that act like a mirror
I want a material for letters that can't be reflected on the platform.

hello, are you in Cycles or Eevee?

I use Eevee <3 Merry Christmas

You can use the "light path" node and connect the "is reflection ray" on the numbers material and plug it into a mix shader combined with a transparency shader. This way the numbers wont show up in reflections.

It doesn't work in Eevee ,Thank you for the answer.Merry Christmas!


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Which region is 'UI' region?
Can anyone help me explain what the "UI" region is? Unfortunately, I didn't get anything from their documentation.  Thanks!

This question doesn't appear to be about Blender but 'UI' is usually an acronym for 'User Interface' if it helps.

@JohnEason It is about Blender.  Blender divides the window into regions that have names and the names are relevant to Python.  They're used, for example, in poll functions to decide whether Blender should run the draw routine of a class.

@MartyFouts Ok but the questioner wasn't exactly forthcoming about what he/she was referring to or whether they were even asking about Blender for that matter! :^)

@JohnEason Indeed.  You have to both know what the Blender manual calls bits of the user interface and know that the Blender Python bpy library has an enum named something like bl_region_type that has a value UI to know what the question is actually asking.

Sometimes we have to be mindreaders in here! :^)

I knew it was about Python 'cause it was tagged "python".

In most of Blender's Editor Types (most notably the 3D Viewport, but not in Outliner or Properties), hitting the N key makes what many people call "the N Panel" (Blender's manual calls it a Sidebar) appear/disappear in the right side of the editor.  Python calls this panel the UI region.
Please note that I'm not particularly familiar with using Python for Blender, I got this from the Create your first Blender add-on article:  "We want it to appear on the N panel, which by convention is called the UI region."


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Is there a way to add an image as a keyframe in 2d animation?
I created a drawing in Medibang and I'm wondering if I can put it as a keyframe into my animatic?
I want to put it in the "Strokes" object so that all of my keyframes are in one place. From what I can understand, I can insert an image as a plane, background or reference. I read that background and reference won't appear in the final render, and I'm kinda lost on how the "plane" setting works.
What I'm hoping to achieve is to make the image appear for around 50 frames with a little bit of camera motion going from up to down. Then after the image, I plan on animating the rest of my animatic using Blender's tools.
Thanks in advance for any help!

Create a rectangle stroke with the same proprtions as the image, create a new material, in edit mode select the rectangle and click the assign button on material tab.
Set the material as "Fill", select the "texture" style, choose the image and set loc, rot and scale.


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Part of the body won't move fully even when fully painted

Hi everyone. As you can see in the picture below i've already painted the hip alongside the leg however when i move the leg the hip moves ever so slightly. Question is how can i make the hip move alot just like the leg? I've also assigned hips vertex group to the leg bone so i'm unsure what to do.

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

hello, please share your file so that we can test: https://pasteall.org/blend/

Ty moonboots! I appreciate all the help i can get!


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blender text mesh transformation
So I have the labels set using the answer here
How to add text in blender using python
import bpy

tech_list = ["TechA", "TechB", "TechC", "TechD"]
for tech in tech_list:
    bpy.data.curves.new(type="FONT", name=tech).body = tech
    label = bpy.data.objects.new(name=("label"+str(tech_list.index(tech))),\
                                 object_data=bpy.data.curves[tech])
    bpy.context.scene.collection.objects.link(label)

But there is no way I can get these objects rotated 90*, the bpy.ops.rotate only works in edit mode on meshes and the labels are curves,
I tried to convert to meshes but I get into infinite loop of trial and failure.
Would you be able to point me in the right direction?

The easiest way seems to use object.rotation_euler for this.
Note that Python always sets rotation in Radians. To convert degrees to radians you can use
Math Module
import math
degrees = 90  # example
radians = math.radians(degrees)
degrees = math.degrees(radians)
print(radians, degrees)      # return: 1.5707963267948966 90.0

Formula
degrees = 180  # example
pi = 3.141592653589793
radians = degrees * (pi / 180)
degrees = radians * (180 / pi)
print(radians, degrees)      # return: 3.141592653589793 180.0

Script
import bpy
degrees = 90
pi = 3.141592653589793
radians = degrees * (pi / 180)

tech_list = ["TechA", "TechB", "TechC", "TechD"]
for tech in tech_list:
    bpy.data.curves.new(type="FONT", name=tech).body = tech
    label = bpy.data.objects.new(name=("label" + str(tech_list.index(tech))) , object_data=bpy.data.curves[tech])
    bpy.context.scene.collection.objects.link(label)
    label.rotation_euler[0] = radians   # index 0 = Rotation X = +90°

works OK, and how would you move it?  I thought one had to change the text to  a mesh

No need to convert as long as you do not want to manipulate the mesh of the text object. And no matter if text or mesh object, you get access via bpy.data.objects[ID]. To move eg bpy.data.objects['label2'].location[0] = -5.0

thank you so much for your replies, there is just one thing I do not really get: if you can manipulate all data through the bpy.data interface, what is the use of the bpy.ops then?

For this I recommend an oldie but goldie post: https://blender.stackexchange.com/questions/2848/why-avoid-bpy-ops


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How to stop viewport from lagging and crashing?
I'm doing a scene with mountains, trees and a house. Originally it wasn't lagging but for some reason now Blender lags and crashes whenever I try to switch to material view. I reduced the number of edges, vertices and faces to around 300,000 (which my MacBook can usually handle) so the lagging stopped but the moment i switch to material view it crashes.
I think it might have something to do with textures but I don't know what to do if that's the case (I even used 2k textures to reduce this)
Here's a link to it:
https://www.dropbox.com/scl/fi/si3zpzw6oie4v8cxoan0s/mountainsBG.blend?rlkey=s37bnwj34e3ydr8i4jr6mc7lz&dl=0

So you know, this doesn't crash for me on PC, although you haven't packed textures.  Looking over file briefly rather than completely, things look in order.  Odds are good that it's your computer and/or drivers, but yeah, texture memory usage could play a role.  Expect Mac support to be poorer than Linux/Win support; expect Mac GPU to be poorer than good PC GPU.

Geometry
The number of edges/faces isn't meaningful when you want to know how heavy your mesh is. It's the triangle count that actually matters.

You still have 500k triangles. It's not massive, but it's not insignificant for some hardware and Blender itself.
About polycount, try to think of it as investment priorities. You have limited resource to spend on different things. You have a massive area to render, you have depth of field to "hide" missing details out of focus, so don't put a little flower with 150k triangles in the lower corner that is out of depth all the time and even goes out of frame during the animation:

The main body of your house is visible only from the outside and from a great distance, so you don't need either great detail or inside geometry:

This one costs you 30k triangles, it could be way less. The Venetian slats are 2.6k triangles each. Yet in the final render, at that distance and resolution, even by zooming in you can't even know they exist within the pixels:

It's a lot of little decisions like that that can help you simplify your scene.
Instances
There are two ways to multiply objects: duplication and instantiation.
Duplicating is done using the shortcut ⎈ Ctrld and makes a full copy of an object and its data. While instantiation is done with ⇧ Shiftd and only duplicates the object, but reuses the same data. Meaning, for identical objects, you load the data only once instead of multiplying it for each occurrence.
By setting the outliner to Blend File and looking in the mesh category, we can see a lot of duplicated names, which probably means a lot of them are in fact identical meshes, but that are yet loaded multiple times:

It's even clearer when checking your objects names, like your trees Bark01.
When you have multiple identical objects, you can select them all, then press ⎈ CtrlL > Link Object Data:

This will not reduce the polycount as they are the same objects, but it drastically impacts the memory usage, load times, and also impacts materials. Some objects might look a bit different when doing this if you did slight changes on the object or mesh level. Like here, I guess you scaled down one of the trees in edit mode. But that's all right, you can scale it back down in object mode instead.
Do this for any objects you duplicated, and it will lighten your scene in many ways. Even for you to work with.
Instantiation can be done using other ways: the particles systems you used for your grass are instances of the original objects. They reuse the original objects' data.
You could model one Venetian slat, and use an array modifier to make all the slats for a single window. And then instance the object to make the slats for the other windows. That way your memory loads only one cube as a slat, that's 18 triangles for all slats, instead of 2.5k per window slats.
Materials
Making sure you use instances whenever you can will probably already reduce the amount of duplicated materials, but even then there is room for improvement.
You didn't pack your textures in your file so we can't see how the scene behaves normally, it's all purple for me:

But even with that, I do notice that switching to Material preview takes a lot of time to compute. Which is normal by itself, it's how it works. But If you feel that it takes too long than what it should, then there are perhaps things you can do to optimize it all.
A little trick I have to quickly have a broad view of a blend file's materials with thumbnail previews is to first go in the outliner, set it to Blend File, select all the materials and  RMB > mark as asset. Then I can see them all in the Asset Browser:

You have quite a few materials that seem very similar to each other. I can't tell for the purple-missing-texture ones, but they are named as if they were duplicated, so I wouldn't be surprised if at least some of them are in fact duplicated. But we can also see two Bark01_SHD materials, four Grass.Clump.Style_... with just a slight change in tint that could be replaced by one material with a random color range, two stem materials, and six greyish materials with no much going on.
Even when your resources are plenty, you should avoid this kind of wasteful data utilization. I bet you could do a lot by having fewer materials.
The grass clumps ones for example ;
Basically you have the same material used over multiple instances with just a few random variations. So you could literally enable your nodes, and use a Random Object Info and a color ramp to randomize the color on the objects wearing that material, and put that material on all the objects that need it:

You could reuse that logic on other materials to control other properties.
Textures
Not much to say: avoid slow formats like PNG, don't use big resolutions that you don't need, don't duplicate the same textures, ...
In the Preferences, you can also enable Limit Size:

So I made some of these changes and it kind of helped. It's definitely less laggy but the material view still crashes Blender for me. I think my Mac is just a bit shit and it's overheating but here's the link anyway: (Blender file): https://www.dropbox.com/scl/fi/si3zpzw6oie4v8cxoan0s/mountainsBG.blend?rlkey=s37bnwj34e3ydr8i4jr6mc7lz&dl=0 (Textures): https://www.dropbox.com/scl/fo/4m1q50mjjrhjhbtu2bqoe/h?rlkey=0z7mhewzahzb93aytc7lrrzzv&dl=0

you could try to delete all textures (you can do it easily from the outliner in blend file mode) to see if it still crashes. If it doesn't, I would think that the main reason is a lack of resources to load the textures, so you could try using fewer textures until it "fits". But if it crashes even without textures, maybe it's actually a bug you can report using the menu Help > Report A Bug.

Oh, and make sure your Mac meets the official minimum requirements to run Blender, and to check your graphics driver is up to date.


text:
How can I call the values from an group output attribute?
I am trying to call the values from an attribute defined in the Group Output for the use in a python script.
To illustrate the problem I have made a simple GN-model (2 Mesh Lines with unique integer values related to the edge per Mesh Line i.e. 1/2):

Within the GN-model the data is available, as the spreadsheet shows:

I want to store the values that the attribute stores into a simple TXT or CSV file.
So far I was only able to get the name/lable of the attribute but not its values via (note '6' may vary):
import bpy
import bmesh

print(bpy.data.objects["Cube"].modifiers["GeometryNodes"]["Output_6_attribute_name"])

After some tries I have come up with the following solution:
import bpy

# Make a temporary copy of the GN-object and convert it to a MESH
bpy.ops.object.convert(target='MESH', keep_original=True, merge_customdata=False)

# Deselect the GN-object
bpy.ops.object.select_all(action='DESELECT')

# Address the copy and readout the attributes
o = bpy.data.objects["Cube.001"]
for a in o.data.attributes:
    for d in a.data:
        print(d.value)

# Reference: https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Python_API/Scene_and_Object_API
# Select the temporary object copy and delete it
bpy.data.objects["Cube.001"].select_set(True) # Blender 2.8x
bpy.ops.object.delete()

# Reselect the GN-object as active object so that the script can run again.
bpy.ops.object.select_all(action='SELECT')
bpy.context.view_layer.objects.active = bpy.data.objects['Cube'] # Blender 2.8

# At this point the model has returned to the original state.

This will return all the values of the attribute as I wanted.


text:
Using the bevel tool on a single axis
I am working on a helmet model which has a recessed lower edge, with a more recessed back closing towards the center. I attempted to use a bevel to obtain this effect, and it was mostly successful, except for the fact that the bevel affected both the x and y axis of the model. My goal with this indent was to have it gradually become less dramatic the farther from the back of the model it moved to, so this did not work for me. How can I apply a bevel only to this section, and have that bevel only be applied to the x axis, instead of both the x and y axis?
(Image 1: The beveled surface, which should be in line with the straight walls to the far left and right, but is affected by the bevel on both axis)
(Image 2: Reference image of the original model. Notice the bevel on the back of the helmet, which only affects the x axis of the helmet, and fades in closer to the rim of the helmet farther from the very back)

Hi :). Perhaps bevel isn't the right tool for the job here. Modelling it manually will give you more control.


text:
Problem with Google Colab rendering with Blender
I am a novice aspiring professional in Blender who recently told me about being able to render in the cloud with Google Colab of Blender, I tried to do it with several models and although the image was made without problem the problem is that the textures of the models disappear for some reason remaining purple as you can see, it is strange because if I render that same document normally the image comes out with the textures without any problem of losing these
Does anyone know how to fix it?  I leave below the code that I used separated in the best way, I also attach the image so you can see how it turned out, and no, there were no connection problems with the assigned GPU, all these codes were executed well.
    #Connect Google Drive to Google Colab
#=====================================
from google.colab import drive
drive.mount('/content/drive')

 #Download Blender from Blender Repository.
#Other Versions are here: https://download.blender.org/release/
#=====================================
!wget https://download.blender.org/release/Blender4.1/blender-4.1.0-linux-x64.tar.xz

#Unzip Blender
#=====================================
!tar xf blender-4.1.0-linux-x64.tar.xz

#Deletes the Default libtcmalloc-minimal4 version and installs the Ubuntu default version
import os

os.environ["LD_PRELOAD"] = ""

#Deletes wrong Version of libtcmalloc-minimal4
!apt remove libtcmalloc-minimal4
#Installs correct version of libtcmalloc-minimal4
!apt install libtcmalloc-minimal4

#Adds this library to the user environment
os.environ["LD_PRELOAD"] = "/usr/lib/x86_64-linux-gnu/libtcmalloc_minimal.so.4.3.0"

#Path of Blender File to be Rendered
#===========================
filename = '/content/drive/MyDrive/BlenderRendes/IronPrueba.blend'

!./blender-4.1.0-linux-x64/blender -P 'gpu.py' -b $filename -noaudio -E 'CYCLES' --debug-all -o "/content/drive/MyDrive/BlenderRendes/IronPrueba_####" -s 1 -e 1 -a -F 'PNG' -- --cycles-device CUDA

For the textures to be properly added in the .blend file, go to File > External Data > Pack Resources. Now, all the files will be included in the .blend file.

Activate the Automatically Pack Resources to do this automatically every time you add a texture.


text:
What did I do that the whole layout screen isn’t showing anything? I can’t find the camera
Everything is still there when I go into modelling,shading,animation, rendering etc but just not showing anything in layout(the grids are gone too). The camera was working normal too…Can anyone please tell me how to fix the display back to normal?
Thanks.

Try this: select an object in the outliner and View -> Frame Selected

Hello and welcome. Rather than take photos of your monitor post actual screenshots instead, see How to take a screenshot. Photos are harder to read because we have to look past external interferences (like reflections, smudges or Moiré patterns) and guess if we are looking at hardware issues such as a malfunctioning display or connections, a software level issue like driver malfunction or glitch, or actual artifacts or issues with the model itself.

Try switching out of Rendered view (top-right icon) to Solid mode (white circle icon) then centre your selected object with the . (period key) on the numpad.


text:
Why does the scene get darker when I add Point/ Spot/ Area Lights?
See this image:

And now the same scene, with the internal lights:

Although the difference is quite clear, what bothers me most is that the curtains lose that light around the sunlight that hits them, this is where the problem becomes clearer.
I came to think that somehow they were really affecting the room by making it darker (which doesn't make sense to me), so I decided to do the test and add some Spot Lights far away from the room and this was the result.
Only with HDRI:

With 5 Spot Lights away from the house (The more lights I add, the more serious the problem becomes):

And finally with all the lights, where the problem gets even worse:

I'll also leave a .blend file with this last example for anyone who wants to take a look, but I don't understand how adding lights can make a scene darker.
I even thought about just leaving the HDR lighting, but some parts of the room would need spot lights to be visually more beautiful, so I'm still trying to understand what's happening.
Download: https://drive.google.com/file/d/1xfBw562nWxSestoOqwcmaGpGdysFKarA/view?usp=sharing

And this is in Cycles?
Without opening up your file, I would guess that its related to Fast GI approximation


text:
How to select meshes that are bundle into one object in blender?
I want to select meshes that were bundled together into one object and remove them or move them apart. The mesh come bundles and I have no control over this part.
Can I select a mesh by clicking a mesh and hitting an action? Can I break apart the object into distinct meshes? I feel that it is quite eazy to do, but I didn't find a way to do it.
I tried to select one vertices and select the remainings that are connected, but I was not able to select them all.

what does it give if you select all and press P (Separate) > By Loose Parts? it should work if each arrow is made of one mesh

It works! Each arrow is its own mesh now. Thx!! :)

Don't forget to select all the new objects and right click > Set Origin > Origin to Geometry

In Edit mode select all and press P (Separate) > By Loose Parts. It will work if each arrow is made of one mesh. Also don't forget to select all the new objects and RMB > Set Origin > Origin to Geometry


text:
How to reunite/merge a face to another in a single object?
Hello everyone and happy new year !
In these holidays, I'm making a low-poly chest that looks like this:

The whole chest is a single object so far. I extruded the central faces along their normals to create the sort of ring in the middle. Right now, as you may see below, the last faces from each side aren't connected to the rest of the chest.

I found some threads talking about the Knife Project Tool and also the Intersect (Knife) tool, but I think I didn't manage to use the later properly. My other plan was to snap the unconnected face and try to use the Knife tool manually to add the necessary vertex but for reasons that are obscure to me, I was unable to cut from certain edges to another.
I was told multiple times that I have a knack for complicating things but I was wondering if I should, whenever it's possible, keep modelling from a single shape or merge everything together and if so, if you could give me some hints do to so the right way.
Thanks a lot in advance for your time and knowledge !

Wha i would do is add two cuts with Ctrl + R the take each points and press M to merge them To the last.

Thanks for your answer. I don't understand why I can't use the knife to cut from a vertex to an edge, the tool behave quite weirdly in this situation. However the "merge at last" seems to did the trick. There is some weird faces left. I'll try to clean this up.
Thanks again !


text:
Mapping node is not showing texture
I have a floor texture added to my material as a color. I would like to repeat the texture, make the initial texture smaller.
I know I can do that by adding a Mapping Node and adding the vector to the input vector of the Texture Node. But when I attach the Mapping Node I stop seeing the texture correctly. It looks like it just scales up the texture way bigger than it should be, but when I try to scale it down (or up), I never see the texture come back. I only see different shades of the colors also appearing in the texture. Whatever parameter I change in the Mapping Node, I keep seeing shades, but never the actual texture. When I remove the Mapping Node I see the texture correctly again, so there's nothing wrong with my viewport.
What am I doing wrong?

Hey :). You also need to add a Texture Coordinate node > UV before the mapping node.

Thanks! This does indeed work. :) Thanks a lot!

I should also add a Texture Coordinate Node and attach it to the Mapping Node. That makes the texture visible.


text:
How to change the Orientation of the Local Origin?
I have a mesh with a crooked origin. I understand how to center the Origin to its center of mass, a component selection or to the 3D Cursor. No issues here.
What I can't seem to find is how to Align, or Oriente the origin to affect the Local Origin of my Object permanently.
It seems that all Origin tools affect the Location of the Origin, but not the Rotation.
Thoughts?
-Berube

Related re fixing https://blender.stackexchange.com/questions/63506/set-object-local-axis-based-on-face-orientation  https://blender.stackexchange.com/questions/6369/how-to-align-an-object-by-one-or-two-edges-to-xyz-axes

btw the origin is simply a point in space that is local coordinate (0, 0, 0). It has no rotation.  The links posted above move the coordinates of geometry to align with local axes.


text:
Question related to particle
I am new to blender, doing an exercise of modeling a donut. When it comes to adding sprinkles, I was trying to use particles to do that. But when I apply the particle effect on my "icing" layer, the sprinkles were all hiding inside the icing instead of on top of that. Any idea what happened and how to fix that?

Check the source of the particle emissions near the top of the particle settings. Is it set to volume? Or perhaps the solidify modifier is after the particle modifier, so it adds sprinkles on the non-solidified icing, and then the icing solidifies over them.
PS: do not say “apply” generically, as it means something specific in blender.


text:
Remove the star icon from any stashed NLA track with a given name
I was wondering how to remove the star icon (see screenshot) from a stashed track with bpy. I want to loop through all selected objects whose stashed star track's name equals a string.

For future work, I would also like to know where I can find these variable paths. I am always having a hard time finding those references for the whole Blender animation system, so I was wondering where you people could find them.

TL;DNR:
You need to find the relevant NLATrack and change the is_solo value to False.
for obj in bpy.context.selected_objects:
    if obj.animation_data and obj.animation_data.nla_tracks:
        for track in obj.animation_data.nla_tracks:
            if track.name == 'PUT_TRACK_NAME_HERE':
                track.is_solo = False

The way I figured this out

Reading  the "NLA Tracks" manual section to see what the star means.
Knowing from previous experience, although you could find out by searching the web, that each object that has animation data stores the NLA Tracks in obj.animation_data.nla_tracks.
Reading the Python manual for bpy.types.NlaTrack to discover that the variable corresponding to the star appears to be is_solo.
Using the Python console to check the assumption by stashing an action plus creating a couple of NLA strips and then interactively trying to change is_solo for a strip to see if it worked.  Here's a transcription of such a test:

>>> o = C.active_object
>>> n = o.animation_data.nla_tracks
>>> s=n['[Action Stash]']
>>> s.is_solo
False
>>> s.is_solo = True
>>> s.is_solo = False

obviously doing the last two while looking at the NLA editor to see if the star on the stashed track changed.
Once I was certain of that, I would convert the interaction into
maintainable code which is what I would normally present in an answer:
obj = bpy.context.active_object
nlatracks = obj.animation_data.nla_tracks
stashed = nlatracks['[Action Stash]']
stashed.is_solo = False

You want to iterate through selected objects.  If you look at the manual for bpy.types.Context  you'll see that it has a member for this, so your loop could look like
for obj in bpy.context.selected_objects:
    if obj.animation_data and obj.animation_data.nla_tracks:
        for track in obj.animation_data.nla_tracks:
            if track.name == 'PUT_TRACK_NAME_HERE':
                track.is_solo = False

replacing the track name with the one you want. The if statement is because not all selected objects may have animation data, and not every object with animation data has NLA tracks.
Tools
There are several ways to find these things out.  I didn't mention one of the two most useful.  If you Edit Preferences, in the Interface tab, under Display there are checkboxes for Developer Extras and Python Tooltips.  Both are useful, but Python Tooltips allows you to hover over many fields and get a tooltip that will give you a starting point for finding out what data structure goes with that field.
I did mention using the Python Console. You can find a lot out by using it, especially using completion to find out what members an object has and help to find the arguments for a function.
The Python console is featured in the Scripting workspace, along with the Info window.  Often, you can perform a task interactively and find out from the info window what ops were called.
The System Console is not featured, because it is handled differently in different OSes.  On Windows, you can use the topbar menu Window → Toggle System Console.
People often discount the manuals, but they do contain useful information and the Blender Python manual has the best documentation on the data structures, although you have to spend time learning how to navigate the various sections.
Search engines are very useful.  Stack Exchange has a lot of questions on related topics and you can often find what you need in related questions.

Thanks a lot for this comprehensive answer. The hint about the Python Tooltips is super handy. I didn't knew about it.
It's also good to know that the documentation is offering more than I thought. I should just dig more deeper into it.


text:
Stash actions of all selected objects and rename their NLA track to the same name
Situation:
I was doing a physic simulation with thousands of small objects. I baked those into keyframes => should be 1st animation.
Now I want to do this again for a second animation.
Problem:
I would like to stash all of the current Actions of the selected objects into the same NLA-track (same name), so that when I export the objects it is only one animation. And then I can bake the next physic simulation and stash them into another NLA-track for the second animation.
Nevertheless, I can't find an option to stash all current actions of the selected objects and rename the NLA-track. And I certainly don't want to do this manually for each.
Maybe there is also another solution to do so?

Thanks to @MartyFouts I could solve my problem and shorten the code a bit. So now it is doing what I intended: The action of each object is pushed onto a new action strip (muted) with a given name and the action is cleared.
import bpy

selected_objects = [ object for object in bpy.context.selected_objects if object.animation_data]

start_frame = 1

for obj in selected_objects:
    tracks = obj.animation_data.nla_tracks
    new_track = tracks.new(prev=None)
    new_track.name = "Some Name"
    new_track.mute = True

    strip = new_track.strips.new(obj.animation_data.action.name, start_frame, obj.animation_data.action)
    obj.animation_data.action = None


text:
Different material to different letters in text with animation nodes
Is there a way in which I can change the material of different letters of a text frame by frame with animation nodes? Like, the capital letters in the example underneath would be of a different color than the rest:
frame 1    Text
frame 2    tExt
frame 3    teXt
frame 4    texT
Thanks for your thoughts!

No idea yet, but just for clarification: you want the capitalization to be the distinctive feature, or the letter itself?

The feature I'm looking for is a different color than the rest of the text object. So the word is visible throughout the animation, say in red letters, but successively each letter changes color once to blue. So in the above example, in frame 1 the first t is blue and the rest red, in frame 2 the e is blue and the rest red, and so on

with this node setup:

you can get this:

Thanks a lot for this! Works like a charm

you are welcome


text:
How to change text in animation for multiple objects in a Python loop
I have about 300 text objects, of which the texts need to change during the animation (numbers in a graph). I came across this Python method using applicatoin handlers: Keyframe on text body in Python?
My problem is: it works if I do this for one object at a time, but not when i use a for loop:
for p in pricelist:
    pname = p[0]
    plist = p[1:]

    text = bpy.data.objects[pname]
    print(pname, text.data.body)

    def update(self):
        text = bpy.data.objects[pname]
        frame = bpy.context.scene.frame_current
        text.data.body = f'{plist[scene.frame_current]}'

    def register():
        bpy.app.handlers.frame_change_post.append(update)

    def unregister():
        bpy.app.handlers.frame_change_post.remove(update)

    register()

(with pricelist being a list of lists, every row contains the object name (first item) and after that, for every frame a value in a string).
When I run it, nothing happens. Sometimes, I have not figured out when this occurs, I get the error "ReferenceError: StructRNA of type Object has been removed" in the terminal over and over again as the animation plays.
Why does this not work, and how do I get the texts of 300 objects to change in the animation in one go?
Thanks in advance for your thoughts!

Hello, can you confirm that this is a typo and you're not registering your handler in the loop ?

In any case I would change text.data.body = f'{plist[scene.frame_current]}' for text.data.body = f'{plist[bpy.context.scene.frame_current]}', the scene variable seems to be initialized before the script and might be invaliated at the time of execution of the callback

Thanks for looking into this. The register() function is meant to be within the for loop, otherwise it would only register the last defined update in the loop. Just to be sure, I ran the code with register() outside the loop, to no effect. Also changing the scene variable to f'{plist[bpy.context.scene.frame_current]} didn't yield any results

It looks like the update function is overridden in forloop in blender, but making a wrapper fixes that.
import bpy

# add 2 text object
bpy.ops.object.text_add(location=(0,0,0))
bpy.ops.object.text_add(location=(0,2,0))
#

list2 = [
    ["Text", [f"Cube: frame={r}"  for r in range(500)]],
    ["Text.001", [f"Cube.001: frame={r}"  for r in range(500)]]
]

objs = bpy.data.objects

def wrap(name, l):
    def update(self):
        print("update start", name)
        frame = bpy.context.scene.frame_current
        objs[name].data.body = f'{l[frame]}'
    return update

for name, l in list2:
    fx = wrap(name, l)

    def register():
        print("reg", name)
        bpy.app.handlers.frame_change_post.append(fx)
        print("len", len(bpy.app.handlers.frame_change_post))

    register()

Here is an example that doesn't work
import bpy

# add 2 text object
bpy.ops.object.text_add(location=(0,0,0))
bpy.ops.object.text_add(location=(0,2,0))
#

list2 = [
    ["Text", [f"Cube: frame={r}"  for r in range(500)]],
    ["Text.001", [f"Cube.001: frame={r}"  for r in range(500)]]
]

objs = bpy.data.objects

for name, l in list2:
    def update(self):
        print("update start", name)
        frame = bpy.context.scene.frame_current
        objs[name].data.body = f'{l[frame]}'

    def register():
        print("reg", name)
        bpy.app.handlers.frame_change_post.append(update)
        print("len", len(bpy.app.handlers.frame_change_post))

    register()

Thanks a bunch, that totally did the trick!


text:
How to make an animation in which an image plane appears with a clockwise motion, like a pie chart
I want to make an image plane appear with the following animation:

image plane is invisible
a pie slice of the plane becomes visible
The pie slice increases so as to reveal more and more of the image plane in a clockwise (or anticlockwise) motion
image plane is completely visible

Trying to come up with a clue I toyed around with the screw modifier, which does offer the animation I want, but then any image texture I apply to it is majorly deformed. I'd want to see the image as is.
How can this be done in Blender? Thanks in advance for any thoughts!

Edit the material so you can animate a radial texture to drive the transparency. Set the Gradient to Radial for a clock wipe effect. Use a math node set to Snap to step through the reveal in segments instead of a continuous wipe.
Notice that in Eevee you must set the material's alpha type to blend or hashed.

Went with this solution in the end, because I could do the animation within a single object. Thanks for the answers! Learnt a lot from both

You could create a simple edge, give it a Screw modifier, and enable the Visibility > Holdout option so that it create a transparent mask in front of your image. Then enable the Render > Film > Transparent option:


text:
cant see smoke in render mode
I cant see smoke in render mode, but i can see in solid mode

and what does your smoke material looks like? Did you change something or is it on default?

Didn't change anything. Default

Did you use quick smoke to make the smoke? if not you will need a new smoke material, instead of principled bsdf you need to make a principled volume and connect it to the volume shader output. it should look like this


text:
how to create tv playing cartoon in blender and export it to a model?
I am attempting to create a TV that plays cartoons using video.mp4, and after completing this, I aim to export it as a GLB format file. However, when I perform these steps, the video does not play, and the mp4 file seems to be missing when I import it again for viewing.


text:
Blender File opening and Immediate close
I have a file that seems to open but then immediately closes when opening I don't know what's going on. At first, I created the file on my personal computer and it seemed to work. I was able to open it into another PC from our animation Lab but when I got home it opened and immediately closed... I need help to fix this

Which Blender versions are you using, is one of them newer or older than the others? Not the usual behaviour when opening a file of a different version, but this once happened to me. Opening with the correct version worked then.


text:
How do I make two objects deform correctly?
I am making a detailed 3D model of a Shed and I want to animate it assembling. I have two identical sheets of iron that need to be overlapped. I have animated them coming together and they clip (as expected). However, I would like them to deform - the sheet on the inside bends in and the sheet on the outside bends out - as they would when you would assemble it in real life. Is there a way to do that?
I have explored using physics but I couldn't get anything to work (however I am a novice in Blender, especially physics).
Would somebody be able to help me out?

hello could you please show a drawing of them before and after? It's not clear how they bend in and out

They don't bend at the moment. I would like to make them bend. I'm just not sure how to

Could you use the Annotate tool to draw (even "quick & dirty" !) on the first view you have posted how the dark and light oranges lines should deformed, exaggerating the displacement to help to understand your objective ?

Maybe shapekeys? But as we say, it's not clear what you want


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Can someone please help me make this metal material?

Hello, Is someone able to help me make this material please. I am modeling screws and I can't seem to achieve that material with its imperfections
Thanks

Your references show at least 2 very different metals? And which imperfections you introduce for realism will depend on RL scale, casting, usage, etc. So it would be better to confine yourself to a single material reference if you can find it, and show us the objects you are actually making, as work in progress. IMO, this will probably attract more specific and relevant answers.

As @RobinBetts says, that's at least two different materials. The first image looks like a pickled steel surface slightly corrosive maybe or something similar but really hard to tell from that pic, while the other images are clearly zinc-galvanized surfaces much smoother apart from scratches and a little wear... but since you want to model screws I guess you're preferring the zinc-galvanized surface? But the small screws at the bottom could be made of stainless steel...

I got something like this, maybe it's fitting for your need:

If yes, here's the node tree:

Since it's procedural, you're able to change everything to your needs. Just play with the values a bit.
Note: this Setup works Cycles only since it's using the Bevel Node wich only works there. If you want your texture to be used in Eevee anyways, set it up in Cyles and bake the texture.
I hope it helps

Thank you very much. I do realise i had two materials in mind. The bottom was the one I was after. Thanks for you help.


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Framerate option wont change and is stuck on 30 fps
I updated my Blender to version 4.1.1, but I'm having trouble changing the frame rate from 30 to 24fps. No matter what option I select, it stays at 30fps. Any help would be much appreciated. Thank you.

Does is appear in the default scene? If it does, fill a bug report, but bugs are off-topic here. It may be specific for your scene, you can try loading to factory settings

Seems to appear in the default as well! thanks for your reply, I'll fill a bug report


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Seams not seaming
Nooob alert, as I am tired and exhausted of this project that im making, and the deadline aproaches quick. Does anyone know why the subdiv mod doesnt register inner edges as sharp?
Means a lot!

can you share blend file https://blend-exchange.com

Please make this a simple as possible for us? Indicate as clearly as you can: what you want, what you've got, and the difference.


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The Tap 'Auto-Rig-Pro no longer has a function after Smart Rigging?

Link to the tutorial that I tried out: https://youtu.be/28gJhqCQyxE
[min. 2.07]
I would like to go to the 'Limb Options', but they are somehow no longer there...

That's a third-party addon, not part of Blender so you'll have to ask the developers that question as it's off-topic here.