text:
Combining denoise node with other nodes in compositor?
I'm rendering a thing in cycles and I think I put the Intel denoise node in the wrong spot, because it won't mix with the rest of my nodes in the composite. I've been using Blender for a couple of weeks so I'm pretty new, and also my brain just...has trouble wrapping itself around nodes. What do I need to change about this node set-up so that the denoising node works with the other ones? Thanks in advance!

Instead of using Render Layers' Image output, use the output of Denoise Image in the add node. Remember, the denoised output substitutes for the standard render layer output.


text:
Where did the 'Use UV for Mapping' option go in Blender 2.8?
I'm following a tutorial using a 2.7 version of Blender, which shows how to use UV unwrapping on beveled curves to make a texture follow the shape of the curve (I'm making stylized hair and would love not to have to convert it to a mesh.) However, the check box for that option under the "Texture Space" menu in the Curve Properties sidebar is not there in 2.8 like it apparently was in 2.7 versions. Here's where I'm looking, for comparison.

I've already looked everywhere in the program that I thought it might have been moved to. I didn't start using Blender until this most recent version so I know things have been moved around a little; I just can't find this one!! Thanks in advance!

All curves now create a UV map, same as they used to create with that option.  It's no longer necessary.  (There was never any reason not to enable it before.)

There was a reason, but I'm glad it's default though. If you converted to a mesh, there were no UVs when you didn't tick that box.

source: Stack Exchange

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

sort: votes


text:
Object clips into floor in material preview, but floats above it in render
it's me
I'm back with another problem that is probably super easily solvable but with which I'm still struggling.
My object (in this case a person's robe) clips through the floor in material preview, which I did on purpose to try and compensate for what happens when I render it: namely, that the robe appears to levitate an inch above the floor. It didn't work, obviously, because even when I do that it's still offset in the render. I have the robe parented to the person it's on. At first I thought it was a midlevel thing on the displacement; they're all at their default .5 though and editing them makes it worse. So I'm stumped... Here's an example of what the robe looks like in both material preview and the render

Are there any hidden objects? Are you using any modifiers? Perhaps the floor has a displacement modifier, which is turned off in viewport display?

@Leander I have a subdivision and solidify modifier on the robe, and a collision modifier/sim on the floor...I tried applying the solidify modifier on the robe because it occurred to me that that might be the problem, but it didn't change anything...

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


text:
Why are my textures mirrored?
I was adding some textures in the UV unwrapping tab when the texture I was adding was reflected backwards. how can I fix it? I've tried rotating it but obviously that didn't work...

Instead of rotating it, scale the uv island to minus 1 on the x axis.

if Alexandres comment doesn't help (but i think it does) pls provide blend file

Your UV maps are flipped and it makes the texture look as if you were looking at it from the backface :

I know of two ways you can fix this :
The first one is, as @Alexandre mentioned, by fixing the UV directly. It should be the one you pick since, having a flipped UV is generally a bad idea :
Just select the face(s) that have the flipped textures, go to the UV editor, select everything and press S then X then - then 1 and it should display your texture the way it should be.
The second way is kind of a quick fix but I think it's still good to know since it illustrates the usage of the Mapping node. Chances are that you are already using a  Mapping node with your image texture in the node editor but if you haven't already, you can plug a Mapping and a Texture Coordinate node to your Image texture like so (You can do this by selecting the image texture and pressing CTRL+T if you have Node Wrangler add-on activated):

You can use the Scale option of this node to change the scale of your texture. Setting the Scale's X to -1 should solve your problem.
Notes
I started from the assumption that your texture is horizontal so if the steps I gave didn't fix the problem, you should check if it's not the Y axis that needs to be flipped instead.

Ok, thanks guys i've fixed it now

@Michael Ciurleo if the answer is correct you can validate it (check icon on the top right of the answer)


text:
How can I get rid of these dents in my mesh?
I tried sculpting over these dents then smoothening them out but it didn't work it would just appear again, how can I get rid of them?

Your mesh is way too dense, I am not sure what are you going to use it for or if you need it that dense but I would recommend one of two things... go to sculpt and smooth it with a weak Smooth brush (strength like 0.05-0.1) or remesh it manually/automatically to lower density and repair it and the subdiv it again.

Do they deform surface or you don't like topology?

@vklidu it deforms the surface, using the smooth brush and makes the dents sink down instead of actually smoothing it  :^/

there are probably already twisted faces in center ... us suggested - Remeshing Modifier with some lower density could solve more of your issues arround the object at this stage of work.

You can try grid fill:

delete all vertices around the damage

connect all vertices around the hole

grid fill


text:
Can somone help me remove these bumps?
I've tried to smooth it out numerous times but it just creates creases or more bumps. I'm totally stumped and have no clue how I can smooth it out so its a nice geometrical helmet. can anyone help me do this?

did you try sculpt -> flatten with a big radius?

i'll try it now :^)


text:
How do I fix this materials glitch?
For some reason the blue material has white in it, but it should be fully blue. how can I get rid of the white smudges? I've copied the materials nodes from the body and added it to the armored plate on the chest and just changed the colours and this happened!
*The body of the mesh is supposed to be black

Are you using some textures? If so may be it's just UV unwrapping problem. Hard to tell without more details.

Hi :). Looks suspiciously like two overlapping meshes


text:
How to Fix Bool Difference
So I'm trying to cut this particular shape and that works out well, but when I apply the bool modifier, it gets rid of the geometry and makes the cut completely empty. How can I fix it so it keeps the inner geometry?

hello, have your tried the two options (Fast and Exact)? Please share your file: https://pasteall.org/blend/

Yes I have tried that to no avail, I'm uploading the file now :^)

heres the link: https://pasteall.org/blend/9d63b99dc3714a658150520e9688dd74

You first need to apply the Mirror modifier, otherwise your mesh is opened and the Boolean won't act as expected.


text:
How to make white smoke (with Cycles)?
I wanted to create steam and I've implemented the quick smoke shader but it's always grey when I put the color slider on white, and I want to change it to white. How can I get this to work?

Here's what I do, works well. I put this on a .vdb object.


text:
how much time it will take to make a film alone
I want to make short animation films like 10 to 15 min and I want it to be as good as Frozen and the Lorax. how much time, from your experience, do you think it will approximately take to make some animation as good as that to make a single film? I searched the internet for this question and it told me that it will take months if you are a team. and I am alone so is that really right? cus am fed up:)

If you are fed up then don't do it.  Each frame for any of the films you mention takes many minutes, sometimes hours to render in very high powered computers, and render farms comprised of thousands of computers. Multiply the time it takes to make one frame by the number of frame per second you need, then by the number of minutes of the whole film... then you will realize how unlikely it is you can do anything like that at home. Now you can really be fed up.

Real numbers here. On Youtube you can find channel named Astartes. It's one guy who made 5 short (1 min - 7 min) extremely high quality movies within time span of 2 years. (Single story in five parts) At the begging he was doing this as a hobby but when Patreons gave him enough support he went full time. The time between part four and five was around 10 months. Part 5 was 7 minutes long.

oh my god, that's a lot


text:
Displacement and Bump problem?
total noob here,
Following the ol' donut tutorial.
Ive come to the texture shading section and trying to get my displacement and bump to look like the tutorial.
Ive attached a couple pics of what Mine looks like compare to his.
blenderguru has a nice, very soft cloudy look and mine looks like a plastic toy
Any ideas what I did wrong?
Thank you for looking,
Here is mine:

Here is his:

Are you rendering with Cycles? This looks like an EEVEE result

Freeze the video at 6:15, you see he has a subsurface value of .105 and and a pink subsurface color. You have the color, but your subsurface is at 0.

@ChristopherBennett I think that did it!!


text:
Solidify modifier isn’t working as intended - it scales outwards instead of applying thickness
Trying to create the basic shape of a phone and instead of applying thickness it just moves everything sideways and outwards. Tried to recalculate normals and nothing happened. Any help?

Hello, could you add a better quality screenshot and the mesh without the modifier to see the problem ?

Modifiers act on the ‘base’ mesh and I believe it is acting on the mesh as expected but the problem is that you cannot see the effect of the solidify due to the scale of the mesh in one dimension.
In your example you are seeing the effect of thr modifier in the X and Y dimensions but not in Z -as you have scaled it to a size of zero in that direction to make it flat. This means that the solidify is also squashed flat so you see no effect.
You should select the mesh, press Ctrl+A and choose Apply Scale. This will reset the scaling of the mesh back to 1,1,1 and your Solidify should again behave as expected.

Hi, I’m trying to add a bevel modifier before it to curve out the edges but now that’s not working after I apply scale. Any help?

I don’t understand exactly what you mean by “curve out the edges”. Perhaps start a new question from he beginning - including reference images of what you’re trying to model. It sounds like you need some pointers about the best way to go about it.


text:
How can I fix the streaking on the side of this cube in Blender 2.83?
I recently used Blender 2.83 to create a textured cube. I first made a UV map, and then applied a texture. I also scaled the texture using the Texture Coordinate, and Mapping modules in the Material Nodes. I then got the wanted result, but only on the top and bottom face. Here is my result:
Is there a possible way, to get my wanted result, and also fix the streaking?

Don use object or generated coordinates you need UVs. To understand texture coordinates i suggest you watch the following video Manipulate texture coordinates

I'll check it out.

@susu I am not sure, if that is what I am looking for. Could you explain more, why I should look at it?

to understand how texture coordinates work.

It is just an unwrapping issue.I suggest to unwrap that face separately or smart UV project the entire cube

It appears as though either: 1. you are not using the UVmap you created, 2. there a different materials applied to different faces, or 3. The object is not unwrapped correctly.
First, make sure that in your node setup you have the UV output on the Texture Coordinate node connected to vector input socket on Mapping node.
Second, make sure that all your faces have the same material assigned. Select all of your faces in edit mode and in the materials tab, choose the correct material and click assign.
Third, try unwrapping again. Go into edit mode. select all of your faces. choose UV Unwrap.

What about the seems?

I am certian I am using it, it is the same material, and I am sure the uv map is correct. I think I might just unwrap that face sepperately


text:
How to make Actions object specific?
I have gun actions, and each part of the gun, has a specific action. However, when I export it into Unity, each object has every single animation, even if it never used that animation in Blender. What can I do, to make actions object specific?

So the way blender exports normal object actions is that every action that can be applied will be applied to an object, I would recommend doing the animation with a rig, but you can also switch tick these boxes off and it should export as one animation.

it worked for me, but it wasn't what I wanted. I just didn't want an action, for every object in the blender file. I still wanted more than one action though.

Then you will have to use armatures and bones to animate the gun parts, all of the parts have to be under a single armature and connected to bones

Ah, alright then.


text:
Why does the "shading" tab sometimes make my model to disappear?
Very much a newbie here. I created my model, a carrot, and I would like to do some colour on it. So I click on the "shading" tap and then the whole model disappears!
I thought it was a scaling issue (and it looks like my model is down there) but no matter how much I zoom in, I never get to the model. When I leave shading, the model shows up again.
Please help :(

Hi. Please add some images to your question to illustrate what you mean. Thanks.

The shading viewport has an independent "view camera" to the main layout viewport. If "no amount of zooming" will get to your object, this likely means you have hit the zoom threshold (zoomed in all the way), and cant go any farther by zooming. Try to pan to your object using shift and the middle mouse button the same as in the main viewport.


text:
How can I see texture on my model besides in shading?
For some reason I can only see the texture in shading. How do I make it so I can see the texture regularly?

Does this answer your question? Textures Not Showing in Viewport (Blender 2.8)

There are four types of Viewport Shading: Wireframe, Solid, Material Preview, and Rendered.
Textures are (initially) only visible in Material Preview and Rendered. I would say that that is exactly what those shading types are for. But, if you want to, it is possible to also see textures in Solid shading.
Of the four Viewport Shading icons (usually) in the top right corner, click on the Solid shaded icon (2nd one from the left, a solid white circle) and then click on the little downward pointing ">" icon on the right side of the four Viewport Shading icons. Now under Color you can select Texture.

You need to switch render modes. Pick either lookdev, also known as material preview (second from right), or rendered preview (farthest right). See below (highlighted red):


text:
When to (not) use normal maps
Learning to model and I've got a question about what I've surmised about normals mapping so far (correct me if I make a mistake):
We create a normal map from a high poly model, in order to export the detailing into a texture to be used on a low poly model. This normal map contains information for the lighting of bumps, dents, etc. so that these do not need to actually be rendered and use no geometry, making your model take up less resources which is important in games.
So my question is: say I am modelling for a still image render and would like to experiment with the positions of lights or I am modelling to create a 3d-printed miniature, would it then be wise to skip the normals entirely and have the details sit as geometry in the model?
From what I understand the low poly model is still needed to UV-unwrap for texturing, as high poly counts seem to be impossible to unwrap, but in the mentioned examples would there be any other changes to a general workflow of base mesh->retopology into lowpoly->unwrap->high poly detailed model->bake normals->paint ?

It's all about shading (and the time you can spend). In case you get good results without a UV map by eg. using triplanar mapping and you do not have any deforming geometry I'd stick with the high poly model.

Not only do normal maps increase performance in games, but they also increase the speed and performance of renders. Normal maps are only supposed to be used for small details such as small dents, scratches, marks, etc. For small details, you should probably use a normal map.
However, normal maps do not modify the actual geometry of the object. They only change the direction light hits the mesh in certain areas, known as a normal (hence the name). To modify the geometry of a mesh with a texture, use a displacement texture.
So, for 3D printing, do not use a normal map as they only affect the shading of an object and not its geometry (3D printing only uses geometry for slicing the model). Use a displacement texture with the Displacement Modifier instead and apply it.


text:
grab issue in blender 2.83.1
I have upgraded from blender 2.79 to  2.83.1, and then I can not grab mesh, only the origin dot is moving but the mesh stay in place. This was working with 2.79 version.

Most likely the 3D Viewport is not updating, and it can be fixed by updating your video card drivers.


text:
How to create old looking/ cracked glass
I am looking for old looking cracked glass for a window in a shack scene.
I have looked everywhere but can find a tutorial or material or model on this
please can someone help me on this
thanks

Try using a Voronoi texture, it looks somewhat like cracked glass and would be a great start.

Here, try this:

As Eric pointed out in the comments, the secret here is a Voronai texture set to "distance to edge". I used ColorRamps to remove all the grayscale and leave only black outlines. I made a large, medium, and small set of cracks and mixed them together. I then used this combo as a main image (BaseColor), as a basis for a normal map, and I also inverted it to make an alpha mask.

Final result looks like this:

This can obviously be made better by creating more distortion among the cracks, but I feel this is a good place to start. I'll upload the .blend file so you can experiment.
File is here -
Hope this helps.

very nice!!!!!!


text:
Is it possible to resize faces/edges/vertices to a specific size?
I have some previous experience from both Hexagon and 3DS Max. And you can easily resize a face, edge or a group of vertices to a precise number in both platforms. For example, you can create a 2x2x2 m box, then select one single side (face) and set the size to 2.189 m. For example.
Blender does have a size pane. But only for entire objects. I can set the width of an entire object to 2.189. But not a single face. Or an edge. In order to do the operation above in Blender I'd have to bring out a calculator and figure out the ratio of 2.000 to 2.189 and punch in that number in the resize tool. I can't for the life of me understand why there's no built in size panel for stuff like this.
What also bugs me is that for the very same reason you cannot easily read the size of an element, such as a face or an edge. Sure, there is a distance tool. But a lot of time I'd like to know the size in X, Y and Z. Not the actual distance from one end of an edge to the other.
Is there some plugin or setting in Blender for this? I basically want to be able to select a face or an edge, and see the size in all three directions. And also be able to change the size by punching in numbers. Resizing the width of an edge from, let's say 3.448 to 3.207 shouldn't require a calculator.

Related: How can i set a specific length for an edge?

Does this answer your question? Blender 2.8 edge length

There's always an option to press S, left click, expand the popup in bottom left, and type  /  as the scale. Or S, then /, then current dimension, to get a dimension of 1, then S and type/paste the desired dimension.

Yeah, unfortunately, I think the best you can do for now is to enable face and edge measurements under overlays. It's only a display - it doesn't let you input any numbers directly, but at least it lets you see dimensions as you scale, and transform and whatnot. If an add-on for this type of thing does exist, I would love if someone could point it out. Until then, I think this is what we're stuck with.

CAD Transform for Blender may help?


text:
Deleting model from scene
I'm trying to make a script that opens the .obj files from a folder one by one and performs a boolean operation based on an .stl file called rail.stl.
Then I want this script to transform the .obj file into .stl before closing it and continuing with the next file inside the folder.
In order to achieve this, before transforming the .obj into .stl, I want to remove the file rail.stl from the scene.
This is what i'm trying and it's making blender crash every time I run it.
[...]
        # Import the "rail.stl"
        print(f"IMPORTING RAILS!")
        bpy.ops.import_mesh.stl(filepath=modifier_file)
        # Catch the modifier object inside modifier_obj
        modifier_obj = bpy.context.selected_objects[0]
        print(f"IMPORT FINISHED!\n")

        # Apply boolean modifier
        print(f"APPLYING BOOL MODIF {index}!!")
        for obj in bpy.context.scene.objects:
            if obj != modifier_obj:
                bpy.context.view_layer.objects.active = obj
                bool_mod = obj.modifiers.new("Boolean", "BOOLEAN")
                bool_mod.operation = 'DIFFERENCE'
                bool_mod.object = modifier_obj
                bpy.ops.object.modifier_apply(modifier=bool_mod.name)

                objects = bpy.context.scene.objects
                # Loop through all objects and delete the ones that are not active
                for obj in objects:
                    if obj != bpy.context.active_object:
                        bpy.data.objects.remove(obj, do_unlink=True)
        print(f"MODIFICATION FINISHED!!\n")

Then Blender is crashing when it gets to the line  bpy.data.objects.remove(obj, do_unlink=True)
Is there any other way of closing the file rail.stl?
Thanks!

Thats most likely because you remove it inside the loop over the scene objects. Keep them in a list and remove them in another loop, after the main loop.

EDIT: there should be a way of doing it without the last for loop because I just have two models on the scene: the .stl and the .obj file.
What's the best way of selecting just the .stl file and deleting it?

modifier_obj is the one to delete, if I understand you well. It is know from the begining. remove it, but after the loop.

Yeah modifier_obj is the one to delete. What I'm struggling the most is in figuring out what command I should use to remove this file.
As i said in the description bpy.data.objects.remove(obj, do_unlink=True) is making Blender crash so maybe there's a different command to delete this.
I'm new to Blender AND python so I'm just doing what chatgpt suggest but its answers are not very good on this case...

place bpy.data.objects.remove(modifier_obj, do_unlink=True) after the main loop (and remove the inner loop at the end of the main loop, all the part that is after the line that applies the modifier).


text:
Nearest neighbour filtering for reference image node (version 3.4)
I started Blender today with the goal of making low-poly models with pixel art/low res textures. It's just like everyone warned; very overwhelming!
A tutorial video I was watching inserted a high resolution reference image to use as a guide for making loop cuts. I tried to do the same with a pixel art image I plan to use as a texture later on, but the pixels were blurry. Normally I'd switch to a nearest neighbour filtering method to fix this issue. Google search gave me results on how to do it with model textures, but not reference images. Is there a way to change filter options for reference images?
Thank you in advance.

I don't think so. You could blow the image up with nearest neighbor filtering and use that instead. It will still be blurry if you zoom in far enough but it should be usable at normal zoom levels if you blow it up enough.

That makes sense. Thank you!


text:
I want to make a procedural spiral texture (where I can control centre size)
The image below has the type of pattern I want.

I don't want to just put a circle in the center, that will chop of the swirl lines.
I want to make sure the swirl lines end, while still being able to resize the center.

My experiment with swirl lines, notice how the lines do not properly end.
Here is a good video I found:
https://youtu.be/kr22nm2Vvyc


text:
How to move sleeves with character rig?
I've been designing a dress for a small animation and I'm not quite sure how to make the sleeves move with the rig. My sleeves that I designed are off shoulder style and I would like to know how to make them move with the arms without having to give it a cloth physic.
Here's a picture to show the sleeves

If you don't give your dress any cloth physics you need to correctly weight paint it, if it has cloth physics you need to create a pin group and the sleeves should be part of this pin group

thank you for your help. The dress has cloth Physics but how do I make it so I can move the sleeves with the rig and not the Physics.

You need to either assign the sleeve to the same vertex groups as the arms, or assign them to new groups with new bones that will control these sleeves in particular. Also you need to assign these vertices to the pin group so that they are not affected by physics


text:
Python Panel Dropdownlist and Integer Button
I am trying to create a dropdownlist and a increment/decrement button in my custom UI Panel.
I can't seem to find how to do this. Does anyone know how?
Here are visual Examples

Thank you in advance for your help and have a nice day! :)

Here the code for this example:

bl_info = {
        "name": "Test Addon",
        "author": "Me myself and I",
        "version": (0, 0, 1),
        "blender": (2, 80, 0),
        "location": "View3D > UI > MY TEST",
        "description": "This is a test UI addon",
        "warning": "",
        "doc_url": "",
        "category": "3D View",
    }

import bpy
from bpy.types import Panel, PropertyGroup, Scene, WindowManager
from bpy.props import (
    IntProperty,
    EnumProperty,
    StringProperty,
    PointerProperty,
)

class MYTEST_PT_Panel(Panel):
    bl_idname = "MYTEST_PT_Panel"
    bl_label = "MY UI"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "MY TEST"
    bl_options = {'DEFAULT_CLOSED'}

    def draw(self, context):
        layout = self.layout
        placeholder = context.scene.placeholder
        col = layout.column()
        col.prop(placeholder, "inc_dec_int", text="Increment/Decrease")
        col.prop(placeholder, "dropdown_box", text="Dropdown")
        col.prop(placeholder, "file_path", text="Filepath")

class PlaceholderProperties(PropertyGroup):
    inc_dec_int: IntProperty(
        name="Incr-Decr", min=1, default=4, description="Tooltip for Incr-Decr"
    )
    dropdown_box: EnumProperty(
        items=(
            ("A", "Ahh", "Tooltip for A"),
            ("B", "Be", "Tooltip for B"),
            ("C", "Ce", "Tooltip for C"),
        ),
        name="Description for the Elements",
        default="A",
        description="Tooltip for the Dropdownbox",
    )
    file_path: StringProperty(
        name="File",
        default="",
        description="Wanted File",
        maxlen=1024,
        subtype="FILE_PATH",
    )

classes = (
    PlaceholderProperties,
    MYTEST_PT_Panel,
)

def register():
    #the usual registration...
    from bpy.utils import register_class

    for cls in classes:
        register_class(cls)

    Scene.placeholder = PointerProperty(type=PlaceholderProperties)

def unregister():
    #the usual unregistration in reverse order ...

    from bpy.utils import unregister_class
    for cls in reversed(classes):
        unregister_class(cls)

    del Scene.placeholder

if __name__ == "__main__":
    register()

I believe this small example should be easy enough to follow through, i tried to use simple names to see what is used where.
The specific 3 Properties needed are the IntProperty, EnumProperty and StringProperty.

Ohh thank you very much for this for this! :)

Do you also know how to make a filepath in the UI Panel also?
I am think of StringPropertybut I am not sure if I am in the right path for this.

Updated the answer, should this solve your question, please consider to accept the answer. For further questions i would also suggest to ask a new question, as this system is not meant to have more then one question asked at once, so the answers can be as focused as possible. Good luck on your coding quest ;)

Thank you very much. Sorry about the second question, this is my first time posting on this site and I did not know that rule. thanks again :)


text:
Image Planes in Eevee Appearing at Incorrect Depths
I'm not certain if this is a bug or if this is just how Eevee works, but images I import as planes are acting very strangely. I'm trying to make a  mock-up room using them, but in the Eevee engine they're displaying oddly, the only way I can describe it is not displaying at the depth it's actually at? Using Cycles it displays everything properly, so I'll just use that for the time being, but this really threw me for a loop.
I tried updating to the most recent stable release (2.82 to 2.82a), tried re-opening the file, restarting, none of that fixed it. I appreciate any information, thank you.
(It may not look like it in the images, but in the Eevee screencaps both walls are actually intersecting and clipping with each other, along with the ground plane)

This has a rather simple solution.
You need to set the material blend mode to Opaque.
When using Images as planes addon, it's set to Alpha blend by default.

I came across this as well and was pulling my hair out.  Thank you!

Glad to be of help :).


text:
Why is Eevee giving low res animation output?
First off, I wanted to make a HUD in blender. I thought it was better to use Eevee for its bloom effect. I can get single frames render at high res but IDK why the animation looks all pixeled..

This is the rendered image and it looks pretty good. But the animation video is really low res
If you noticed you can see the pixelated retro sort of look. The rendered image at first is 1.08MBs. But the rendered video is 0.88MBs. I don't why this is happening..

They are the exact frame but why does the rendered video looks so crappy?? Anyone please help, thank you!!

Strongly recommend to only use image format in Blender. You will keep more control if you got an image file rather than video file.

Set your video quality to high or lossless. A Bloom effect with dark and redbackground is really bad for image compressing method. Which tend to output a bad resolution or the image if the size of the file did not change.

If you want to make video like a professional artist, you might want to check out how image are stored in each format like jpeg, png, bmp, gif, h.264, h.265 and so on. (Notice that I did not mention mkv and mpeg(mp4) because they are container which work as a directory.)
And you might want to save your video in "Image" format to preserve the best quality while editing video sequence.

Set the video quality output to constant bitrate, and just turn the bitrate + maximum up to 10,000, this works for me


text:
Particle separate
I have created a blender animation with three particle systems, which use molecular script for collision.
- 1st particle system are blue UV spheres, whithout magnetic field weight
- 2nd particle system are red UV spheres, whith magnetic field weight
- 3rd particle system are blue and red UV spheres, whith 0,5 magnetic field weight

Everything is working great, particles are moving along a plane, a magnetic field pulls the red UV spheres and mixed UV spheres on the upper plane, blue spheres are falling down, then mixed spheres fall down too in the middle of upper plane and the red spheres are  moving along on third plane.
The process is magnetic separation animation.
The problem is, that the animation is not showing the exact process,... it should work something like this:
There are 2 systems:
- 1st particle system are blue UV spheres, which should fall down
- 2nd particle system are red UV spheres, which should go up by magnetic force
- 3rd particle system are red and blue spheres which are connected, but they SEPARATE half way on the upper plane, so that the blue spheres fall down.
Any suggestions?
Thank you


text:
Why node wrangler doesn't recognize AO maps when using auto setup shortcut
When i used auto setup shortcut on PBR maps using Node wrangler on blender 2.8, the addon never adds AO maps but everything else is displayed and connected properly. any reason for this?

source of textures? post the link pls

i mainly use texture.com

citing @JtheNinja:
While we're discussing AO, I should probably point out a pretty common misconception when using Cycles. Cycles does not NEED actual AO for anything, ever. Cycles does not have a true ambient light..
https://blender.stackexchange.com/questions/46287/adding-ambient-occlusion-to-material/46290#46290


text:
Is there are way to make the simple sub division look less ugly?
For my model i had to give it the simple subdiv with adaptive subdiv for the pbr textures to work properly. is there any way to make the model look smoother without affecting the pbr texture quality, or is this how it has to be, can it be fixed with baking normals?

No, you know that very well.

If you've subdivided without smoothing it will just add topology, it won't round the shape


text:
How to fix subdivision surface glitches
So, I'm trying to make a shoe, but I've noticed there are a lot of glitches including: pinching, areas that are not properly filled and random sharp edges as well as edges that are overly curved and not smooth.

I've checked the un-subbed topology and there's no random vertexes and it's relatively even and clean

it can be: inverted normals (try a Shift N), overlapping vertices (try a M to Merge by Distance), or inner faces... If it still doesn't fix your problem please share your file

That worked! Thanks!


text:
Can't Fix Flipped Image Texture
I'm not sure what's happening, I've followed tutorials, but nothing seems to work. Here you can see that my UV looks intact, and I believe I've set up my material accordingly. Yet I can't seem to get the image texture to flip.
I know the UV isn't scaled correctly, but i have scaled it perfectly before and it still didn't work.

In the UV Editor just hit S, X, -1, Enter to flip the UVs on the X axis or use Y instead of X to flip on X axis. Or hit R, 180, Enter to rotate it upside down. Whatever fits your needs.

Your Texture Coordinates node has to use UV socket not Generated. BTW ... If your screen is in just flat X axis you can Unwrap from View to keep proportions right.

Exactly. The Generated space will completely ignore your UV mapping. It's 0->1 from min->max X,Y and Z of the object's own space, whatever.

UV Map texture space is implied by the Image Texture node, so all you have to do is to delete your left-most node.


text:
How can I Generate a Rig for my Character?
So i wanted to rig my mesh similarly to how the Mixamo Y-bot works, with the limbs rolling on the "ball" joint. But when i try to replicate this it just stretches the mesh instead of allowing it to roll over the joints smoothly. How can I fix this?

don't use automatic weight, but parent to "bone"

Thank you I’ll try that!


text:
Smooth mesh or flat mesh

Hey I have  done retopo my Barrell of my Gun , its a game model, I'm confused weather I smooth it or leave it like that because smoothing is Getting worse and I cant increase geometry. I just want to know which kind or geometry go for a game model

Hello, what do you mean? What does it give when you smooth?

Hi, I've voted to close this as opinion based, because right now, it just sounds like an aesthetic question: "Does smooth or flat look better?"  But I think you should consider more carefully what you want to ask-- and perhaps ask a question like, "Why does this smooth shaded mesh look bad, and what can I do to improve it without increasing the vertex count?"

if you mean the right click>shade smooth made you obj look bad,and the object data properties>normals>auto smooth wouldn't help,then maybe your normal were mess.
to fix the normal,you can go to edit mode,select all>mesh>normals>recalculate outside.


text:
Is there a way to change blender default operator values?
There are some values that I find not useful when I'm in Edit Mode and want to do, for example, a Decimate Geometry Operation. The default value is 1.00 and I would prefer to set it to .5 by default. Also, the limited dissolve operation is set to 5° by default and I would prefer to have it at 1°. This is the case for many operations but I don't know how to change the default values.
Is there a way to do this?

good question...but i think, it's not possible but maybe it is a good idea to do a feature request... i would support it


text:
Use Instances Names to create custom render file names
I am trying to render many frames of a character with different accessories and characteristics, I would like to give each image the name of these characteristics which I am instancing with the geometry node.
I was wondering if there is a way to "extract" the list of the particles and name each rendered keyframe after that. The rendering is random, so there is no real sequence on it. For example in the image attached it would be legs2-hat1-arm3.png or legs2hat1arm3.png or L2H1A3, something like this. Is it possible?


text:
gpu out of memory when using script + bpy.ops.render.render(write_still=True)
I am using a python script to render many frames with bpy.ops.render.render(write_still=True). However at some point the script says "GPU Out of Memory..." at first I thought it was some specific frames that caused the problem but while rendering again I didn't have the same issue, it appears to be kind of random but after rendering some frames with this method. Do I have to dump the memory or something like that after each render?

Are you using any addon ?

Yes, I have some basic add ons like Loom, Node Wrangler, F2, AnimAll, Loop Tools, Principled baker, and probably those are the only ones that I added/activated manually. The only one that works for rendering is Loom but I don't use it or refer to it in my code. Do you think it has something to do?


text:
Worse Megascans lighting compared to Unreal Engine
I'm starting to learn Concept Art, creating my own scenes and so on. Of first I started using Unreal due to the conection it has with Quixel Megascans, being those free when used with Unreal. But then I realized that Blender maybe would be more suittable for the work I want to do, because of the features it has in modeling, particles, Cycles, etc, and maybe if I liked the workflow and the added features of Blender I would consider using it and subscribing to the Megascans subscription.
When I exported the first 3d asset from Quixel Bridge to Blender (it was a rock) I did not notice anything strange. But then I went and tried some of the snow assets, and the lighting in the asset textures was strange.

The images above shows the asset in Unreal Engine with and without the directional light activated. The Dynamic Exposure is desactivated.

Area Light Blender Eevee

Area light blender Cycles

Light off Blender Eevee

Light off Blender Cycles

Sun light Blender Eevee (in Cycles was almost the same)

Quixel Bridge sample foto
As you can see the lighting in Blender is nowhere near the Sample foto or Unreal, and in Cycles it should be even better. If you could help me solve this i would appreciate it a lot! I'm really really new to all of this, so maybe I'm missing some settings in Blender or I need to do something in the Shader Editor?
Thanks in advance! :)

What you don't mention on your tests is how the color management is set up. For cycles, if you are use filmic and increase the energy for the lights so that you can make use of the wider dynamic range. Read: Render with a wider dynamic range

Also remember to put an HDRI in the Environmental Texture node of the World shader. This is found by going into the Node Editor window, clicking the drop-down at the top that says "Object" and changing it to "World". You will see that an Environmental Texture node is already setup and is empty. Put an HDRI in there. That will completely change the lighting.


text:
Moving the bones breaks/tears the mesh?
When I rotate the bones it actually tears my mesh like this ,

what should I do to prevent this. This is my first day of rigging and I am using rigify plugin and Blender 3.0.0.

Thanks in advance!

hello, are you sure that the vertices are connected?

@moonboots I downloaded a model from the web to to learn rigging , so I don't really know.

@moonboots no the vertices are not linked as in edit mode when I selected some vertices and clicked L , only a small area was selected , the whole model had many vertices that are not linked. How can I join the complete model?

it really depend on the topology, you can try to merge the vertices : Select all and press M (and play with the threshold in the Operator box on the bottom left), but I'm not sure it will give a good result


text:
Uanable to bevel correctly , as per the image?
My edge bevels are going over one face not equally over both adjacent faces as per the tutorial, I am just a beginner so any help would be great.

Thanks in advance.

your object has non uniform scale. in object mode, apply scale (ctrl+A then scale).

@lemon thanks a lot !


text:
Transparent material looks different in render/camera than in preview in Eevee
I've seen a few different questions with similar problems on here but none of the solutions appear to work for/apply to my issue. This one seems closest to the problem I'm having, but I don't have a volume so I don't think that's what's happening here. I've downloaded an eyeball mesh (from turbosquid, I think? It was a hot second ago) and I've used it in Cycles before with no trouble, but I decided to see how it would look in Eevee, and it looks fine in rendered preview mode:

It looks like that in Cycles, too, which is what I want. But then I go into the camera view, and it looks like this:

Here are the nodes for the transparent material of the eyeballs:

Is it the shading language? I read in the linked post above that the camera and render take more calculations into account than just the preview. I'm just not sure if that's the problem here or not.
Thanks in advance for any insight. I've only used Eevee a few times in the past so I'm not super familiar with it, sorry.

Could you explain very directly exactly what the difference is that you are wanting explained between the two render images? Because you have explained everything but the exact character of the display difference itself, thereby leaving it to everyone else to discover the problem from nothing more than a difference in how these two images appear visually on their own screens. This will leave many wondering if they are seeing the same thing that you are seeing. Personally, I can't be sure I see it. Even if I could, I couldn't be sure it's the same difference you are seeing. Could you tell us?

@R-800 The difference is that in the first image, which is a screenshot of the render preview mode, the eyes appear bright blue which is what I want. The second image, which is a screenshot of how the eyes appear from the camera view and in the final render, and they look very dark and dull. I want the eyes to look like the first image in the final render, but I think I have some setting enabled where the camera and the render are calculating different shadings in the material than in the preview. I have not changed anything between the two images, just switched to camera view. Does that help?

https://blender.stackexchange.com/questions/2558/how-to-illuminate-the-darkness-inside-glass-objects-in-cycles and https://blender.stackexchange.com/questions/66702/objects-behind-glass-shader-appear-black?noredirect=1&lq=1 and https://blender.stackexchange.com/questions/41603/objects-behind-glass-appear-too-dark


text:
Mixing texture paint and exported UV png changes color of png...?
I'm trying to mix a basic texture I made in the texture paint mode, and a transparent png I made from the 'export UV layout' option. They technically both appear, but the transparent one has changed from a blue-black (which I want) to a brown (which I don't want...) and I'm not sure why. I attempted to just plug in a hue/saturation node to quickly alter the color but it alters the color of the supposedly-transparent png background. Because of this, I had to plug in an invert node which ostensibly fixed the problem and made it transparent again, but the png is still brown. Here are some pictures...

The symbols are meant to be tattoos, and they're mixed with the plain beige texture paint. Is the beige what's changing the color of the tattoos? Without the invert node, it looks like this...

Thanks in advance!! I'm sure it's just something small and random I've missed. I'm still pretty much a noob.

On the Color Mix Node, invert the order there to put the Alpha image on the bottom and the Body image into the top socket - that way the alpha image appears on top. Blender uses the opposite of what you think the order would be coming from an Image Editor in stacks of layers, this is more like a Text Editor where next line below is last added.

Thanks!! That got rid of the inversion problem. It's still brown though...? Is that an effect of the texture paint?

Turns out the answer to "why is it brown" is that the subsurface scattering color was pink and I had the slider turned up really high. -sigh- It's always something little like that isn't it
EDIT: here is a screenshot of what it looked like after I altered the subsurface color

Maybe as an improvement on this, share a picture of before and after on the Subsurface color mixing so the answer can be seen as well.

Good suggestion; I edited my answer to include a photo


text:
I can't find bake option under cache while doing smoke simulation in blender 2.82
I was following a tutorial a youtube and my cache options are different than all people out there I don't know why. I also don't have a bake option in it. Here is a screen shot of my screen.

In Blender 2.82 under the Cache dropdown panel, set the Type to Final.
The bake button should appear.

Change the Render Engine to 'Cycles':

Its already in cycles

That is not the right place to bake simulations, the image you show is to bake textures. it is a different process. The controls to bake simulations are in a different tab.

In the render tab switch render engine to Cycles and then scroll down until you see a Bake dropdown menu. After that open the dropdown menu and there will be a Bake button.
Hopefully this helps.


text:
Error using angle measure feature of measure it
I am unable to measure angle after selecting 3 vertices in blender using the addon measure it. The message keeps on displaying select 3 vertices.

Little bit of an old question but I've had this problem too.

I notice from your screengrab that none of the selected vertices is active. That suggests maybe you used something like Box or Circle-select to select them.
Because, (even if you didn't) you might have selected more than one vertex simultaneously, they don't have a selection order. The MeasureIt Angle display needs to know in which order the vertices were selected..
Does it work if you use the default 'Tweak' selection mode, and select the vertices one at a time?

Ahh bingo. For me this worked.


text:
How to get the texture and color of a peeled and cross section of banana? Something like in the photo
I want to create a composition of banana, I have made one with it's peel but having difficulty in giving texture and the color to the the cylindrical cross section.

The best way is to take a picture of a real cross section and use that as a texture.

But to add to that, use that texture of the cross section in both the main one and on a boolean obejct so that it shows up when you 'cut' the banana.

This is a slice made to be slightly larger than the tube, two different materials.

tube has UV maps for smart unwrap for the sides and end and project from view for the straight end projection

Scaled up the slice on the y axis to prepare to use as booltool cutter

Set a booltool difference and then an error shows, to fix I swapped UV maps in the main tube image material


text:
Why I can't find A.N.T. Landscape in add-ons tab (Blender 2.80)
Why I can't find A.N.T. Landscape in add-ons tab (Blender 2.80)

Search for landscape. Then the addon should show up.
Community needs to be enabled.

maybe add the advise that the 'Community' toggle needs to be set, as A.N.T. landscape is a Community plugin, and won't show up if that toggle is deactivated

Community is enabled by default. But good hint. Updated.


text:
how to achieve a good and clean render in blender?
hello everyone it's my first time posting a subject in the Blender community.
i have to notice that i never used Blender except for modeling objects because i'm an indie game developer and the engine that i work with it is Unity. anyway recently i made a 3D backgammon game for mobile platform and i want to make a small animation to introduce it. i watched you tube tutorials mostly for texturing and lighting and learned many things but after a couple of days practicing about light and texturing i didn't understand light in CG art very well it seems is too experimental. i modeled these backgammon board with Blender and import and rendered them in unity engine. how can i achieve good and clean lighting like image number 3? i rendered one of my backgammon boards in Blender but the result wasn't really good i cant balance the light and shadow.
it would be great if you give some  tips or guide me to specific tutorials

With 2.7x it's as simple as a hemispheric lamp with disabled shadow and Blender Renderer, but in 2.8x you must, alas, use NPR node

How about cycle is it possible to use NPR node for it?

Yes it is, RV Binary.


text:
Combining multiple armatures
I recently started animating a character wearing armor and I decided the best way to handle the deformations of the various armor pieces would be to create separate armatures for them, for several reasons. However, I had to realize that it's not possible to export something like that into Unity or Unreal, since they don't allow for multiple roots. So I wanted to combine the armatures. Now, the problem I am facing is that the animations are already done, and whenever I join the armatures, they get moved around in a different position than they originally were, and when I play the animations, the positions and rotations of the armor armature bones are completely off. Is there a way to join/parent the armatures without everything getting messed up? Or do I have to start anew?
Here are the things I tried:
1. Joining the armatures with CTRL+J
2. Parenting one armature to the other (to a bone, and to object)
3. Using the child of constraint
Thanks for any input!


text:
FBX import error (Assertion Error, importing from 3ds Max)

FBX import stopped working for an unknown reason, reinstalled blender and made default system setup. Still, nothing changed.

what version of blender?

Is it just one fbx or any / all. If one,  can you post a link to the fbx.   @Galactic_Cat version 2.82 see the path of the error message.


text:
Adding thickness to 3d printed topographic map
I am trying to 3d print a topographic map. I have followed a tutorial I found here: https://digitalcommons.cedarville.edu/cgi/viewcontent.cgi?referer=https://www.google.com/&httpsredir=1&article=1453&context=alum_books
The blender section is on page 25. I have imported my image as a plane. I have subdivided the surface and added the deform/displacement to add the texture. I am now trying to use the boolean method to intersect this 2d surface with a cube, however when I apply this modifier I do not get the anticipated result. Only the surface remains which is "intersecting" the cube remains, which makes sense.
Did I do the displace wrong, I would think that in order for intersect to work properly the displacement would need to add thickness as well so that when the two objects intersect they are is something to intersect with besides just the surface. Any help would be greatly appreciated!

https://blender.stackexchange.com/questions/123976/plane-to-3d-object/123979#123979 https://blender.stackexchange.com/questions/75579/how-would-you-select-the-outer-edge-of-a-hideously-fragmented-terrain

Does the mesh cube intersection not work anymore? That seems like a more ideal solution @DuarteFarrajotaRamos

This also doesn't seem to work for me both solutions because my subdivison is so high I can't really select just the edge of the box

I believe based on the comments, that you should be able to do the following.
It may get slower, but let's try:

Make a copy of the surface you have
Add a solidify modifier to the copy and set the modifier up like this:

The thickness can be small, as we only need one extra (the lower) loop going around to produce the thickness.
If you apply the modifiers now, it will leave you with only a thin rim.
Go in edit mode (vertex) and select the bottom loop with Alt+LMB
Now you can press G twice and move all the points up to end up on the upper vertices, confirm with LMB (makes sure the border will be straight).
Right after that press G, followed by Z to move the vertices down a good bit.
They are still not flat, so to fix that, press S, then Z and finally 0 to flatten them on the Z axis.
Now move them down as much as you need your thickness to be.
All you need to do now, that the lower loop is placed, is to press F and fill the bottom with a face.
Now you should have 2 objects, the surface build with the displacement, and the new bottom part build from the rim of the solidify modifier.
It should fit perfectly with each other, but make sure to check the normals, easy to check if you enable "Face Orientation", the border and bottom should be blue.

In case the objects need to be joined for the 3D printing, you have 2 options.

Apply all modifiers and join the meshes with a final Alt+M Merge by Distance, to clean up double vertices.
(keeping the modifier version) Select the upper part, then the lower part by holding Shift, the upper part should be the active one, the lower selected but darker. Then press Ctrl+J to join both. The result will be that the lower part now also get's deformed by the displacement modifier of the top part, for that go in edit mode and select only the lower part by selecting a vertex and then pressing L. Now generate a Vertex Group and click on Assign. Back in the displacement modifier, select the new vertex group in the corresponding field and then click on the double arrow button beside it to invert the group. Once you go out of edit mode the lower part should be back to how it was before the joining. Finishing the object only needs one more modifier. Add the weld modifier and the object should be clean without doubles.

I hope it's not too confusing, but i tried to add an as non-destructive version as possible.


text:
follow path from specific point not working
i have an animation of 300 frames
frames 1 - 50 a sphere moves from the center of a circle to the perimeter
frames 51 - 110 = 1 complete rotation
frames 111 - 170 = another complete rotation
frames 171 - 230 = a third rotation
frames 231 - 290 = final rotation
as you can see. the blue dotted line is moving but sphere remains stationary.
i have added a file if some can please provide some insight it would be greatly apprectiated

You’ve clicked on the constraint Animated Path button, which has created a modifier for the curve and will cumulate with the keyframes that you’ve created on the Offset, are you sure that you want that? If not, select the curve, go into the Graph Editor and in the N panel > Modifiers > remove the Generator modifier.
The Forward Axis of the sphere’s Follow Path constraint is currently -Z, it won’t make the sphere move, choose X or Y.
As the existing keyframes for the sphere probably won’t work corectly anymore, remove them, put the sphere back to the center of the scene (AltG) and create your new Offset keyframes. To go from the center to the periphery you can keyframe the Influence value.


text:
How can I delay the rotations on a driver before I want the ball to move?

Currently the ball in my file rotates for the entire duration of my animation. But I would like it to only start rotating at frame 375 and end at frame 700. Is there a code I have to add in the expression section of my driver? If yes can someone please explain to me how it works? Thank you.

If you want the rotation to be driven by scene time, that's just keyframing; no driver required.
But if you want the rotation to be driven by location on the curve-path, then you could construct an expression, perhaps involving lerp() and clamp(), relating the curve's eval_time to the X rotation of the ball.
However, it might be easier and more flexible to leave the eval_time as it is, and use the f-curve associated with the driver to draw the function relating the driving property on X to the driven property on Y:

With the right set-up (I have to set my driver-editor window to 'Stay On Top'), you can watch the animation while tweaking the f-curve. It's still fiddly, bit a lot less fiddly, IMO,  than going backwards and forwards, tweaking values in a long expression.

Edit: (response to commentary)
You've got 2 methods of animating an object along a curve fighting one another. In your version:

The Evaluation Time of your curve is running continuously. The rotation of your ball is driven by that, so it's spinning continuously, too.
The ball is prevented from moving along the curve according to Evaluation Time by being set to 'Fixed Position' and having its Offset key-framed manually.

The location of the ball is ignoring Evaluation Time, the spin of the ball is not.
Either drive both the spin and the location by Offset, or both the spin and location by Evaluation Time. Personally I would prefer to drive both by Offset, forgetting the (legacy?) Evaluation Time altogether, to make the possibility of animating more than one object down the curve at different speeds cleaner.
But your driver uses Evaluation Time, so we'll go with that. In the adjusted version below, I've unchecked 'Fixed Position' on the ball, wiped its Offset key-frames, and, instead, key-framed Evaluation Time on the curve, imitating your previous locations as closely as I can, so now the location and spin are in sync.

nice explanation, but i assume he wants the ball to "physically" accurately roll on the curve no matter how long the curve is ;) But of course, this assumption has no proof and unfortunately he didn't describe this detail in his question

Hi, @Chris! You could be right, there, although I didn't read it that way. ... I guess we'll just have to wait and see. Maybe I'll wind up adding to my stash of deleted answers :)

welcome to MY world!! :D

Hello everyone, @Robin-Betts, thank you for the explanation. The Problem with your simulation is the rotation of your ball, it is not constant. Chris is correct in his assumption, the ball must rotate accurately. The first 374 frames, the ball should remain stationary in it's position as a camera moves in to the appropriate place. At frame 375, the ball starts the path follow using the driver attached to the ball. At Frame 700, the ball arrives at the end of the path follow and stops rotating.

Hello @Robin-Betts, how can i insert a blend file here? I believe this would help resolve my dilemma as it would become very clear and apparent after viewing viewing. Thanks again for your time, patience and understaNDING

@robin-betts

@nicknikolaidis Sorry for the delay, had to be AFK. See edit; I hope it's a fix.

@RobinBetts sorry for the delay. Thank in effort to help. Unfortunately, it hasn't resolved my issue. I'm trying to research and read up as much as possible however, I'm still stumped. The answer to getting the motion required is in the driver / expression.(due to precise rotations needed)  -240/2.25(eval_time/100) the sphere is following the path but constantly rotating from start to finish. I only the action of the sphere to begin rotating at frame 375 when path follow constraint begins and end at frame 700. If you can write an expression, that would be awesome, if not that's ok. Thanks

Hi, @nicknikolaidis Forgive me, I don't understand this discrepancy. The ball in the RB version linked in the answer is using  your driver, with exactly your expression, unchanged. Its spin is strictly related to the travel along the path, so there is no slip. The spin is not constant. The more slowly the ball moves along the path, the more slowly it spins. You're not by any chance rendering the old copy, which I left in the file, hidden in the viewport, but not to renders? Make sure the old version is switched off to renders, or deleted?

@RobinBetts thank you for all your help. Your assistance guided me towards the answer I needed. I'll make sure in the future to be more precise with the wording and provide a blend file for reference.  I also checked the answer as being helpful.

@nicknikolaidis Thanks.. if a misunderstanding remains, and you still need a fix, I'm sure we can cover it, given a clear explanation. These things can be tough to describe.


text:
Shading issues on the edges when using bevel and subdivision surface modifier
Using Blender 3.5. I am modelling this rook chess piece and having some weird shading issues. Here, in the image, the place where the rook's top wall and window meet, I have the shading problem. I applied a bevel and subdivision surface modifier on it. How can I fix this?

You might take a peek at the (very opinionated, but generally right :) ) Ian McGlasham's chess-set. The result is pretty similar to moonboots.. (4-poles on sharp corners) .. but a way of thinking clean-subdiv.  from the outset.

@RobinBetts Thank you. I've taken a look at it. He indeed uses a method that is very different.

A Bevel modifier won't always work, maybe use this topology instead:

Thank you. Changing the topology as you suggested didn't completely solve the issue but gave me the idea of getting acquainted with topology in general. It seems like there was a pole on that corner where 5 edges meet. I turned it to a vertex where only 4 edges meet, like in your image, and added some support looks. That fixed it.

If you want a "quick 'n dirty" way to sort it on this particular model, change the Miter Outer setting in the modifier's Geometry section from Sharp to Arc:

You should always look at the rest of your model to make sure it hasn't caused any other problems.

Arc causes pinching though

@moonboots I did say "quick 'n dirty"! It really depends how fussy you are with the shading. The car_paint matcap is intended to show up the slightest shading defect.

Changing the topology as you suggested didn't completely solve the issue but gave me the idea of getting acquainted with topology in general. It seems like there was a pole on that corner where 5 edges meet. I turned it to a vertex where only 4 edges meet.

The problem isn't how many faces you have meeting there, it's that you're generating non-convex polygons. Subdividing an N-gon with a concavity results in... well, the mess you discovered.
That said, you probably don't want 'Sharp' outer miters, especially if you're going to try to subdivide the result further. So, first change that to 'Arc' (as in John's answer). I'd also play around with the width type; I've noticed 'Absolute' often gives more consistent results.
The way (I found) to fix this with the least modeling changes is to split the faces to either side of the crenels (below the merlons) into triangles with the diagonals pointing to the corners. This happens to work with two subdivisions of bevel (and outer miter set to 'Arc'!) because it results in convex quads around the problem corners:

(You may notice I also added a ring of quads to the top. This significantly improved some artifacts that were popping up there.)
Applying subdivision gives this result:

FWIW, I'd also recommend removing the 'baked in' bevels and instead generating them with a modifier. Use bevel weight to achieve different bevel radii.

BTW, I'd be darned tempted to model this as a revolute and use boolean operations to cut the crenels. That would probably allow you to avoid needing subdivisions at all. (Or, model it in FreeCAD so you can model it as surfaces rather than polygons.)


text:
Merge two radial shapes with clean topology
I am working on a joint which look like this. I would like to join the parts in a spherical fashion with the faces that I indicated with green marks. This type of problem keeps coming up and I don't know how to deal with it while keeping a decent topology. Is there a fit-for-all kind of solution for this?

I use Blender 3.5, here is my blend file as well.

First thing remove these faces (including the inner faces that should not be here):

Select these 6x2 edges on each part and CtrlE > Bridge Edge Loops:

Tweak the parameters in the Operator Box (Number of Cuts > 2, Smoothness > 0.6):

Do the same for the outer faces:

Fill the holes:


text:
Random boolean to switch not working
i want to randomly select from 2 different geometries. this should be possible with a random value node that has the type boolean. however, i just won't work and the line connecting the 2 is always red.
does anyone have an idea what the issue is?

Try this

It must works.
You can change the 'seed' value to obtain a diferent result.
I hope it helps :)

this seems really complex. do you have an idea why my approach does not work?

In the field 'ID' of 'Random' you must put an integer.

that worked. thanks

Wait, what ? You don't need this complex setup, instead switch the Random Value type from float to boolean. It will output True and False

Totally true, I gave you an example to explain how it works


text:
geometry nodes: how to assign an image texture to a geometry
if i create an image texture node, the output is a color. what do i do with that?
i cannot figure out where i should use this as an input.
online i have only found more complicated methods where an image is used as a base for the point distribution. however, i want to apply it to an object.
i think i understand how the UV Unwrap nodes works with the image texture mode, but i don't know what next to do.
does anyone have experience with this?

Hello ! You can't assign an image texture to a geometry (unless you want to bake it to vertex colors, which I assume you don't ?). An Image texture, while containing rasterized data, or pixels, is way too dense to be 1-1 associated with geometry. What you want to do is to assign a UV map which is then used by the material to display the image texture. The renderer will interpolate between the UV coordinates of your vertices to display the image correctly on the polygons.

Could you please explain in more detail what you want to do? There seems to be a misunderstanding here. As @Gorgious correctly pointed out, you never use an Image Texture in Geometry Nodes to texture an object, but only to influence the positions of the geometry with its color values (or similar).


text:
Combine textures into one - For Tabletop Simulator
I have downloaded an object from a website that includes the textures.  Following a tutorial, I was able to put the textures on the various parts of the object.  They had a separate texture file for the Head, Torso and Legs.  Everything looked Ok and I saved the object.
When I imported the object into tabletop simulator, the textures were missing.  I can only add ONE texture to a model in TTS, if I load one, the others dont have color.  Does anyone know how I can fix this?  Im a total newb at Blender and not much better at TTS.

https://blender.stackexchange.com/questions/57531/fbx-export-why-there-are-no-materials-or-textures/57541#57541

If anyone has an automated way of compositing them I would love to hear about it my self, but so far as I know the unfortunate answer is it has to be done manually.  The way I've always had to do it is to open the three separate textures together as layers in a photoshop type program (I typically use gimp) and arrange them as different squares on a bigger single image.  If at all possible i would make the canvas exactly twice the size of the origonal images and arrange the tiles on there with out resizing as that will help with the next step a little.  after that you have to open the model back up in blender and resize/move around the normal map so they line up with the textures on the new single composite image.  If everything went smoothly this is just a matter of selecting them all scaling to .5 and moving them around as a group till it lines up about right.  if each of the three images was a different size however, which often happens, it can get a bit more fiddly resizing and placing.
P.S.  One thing I forgot to add since you mentioned parts not having color.  the color slider in tts will only change the color to the first "material" the object mentions which can be handy if you want to only have say the base or a specific item of clothing on a character to change color.  so in blender which ever material is at the top of the list will be the one affected.  In the sample pic below I want the scales to be able to be set different colors so I have material.004 which is the scale pattern set at the top of the list

Update: finally did find a tutorial on automating the remap, though fair warning baking has its own sets of other issues.  second link is same process but for 2.8 interface
https://www.youtube.com/watch?v=9airvjDaVh4
https://www.youtube.com/watch?v=MH7Xdol5erw


text:
How do you texture a remeshed particle system?
I try to make some interactive soil! And I already set something up that kind of works, but I have some problems in texturing it!
What I did by now is... I made a particle simulation via the molecular script, applied a particle instance modifier to another object and put a remesh modifier on top of it, plus two displacement modifiers and one subsurface modifier! So, but now I have the problem that I cannot texture it properly with image textures!
Does anyone have a solution for this?


text:
Deform a mesh While in animation
I have made a car model which i want to collide with a man and then deform its front and roll in down the way any one knows that how to deform a mesh while in animation

Most straightforward way I can think of to accomplish this:

Create a Shape Key on the car object and deform the front by hand in Edit Mode, using Proportional Editing and changing the falloff settings for a crumpled look for the front of the car. This Shape Key can be animated by hitting I while hovering over the 0.000-1.000 value to add a keyframe, and you can line it up on the Dope Sheet panel.

When the car reaches the man on the Dope Sheet timeline, the deformation Shape Key can go from 0.000 to 1.000 at the right moment. You can also "drive" this Shape Key with a bone or other object.

(-ㅂ-)/  thanks it worked well


text:
Help for out of memory
So
I am making a animation and as a part of it i require hundereds of people fight for a war scene with some main charecters
But the problem is my system is not powerful enough to render even a image so it gives out of memory error
I am on blender 2.79 Cycles render
Does anyone know a alternative

You might look into using a render farm, however most, if not all of them carry a fee.

Thank you      i also have a intel hd graphics card but it doesnt show up in blender

Do you know how to use it

I see a few options: adjust your ambitions to match the computing capabilities within your reach , or invest a lot of money on extremely powerful computers with many powerful GPUs, or use a entender farm. But probably the first option is the most realistic.


text:
I need to scale one end of a model
I have created a fairly complex model and now realise that I have made an error in one aspect of the dimensions. Rather than redo the entire model I can imagine a fix but I'm not sure if this is even possible.
My imagined solution relies on fixing the complex model in some kind of 3D rectangular bounding box and then scaling one face of the box in the Z dimension such that the bounding box becomes more of a trapezoidal shape.
My hopes increased when I read about the scale cage tool but this scales all faces by the same amount

If you can imagine my model fitting inside the 'before' box and then the model being scaled in the proportions such that after scaling it would fit into the 'after' box then you have managed to visualise what I'm trying to achieve.
I hope there is a fix for this and I look forward to hearing from anyone that can help.
Russell

It sounds like you might benefit form using a Lattice modifier, with an increased Resolution. (and possibly an add-on to simplifying using one.)

You can use the Lattice modifier for this.
It works almost exactly as you described.

Add a Lattice Modifier to your Mesh.
Create a new Lattice through Add > Lattice and deform it to your needs
Target the new Lattice object and use the Strength slider to control the influence

Absolutely perfect answer.
Thank you for this. I googled a video of how to use it and within 10 minutes became an expert (well almost)


text:
How can I bridge these two loops?
Hope someone can help please.
Starting with a dirty 3d scan of an object (a thick walled container) I've remodelled the object with the aim of cleaning it up and making some adjustments. I've modelled the outside surface and the inside surface separately but I can't close the edges of the two shells. The image below show the edges of the inner and outer shells.
The edge of each shell has the same number of vertices / edges but the distribution of the vertices means that when I bridge the edge loops I get a lot of crossover in areas where there is more detail in one shell than the other.
I tried spacing the vertices and while this solves the bridging problem it introduces unacceptable distortion (see spaced image). I've tried simply filling the space but the result is similar to bridging.
Is there any way of keeping the original outline of the two edges and filling the gap between them?
Is there any way that I can upload the blender model?
Thanks in anticipation

Hi :). Are you using a Subdivision Surface modifier? If not, there's no need to connect each pair of vertices. You can share the file through https://pasteall.org/blend/

Do the two loops have the same number of vertices?  If so, enable loop tools and use it to bridge edge loops.  If you get odd behavior, adjust the parameters in the loop tools adjustment panel.  If they don't have the same number of vertices, and I suspect the don't, you can bridge segments at a time and then work out what to do with the rest.

You can use the F2 addon which is shipped with blender. Open preferences, and activate the addon there.

To use it, select two adjacent vertices, and press F and hold the F key. The script will do the rest.
See the gif below:

Note: This will only work if the two loops have an equal number of vertices.

Thanks to everyone for their input. Each edge has 250 vertices. F2 addon produces the same output as bridging. I haven't used subdivision  surface modifier but I need to make the model manifold so I do have to close these edges. As you can see, there is a collection of vertices in the corner on one edge and towards the centre of the end edge in the other. Blender wants to join a vertex in the corner of the outer edge with a vertex in the middle of the inner edge which effectively cuts / fills the corner.

I'm beginning to think that there isn't a functional solution to this problem and that I might have to settle for a 'dirty' solution. After the model has been created it will be output in .stl format for 3D printing. At that stage all I need is for the shape to be filled and placed in position on the floor. I'll have a go at dissolving the number of vertices in the crowded locations so that I still end up with the same number of vertices in each loop, just fewer of them and see if that helps. I've uploaded the model (I think) . Thanks again, please keep the ideas coming in...

I think the model is here https://pasteall.org/blend/5a70d529b1984233add3b09eea182776

well, it has same number of vertices but they are not evenly distributed as in @Timaroberts answer, they are actually randomly scattered... This wont work with any of those tries... You should clean that topology first and then try to fill it, Try to merge by distance until it is still the same shape and then clean the rest manually

As MikoCG pointed out the vertices weren't evenly spaced, however, the issue isn't so much the lack of even spacing between the vertices but the lack of alignment between vertices in each of the edge loops. In the outer loop the vertices were crowded in the corner areas, on the inner loop the vertices are crowded along the short edges. This forced the bridge loop to reach across spaces that were not between (inside) the two edge loops.
The original edges were the result of the design process which created more vertices than were strictly necessary, particularly along some straight sections of the edges. The model was created using the 'curves to mesh' add on which converts joined bezier curves into a curved mesh. That addon is a very quick way of creating complex shapes but the end result can yield too many vertices than are strictly necessary in some areas.
To resolve the issue I just removed unnecessary vertices in the crowded straight sections, for example in each of the four corners of the outer loop and on the short ends of the inner edge loop. I then made sure that in the critical corners of the model I had an even number of vertices on each edge so that I could bridge them. Having sorted out the tricky corners I then set about bridging the longer edges which was pretty simple as there are far fewer vertices. The end result looks like this.
I'd hoped that there would be a nice easy way to do this but the end result was just a very manual process. I could probably have used the curves to mesh tool in a way that would have reduced the number of vertices but that too would have required quite a bit more work. I think this solution is the quicker of the two.
Thanks again to everyone for your help

Hi, thanks for the post. This site is not a regular forum, answers should be substantial and thoroughly explain the solution and required workflow. One liners and short tips rarely make for a good answer. If you can [edit] your post and provide some more details about the procedure and why it works feel free to restore it, otherwise it may be deleted or converted into a comment. Perhaps add a few images illustrating the workflow and final results. See How do I write a good answer?

A judicious use of the shipped add-on Loop Tools  > 'Space' might speed this work up.


text:
Parent - children chain messed up after exporting to FBX
Blender 2.82a. I have the following setup (see the 1st picture):

Cube at position 0,0,0
Cube.001 (child of Cube) at position 0,0,3
Cube.002 (child of **Cube.001" - grandchild) - on position 3,0,3

When I export to FBX, the position of Cube.002 unexpectedly changes and gets position of (3,-3,3) and is also rotated (see the 2nd picture).
Anybody can explain what's going on?
Additional note: I need to export to FBX so I can use it in a game. I don't need it to import back to Blender (I did it though to simplify the case). The problem is visible in any other program which can open FBX.

I've just found this problem is caused by "Apply Transform" option, but still don't know how to prevent it.

 try this settings and check the results

linking same problem https://blender.stackexchange.com/questions/272119/animations-play-differently-when-exported

I faced the same problem, did you manage to solve it?


text:
The volume of an object resulted from a boolean operation is "sometimes" a negative number. Why is this happening?
The volume of an object resulted from a boolean operation is "sometimes" a negative number. Why is this happening? If I export this object as an STL file and import it back, the volume of the imported object is properly presented.
Here is what I did.
(1) A boolean operation (intersect) with Object_1 and Object_2
b = Object_1.modifiers.new(name='booly', type='BOOLEAN')
b.object = Object_2
b.operation = 'INTERSECT'
bpy.ops.object.modifier_apply({"object": Object_1},apply_as='DATA',modifier=b.name)

(2) Calculating the volume of Object_1 resulted from Step 1
bm = bmesh.new()
bm.from_mesh(Object_1.data)
bm.calc_volume(signed=True)

(3) Exporting Object_1 resulted from Step 1 as an STL file and then importing it (importedObject) back.

I have figured it out!
In this case, the object that is generated from a boolean operation should go through a triangulation.


text:
Align grid to selection
I just moved to Blender from Modo and I'm looking for a few tools...
Does Blender have an option to align working grid to selection ?

In Blender it's the selection to grid.


text:
Weird gray reflection on the liquid
I'm relatively new to 3D modelling, I'm doing the BlenderGuru's Donut tutorial, I had to mess around with render properties, typically with the light paths' max bounces amount and the transmission, because the cup was really black and the light reflections looked unnatural (it looks better now, but still something is not ok). Also, the volume density looks nicer in viewport shading, there the coffee looks more like coffee without those weird gray gradients on top of the liquid like in this photo...

Hello and welcome :). This thread could help: https://blender.stackexchange.com/q/170533

@JachymMichal I think I made it look better? But the spots I mentioned are still there - https://imgur.com/a/nb6UxPj.

I think @JachymMicha is suggesting to use an HDRI environment texture to light up your scene. This will dramatically improve the realism of glass/liquid reflections. What you have here is a studio like lighting setup that's not an every day environment


text:
After improving my animation, render time has increased drastically
So I was doing the doughnut with cup of coffee scene from BlenderGuru's tutorials, when I tried rendering the animation (which was basically copied from what he did), it only took an hour maybe, but after some dedicated improvements that were made by myself, it takes half an hour to render one frame out of 160...
Of course I looked for solutions over the internet, I've tried changing sub samples and sampling options, messing around with tile rendering sizes, light paths and so on. These only saved me a couple of minutes, but it's just a simple scene or is this how it is with the life of rendering?
Just in case, when I added my own things, I wasn't even able to render anything properly, because Blender would just freeze my laptop and forced me to reboot it. So I fixed it by going to registry editor and increasing decimals for something. Maybe this is related with my slow rendering somehow?
My specifications:

Processor - Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz 260GHz;
RAM - 8.00 GB (during rendering, it only uses ~500 MB);
The program is installed on SSD disc;
Windows 10 Home 64 bit (version 1809);
GPU - NVIDIA GeForce GTX 1650 6 GB.

My render image:

Render times are really vary depending on the scene you're trying to render and your hardware. Are you using Eevee or Cycles? Are you using GPU / CPU rendering? Are you adding volumetric lighting or complex particle systems? How many objects are in your scene? Etc.

@J.Chan I'm using cycles, I tried both GPU and CPU, then CPU, and finally - GPU only, because for some reasons it renders faster that way. I don't use volumetric or particle systems. I have 12 objects, I can name those which are more complex: coffee liquid, metal spoon, reflective rings around the plate, glass cup and motion blur effect.

here you can find a way to check what area of the screen takes more to render:
https://blenderartists.org/t/any-way-to-generate-a-render-time-heatmap/1161497
Render layers node is used in combination with Color ramp to show the longer pixels to render.
Another way to check what is slowing down your render is to disable all objects and re-enable one by one and check render time (and eventually crashed too).

Oh this is really cool :). Thanks for sharing the link.

I tried to do the heat map thing but I dunno why it won't work - https://imgur.com/a/1ontNDJ

it's working, but you just need to reduce the size of the render tiles (render properties > performance > tiles X & Y) to see more details

@sanbaldo So I've just lowered the tile sizes from 256 to 16 and when I hit F12 for render, the whole screen went black and I was forced to reboot my laptop. Something is really clogging the program, so I'll do the last step by re-enabling objects.

ugh, so I tried rendering every single object, the speed was lightning fast, but when I combined them all into one scene again, it rendered all of it in half an hour again...

can you share the blender file? https://blend-exchange.giantcowfilms.com/

@sanbaldo Here you go - https://blend-exchange.giantcowfilms.com/b/yq9oBp48.

first, you are using subdivision with level 6.. it's way too high, you can reduce the render time by using level 3 (it should be enough). No impact on render should be visible (you can leverage also the "simplify" settings under "render properties" and limit the subdivision to 3.

@sanbaldo Well, I've lowered it to 3, now there's no delay after hitting F12 and it starts rendering immediately, but still, it renders really slow, at least it took 25 minutes, better than 30,


text:
How can I make a bubbly foam for coffee?
So I tried making a cup of coffee, the liquid still looks like tea but I'll mess around with settings to make it look like one (of course, tips would be really helpful). But I'm more concerned on how could I make foam for the top layer (white foam) look bubbly and not smooth?

Just to add - for most problems, there is BlenderGuru video :).

yeah I've watched this video, but he used to explain less back then and I got lost on how he did some actions, especially when his Blender version differs from mine.

i assume you are using Blender-Guru's doughnut tutorial.
While there are more than one way to do this, easiest would be for you to re-trace the steps that you took to create particles for the sprinkles.
if not it could be found here.
https://www.youtube.com/watch?v=jNmnPXY9UQA

Create a single sphere bubble, assign a transparent but a little whitish material.
Select the Coffee mesh & Add a particle system to it: type "Hair".
Select the Bubble sphere as the object instead of the sprinkle as shown in the video.
Weight-Paint mostly around the edge where coffee meets glass on the surface.
Play around with random scale particle setting to get the desired effect.

Yeah this is his tutorial I'm doing. Anyways, I got the bubbles around the foam now, but how do I subtract those areas with the bubbles? It looks now like it grew fungus balls.

Can u send a screenshot?

Here - https://gyazo.com/76681eb0a1d50f0585c6d61b931398fb

There are few more steps to get a decent outcome.

select only the "Faces"  in the coffee surface , in the edit mode-> create duplicate Shift+D -> re-parent with 'P' -> this will create a new surface for the bubbles particles alone. so it wont go all over the cup.

Try using the Boolean modifier on the Bubble/Bubble particle Surface (whichever that works)
https://www.youtube.com/watch?v=ViGTkjW997E
(reverse this tutorial for cheese)

You need to add the Cup as the subtracting object for the Boolean modifier here.

before adding the Boolean modifier. make sure you have the desired particle formation. then you have to convert the bubble particles in to single mesh. like this.
https://odederell3d.blog/2018/02/09/convert-particles-to-mesh-in-blender/

ugh, I tried your steps, but these things seem a bit complicated for me. I tried to convert those bubble particles into separate objects and then use the boolean modifier, but nothing happened. I tried inverting and just generally messing around until I started to get a bad headache while making a big mess. Thanks for the help, I'll try later when I refresh myself.

Do a small scale first big bubbles. So you can see the changes. Then move on to the actual version. Headache? Officially welcome to the world of 3d..

Lol thanks, at least I keep moving forward, and I hope I'll benefit from modelling someday. Anyways, I managed to do the foam, doesn't look good but it's decent, thanks for helping.

You will. Keep learning. So will I.


text:
Trying to render with GPU only, but uses very little of it
I'm having this problem for quite some time with all of my projects. When I'm trying to render an image or animation (I'm rendering with GPU only because it's the fastest way for me), the beginning gets rendered really quickly, but after a short time later (when the render is finished at 15%), the process becomes really slow, until the end. I have posted details about my machine and the reference photo too below:
My specifications:

Processor - Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz 260GHz;
RAM - 8.00 GB (during rendering, it only uses ~500 MB);
The program is installed on SSD disc;
Windows 10 Home 64 bit (version 1809);
GPU - NVIDIA GeForce GTX 1650 6 GB.

My render image:

As you can see, very little of the GPU is used, which is why I think the rendering is slow...

can you share the screen of your system configuration inside blender? (also try to enable only GPU inside blender, this could help)

@sanbaldo What do you mean by inside Blender system configurations? How and what should I show specifically? And yeah, I have the GPU Compute setting on in Blender if that's what you had in mind.

I think blender uses CPU to calculate the "Math" such as calculating the location of vertices of a mesh while moving and deforming. I think Subdivision Surface Modifier uses a lot of CPU as it adds more vertices to the mesh.
GPU is used to calculate lighting and materials.
If you have too much animation in your scene and you don't have a powerful CPU, the GPU will be bottle necked. For each frame, the CPU will work very hard to calculate the locations of the vertices, particle systems, ...etc. Then, the GPU will calculate the shadows, light bounces, materials, and textures. As a result, you will see that you use the CPU more than the GPU in the rendering process.
I figured out this answer by experimenting only. This my own personal interpretation of this behavior based on observing. There could be a better answer with the solution but that's what I know so far.

Not even a single subdivision modifier was used in this project, and the other project where I had quite a lot of subdivisions applied, bizarrely, the render times for both are at the same speed. This is some creepy magic going on, since for both of those projects, which are different in their own way, the rendering speed is just the same!? By the way, the only animation I did for this scene is just camera movement, flying around and then zooming in like motion, total 25 frames, shouldn't be too complicated for my laptop...

Go to system settings (Blender top menu > Edit > Preferences > System) and check that you are using CUDA with GPU checked and CPU un-checked

Check also that you are using GPU on the "Render properties":

Yup, my settings are just the same as yours. I've also played with tile sizes, still no luck.


text:
getting Sverchok to work with Freecad
I had this working then...
I had this working with Blender 3.4.1 which I downloaded from blender.org, extracted, moved to /usr/local/ set the permissions to root, installed the master version of the Sverchok addon and pointed the python path to the directory listed in the freecad python console which on this occasion turned out to be /tmp/.mount_FreeCANxa7Pa/usr/lib/
The Freecad version is FreeCAD_0.20.2-2022-12-27-conda-Linux-x86_64-py310.AppImage
That was a month or so ago. I'm running linux mint 21.1. I've run a couple of system updates in between then and now but, when I came back to it I found that, despite providing the updated python path and restarting Blender it just crashes, Blender I mean.
I went through removing the /usr/local/blender-3.5.0-linux-x64/3.5/python/lib/python3.10/site-packages/freecad_path.pth file which got blender running again but still not allowing freecad to be recognised.
So I attempted to completely remove Blender (sudo apt-get remove --autoremove blender) and installed version 3.5 which still uses Python 3.10
Blender still crashes in the same way. It'll run, Freecad will run but adding the path to Freecad python in Sverchok prevents blender from restarting.
Has anyone got a recent set of apps configured with Sverchok and with the ability to interact with Freecad?
Or any suggestions how to troubleshoot this. I'm a Linux newbie and I'm concerned that I might be running around in circles because I'm not doiung somewthing properly with permissions or something :-(

I got it working again :-)
Here is my set up
I'm using Linux Mint: Mate version. It is as 21.1
Using the Mint software manager I installed the system (not the flatpak) version of FreeCAD. The software manager reports the version as 19.2+dfsg1-3ubuntu1
I downloaded Blender 3.4.1 from the blender website and placed it in my home directory where I extracted the downloaded file.
I ran the blender executable and opened preferences
I downloaded and installed the Sverchok addon. It was called Sverchok-master and reports as being version 1.2
In the Dependencies section, under Extra Nodes I set the FreeCAD path to /usr/lib/freecad-python3/lib/ (As indicated here [url]https://github.com/nortikin/sverchok/wiki/FreeCAD[/url])
This time I got a tick
I hope this will save other's from the hours of research that I undertook to get a working solution

main thing here - python version of Freecad and Blender have to be the same