text:
Blender keeps deleting my sculpt when I save
Im working on a sculpt and Blender keeps deleted the progress ive made when i try to save the file or if I do anything outside of sculpting the object at hand.
Ive attached images of before and after, does anyone know whats causing this and how to fix it?

Can you attach your .blend file to your question for us to have a look at. https://blend-exchange.com/

@Psyonic https://wetransfer.com/downloads/b2a89151d815fdb6d8a3141c8c3a5be920221210010033/6ff082967673b1c4e18d25c011fceec120221210010144/2a68b8 heres a wetransfer link. i tried deleting the multires modifier and re-adding it and that seemed to have worked but I dont think thats a good fix

That link has expired


text:
Is there a way to extract brush textures (alphas) from a .blend file?
https://www.blendswap.com/blend/20195
I downloaded the rock brushes from the link above to use in blender. I would like to use these same textures in ZBRUSH as alphas, but I cannot figure out how to locate or extract the files.
Ive attached a screenshot of what the folder of the downloaded file looks like, as you can see I am only to see the .blend file. Is there a way to look at the content within that file in order to get the textures?

Do you want to extract the textures from the blend file but you don't have Blender? Why don't you download it? It's free and there is a portable version. The brushes use textures that use images if I remember right. The images are probably packed into the blend file. So you need Blender to export them.

@blunder yes im using blender, but I need to extract the textures from the blend file. I cant figure out how to export the files from blender, do you know how?

I've tried to open the blend file (2.7x) on 2 computers with Blender 2.83, 3.4, and 3.5a. It crashes all the time immediately. So, Plan B: Open a new blend file, use menu File > Append > Brushes, and select all  "RB_..." brushes. Then save the blend just to choose a directory. The brushes come with packed images. Now, you can export all these images with the menu File > External Data > Unpack Resources & choose Use files in the current directory.... That's where the saved blend file is. Blender will create a folder named "textures" & saves the *.PNG files there. Mission complete :-)

I'm not sure why your question got closed because it's about Blender and exporting data. IMHO it's more a duplicate of this question: Is there a way to save the textures used inside a .blend file to a PC?. Maybe a moderator can fix it.

@Blunder That may have been a bit hasty decision on my part! Sorry, fixed it.

@blunder thanks for the link, I ended up unpacking the whole file and it put the textures into a separate file which I saved to my desktop!

source: Stack Exchange

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

sort: votes


text:
Blender api redraw UI
I write my Blender addon. And I need to redraw the panel and all panels below it in one of operator execute. So I can write
def redraw_panel():
    try:
        bpy.utils.unregister_class(PanelClass1)
        bpy.utils.unregister_class(PanelClass2)
        bpy.utils.unregister_class(PanelClass3)
    except:
        pass

    bpy.utils.register_class(PanelClass1)
    bpy.utils.register_class(PanelClass2)
    bpy.utils.register_class(PanelClass3)

But so I have problems adding new panels below (I need to write register and unregister for them in above function).
Is there any other way in Blender api to redraw UI and panels in Blender?

Suggest checking on if PanelClass1.is_registered: https://blender.stackexchange.com/a/202896/15543    Above pretty much depends on all being in sync.   A tag redraw eg context.area.tag_redraw() is a common way to tag  UI for redraw, although it is often not necessary https://blender.stackexchange.com/a/182852/15543  Assume  you made some changes to panel class definition before calling op above?

Thanks for your comment! Should I write tag context.area.tag_redraw() in my panel draw method?

Yes, that's the way to do it usually @Multifora

Thanks @brockmann

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


text:
Using Message Bus to trigger events based on custom property changes
following Blenders documentation from the following link:
https://docs.blender.org/api/current/bpy.msgbus.html
I am trying to adapt the example to add a subscription to a custom property as follow:
import bpy

def notification_handler(*args):
    # This will print:
    # Something changed! (1, 2, 3)
    print("Something changed!", args)

if __name__ == "__main__":

    subscription_owner = bpy.types.Collection
    subscribe_to = bpy.context.scene['myproperty']

    print(subscribe_to)
    bpy.msgbus.subscribe_rna(
        key=subscribe_to,
        owner=subscription_owner,
        args=("example argument",),
        notify=notification_handler,
        options=set(["PERSISTENT"])
    )

Then, in the python console, I execute the following command:
bpy.context.scene['myproperty'] = "new value"

And I see that the value changes in the UI but there is nothing printed in the console (I launch Blender from the CLI).
I suspect that the values of subcription_owner and subscribe_to are not totally correct, but I don't know how to continue.
Anyone knows how to do it?

I tried with the object and a few of more options, but the problem is that I don't even see the point of that owner parameter. What is that for? I have the feeling that there are much more behind subscribe_rna that is not well documented.

after testing a bit i would say: maybe a bug in Blender. With objects everything is fine, but the scene properties change won't call the handler. So as workaround - just save it in an object rather than in scene.

Thanks for testing, Chris. I am trying different approaches also, like storing the data in an instance of bpy.props.CollectionProperty

From the documentation :

Some properties are converted to Python objects when you retrieve
them. This needs to be avoided in order to create the subscription, by
using datablock.path_resolve("property_name", False):
subscribe_to = bpy.context.object.path_resolve("name", False)

The callback doesn't work because in subscribe_to = bpy.context.scene['myproperty'], the right part of the statement evaluates to a python object (eg float if your property is a FloatProperty), and from this point there is no tie to the Blender API to get value updates to the msgbus.

With path_resolve you're actually pointing to the API property, which has an available callback .

It seems you do have to register my_property as a global bpy.types.Scene property if you want the callback to fire. I didn't find a way to make it work for regular custom props.
Your code then becomes :
import bpy

def notification_handler(*args):
    # This will print:
    # Something changed! (1, 2, 3)
    print("Something changed!", args)

if __name__ == "__main__":
    subscription_owner = bpy.types.Collection

    bpy.types.Scene.my_property = bpy.props.FloatProperty()
    subscribe_to = bpy.context.scene.path_resolve("my_property", False)

    print(subscribe_to)
    bpy.msgbus.subscribe_rna(
        key=subscribe_to,
        owner=subscription_owner,
        args=("example argument",),
        notify=notification_handler,
        options=set(["PERSISTENT"])
    )

Thanks for your answer. I followed your recommendation and I made it work. However, it only triggers the event from the UI, not from the Python console. I am not sure if I will encounter problems later because of that. The whole intention of that is to subscribe a property to a system socket and be able to trigger them from a different process ... wish me luck :D

It should be triggered with the Python API, but I don't know if it will work with an entirely different process :) good luck

I don't want to extend the question, but as you may now more about the bpy.props library. Is there any way to instantiate a different class (ie. defined in an imported module)?

If having to define via bpy.props probably leads to question, why not then  use a property update callback, or getter / setter?  The owner is arbitrary and often see owner = object()  See no advantage in using  a member  bpy.types

@batFINGER Agreed, it seems way more straightforward to use props get/set/update methods for this. Héctor Valverde Pareja : Might be worth digging around https://docs.blender.org/api/current/bpy.props.html or try to define more the end goal

Ok. To be honest, I think this particular question has been successfully answered here. Thanks to you, I managed to trigger the event after a value update. Now my problem may be more complex so I will ask other questions. I will link my next one here if you are interested. Thanks a lot!

Anyway, I am not sure if I understand you, but probably using a property callback is not possible for me, because the value of the property I want to catch is a socket. I am trying to listen to what is happening in a parallel process in order to trigger a notification with the process is done. I will probably explain more details in a separate question


text:
How to switch back to default view after switching to camera view in blender 2.92
I am using the awesome Blender 3d Software
I can switch to camera view using ctrl+alt+0

But how to switch back to normal view which was earlier before navigating to camera view

Blender ships with a wonderful add-on called Stored Views that can save and restore the current point of view (POV) in the viewport.
Just enable it in the preferences:

After activation, you will find a menu in the N-panel.
The button Save Current saves the current POV in a new list slot. You can give it a name and restore it later by pressing the cube icon in front of its name.
It also allows you to create a camera from the POV with a single click. That's a convenient shortcut for Add Camera and setting the camera to the POV with Ctrl+Alt+Numpad 0.

Furthermore, you can switch cameras from the list and keyframe them in the timeline. And if you enable the feature in the preferences with the button Enable I/O Operators you can import & export the stored views. Give it a try.

Stored Views is a good addon!

Pressing ~ on keyboard gives you a pie menu:

View camera in that pie menu acts as a toggle. just select it again to go back to last view.

In blender 2.93 ` (back tick) works to bring up that menu. Then, choosing View Camera switches between the camera view and the previous view (what OP calls "normal view").

I don't know if I understand the question, but the hints given here with switching the layout and using the pie menu make me think I'm completely wrong. What I read in your question is, you were navigating in the 3D Viewport and hit Ctrl+Alt+Numpad 0. This is the shortcout for Align Active Camera to View. This means, your camera is aligned to what you see in the viewport in that moment and this is the new camera view.
Usually you only have to press Numpad 0 to switch between Camera Perspective and the normal navigation view, the User Perspective. Let's say the camera's looking on the left side of an object, and you navigate your view to the right side. Numpad 0 switches between left and right side view.
My problem is now to understand what you exactly want. Numpad 0 gets you to camera view and back to what it was before, you can toggle between them. This doesn't work if you move the viewport when in camera view, because it exits Camera Perspective and becomes the new User Perspective.
If however your camera is now looking differently at the scene than before, that's because you used Ctrl+Alt+Numpad 0. This moves the camera to a different location and rotation to fit the Camera Perspective to the active User Perspective. Switching views doesn't get your old camera view back because your camera is no longer in the same location as it was before.
To get it back the only thing you can do is Undo your action with Ctrl+Z, but as all undo actions this only works as long as you didn't do too much inbetween or didn't close and re-open your file.

If you are already in Camera View, then do the following to get back to default Perspective view. From the top left corner, click:
View > Perspective/Orthographic menu button.


text:
Apply softbody result to CURVE
When one wants to 'save' the result of a softbody simulation, they apply the softbody modifier either directly to the mesh or as a shapekey. I am trying to perform this on a curve (simulating a string) but applying the modifier results in a message saying

Cannot apply modifier for this object type

Curves support shapekeys, so it seems to be an arbitrary limitation of Blender. Is there some work around I can use to 'save' the result of the simulation as the curve's default shape?

convert the result to a mesh, then back to a curve. You will lose some bezier data, but you'll have a curve back


text:
Viewport Render is different from an actual render
So I was playing with Shader to RGB nodes, however I encountered a slight problem. I used an HDRI in EEVEE to make a simple lighting setup for my wooper, but it seems that the viewport render is different from the one blender actually show

The rendered wooper

Viewport wooper

World shader
I can try and move the sliders on the colorramp which seems to fix the issue, but I'd like to know the reason behind this and a possible solution. Thank you in advance.

First question: is the viewport set up to show the scene lights/world? If not, of course it looks different. Second question: is the "studio009.exr" image a 360° image meant to surround the scene? It should be, since the image texture's projection is set to Equirectangular. And if so I would set it to the default Generated texture coordinates, or is there a specific reason you changed that?

@GordonBrinkmann

If you are talking about the rendered view, then yes, you can see that it's active on the 2nd image
Yes it's an HDRI downloaded from an HDRI haven. I have changed the texture coordinates, but I doesn't seem like the orientation is the issue. As I've previously mentioned this can be fixed through sliding color ramps or decreasing the value of BG colour strength.

What I meant was something different, not if rendered view is enabled. In the dropdown menu next to it there are options to enable or disable Lighting > Scene Lights and Scene World. By default, the material preview has this turned off, and the rendered view has them turned on. But this can be changed in which case the rendered viewport and the render result can show different lighting, because the render result will always use Scene Lights and Scene World, but the rendered viewport does not have to. Or is there maybe some light source disabled in viewport but enabled in render?

@GordonBrinkmann Oh wait there was indeed a light source hidden, I'm so dumb. Thank you for your patience.

I should have asked for a screenshot of the Outliner, often these issues are easily to be detected there.


text:
Child objects don't move with parent
So, i used Archimesh addon, to create curtains, but they have been created in the wrong collection.

But when i try to move it into the another collection, every child inside of a Venetian Frame stays in a Lighting collection.

Any ways to fix that? I can't select every single one of them, since those objects are parents too.

That's the way it works, children won't follow their parent unless you select them, what you can do is right click on the parent and choose > Select Hierarchy, then move to the collection you want.

HE IS THE MESSIAH! Thank you very much!


text:
My cloth keeps exploding
I added the cloth physics to a mesh but it looks like its exploding (in pic). Any solution to make it behave normal ?

Most likely you have collision problems at the start of your animation or the cloth is too small to fit over your mesh - there isn’t enough information in your question to tell for sure. It would be helpful to show the geometry of your cloth (wireframe) at the start of your animation as well as provide details of your cloth settings.
General cloth animation rules apply :

Always ‘Apply Scale’ to any meshes involved in the simulation
Disable cloth self collision to rule that out first
Reduce ‘Outer’ collision distance
Increase the size of your cloth to ensure not overlapping with collision bounds at the start of the animation
Check normals to ensure pointing in the correct direction

This should (hopefully) result in a stable simulation and then you can start to tweak the settings one by one to get the desired result. Note that your cloth mesh should typically consist of many evenly sized and evenly proportioned faces as vertex density significantly affects cloth simulation.


text:
Real world sizing of objects with a target Linear Measurement
I have scanned sculptures that need to be scaled up or down. Then what I am given is a measurement between two topographical features (like pupils). So I need to scale the object up till that linear measurement matches the need.
Now I can do this quite clunkily by making a target object of that measurement and hand scaling the sculpture till it mostly fits. But it's not exact and rather a poor way to go at it.
What I am looking for is a CAD feature that Allows me to make the same measurement on the object then change that measurement by typing in a new one and in turn scaling the entire object appropriately.
Strangely enough Lychee Slicer can do this well. ie a Measurement tool that snaps to the object and will not only give you the current measurement but if that measurement is manually changed will scale the tool AND object its snapped to appropriately.
My question is Does Blender have a better way to do this? A similar way described above to do this task built in or a Addon that allows you to do this??
I keep searching and because scaling in blender historically was a bit confusing (applying it etc) all I get in searches is that.
Any help here would be great as I am trying to streamline a process that will need to be done over and over.
Thanks!!

You can use the Measure tool to measure the current distance, and then enter a simple division equation in the scale fields, one at a time (or using copy-paste from the first one). Will this work for you?

Thank you for the response.
I need to use the provided linear measurement not a overall scale of enlargement, that measurement is the driving factor. Or I am not understanding what equation you are suggesting in the scale fields, please elaborate.
I am thinking you are proposing a proportional equation? of the linear measurements and then apply proportion to the scale?
If so I was really hoping for something Much simpler as I said I was trying to streamline this for artists to do quickly.   But that would work if that is what you are proposing.

Well, to state it formulaically, for any two points in a mesh A and B, given the desired distance between them D and the current distance between them E (both distances measured in 3D space), the appropriate scale for the whole object, so that D=E, is E/D on all three axes.

Yes, and I was able to find a Addon with a UI that helps with that.  Again I am trying to simplify and streamline for others that really don't do math. (really don't)
The Lychee Slicer has a great tool for this and I was looking for something similar that people could relate to.
I never thought of just using "proportional" as a key word and that worked to filter out all the blender Applying scaling advice.
So you where a great help, Thanks.


text:
How do I move canvas grid back to the accurate location of my previous frame
I'm a 2D storyboard artist and this is my first time using Grease Pencil to draw the storyboard.
Here is the question:
How do I move my canvas grid back to the exact location of the previous frame?

In the top center of the 3D window there are 3 dropdown menus:
The first defines the strokes placement, the second defines the drawing plane.
The grid is a visual reference of the drawing plane.
If you set the first as "origin" and the second as "XZ" you will establish a stable drawing plane and placement.
If you get familiar with thoose options you will be able to place the grid with any loc and orientation you need.


text:
Possiblity to transform an Object to Bone
I have a medical scan of a spine, I seperated all 24 vertebrae from each other in Meshlab and I wanted to use those as bones/armature for a Rig. But those are Objects and not Bones, can i use these 24 vertebrae as bones somehow?
Thanks in advance.

Bones are meant to deform mesh, so I would think you would just have the spine scan be deformed by the actual armature in a slightly unrealistic way, rather than be super scientifically accurate and make a multidozen bone spinal cord. However, you might go with a mix and use bendy bones, which deform things in even unified segments rather than blending with vertex groups.
If you REALLY want a bone to look like a spinal segment, you can. It’s called “bone shapes,” though I’m not sure how it’s done. However, bone shapes will not appear in the final render any more than bones do.

First of all thank your for your time ZargulTheWizard,
I'm aware of the behaviour of a bone, even as a newbie :,) thank you for bringing it up though. However, my goal is to add scientific accurate functions of a spine to a basis Rig like Rigify in terms of range of motion based on the MRI scan and constraint limitation between the bones (vertebrae). That said it's not about shape of every single Vertebrae its about the curvature of the spine based on the scan.

@user125304 I see. Okay, sorry about that.


text:
Boolean Modifier Render Anomaly
A bit stumped on a boolean modifier situation. I'm using Cycles and a Boolean Mod to remove a Text-to-Mesh "G" and "N" shaped section out of a solid "B" that I created from a Cube and the Spin extruder.
In the Viewport Shading render preview window, everything looks perfect. But when I actually do a test render, the Boolean areas look distorted. Does anyone happen to know why? Or what I can do to fix it? I've used Boolean Modifiers before without any issues. I'll continue researching solutions and try to figure it out, but if anyone can help it'd be appreciated.

It is because of your different levels of subdivisions here:

Just set the Levels render same as Level viewport.
*** UPDATE ***
So i added the text "N", converted it to mesh and added another boolean modifier to your B. Unfortunately i didn't know your font, so i took the default one.
That result didn't look good.
So i added a remesh modifier to the "N" with these settings:

result:

It is the solution.

@Chris I don't think common_goldfish can do that ;)

LOL - you are right

But anyway, I'm sure this is the solution - and as I said in the comment on common_goldfish's answer, I think it is important to make beginners aware of these things.

Thanks Chris. This improved the render by leaps and bounds. Worked with booleans before. Never had this happen, so this was new to me.
It's still a tiny little bit rough though. Any tips on how to completely smooth it out? I know a little about the Dyntopo and whatnot. No idea if something like that could clear up the last bits of roughage. (Can't seem to upload an image of the improved render)
Learning a lot here. Thanks for the info.

you could increase the subsurf modifier steps even more...if my answer helped you, please click the checkmark left of my answer. If you want me to help you with that problem, just provide your blend file....i will check it out

Sorry, I'm having trouble adding any files. When I try to drag and drop, it opens up a new browser tab instead. Can't find any way to include the file.

You cannot drag and drop blend file. Open this https://blend-exchange.com/ and follow instructions

I was able to drag and drop PNG's in the OP. It won't let me drag and drop anything in a follow up comment, including PNG's.
Attempting to upload the file using the blend exchange link. It's a 1MB file. It's been sitting there for about half an hour with no movement on the upload bar. Whenever it decides to cooperate, I'll get the file posted.

For the love of, some of the stuff on this forum is completely bass-ackwards. Anyway, here's the link for the file.

thank you for your blend file. i updated my answer. My solution proposal is to use a remesh modifier for your "N"

Thanks man. That looks fantastic. Didn't even think of using a remesh.
Edit: quick clarification - That looks like a screen cap from inside Blender? Is that how it looks after it's been rendered? It's the actual render image that was wonky.

rendered it looks like this: [4]: https://i.sstatic.net/wh9jA.png don't know what settings you have but it took eternal to render....and it wasn't ready...but i think it looked already good

You can try creating a "B", converting it into mesh, and then in edit mode  selecting it and doing a limited dissolve.
Extrude the face of the "B", and it will have less geometry to get in the way of your boolean.
I am showing you wire frame view below.

I appreciate the tip. My big question is why it looks perfect in Blender, then distorts in the actual rendering. I'm not understanding the discrepancy.

Although this shows a possible aternative way of constructing the B, it's no solution for the problem and won't help others that struggle with the discrepancy in viewport and render resolution. I think this is more important than showing alternatives, because I often see tutorials where they mostly work in the viewport and only a few tutors mention that you should care for the resolution settings for rendering if you don't want unpleasant surprises.

@GordonBrinkmann: i totally agree with you. But even worse - what i really hate is, if the tutorial shows a great tornado with cars and cows flying through the air in the beginning and if you watch the tutorial until the end the tutorial maker doesn't even explain 5% of that tornado, but just shitty basic vortex wind....so for all you tutorial watchers (as i am) out there: always first scroll to the end of the tutorial and check, what the real result is like....


text:
Blender 2.93 Texture Image Not Functioning
I'm fairly new to Blender. Learning a lot from tutorials. Just updated from 2.92 to 2.93. Researched this problem, but can't find a solution. It seems like it should be a very simple function, but it won't cooperate.
Attempting to add a texture image to an anvil for a tutorial. For some reason, the texture is not being applied, even when Blender looks like it should be working properly. All I'm seeing is the same default white, ceramic looking texture, no matter what I do. Following the exact same steps as every Image Texture video that I've watched.
Tried the Find Missing File function with no success.
Tried several different file types (JPG, TIF, PNG). Tried Specular vs Metalness. None of them are being applied properly.
Including screenshots. Any help would be appreciated.

[

Hello and welcome, do you have a base color texture, one called base color or albedo? And is there any reason to have the specular connected to the color? Or is it just part of the tests that you are doing? Specular is just black, Grey and white image.

If you want a quick way to make sure it's not some project setting that's messed up, try opening a second instance of blender, and literally copy (Ctrl+C) and paste (Ctrl+V) your object from one project to the other. Are the textures visible in the new file? Is the image texture still connected in the shading editor after the copy?

Emir - The textures are from Poliigon. Used them before with no problems. The files are labeled Specular/Metalness. The actual textures vary depending on the actual texture makeup. I've attempted to use textures from both the Specular and Metalness zip files.
Christopher - I've used textures from Poliigon before with no issues. This is a completely new problem to something that I've done before with no issues. When I have time, I can try the textures on a different project file, but for the moment, I can't find any logical reason as to why it's not showing up.

I opened the file manually from the folder icon, from the start. Selected the file directly from the file location. First time using the "Report Missing Files". Came up with this error message. It's not making any sense, because I selected the file location manually. I'm looking right at the texture file in that location. I'll attempt to apply a texture to a different project, but I can't find any logical reason for this error.
Update: I did change the file name to Heavy001Specular/SPECULAR, so I have no idea why it's still looking for the old file name. Even after I manually updated the file path.
Update 2: I opened a new project with the basic cube. I was able to apply different textures from the Specular/Metalness files with no problems. Is there some sort of corruption in my Anvil project file?
Update 3: I opened up a previous save file for the Anvil project, for a less finished stage of the project, and the textures applied perfectly fine. It seems like something happened in between project files?
In the final Anvil project file, the Preview window shows the correct texture, but the actual Render doesn't show the texture at all. Simply a white, ceramic look.

You could edit your question instead of using the answers section to update the question

I was trying to Add a Comment in response to Marty Fouts. I've used forums before. The format here is clunky.


text:
Blender 2.93 How to hide PNG Reference Image squared areas?
I added a reference image that is PNG. Blender is showing me the squared area too which I'd like to not see. I was looking at similar problems and I think there was a option on object properties tab where you could check "Use Alpha" box. At least in blender 2.93 I dont see that option.
How can I hide those squared areas and just see the object ?

Hello and welcome, make sure your image really  is a png with transparen backgroud, you should be able to add a png with transparent background by default

Agreed - I think you have been fooled by Google images. Many of the image results that are "transparent" are, in fact, solid images (no alpha channel) with a checkered background made to resemble a preview of an image with a transparent background (for whatever reason). An image with an alpha channel that is not connected or enabled will have a solid black background (not a checkered one).

Thank you! That indeed was the case! I did not think to check if that image acctually was png transparent


text:
How would one take an object space normal map, and export a tangent space one?
I have a model that comes with object space normal maps, and I need to get them exported as tangent normal maps in PNG format. I've tried Handplane, but it causes ugly seams in the map. So, I'm kind of stuck.
Any way to perform this conversion within blender? I'm a complete beginner to Blender, so I'll need a step-by-step.

Try looking here - https://blender.stackexchange.com/a/190634/75504 - Make sure to read the comments under the answer, because there are more detailed instructions, namely that to do object space to tangent space you need to do object space to world space first, then world space to tangent space.


text:
audio doesn't play at all
I downloaded Blender yesterday primarily to use as a video editor and it worked well, until I tried to play audio. IT'S COMPLETELY MUTE.
I was wearing Bluetooth headphones so I tried using wired headphones and then my laptop's inbuilt speakers and the issue persisted (audio played fine on all other applications by the way).
I tried opening a new project, restarting the program and even restarting my laptop and still no luck. I eventually reinstalled Blender and the audio finally played, so I thought my problem was solved.
A couple hours later my Bluetooth headphones ran out of charge so I plugged in a pair of wired headphones and Blender went mute again (idk if this is related but it happened at the same time so I thought I'd mention it)
I went through the same troubleshooting routine (except for completely reinstalling) and no luck. I'm using the Bluetooth headset again but it's not making any difference.
My laptop runs Windows 10
Any idea what may be causing this?

What are your blender sound settings?    Related https://blender.stackexchange.com/questions/33006/audio-doesnt-play   @DuarteFarajotaRamos  some "shouting"  re silence :)_.

In the Preferences, try changing the Audio Device:


text:
Scale Bones Visually 2.92
So I have downloaded a model from 'The Models Resource' and the bones on the model are very small and you have to zoom in a ton to actually see them. Anyway I was just wondering if there is a way to visually scale the bones without deforming the mesh.

Yes. You just need to scale them in edit mode, not pose mode. Select all, then set the reference for operations from the default “median point“ to “individual origins,“ and scale.

PS: I made a script designed to edit such armatures and make them more standard, with a little post-processing to the taste. Here is a link to it on GitHub (warning: it does not respect original animations orientation). https://github.com/thelabcat/SMD-Model-PostImport


text:
Angle to get an "2:1 isometric" camera view (dimetric projection)?
Most isometric games do not use "true isometry", but a 2:1 projection.(In fact, this is not an isometry but dimetric projection)
I found soooo many articles on how to set up true isometric (with 54.736). But how to get an 2:1 projection view?
Rotating the camera 60 degrees seems to give almost a 2:1 projection, but quite a bit incorrect. I was comparing screenshots in Photoshop, but there seems to be a slight deviation.
Maybe am I wrong, and to get a 2:1 projection, the angle of rotation of the camera in X axis should be 60?
I will be very grateful for your answers. I would like to deal with this completely.
Because there is a lot of confusion with this topic and some articles here only confused me even more Setting up an isometric view
And when I was looking for examples, I noticed that some games use their own angles orthographic projection, which is only found in them. Perhaps that's why there is so much confusion.

I think I found the answer by accident. https://gamedev.stackexchange.com/questions/74782/rendering-models-in-isometric-view
I just looked for information about the ""2: 1" isometric projection", without reference to the Blender or to the camera angle, and found information just about the camera angle.
As if the correct angle of rotation for "2: 1" is still 60 degrees ...
Before that, I tried to figure it out several times, but I got even more confused.

Also  https://en.wikipedia.org/wiki/Isometric_video_game_graphics  suggesting ortho camera at location = (2, -2, sqrt(3)) and rotation_euler_in_degrees =  (60, 0, 45) looking at default cube.  ie accepted answer in linked q was 2.5D, the correction for true isometric

Related: Isometric 30° seems to behave like dimetric 26.6°

There is a free add-on called Create IsoCam, apparently "migrating" according to the Wiki.  Seems to work fine in version 2.93.

Yes, thank you, I've heard about this addon. I just would like to sort out the theory to understand what I am doing.
I just started to deal with isometry (I draw 2D art, and make models in a blender to paint them later). I didn't notice before that many games use their tilt angle for dimetry. I would like to understand how the camera tilt angle and the angle in the orthogonal projection depend.


text:
Is there a way to map the pop-up toolbar to a Middle Click + Right Click shortcut?
I've been looking at the keymap and trying to see if it was possible but i've been unable to find out. I'm rather new to Blender so I might just be misunderstanding the software.
I'm trying to map it like this to ease myself into the program, this is the same shortcut I use to access the edit tools within the music software FL Studio and I figured this would be an easy way to keep the amount of keys I've got to learn down. Just do it the way I do it in the other program you know? :)
Thanks for the help!

Right click brings up a context-sensitive menu in most screens anyway so I'm not really sure what you're trying to achieve.

I'm trying to map the Pop-up Toolbar, the one that currently shows with the shortcut Shift+Spacebar, to Middle Click + Right Click. The Context Menu unfortunately does not contain the tools located on the left hand side of the 3D Viewport, the Pop-up Toolbar has these instead, hence why i'd like to map it to the shortcut above.
I hope that clears it up.

(In 2.93) Edit -> Preferences, keymap group, window leaf, click "Add New" and edit the new entry at the bottom to mouse Button4 or another custom button. Mapping the "middle + right" chord to Button4 has to be done in third party software at the system level (like razer or logitech) and doesn't appear to be an option in the default windows mouse driver.
If you don't have software to map custom buttons, a fallback would be adding a key modifier (e.g. ctrl+middle) but of course that isn't what you asked for in the question.


text:
Why are my IK bones rotating my DEF bones like so?
Any ideas as to why the IK bones of my rig are twisting the arm like so? This is of course using rigify.

This doesn't occur with FK bones posed to the same position, it just appears to be happening with Inverse Kinematics.

I've attempted to regenerate the rig multiple times--- I tested multiple bone roll orientations as well as creating a more exaggerated elbow bend, to no avail. I've went through all the IK constraints and haven't found anything obviously wrong there. It occurs on both left and right arms.
This isn't exclusive to this project either, as I had the same issue before with a previous character, I couldn't find a solution there either.
Blend file containing just the generated rig and the metarig
In the file I've hidden non pertinent deformation bones to make seeing the exact twisting problem more clear. Any help regarding this is greatly appreciated!

This might help: https://youtu.be/gq7K1mX4pRI

Oops, my bad, I forgot to come back and close the question.
I solved it, and it turns out I had it right when I was attempting to create an elbow bend, I just wasn't bending it enough.
For people who might have this issue in the future, the easiest way to go about fixing it is to:
Generate your rig as normal
Parent the mesh to the rig
Pose your arms via FK to pull the elbow back, by a considerable degree too.
Duplicate the armature modifier on the mesh, apply one of them
Copy the transforms you made on the rig onto the metarig
Regenerate the rig, re weight your mesh.


text:
How would you go about modeling a hood for this jacket mesh?

Hello, I'm trying to add a hood to this jacket mesh I made and was wondering about how others would approach the problem.
To clarify, I'm wanting to have this hood in a rest position, not raised. I've got a good idea of how to model it in a raised position it is at rest that I can't really get my head around.

My first idea was to create an extrusion along the back faces of the collar, and then shape it further, and remove the top most faces from it.

Do you have a better method?
Blend file: https://1drv.ms/u/s!AtM_pc3Q-xDugR1UMQL-KmORvpPU?e=2wimNf

Maybe you could begin by extruding an edge on the back (side view):

Then fill the gaps, deform, add some extrusions on the side toward the front:


text:
Why is the result of this calculation 0 and not 1?
Why is the result of this calculation 0 and not 1?

My quess is that somehow your value ends up 0.999999 and floor rounds it down to 0, but I would like to know why as well

If you switch to cycles and set the shading mode to 'rendered' it works as expected. I guess it's a current limitation of Eevee...? Not sure. Otherwise might worth to file a bug report.

I tried to recreate it and it shows black in both eevee and cycles

I got the same result as @brockmann - it shows white in Cycles, but black in Eevee. The problem seems to be the Floor node. If I mute it, the result is white in Eevee, too. If I render it without Floor and check the RGB values in the render result, they are all 1.0000 which should be white with Floor as well. Maybe there is a floating point issue and somehow it is 0.9999999... instead of 1 or it's a bug in Eevee. Also if I set the value to 10.000001 which is shown as 10.000 it works in Eevee.

This is caused by accuracy problems of floating point numbers. Those problems [typically?] don't occur with small whole numbers like 10.0, as you can see for yourself here:
IEEE-754 Floating Point Converter
You can also test your node setup by disconnecting Math > Modulo and inputting 10.0 manually as the first Value of the Math > Divide node. This shows the problem happens inside the modulo node.
I'm not well versed in the Blender source arcane, but it seems the source of that node is in COM_MathBaseOperation.cpp
void MathModuloOperation::executePixelSampled(float output[4],
                                              float x,
                                              float y,
                                              PixelSampler sampler)
{
  float inputValue1[4];
  float inputValue2[4];

  this->m_inputValue1Operation->readSampled(inputValue1, x, y, sampler);
  this->m_inputValue2Operation->readSampled(inputValue2, x, y, sampler);

  if (inputValue2[0] == 0) {
    output[0] = 0.0;
  }
  else {
    output[0] = fmod(inputValue1[0], inputValue2[0]);
  }

  clampIfNeeded(output);
}

However, when I try to fmod(10.0, 100.0) in C++:
float numer = 10.0, denom = 100.0;
float modded = fmod(numer, denom);
float floored = floor(modded);

I get correct results:

So I suspect that behind the scenes, the numbers aren't evaluated as presented in the node setup. Perhaps they are scaled down for some reason?
float numer = 0.01, denom = 0.1;
float modded = fmod(numer, denom);

Just a guess here.
I think in order to stay sane, you should always assume that your number may randomly increase or decrease by the smallest possible step at any point, so think of it as randomly increasing/decreasing by 0.00000001 and work around that.
As a bonus, try to set your divisor in the Math > Divide node to 9.999999. Once you test it and see you get a white material, click on the value, change nothing, and press Enter.

Perhaps a small anecdote, I remember when I wrote a shader in Adobe Flash AGAL and a comparison with a number worked as expected on my desktop GPU, but failed in the CPU emulation mode on my old laptop. Just an anecdotal evidence to support my second last paragraph.

nope the result is 10... I just checked within blender.

I'm sorry, I had a brain fade yesterday and was proposing a nonsensical argument.  I'm going to delete my comments.

@MartyFouts no problem, cheers!


text:
Python choose filepath UI
I already know how to add a filepath selection to my N-Panel UI thanks to this:
Python Panel Dropdownlist and Integer Button
But how do I access the selected path?
I would love to print out the selected path.

... the example above prints the path to the console and shows how to access the value (the actual path) of your property. Further reading: https://blender.stackexchange.com/questions/57306/how-to-create-a-custom-ui

After the lines:
col.prop(placeholder, "inc_dec_int", text="Increment/Decrease")
        col.prop(placeholder, "dropdown_box", text="Dropdown")
        col.prop(placeholder, "file_path", text="Filepath")

Add:
print(placeholder["file_path"])

To print the selected file-path of the file-browser.


text:
Pixelate Image via brick Texture
Can I use a procedural texture as color input for a brick Texture and than "round" the value per cell?
Kinda like pixelation -> every brick is a pixel.

I don't think you can, without doing as much work as it would take to make your own bricks. But that's not too much. Is there any particular reason you want to use the built-in Bricks?

No not really, I just want to have a node that takes a texture input and outputs a pixelated version. Kinda like manipulating the vector going into the texture with the vector math snap node, but instead achieve this effect after the texture.

You can make your own, simplified Brick group node for that.
The main idea is to take a vector as input, and return the "brixelized" vector that should be sampled for that location.
To simply pixelate, we can snap the X and Y values to a certain increment. Then, to offset them in one direction, add-before-snap and subtract-after-snap by the value you want to offset. The latter depends on the X tile index for bricks:

Then, you can use your brixelize group. Here's my brixelized Suzanne:

Thank you for your answer, but as you can read in the comments on my question, I was already familiar with this solution. I was looking for a different solution.


text:
Pixelate Texture
I know how I can pixelate a texture by pixelating the texture coordinate input that goes into the texture, but is there a way to take an texture output and than pixelate it? I try to create a node that takes an image input an a (pixelated) coordinate input and than combines them into a pixelated image output. Sort of like a Image texture node but with a color imput... if you know what I mean?


text:
Weight paint does not reflect only the number 0
I'm using Google Translate.
Weight paint does not reflect only the number 0.
why?
How can I solve it?This is the problem part.

It looks like because you are using an Add Brush, adding 0 has 0 effect. If you want to remove weight, change to a Subtract Brush (you will still need a value higher than 0). If you want the Weight value to affect what you paint directly (ie. Weight of 0.5 changes the selected area to 0.5), use a Draw Brush

I don't know why a Weight value of 0 doesn't give a result of 0 in Blend > Mix though, another problem is that I don't understand why black color is not displayed by default, some will think that there is no weight with blue color which is not the case

@moonboots Well, blue means weight is zero OR that the weight is virtually zero because the vertex is not part of the group. Like having no money in the bank regardless of wether or not one has an account.

a vertex can be part of a group with a weight of 0.01 and it will appear blue, that's the problem, it's misleading

solved.
The cause was a brush.
It worked when I made a subtraction.
Thank you very much.


text:
Is there a way to edit the animation curve in the graph editor for all axis at the same time?

Is there a way to edit the animation curve in the graph editor for all axis at the same time? I want to create a custom curve for moving from point A to point B, but I do not want to make this custom curve for each X, Y, and Z-axis, but for the move as a whole. Thanks!


text:
Is the Extrude ,dissolve and intersect is removed in blender 2.93?I cant find it anywhere

and in blender 2.93:

like https://www.youtube.com/watch?v=eGs65oOCt0w said the tool,I cant find it in the latest version blender 2.93,is it already removed?

Is it not the Alt E > Extrude Manifold function?

oh man,this is it,thanks!but I cant choose this as the right answer as it's comments now,can u replay it again so I can choose as the right answer to help more new to blender?

I guess it's now AltE > Extrude Manifold (or header menu > Mesh > Extrude > Extrude Manifold)

Thanks man!!!Have a good day


text:
How to remesh into tris with equally spaced vertices?
I'm looking for a way to basically convert my mesh to tris with equally spaced vertices.
Here I made a quick example below with a sphere and a cube:

The number of tris at the end doesn't really matter, but I need the vertices to be equally spaced.

Have you considered using the Remesh modifier, applying it, and then “Triangulate faces“?

@ZargulTheWizard Yes. But it only works for simple meshes. Tried it with Suzanne, the vertices were not evenly spaced.

I'm also curious about this. Grasshopper in Rhino has this feature (which is a CAD package from McNeel).


text:
Geometry Nodes - How can I array beams on this bendy plane?
Got beams arranged along a curve with a simple geo node setup

but that's not what I want.
Here’s the curve expanded into a plane with curving edges:

So now how do I arrange the beams to fit that curved plane and stretch out to the edges like this:
doing it with booleans will just ends up like this (which I don’t want):

How is the curve expanded into a plane with curving edges? By scaling the control points? Then why not sample the point radius and use it for the width of the beams?

@GordonBrinkmann I convert it to mesh, solidify it, then trim the edges from there. I need the beams to array procedurally

With this geo nodes set-up, you can use the radius property of each control point.

Just use the Spline Parameter > Factor which is a 0 to 1 range from curve start to end as a scaling factor for the Y axis of instanced cubes. Use a Float Curve to adjust the width to your liking.

Existing answers are correct, but keep in mind nothing stops you from using boolean, just use manifold-but very thin lines, to then merge them and convert them to curves and give them a profile of your choice:

Imgur mirror (SE image hosting has problems)


text:
How to Shrinkwrap bunch of planes to a Sphere while maintaining the planes' dimensions?
This is what I'm trying to achieve:

(notice that every plane object have the same dimension)
And this is what I came with so far:

The problem with this is that I need my planes to have four equal straight sides and four right angles. So is there any way to do this? (maybe with geo nodes (which I completely have no experience with))

Is a  manifold sphere grid with  exactly N a x a dimension squares possible?  Could look at Quadrilateralized spherical cube which is an equal area mapping.  Related https://gamedev.stackexchange.com/questions/3360/when-mapping-the-surface-of-a-sphere-with-tiles-how-might-you-deal-with-polar-d

Have you tried a particle system where you instance a plane on each face center ?

Maybe if you can show us some practical usage. Mathematically - it is not possible to cover sphere by squares (which shares edges) without some distortions. Only if quares are separated and you dont care about overlapping. That can be achieved only by triangles.

@vklidu yes the squares must be separated and overlapping is okay. This is for Minecraft, it's the only way to make sphere in it.

You can do this with Duplifaces, by parenting a plane to your sphere.

Subdivide a cube enough times and add a Cast modifier to make it perfectly spherical.
Add a plane and scale it appropriately, then parent it to the sphere with Ctrl + P.

Under the Object tab of the Properties Window activate the Faces option in the Instancing panel.
If you want them as separate independent objects select your sphere then go to Object > Apply > Make Instances Real


text:
2.91, using the apply as rest pose function in the Cats blender plugin, the keyword "apply_as" unrecognized appears
Python: Traceback (most recent call last):
File "C:\Users\Administrator\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\cats-blender-plugin-master\tools\armature_manual.py", line 285, in execute
pose_to_shapekey('PoseToRest')
File "C:\Users\Administrator\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\cats-blender-plugin-master\tools\armature_manual.py", line 193, in pose_to_shapekey
bpy.ops.object.modifier_apply(apply_as='SHAPE', modifier=mod.name)
File "I:\blender\2.91\scripts\modules\bpy\ops.py", line 132, in call
ret = _op_call(self.idname_py(), None, kw)
TypeError: Converting py args to operator properties: : keyword "apply_as" unrecognized
location: :-1

Please add more of a description to your problem in your question. Simply putting the code makes it harder for us to help you.

This is an error raised by an outdated add-on. The modifier_apply method no longer has an apply_as keyword parameter. If you’ve redownloaded the addon and it has not had a new release (i.e. the problem persists), raise an issue on GitHub or edit the code yourself locally.


text:
How to rotate a rubik's cube as a whole with separate elements rotating as well?
Trying to figure out how to rotate the cube as a whole while it being solved with the separate sub cubes

I've given an answer to this kind of question here: https://blender.stackexchange.com/questions/155638/objects-not-rotating-with-each-other-rubiks-cube also, maybe you can use empties

i think the "easiest" solution (if you want to have different animations with all kinds of possibilities and not just one "static" animation) would be to use python or any other "programmable" help like Sverchok, Animation nodes...

...or...just start thinking about it...you make it with empties as moonboots proposed, and then make one animation/rotation and at the end of each animation you just "reset" all animations of the cubes and just changes the textures/materials accordingly. But also for changing "just" the materials you need some kind of programmable help.

Here's my solution for multiple cubes using Geometry Nodes: Realistically randomize Rubik's Cube And here's older solutions using Animation Nodes: Animation Nodes Rubik's Cube


text:
Rendering turned out differently comparing with viewport

Greetings,
Basically I have 2 materials assigned to a single mesh.
And then the Green area is supposed to be my Label which i will apply UV Map.
However, in the viewport the green part is exactly what i wanted, but when rendered out, the height has been reduced.
Not sure what I've done wrong here .. ..

can you provide your blend file?

Found out the root cause for this.
I've applied the Sub Surf modifier, but did not turned on for Viewport.
Thus during rendering, the sub surf modifier added faces on my mesh and messed up the UV mapping.


text:
How to add a vertex at the center of a face?
Blender Version : 2.91
I am a beginner to blender and I am referring to this tutorial and I can't seem to add a vertex to the center of a face in edit mode as he did using the hot key alt + p at 2:32
Is there any other way to do what he did?

Poke Faces doesn't have anymore shortcut but you can go into the Face panel (or CtrlF) > Poke Faces. You can also right click on the function if you want to give it back a shortcut.

Hey thanks It works but as you can see in the video he extrudes the bottom plane using the center of the face as a vertex when I try to extrude, it still works the as it was before Poking the face. How can I achieve the sharp point look at the bottom like in the video?

Never mind I got it, I had to use the vertex mode first. Sorry my bad. Thank you for the help though

yes he is in vertex select mode when he moves down the vertex if this is what you want to know  ;)


text:
Blender crashes OS while in Shading tab or using viewport shading material preview
I have a problem with Blender in Linux and maybe someone could give me an idea on how to fix it:
In the Layout tab with viewport shading active or in the Shading tab, when I try to grab and pull the line between the windows to change the size, it crashes my whole PC. If I try to resize any window the system crashes and the GPU fans start to spin really fast and noisy and don't stop until I shut it down. The moment I reproduce the crash the system shuts down instantly and only the GPU fans spin fast and noisy. I have to press the power button for a few seconds to turn it off completely. Couldn't find other means to force Blender to crash, to see if a crash log is written somewhere (usually in /tmp folder).
This happens all the time but only with viewport shading material preview active or when I use the Shading tab. In Layout, Modeling, Sculpting, UV Editing, tabs i can create new windows and I can resize them, no problem as long as I don't activate material preview.
I managed to reproduce the same crash by doing exactly the same things running different Linux Mint versions (19.3 20.1), Majaro 21.06, Ubuntu 20.04, Elementary OS and Open Suse Tumbleweed, with different kernels and different NVIDIA drivers, newer, older or recommended (installed from the distros repos or from the NVIDIA web page) and with different blender versions (2.82 2.91 2.92 2.93, etc). It doesn't matter if the render engine is Eevee or Cycles.
Operating systems tested: Linux Mint 19.3, Linux Mint 20.1, Manjaro Gnome 21.06, Ubuntu 20.04, Elementary OS, Open SUSE Tumbleweed
Graphics card: Geeforce GTX 1660
CPU: Intel I7 7440 RAM: 16GB DDR3
Motherboard H81M-K
At this moment, I am using Manjaro and Windows 10 dual boot on separate ssd-s. In windows everything works fine.

Please help!

NOTE:
Please include where you are installing Blender from, if it is from Steam,
the Blender website (.tar.xz), or from snap, right now, I have no idea! Steam is not ideal for Linux OS!
I am using Windows 10/Linux dual boot from seperate SSDs as well. Resizing the window works fine on Ubuntu 18.04.5 LTS, since 20.04 is a fairly new operating system try downgrading and installing Blender using snap.
Mini Guide to installing via snap
sudo apt update

Then execute:
sudo apt upgrade

And after that...
sudo apt install snapd

If you do want to check if snap is working, install Hello World! from Canonical:
sudo snap install hello-world

This should output:
hello-world 6.4 from Canonical✓ installed

Now execute:
hello-world

This should output:
Hello World!

If this works, snap is successfully installed!
Now:
sudo snap install blender --classic

Try opening Blender now. (Rememeber! Only install one Blender, from the snap store.)


text:
Reflective surface not reflecting after certain angle
I am making a low poly headlights for a car and I have made the inside of the lights from reflective surface (mixed ~90% glossy with diffuse and little bit of glass) but from a certain angle it's not reflecting at all and looks ugly and unrealistic:

But from the front it looks ok:

This is the geometry:

Please help me create reflective material that reflects light correctly no matter from what angle I look.

I don't think it's the reflections that are off, I think it's the transmission. Can't be sure though. Have you tried separating the components of the material? See how it looks without the glas, or without the glossy?
Also as a hint: I wouldn't use glass here, you won't see the difference and the transparent shader produces far less noise.

Even pure glossy doesn't have the right reflections. What should I use instead? And since the new denoiser is OP I will just render at 1000 samples and all the noise from the glass will be gone.

If the reflections from a pure glossy shader seem off, make sure your reflected objects/BG isn't actually gray in that area. Happened to me often enough...

Oh, yea the world is completely gray. Thanks.


text:
How to preserve object's materials in fluid sim?
I have an object with multiple materials that I want to turn into liquid but once I make fluid simulation it just turns into liquid with default liquid material (glass + volume). I want to liquify that object and keep it's materials as the fluid simulation is happening. How do I do that?


text:
How do I give texture to a liquid?
I want to make my textured objects to turn into a liquid.
Here is an example with solar panel:

But I can't get the texture to mix like it was liquid:

No one of the texture coordinate outputs work right and the uv one just makes the liquid white.
Anyone knows how I can make it can be made so it looks like the solar panel just turned into liquid and started to mix together?

"solar panel just turned into liquid and started to mix together" is very hard to imagine. Would you have an example of that? a link to a picture or video?

Probably not, haven't seen it before. Just imagine what would happen if solar panel suddenly became liquid with the same colours. Little bit surreal but yeah.

I dont think you'll be able to achieve this with simple coordinate mapping, for it to "mix together", each individual colored bit of the object would need to be simulated separately so that the colors would move around and mix.

Anyone knows if this is even possible with the mantaflow we have now? All the tutorials on making objects melt were made for objects without textures so idk if this is even possible.


text:
Apply collision collection to a group?
How do I link a group of 100 objects to same collision collection? I don't want to do it manually and ctrl+l link modifiers / collections doesn't work

Ok I found a solution - select all objects, make the object with desired settings active and do f3 and type copy rigid body settings.

Hello :) You can also use RMB > Move to collection :)


text:
Importing OBJ with MTL and PNG doesn't work
I have very simple OBJ, MTL, PNG files which are linked.
Here's my file (There are my local path in OBJ, MTL files)
I can open OBJ with texture in 3D viewer (windows basic program).

But when I import Wavefront(.obj) in Blender, I cannot see the image texture.

I wanna do that in Blender because I need some features in it.
There's similar questions, But the answer is not very helpful. link1 link2
Please help me open files with texture in Blender.
Thank you for reading this.

You have to change the viewport shading to "Material Preview". Click on the third ball icon on the right upper corner in the "3D View" field.

Thank you so much!!!!!!!!


text:
Is it possible to save the text of the command line automatically?
When a rendering is made via command line, the progress is appreciated as follows:
Fra:1 Mem:16.90M (0.00M, Peak 17.44M) | Time:00:00.02 | Scene, Part 1-135
Fra:1 Mem:16.81M (0.00M, Peak 17.44M) | Time:00:00.02 | Scene, Part 2-135
Fra:1 Mem:16.90M (0.00M, Peak 17.44M) | Time:00:00.03 | Scene, Part 3-135
Fra:1 Mem:16.88M (0.00M, Peak 17.44M) | Time:00:00.03 | Scene, Part 4-135
Fra:1 Mem:17.11M (0.00M, Peak 17.44M) | Time:00:00.04 | Scene, Part 6-135

How can I automatically pass the text that is displayed when I perform the rendering to a text file on my hard drive?

Wich OS are you using ? For Linux: blender -b file.blend > file.txt

You are a genius! Yes, it's Linux and your answer works perfectly. Thank you!

@thibsert You should post that as an answer below.

I wasn't sure OP was using Linux, and I thought the windows syntax was different - surprisingly, it is not. Added as an answer.

Tested on Linux and Windows, should work on MacOs too :
 blender -b file.blend > file.txt


text:
What controls the noise patterns generated when faces overlap?
I understand the reason these weird black patterns occur, i.e. faces overlapping one another. But I don't understand what actually controls the patterns which result. Is this to do with the way blender builds the 3D View? Just interested to know.
Thanks,
Jacob

Related https://blender.stackexchange.com/questions/5441/cause-of-black-artifacts-in-render/5442#5442


text:
Gridifying Objects using BMesh
I'm working on a script which generates a bunch of cuboids with integer length sides. From there I would like to effectively turn each face into a grid in which each vertex is aligned to the world grid (i.e. on each integer coordinate). Currently I have been looking at using the subdivide operation (bmesh.ops.subdivide_edges) to make this work, but this seems long-winded and time-consuming (requires getting all the edges from each operation, finding out which to use for the next, etc). Is there a better way of doing this, or would it be easier to do repeated extrusion when constructing the cuboid (i.e. extrude by 1, n times, rather than extrude by n once)? The way I would do this manually is using a loop cut, can this be done with bmesh?
For info, I'm using blender 2.81a and hoping to do this purely within bmesh.

Thanks in advance,
Jacob

Related https://blender.stackexchange.com/a/102239/15543  Ultimately yes would create an AxB grid and extrude C.

Thanks, I'll look into implementing something similar

Thanks for directing me to that post! Implemented the same method, worked perfectly, cheers.

Does this answer your question? Subdividing cubes at different intervals

To anyone else looking to implement this, please see the link batFINGER directed me to: link


text:
Create Dust on Camera Lens Blender
I'm interested in creating a dust/flare effect using the Compositor something along the lines of the below:

To be honest, I'm still quite new to the compositor, and don't really know where to start with this!
All help is appreciated in advance,
JkyCosten

This effect doesn't seem to be from dust on the lens, but out of focus particles in the air. See: https://blender.stackexchange.com/questions/32861/how-to-create-bokeh-circles/32863#32863


text:
very strange freestyle behaviour
so i know there are problems with the freestyle module, and it sometimes does not occlude edges properly leading to incorrect lines being drawn. however, i've attached a blend file in which freestyle draws lines where there are no edges what-so-ever. the lines it draws are not bad occlusion, they're not triangulation edges. they appear seemingly for no reason. here's what i mean:

if anyone has any ideas for remedying this, i'd greatly appreciate them.
link to blend file: https://drive.google.com/file/d/1mzJaanxAgmIhWYhACdO9qsR0aiVYnvGP/view?usp=sharing
blender version: 3.1.2

I'm afraid this might not help much, but I can't reproduce this.. I've tried quite hard. It will be interesting to see what others have to say.

The problem occurs for me as well - if you join all the "cubes" into one object, the problem seems to go away on the top, but you start losing freestyle lines on the sides. Makes me think it has something to do with the arrangement/proximity of the "cubes" and/or the freestyle settings and how they may be interpreting the "break points" between objects.

As I suspected - the problem seems to stem from Z-Fighting among the "cubes" - most of them aren't affected - I guess one catches it at bad angle. Regardless, if mathematical purity isn't paramount to your project, you can solve the issue by scaling the highlighted object by something as little as .999 on the X and Y axes (S > Shift+Z > .999).

hi, thanks for the solution. it does make sense that this is something to do with the proximity of the objects. what's interesting is that this is an orthographic projection, so there's nothing that would be parallel to the unwanted lines. assuming this is related to the objects z-fighting, i still wonder how this leads to the freestyle behaviour. after all, where are the lines being drawn? an outline? silhouette? contour? curious, thanks for the answer

Yeah. I'm not sure - I tried deleting all the side faces of the block and the one next to it, but it still gave the same artifact - only scaling seemed to work for me


text:
Blender number pad hot keys and zoom help! Not working
I'm fairly new to blender and i'm really stuck, i've followed countless YouTube tutorials and searched the web but nothing i've tried works.

First off my number pad hot keys don't seem to be working, I have been needing to use the 'period' key and also '0' but when I press these hot keys nothing happens! Even if I go into the view tab and press frame selected it doesn't work. And because I'm having issues with the navigation i can't then just press . to take me to the asset i've lost.
Secondly, I am having real issues with the zoom getting stuck, I know this is an issue that a lot of people have posted about but nothing seems to be working for me, I've changed the auto depth ETC and still nothing.

Basically i'm having issues that a lot of people seem to be encountering and posting fixes but non are working for myself.
Hope someone can help.
Ant

does your keyboard have a num lock?  Is it on?  On many keyboards, the numpad doubles as a specials pad and the keys behave differently if numlock isn't on.

Use the included batch file in the Program Files folder to start blender with factory settings. If that doesn’t help, report it as a bug. There is no configuration case where clicking the menu option to frame selected should not work, unless of course nothing is selected to frame.


text:
What's the best way to create stitches on clothing?
I want to create a gambeson to be used inside a game engine, but I'm always ending on the same problem. It's creating the stitching on clothing that I find very difficult. The modelling part is easy to do, it's a simple shape, the problem is creating the stitches on it.
Here are some references of what I want to achieve:

How can you achieve this stitching effect on clothing, in this case a gambeson, in a way that can be used in a game engine.

can you just fake it with bump or normal map?

Yes, that's what I want to do in the end. But how do I make the stitching? Do I model it, do I texture it? I first need to have stitches before I can bake anything.

Maybe create a pattern like that and bake it, you'll have both the stitches and the padded effect. It will need a layer of sculpt though, to add all the folds:

Hmm...could I place the stitches trough a curve to fit the mesh?

maybe bake the heights, then unwrap the coat and put the UVs over the b&w pattern? I'm not sure why you would need a curve

I was thinking on doing it with modelling. It's just how I saw it people doing in Zbrush. But that could work.

modeling it will be painful, just bake the normals (or the heights), what you should model though is all the folds afterwards

I don't think I understood what it is you said. I tried to do what you advised, but I'm not getting any good results this way.

you need to correctly unwrap your cloth and put the UV island over the normal map image, maybe show what you've done so far?


text:
Spine rig is glitching in Blender
I'm trying to create my own custom rig from scratch because I want to learn how to rig and create my own things, however, I keep running into a problem that I don't know what's causing it. It seems like a glitch.
For some reason, when I parent certain bones blender freaks out, and the rig starts spinning out of control.
I'm trying to control a head and spine rig with just three bones with copy rotation constraints which is working fine, however, the controller bones don't follow the armature which makes animating very confusing. But everytime I try parenting it to the armature, the glitch happens. I tried using the "Socket" method but the result is the same.
Is there a way of making the controller bones follow the armature without causing this glitch? I've tried searching but I only find information about the riggify addon which is useless to me.
The Blend file showing the issue:

have you checked that there were no circular dependency?

What's a circular dependency exactly?

for example if you give a Copy Rotation to a bone and choose its child as Target of this Copy Rotation

Okay, that's what I'm doing, and if that's what causing the glitch, then how can I parent the controllers to the Armature? How can I make them follow the armature without causing that?

parent all the controllers, pole targets and ultimate parent of the bone hierarchy to a root bone. I'm not sure what's your problem here as I'm not sure how your armature is supposed to work

That will make it confusing. I want the spine and head controlls to follow the head and spine of the character. So if I make the character bend, the controlls must follow the bending of the character. They won't do that if they are parented to the root bone.

You can't make a controller bone be controlled by a bone that it is supposed to control... but maybe show what you want to do with some drawings?

I'm trying to achieve a similar result to this here: https://www.youtube.com/watch?v=LUO8NA4Fh3A

That's a very sophisticated rig, and probably has a lot more than 3 bones.  Which part of the video are you trying to accomplish?


text:
How to export very high poly mesh?
So, basically, I sculpted a 23 million poly mesh inside Blender. Everything went smoothly, but now I need to bake normals and displacement maps. I can't do it inside blender, every time I press Bake, blender just crashes. So I assume blender can't bake things from very high poly objects.
So, I'm trying to export the mesh to bake in other software but the problem is that Blender keeps corrupting the files. I've tried exporting it as an OBJ three times and each time takes about 10 min and gives me a file that other software fails to read.
So, is there a way for me to export this mesh or was using Blender to Sculpt high poly meshes a bad idea?

Blender should be capable of doing high poly baking, it all depends on the power of your hardware.
A workaround to this should be the Decimate modifier.
When you add it, lower the Ratio value on the Decimate modifier if you're using the Collapse option, or increase the Iterations if you're using the Un-subdivide option.

This will reduce the poly count and help you bake your mesh inside Blender.
23 Million is a little too much even for a high poly model. If you don't want the Decimate way, you could use the Remesh modifier or use the remesh in sculpt mode:
Remesh
Go into sculpt mode. On the top bar, you will see a dropdown menu called Remesh. You can play with the settings (The lower the voxel size the higher polys your mesh will have) and then press the Remesh button to get your result.

If I decrease the detail, then skin pores, wrinkles will be gone. This is not a solution whatsoever. 23 million is just bare minimum. Most sculpts nowadays are 50-80 million polys but that's using Zbrush. So if I have to ruin all my work in order to bake something, then I'm simply going to continue using Zbrush. Blender seems to not be ready yet for proper high detail sculpting.

@Filnisius Well... My (expensive and pretty powerful, though I agree not near the best) computer's max is around 15-20 million faces. I don't know what else may be the solution until someone else answers, but yes, I guess you have a point in using ZBrush over Blender for sculpting (it's paid software, and why not use it when you have it ;) )


text:
Blender 3.5 how to control guide hairs?
I'm trying the new Hair system and I've run into an issue with it. How do I tell this new hair system to follow vertex groups? I don't see a field in any of the modifiers created.
Because I'm trying to apply fur to an animal character, and fur is growing out of the mouths, eyes, etc.
How can I control it like the old system?

Let's suppose you have created a vertex group with the name "Hair boundary". Then find the geometry node called "Interpolate Hair Curves", and click that icon and type the name as the following screenshot:

By this way, the hair will no longer grow outside of the area defined by the vertex group.

I did not know you could use a vertex group! Makes things a lot easier! Thanks!

It looks like Density Mask is no longer available in 4.2.x.  Any idea what to do now?


text:
Why is blender stuck at computing volume mesh?
I have a pretty big and complex scene and now at the end, I needed some smoke sims and that’s what I did. I tweaked them, baked them, etc. I can see them when I use the rendered viewport. But now, that I pressed the render button Blender is just stuck.
Just says: “Computing Volume Mesh” and it’s stuck here. I have RTX 3080 with 64GB of RAM. It’s not the system, otherwise it would’ve said something about no GPU memory or something.
This honestly feels like a massive bug in Blender. Since it doesn’t do anything or say anything.
And no, I can’t share the scene, it’s massive with many models and textures.

Have you found any solution? I got the same issue.

Ran into this - found out it was because motion blur was enabled. If you want to keep motion blur enabled for the overall scene you'll need to turn it off for the Domain by going to Physics > Fluid > Render and turning Velocity Scale to 0.

Hopefully this fixes this issue for you/other people coming up with the same problem.

BIG THX Dude, you helped me a alot. My PC overloaded literally over 100% and never  eva started to render. Didn't know that motion blur on volumes is so EXTREME COMPUTING.


text:
How to activate a bone after a certain threshold?
I'm trying to have a bone copy another bone's rotation after a certain point.
So, I have bone A copying the rotation of Bone B. But I only want Bone A to start copying when Bone B rotation reaches atleast 60º.
How can I create that function in Blender?

search for drivers. This should do the trick.

Here is an example of using a driver to enable the copy-rotation of one bone based on the rotation parameter of another bone.

Add the copy rotation constraint to be desired bone
Create a new driver on enabled parameter of the constraint
edit the driver to be a scripted expression on a parameter (rotation) of the controlling bone.

Productivity hint: I actually went to the controlling bone W rotation param and RMB: "Copy as new driver" and then RMB Paste Driver into the enable.  This picked up the parameter reference variable.  I then edited the driver.
my example:


text:
How to enter Pose mode with Linked Armature?
So, I've made several assets to use in a project all in their respective files. Some of them have armatures on them. But when I try to link these objects, I can't enter Pose Mode, in fact, the option doesn't even exist.
Is it not possible to animate linked Armatures in Blender? Must they always be appended?

The method for this varies depending on the version of Blender, but yes it can be done.  For version 2.8 and more recent, the recommended approach is:
The Library file is the file that you will be linking from.  In it, create a collection containing both the armature and the mesh.  When you link, link the collection, not the contents.
Once you have linked, you need to configure the setup for posing.  In theory, you could use a library override in all instances, but in 2.8x, proxies are less buggy and I recommend a proxy for 2.8x and a library override for 2.9 and later.
To make a proxy, as soon as you link the collection, select the object and then from the Object menu select Relations -> Make Proxy.  From the drop down that appears select the armature.
To make a library override, ass soon as you link the collection, go to the Object Menu in the 3D Viewport and select Relations -> Make Library Override.
The Blender manual describes proxies thusly

Proxies are the historical way in Blender to allow some local editing of linked data-blocks. This is mostly aimed at character animation.

The manual describes library overrides so:

Library Overrides is a system designed to replace and supersede Proxies. Most types of linked data-blocks can be overridden, and the properties of those overrides can then be edited. When the library data changes, unmodified properties of the overridden one will be updated accordingly.

The transition from proxy to library override has been a bumpy road.  Library overrides were very buggy in 2.8, became better in 2.9, and are slated to completely replace proxies in 3.1.
In either event, for armatures, "limited editing" includes posing, so if you want to pose an armature that you linked from a library you have to use this approach.

Thank you for the comment, however, could you explain what you mean by Proxies or Libraries override? What are their use exactly?

@Filnisius see my updated answer.  Proxies/overrides are used to allow posing in the case of armatures.  In the case of meshes they are used to allow moving and resizing the mesh

Thank you for the information. This answer was exactly what I needed. I never tried linking things before, so the explanation on what proxies and overrides are, are also very welcome. Thanks for the help.

You're welcome.


text:
Cardboard box giving me strange mesh errors
I'm making a simple cardboard box for a archviz scene and I got these strange results after doing a Boolean operation. I wanted to create a slit where you can place your hands into to pick it up but it's giving me some strange errors like this:

Here is the blend file:

You've shaded smooth your object, so it is trying to smooth between the big faces and the small ones of your bevel, therefore the long triangular shadows we see on the large faces:

You have several solutions, either you:

Shade flat
Give a Subdivision Surface to your object so that it has more virtual faces to smooth
Lower down the Auto Smooth value but in that case it won't smooth between the faces of the bevel itself
Create an inset in the large faces. The new faces that will be created around the inset will be co-planar with the inset, so there won't be any smooth shading between them
Give a Weighted Normal modifier to your object, which will prevent any shade smooth on the big faces (enable its Keep Sharp option)

Thanks for the suggestions. With these I was able to fix the issue, but if you don't mind me asking another question related to the issue. When should we use bevels instead of subdivision surface and vice versa?

I'm not sure what you mean, you can use both actually

additionally to moonboots answer you could add a plane, R X 90.

on your cube add a data transfer modifier:

check "face data", source: plane,  press smooth, hide the plane.
result:


text:
How to use UDIMs without having seams?
So, something I've never quite been able to understand are UDIMs. I mean, I get it, you use multiple tiles and thus multiple textures instead of having one giant one which may save up on resources.
I have a character that has a lot of exposed skin and I want it to all have equal detail, so i created three tiles.
1- Body and clothing
2- Legs, feet, arms and hands
3- Head
I decided to give 4k to the first one and 2k to the other two, however, this method creates horrible seams. So what am I doing wrong? Do all the tiles need to be the same resolution? Is this really a better way compared to just using a 10k or 12k texture?

The tiles don't need to be all same resolution. But the so-called Texel Density needs to be the same across all tiles if you want to avoid seams. Texel density is the area occupied by a UV island relative to the resolution of the image.
Also, UV islands should not cross the tile borders.
Here's an example of a UDIM texture with three different tile sizes:

1024 x 1024px = 1k texture
512 x 512px = 1/4th of the 1k texture
256 x 256px = 1/4th of the 512 texture and = 1/16th of the 1k texture

If you UV unwrap it, Blender will make all UV islands the same size which results in a different texel density and seams. Crossing the tile borders also creates seams:

If you scale the UV islands according to the image size, they will all have the same density.
The left UV is not scaled at all, the middle is scaled up 2 times, and the right one is scaled up 4 times.
Or in other words: Make the island(s) on the image with the lowerest resolution fit the image and scale down the island(s) on the other tiles accordingly. From right to left is: not scaled, 0.5, 0.25.
Now the cube has no visible seams and all squares have the same size:

Thank you. This is exactly the type of information that I was looking for. For some reason, videos talking about UDIMS never even mention this. So, thank you!


text:
I need to make a realistic mercury liquid simulation
I'm trying to achieve this liquid appearance:
https://www.youtube.com/watch?v=i0oTy8k7bF8
But I got this:
https://youtu.be/n2H6NsxAiF0
As you can see, my liquid is disjoining on small balls.
Which parameter could I modify to get the first video liquid appearance?
Thank you.

It would help to know what you have tried.  Can you share screenshots of your material nodes and other settings, or better, share your blend file?  (Grab the URL of the question.
Go to https://blend-exchange.com/.
Select the blend file.
Add the url of the question.
Grab the url that results.
Go back to the question and edit it.
Add the new url to the bottom of the post.)

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.

maybe play with the Particle Radius or Sampling (I don't remember which one) of your domain?


text:
Object transformations not showing on object properties tab

As you can see in the image, the cube is rotating, keyframes with rotation values were set up before, but suddenly the properties tab stopped showing the changes.

In the graph editor there is Delta transform, but you highlighted the simple Transform in the properties tab.

Thank you @FFeller, I was applying all transformations over Delta transform without knowing.

I noticed that in your listed channels, it notes that these are delta rotations. Your screenshot doesn't show the delta rotations in the properties panel because it isn't scrolled down enough to show them. I suspect you set keyframes on the delta rotation channels instead of the standard rotation channels. This is how your channel listing would look normally.


text:
What is causing this unwanted lip when I apply a subdivision surface?
I'm following the blender guru's donut tutorial, and I somehow split the object into "two groups?". Once I apply the subdivision surface modifier, a weird lip is overhanging at the top. Obviously I could just remodel the donut, but I would like to know how I can undo this for future knowledge. Detailed images below.
 Object mode:  Selected in wireframe:  After subdivision and modifier settings:

maybe check if you don't have inverted normals, or overlapping vertices

Hmmm, the normals and vertices look fine.

Maybe you've duplicated the top for icing, and it's still there, showing more in subdiv. .. part of the same object?

it looks like a separate mesh, please share your file: https://pasteall.org/blend/

https://pasteall.org/blend/e101f264d21d4d0f8402eac7f2121621

You have 2 meshes within the same object, press L to select the top mesh, and move it. You can keep it, if you want to separate it press P:

Also, increase the Clip Start a bit if you want to avoid display glitches:

Thanks so much!


text:
Create white powder coat material
does anyone here created some material that looks like this using Cycles?

I was able to create a material that looks similar using Eevee, but its looking completely different using Cycles.
For Eevee I used How to make procedural Powder Coat material?

I remade the material you linked, and for me it looked identical in both eevee and cycles.

Hello :). Keep in mind that Eevee's Material preview uses HDRI to light the scene, while Cycles Render Preview uses solid grey by default.


text:
Grease Pencil Frame-By-Frame + bones?
newbie here. I'm trying to figure out a workflow for cut-out animation that allows you to swap drawings via grease pencil. So the question is:
Is it possible to combine grease pencil's frame by frame with blender's armature? Or are there better ways?
Thank you!

I… am honestly not sure. I remember trying once and it failed, but it looked possible more recently.

Armature animation and GP animation can be used together, Armature keyframes will be in the regular Dopesheet or Action editor, while GP keyframes will be in the Grease pencil Dope sheet editor. Use bendy bones to get smoother results.
An useful tool is the Time Offset modifier, setted to Fixed frame instead of default Regular: it allows to jump frome one GP frame to another (i.e. 10 different eyes shapes) simply keyframing its offset value, or using a bone to control it with a driver.

I tried to do it, but can't get it do work. Do you know any tutorials I could follow?

@josh_sanfelici how do you make the grease pencil frame connect to the bones?


text:
Applying scale to armature moves objects with bone relationship
I created a simple armature with a couple of bones.

I then scaled my armature (I understand it's better not to do so, but this is something I need for other purposes)

I added 'Arrows' object and parented it to the last bone in my armature.

Which gives me this setup (works perfectly, I can move the bones and my arrows correctly moves together with the last bone).

I then apply scale to the armature, which moves my arrow object to some arbitrary (?) position.

And my object has non zero transforms:

This seems very counterintuitive? And I can't even understand logic behind the position change. It does look like Blender detaches the arrow, does some calculations in global space and attaches it back?
So two questions:

Why does this happen?
Is there a way to prevent this, so applying the scale would not move the arrow object and it will remain attached to the last bone at (0, 0, 0)

(just in case, I've created this scene from scratch, there are no animations, modifiers or anything extra, blender file)

To be honest, I don't know precisely WHY this happens, but there are two ways to avoid it.

Un-parent it, and add the Copy Transforms object constraint. This will keep your object in the correct position both before and after applying the Scale. You can even apply independent Copy Location and Copy Rotation constraints if you don't want the final object's scale to change.

In the viewer, hit Ctrl-A and click 'Visual transforms' at the bottom to apply them if you need to remove the constraints later.

Before applying the scale, drag it into a collection in the outliner while holding Shift and Alt. This will re-parent it to the collection and apply the transforms.


text:
How to texture a resmesh with such accuracy?
So I've tried achieving a result similar to mikecampau with his series BlockHeadPunk
https://www.instagram.com/p/CScQW89nDtC/
But when I try to retexture my head (previously modified with remesh) with a data transfer, I can't get anything that precise at all! Any clue on how to achieve a similar look?
Thank you!! :)

Hello and welcome. While files, images, and external videos or links may be helpful additions they should not be the only way to obtain information about your issue. Don't make understanding your question rely on downloading a file, watching a video or visiting an external site. Use the builtin tools to upload images or gifs, along with thoroughly explaining the problem in written form so it can be indexed and searched for thus helping future visitors with similar issues.

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.


text:
Shrinkwrap/Cloth wraps around multiple objects?
I am trying to do this kind of design (I've done this manually with a flat plane and solidify & sub-d modifiers. No matter what it just looks a little bit janky and I can't get it right.)

When using the shrinkwrap modifier I get this result

So I'm not sure how to make this look better and would love if someone could point me in the right direction to help me improve this! Thanks for any help or suggestions!

how does that cloth looks in edit mode without subdivision modifier? I only guess that you would need more cuts/loops/edges before using cloth (just a guess, your blend file would be good addition to your question)

Is your shrink wrap set to vertex? if you set it to face it might fix things

@MikoCG I thought that at first and it's got a decent amount of cuts to it... Also here is the blend file, its a bit messy as I've been trying things https://www.dropbox.com/s/lizgbmjwj12tpo6/Viking%20Axe.blend?dl=0

@GrahamThomas I tried that before and it doesn't seem to fix it...

The Shrink Wrap modifier does not work very well with separate mesh objects.
There are two options.

You can use the Boolean modifier to union the ax head and the handle. To make this work the handle must be wider. The axe must be solid. Your model has a gap between the head and the handle. This causes problems.

Alternatively, you can duplicate the axe and create a remeshed dummy axe for the Shrink Wrap modifier. To make this work you need to close the hole in the ax head to prevent inner faces and a mess. When the hole is closed you can remesh the object with the Remesh modifier. Add and apply it.

To wrap the ribbons scale them down and place them inside of the head. Then select Project for the Wrap Method of the Shrink Wrap modifier and give it a negative Offset like -0.02. The Target should be the dummy object (option 2) or the solid axe with the Boolean modifier (option 1).
Location for the ribbons (the Shrink Wrap modifier is disabled):

Result with the remeshed dummy axe (option 2):

I've got this working now! Thank you very much for your help! I didn't consider them as 2 objects as I joined them and forgot but that makes sense now! Thanks!


text:
Edging/Bricks around plane?
What is the best way to put bricks around a plane? I would manually place them but I'd like a more dynamic way as it's not just going to be straight all the time.
The thing I've tried doing is duplicating the edges I want the bricks to follow and doing an array and curve modifier to them, and it works somewhat... It doesn't follow the curve exactly and it overflows a little bit and then I tend to have issues like this...

I'm not sure if it would be better to try and fix the issues here or just try something else? I'm starting to think it would be easier just to manually place them at this point...

"It doesn't follow the curve exactly": it should, make sure that both the 2 origins are at the same place for example

Check out this answer - may be possible to take the edges of your geometry, convert to curve, and use this method.  https://blender.stackexchange.com/questions/28765/a-reliable-way-to-make-a-brick-tower

It depends on your topology, but if think ahead, to include the width of your kerb in the road-plane, (and the style suits you), you can take an approach like this:

I Inset your road, and invert the selection to select the rim

ShiftD duplicate the rim, and P separate it to a new object.
You may have to make a few adjustments to the cross-cuts in the rim, but if you were planning for this method, it shouldn't be too much loop-cutting..
When you have got your edges where you want them, give the kerb an Edge Split modifier, followed by Solidify and  Bevel modifiers.

Quite a common method, for generating bricks, tiles, shingles, etc.

This is really good idea! Thank you very much!