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White spots (reflections?) appearing in Blender Internal Render
I am rendering an animation in Blender Internal Render. The problem is, white areas/spots are apperaing on the floor of the scene (which is a textured plain).

Playing the rendered scene, I see them flicker everywhere. (You can already see them while the pictures are rendering) Do you think it is related to the lamps? There are two lamps, one Point-light behind the Camera and a Hemi in the sky behind the rocks in the back. Increasing the light-intensity of both lamps helps a bit, but I don´t want the scene to be too bright. I´ve already tried to darken the Material of the plane, but it doesn´t help.
I´ve found anything about this in the internet, problems with white spots are mostly referring to fireflies in Cycles, but I am using Blender Internal.
Do you know any solution?
Greetings!
MM

Maybe flickering of duplicated geometry? In edit mode Mesh/Vertices/Remove Doubles may help...

Finally I´ve solved the problem by turning down the alpha transparency for the specular areas in the Marterial panel. I´ve found the solution by trying out different things, but I don´t know WHY it worked or what it means...


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SFX on collision
I am making a game which has collectible items in it. I want to have a sound effect play when it is collected, but it won't play (I'm using logic bricks, since I have no experience with Python). I have it set up like this:
Collision (Property: Player)
And An 1
Edit Object: End Object
+
Sound (Ex. Sonic Ring Sound): Play Stop
Volume 2.00 Pitch 0.00
I also have background music set up through an empty cube with 2.00 volume, but im sure that wouldn't be a problem.

Pleas add at least a screenshot of relevant bricks setup (use editor tool, see https://meta.stackexchange.com/questions/75491/how-to-upload-an-image-to-a-post?)

Sorry, I have fixed the problem. I'll make sure to next time I have a question.

So, you could an answer yourself, and later accept it, to explain how you solved, to help other users...

Someone actually programmed it in for me, since they have made blender games for a while.

They had the bricks set up to if both the x button and left/right were pressed the camera would rotate -10/10 degrees, respectively, along with the character.

source: Stack Exchange

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

sort: votes


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Priorities with actions in bge
I am working on a character for a game that has 3 main actions: Walking, Running, and Idle. S1 and S2 stand for Scenario 1 and Scenario 2, respectively. I have all the priorities set to 0.

I want the priorities to be in an order where if Sonic runs or walks, the animations will play, but if neither of those things are happening, he will remain Idle. I have tried multiple combinations of priority orders, but I could not find a way to do this.

After almost a month of trying, I finally figured out what was wrong. Since you had to move the Up-Axis to walk, and the Up-Axis + Y  to sprint, you need to put the run action on layer 1, since it has the same control.

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


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How to get grease pencil rim effect?
I am trying to find rim effect. I have attached a picture showing dialogue box of "add effect, offset, rim colour and mask colour" that I have seen being used, but I cannot find this option. I would be grateful if for any advice on this. Thank you.
i

What version of Blender are you using?
The stable version (Blender 2.79) doesn't have the "new" Grease Pencil, which comes with the rim effect.
To experiment with the new tools, you might want to try the version of Blender currently being tested: Blender 2.8 alpha. It is an alpha so it's not guaranteed to be stable nor will necessarily stay the same until the final release early next year.
More information about the Grease Pencil improvements in this and this video.


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How to make eye shader?

I am trying to create a sonic model and I would like to know if anyone could help me replicate the eye material shown below. So far i’ve Tried using some glass shaders mixed with some diffuse shaders.

Possible duplicate of How do I create a reflective white material?

rather use a mix between Diffuse and Glossy nodes

It’s similar but it’s not as reflective

This is not a duplicate of “how do I create a reflective white material”


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How to make global lighting in cycles?
I’ve been wondering how to make global lighting in cycles but i’m New to lighting and I have not seen this question anywhere else. I know how it’s possible in the internal engine but is it also possible in cycles.
Thanks

What do you mean exacty by "global lighting"? Could you uderline the features you expect?

I don't know which type of illumination you are talking about but I think what you want is or an HDR or a sun lamp

Heres a site that explains it https://en.m.wikipedia.org/wiki/Global_illumination

The Internal (rasterizing) engine simulates even, undifferentiated lighting from a distant environment, chiefly using  two settings: the Environment Lighting, and the adjust-to-taste Ambient setting of materials, setting the degree to which the environment lighting contributes to the color of a surface. Ambient Occlusion can further simulate proximity shadows. These methods are essentially informed trickery.
The Cycles (Path Tracing) renderer approximates that same lighting by actually sampling the environment, including the light scattered from other objects in the scene.. no trickery is required. In Cycles (in principle, at least), you don't set 'environmental lighting', you set the environment.
That might include giving the world an emissive color, using the 'Surface' and 'Strength' settings in the World tab, or an HDRI texture; it might involve constructing a local environment of lights, emissive and reflective surfaces as you would in a photographic studio.
Have a look at gandalf's answer here for an introduction to the differences between the renderers

Expanding on this, hopefully without creating confusion, in cycles, in the world property tab, there are two options that effect the global light source. The first is the Surface property where you can create a surface of a particular color and strength that is effectively the global light. You can also enable Ambient Occlusion, which isn't what you really want.

@MartyFouts  thanks .. that makes the answer much clearer - I've edited it  to include your comment.


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How to make dr.eggman mustache?

I am trying to make a the mustache in the picture above but can’t make the same thing. So far I have tried modeling the mustache but there is no hair and it’s just a flat mesh.

I would go with hair cards (= polygons with a few hairs mapped to them and a lot of transparency), you can find information about that here:
http://wiki.polycount.com/wiki/HairTechnique
This here shows the general (program independent) workflow, for the haird on top of the head, but you should be able to adapt it:
tutorial from Athey Moravetz @ deviantart
You could also use the inbuilt hair system, depending on your hardware specs:
https://docs.blender.org/manual/ja/dev/physics/particles/hair/index.html

yes the first method is a nice way, perhaps you should explain in few words and screenshots

is this better? :)

Could you do this in blender?

is this a gerneral question as in:
"is this workflow possible in blender?"
or
are you asking me to do these images in blender?
short answers: yes and no. :)

yes, that's fine   ;)

I’m asking if this is possible in blender

This tutorial demonstrates how to apply alpha mapped textures (/materials) to a mesh:
https://www.youtube.com/watch?v=Ka5k-ahO4Zo
If you want to see the transparency in the viewport, select the mesh with the material, in the "properties" pane switch to the "material" tab and scroll down to the "settings" section. change the alpha value of the viewport color to 0
Now you can duplicate your plane to your hearts content, until you have the beard replicated (I would not use flat planes, but rather subdivide them once and give them some depth, so they do not vanish when viewed from the side)

I downvoted this answer for a few reasons, this basically seems like a blatant rip off of someone else's tutorial. Although the basic principles may apply, it is not made in Blender, nor does it attempt to explain any differences in worflow. It is also just one big image with text, which is great for editing and can't be easily indexed, so it may not show up in future searches

You can use hair particles.
Add a particle system and set it to hair. Choose a higher number for segments (e.g. 10).
Go to Particle Edit mode. Select some tips and scale them towards their center to create a pointy end segment. ⎈ CtrlNumpad+ select additional segments of the same strands and comb, smooth or cut them.

Unwrap the emitter object and use Noise Textures to create color variations in the material.

Use child particles, if the hair is not dense enough.


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Another world inside of a portal issues
As the titles says I'm having issues creating a portal that has another world in it. I tried the following guide to the letter:
Creating the Minecraft End Portal in Blender
but it isn't working. I was hoping someone could take a look at my file and tell me where I am messing up and what I am missing. Preferably with images because I'm still new-ish to blender and don't know all the names or locations of every function but any help is completely and utter welcome! I am destroying my brain over this! LOL!
My goal is to have the crystals be only seen inside the portal/gold object in the sense. Thank you so much in advanced!
Here is the file:
https://mega.nz/#!T2xhwKrQ!ZHjC0fWvLK3gdJn3WQ8kWJquqJFmNGVTepUfXwxK6eI

The correct way to achieve this is through render layers and compositing.

Thank you so much for replying back! But may I ask for a little more detail? Sorry, as I said I'm a bit new-ish to blender and have only once, and with very mixed results, used render layers! Lol! How would you go about achieving this?

Ok this is a tutorial on how to create a portal using scenes, render layers, object id and compositing. Please try to achieve it while reading the tutorial.
First you want to have the first world and the portal.

Note that i set the plane pass index to 1, this is crucial.
Then you need the second world, I did a terrain with a sunlamp.
Create them in the second scene and link your camera here afterward (ctrl+L->link to scene).

After this you need to set up the render layers, for use with compositing.
Go to render layer panel, unfold the pass menu and select object index

For the scene 2, you don't need to set the object index because the plane you will be using for splicing the two world is only present in the first scene.
Everything is setup, open the node editor and select the compositing nodes.
Here you start with a render layer that is set on render layer one, scene one (we are just using one scene in our case) and a composite output.
Just add another render layer, set in on scene 2, add an alpha over node and connect your two layers color output on that node, the factor is the plane, so connect the indexOB that we activated earlier for the first layer to an IDMask node then to the factor of the alpha over. Easier to just look at the picture here:

Now you can just render.

Being an after effect, there is no such thing as compatibility issues regarding wether you are using cycles, eevie, or blender internal.

You, my friend, are a GOD! Thank you so much! This did the trick! I really appreciate you taking the time out of your day to help me!

You'r welcome. Fact is I had tried this a long time ago without succes but this time it worked. So thank you for asking and having been patien

Hi @Yvain thanks for this solution, its great. I have one question - you mention that since it is an after effect it doesn't matter whether you are using cycles, eevee etc. However, I am using 2.8 and it is not possible to do this step "After this you need to set up the render layers, for use with compositing. Go to render layer panel, unfold the pass menu and select object index" when in eevee - as object index does not exist as a check in the layer panel. Is there an alternative way? I would love to be able t do this in eevee. Thanks.

Yes you are right, I was working in 2.7 and did not notice that eevee has no support for render layers. I don't know how you could do this, this might be impossible, you might find a way... but I would advise that you use cycles and stick to this. There are many way to optimize your render so that it's not too long, especially look upon the filter glossy setting and don't use an unnecessary high amount of light bounces. Your render will just be great and more realistic that with eevee.

Hi, thanks for getting back. I don't mind doing it in cycles, its just, as you mention, it takes a lot longer. I just looked at the filter glossy setting which is currently at 1 - should it go up or down to speed it up?  Also light bounces are set by default at 12 - what would be a reasonable setting? Your advice is much appreciated.

@Nick the glossy filter will not make the render faster, it gets rid of the glossy details, so that the image looks smoother with less samples. You can quickly have a feel of what it does by using the progressive refine render option. With the glossy filter set to about 0.5 you are good to heavily lower the sampling, even more when set to 1 or max (5). As for the light rays it depends on the scene you are rendering, honestly all I know is that it's the number or rays that are calculated for each pixels at each sample. Unless the scene is really dark it would not make much difference.

Thanks @Yvain much appreciated.


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Measurement of the "Straightened" length of a path
So, I'm having a bit of trouble with scaling. An object I'm making involves the use of a path to form a curved surface, but I need the resulting curve to be within about 1% of an exact length.

So, if I were to have, say, this curve here that I made for purposes of this question... is there an efficient way to tell how long the black part would be if you straightened it out to a perfect line?

In the Animation Nodes addon there is a node to do just that: Get Spline Length.
The example usage is what you need.

Oh wow. That's SO much easier than I'd anticipated. Thank you!

Both links are not working any more. Any idea how to measure curve length in Blender 4.2 ?

The Curve Tools addon can also measure the length of a curve and may be easier to use if you're not already familiar with the Animation Nodes addon.
To measure the length of a curve using Curve Tools:

Enable the Curve Tools addon (under Edit > Preferences > Add-ons).
Select the curve object.
Press N to show the sidebar and click the Edit tab.
Expand the Curve Tools panel, expand the One Curve subpanel, and click Calc Length.

That also works quite well, and honestly, getting a sidebar is a fair bit more accessible and clearcut than having to open a node tree to get a single number.

seems to not works for nurbs curves in 2.8?

make a plane
go to array modifier
change fit type to ' fit curve '
select the curve
scale the plane to 0.001, smaller you scale the plane more accurate the curve length
check length in sidebar by pressing 'N'

Also my preferred method for getting length in global coords.


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Problem with a simple physic simulation using python scripting
I am very new at blender and I want to make a simple simulation in blender.
I used boolean operation to model the bowl-like shape. And I dropped the cube into the bowl.
When I play the simulation via "Alt-A", the cube is stucking on the invisible surface. But I want to see the cube drop into the bowl.
What is the thing that I should correct?
Here is my code:
import bpy

def make_cup():

    bpy.ops.mesh.primitive_cone_add(radius1=2, radius2=4, depth=2, location=(0, 0, 0))
    cone1 = bpy.context.object
    cone1.name = 'cone1'

    bpy.ops.mesh.primitive_cone_add(radius1=2, radius2=4, depth=2, location=(0, 0, 0.5))
    cone2 = bpy.context.object
    cone2.name = 'cone2'

    mod_diff = cone1.modifiers.new('mod_diff', 'BOOLEAN')
    mod_diff.operation = 'DIFFERENCE'
    mod_diff.object = cone2
    bpy.context.scene.objects.active = cone1
    res1 = bpy.ops.object.modifier_apply(modifier = 'mod_diff')

    cone2.select = True
    bpy.ops.object.delete()

    cone1.select = True
    bpy.ops.transform.translate(value=(0, 0, 2))
    bpy.ops.rigidbody.objects_add(type='ACTIVE')

if __name__ == "__main__":

    for o in bpy.data.objects:
        o.select = True if o.type == 'MESH' else False
    bpy.ops.object.delete()

    make_cup()

    # floor
    bpy.ops.mesh.primitive_plane_add(radius=8, location=(0, 0, 0))
    bpy.ops.rigidbody.objects_add(type='PASSIVE')

    # square
    bpy.ops.mesh.primitive_cylinder_add(vertices=4, radius=1, depth=1, location=(0,0,4))
    bpy.ops.rigidbody.objects_add(type='ACTIVE')

Make the collision shape of your bowl mesh
The default collision shape for rigid bodies is convex hull.  This is why there is an "invisible wall" at the concavity of the bowl
In your script you need to set it to mesh.
Here is py console code that changes this property for the context object
 C.object.rigid_body.collision_shape = 'MESH'

do same for bowl in your script.
rigid bodies: sphere not falling into the "box"
Rigid body physics problem even a torus acts like it had no hole in it


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Render Image Off-Color From Original Render
I've been having some trouble with rendering my image. When I render the image in blender, then it looks fine, but when I save it as a file to my computer, then it gets somewhat pale, and doesn't look like I want it to. I've tried using different image opening programs, but its the same thing for all of them. Here's what a quick render I did looked like after I saved it:

And here's a screenshot of the image as it looked in blender after I rendered it:

What am I doing wrong? Thanks!

It could be that your saving it in a way that compresses the colors? Wierd

File format that you are saving to?

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


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How to make a camera rotate on the spot?
what I need to do is so simple, it seems, I can't find anyone who has made a tutorial on it, and as such, I am quite stuck, as I'm new to blender.
What I need to do is rotate my camera 360 degrees on the spot about the X-axis as an animation (not just rotate it and move it about in 3D view, I know how to do that :P). The goal of this is that my camera is in a circular room-like environment, and I want an animation of the camera getting a complete look at every bit of the wall, not sure if that's relevant.
First time posting, any help is very much appreciated :-).

Select your camera
Set a Keyframe by pressing I and selecting Rotation
Then move some frames forward (by clicking in the Timeline at the bottom)
Now rotate the camera by pressing R+X+3+6+0 and apply by pressing Enter
(Press X twice if you want to rotate around a local axis instead)
Set another keyframe like in step 2

That's all. Note that the movement won't be linear by default. If you want a linear movement instead, you need to change the interpolation mode of the keyframes. For that, you can have a look at the second part of this answer.
Hope it helps :)

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


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Blender not responding when I play animation
This is my animation, just about 285 frames, 78 keyframes

When I play animation, Blender is not responding
And here is Blender status in Task Manager. I think it isn't so strong

What's the problem? What should I do?
Please answer soon. I need to finish it as soon as possible

https://drive.google.com/file/d/1etiB5FTsu7ET2I7BkwiHbt8AQH2iQ0gC/view?usp=sharing

here is the .blend file. other layers are my cloth that was hidden. it in 19 layers, i don't know why


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Radial Symmetry in Editing a Single Object
I am a intermediate beginner in Blender: I have a moderate knowledge and understanding of the interface and am capable of modeling and rendering simple forms, but if skill is a percentage I'm at probably 2%.
I'm looking for a way to enforce radial symmetry in mesh editing. I want to tell blender that an object has a particular kind of symmetry, for example 8 sided radial symmetry, and have blender apply the edits and changes I make to one part of the mesh symmetrically not absolutely. Here's an example:
Let's say I have this funky shape here and want to move all the raised triangles to the center of the surface.

I can move a single triangle inwards:

But if I select multiple triangles and move them all, they all obviously move in the same absolute manner:

What I would like to happen is that when I move one triangle inwards (towards the center point), the others move inwards as well. I have tried aligning the 3d cursor to the vertex in the center and setting the movement orientation to 3d cursor, but it has not helped.
This is only an example as it is the best way for me to demonstrate my question. I will be modeling a diamond, and I am seeking a way to establish a symmetry so that any edit I make to a part of the diamond is reflected symmetrically in the other parts; for example if I make a single face larger I want that facet to become equally larger on all radii of symmetry on the diamond. I am aware of things such as the mirror modifier (though I am not an expert on their use) but am wondering if there is a way to define or establish symmetry within a single object. Thanks in advance for any help or advice!

I would do this using the Array modifier, which can replicate a radial mirror.
First, lets say I have some portion of my object that i want to revolve around the origin:

I then add an Array Modifier, and set the count to how many copies I want (in this case 6, in your case 8):

Then, add an empty to your scene. Remove the relative offset on your array modifier, and check the object offset button, and choose your empty at the origin:

Then, as you rotate your empty around the z axis, you will notice the array copies will rotate with it (make sure both the empty and the object are centered on the origin for this).
With 6 copies in total, I want each copy to be 360/6 = 60 degrees apart, so I will press R Z 60 to rotate my empty 60 degrees, giving me the following result:

Now, I can just edit one part of the hexagon, and the rest will be mirrored automatically:

I hope this helps!

If you move the empty up and down, you get a sort of staircase effect.

If you happen to have the hardOps/boxcutter plugin, there's something called circular array that you can use for this purpose.

Hmm, only one of the six parts is editable, ideally all six of them would be.


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How to scale the edges along a curved surface
Im trying to scale the edges along a curved surface. When I do the method scale and X, it scales with no problem, but when I try to scale along the Y axis, it distorts the face, the edges dont scale proportional

Creating custom orientations will help you in many situations where you have to move or scale many faces/edges/vertices along directions that are off the usual orientations.
However, if you only have one face like the one in your screenshot it is a bit easier. And if you have multiple ones pointing in different directions, creating a custom orientation for each of them might be very uncomfortable.
Instead you can select the face and set the orientation to Normal (which would also be used if you created a custom orientation) and then scale along the face normal's X or Y axis with simply using S > X (or Y). You don't have to press the key for the axis twice - that will use Global orientation.
It's only important that you use the face selection instead of only selecting the opposing edges you want to scale, because this might result in an unwanted orientation (see picture on the left).

So Simple, yet I didn't know this method and it worked well. Thanks for your information

Your mesh is not aligned with global coordinates, so X, which is quite aligned, works quite well, while Y, which is not aligned at all, works very badly.
To solve you can create a custom transform orientation: select the center face of the zone to be scaled, go to the transform menu and press the + icon, creating a transform orientation aligned with the selected face's normal.
Use this new transform orientation to scale as you want (S, Y, or S, X).
When working with curved surfaces is a good habit to create a copy of the surface with regular geometry (without insetted faces) and use it with snap to face or shrinkwrap modifier to project the insetted vertices exactly on the curved surface, in order to get the best possible shading.


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How to mix emission shaders to get gradient effect
I'm trying to get the result like the globe which illuminates more than 2 colours. I have 2 examples, one with ColorRamp and one with 2 emission shaders, but the colour variations are not visible only one appears on the plane mesh. I cant figure out the Node configuration to get the result.

Please note there are 2-D simple spherical gradient textures which can be used to apply color.  Also note that distance from a give  point can be computed.  c squared = a squared + b squared.  This math can be used to compute a gradient.

OK thanks for your reply, but I'd like to see the possibility of mixing 2 emission shaders using nodes if its possible.

Two emission shaders are not necessary since it is the color of the emission that may be more important to you.  You should do it your way of course.

Please note there are 2-D simple spherical gradient textures which can be used to apply color.  Also note that distance from a given  point can be computed.  c squared = a squared + b squared.  This math can be used to compute a gradient. Also the geometric [normal] can be used to compute angle from a target normal.  Perhaps you can change your nodes to use that information or state that you want do not want to change your nodes.  Can you place a spherical light source inside a spherical mesh?  You can also texture paint on the sphere.  I do not know which of these are acceptable to you.

So the distance from a given point may determine what combination of 2 colors to use. 40% of this and 60% of that.  Of course the color ramp node is available to you for many colors .. 32??  The geometry node as well.

One the 1st version I think you also need a gradient texture before the color ramp - possibly a mapping node as well.
On the 2nd version with two emission shaders combined with the mix - have you tried adding a Fresnel into the factor of the mix shader to control the center vs the edge color?

Maybe try something like this. Since you're already using a globe (sphere), you can get a good gradient by mixing the Emission colors using a Fresnel as a mix factor:

If you want a "glassy" globe, you can mix the result with a Glass Shader, using the same Fresnel as a mix factor for that too:

Thats what I was after, cheers!

You need to generate some type of mask to feed into your color ramp.  You can then use it to define the factor of a number of nodes.  Here are a couple of examples:

You can, of course, experiment and find all kinds of combinations.


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Mesh lost its curvature and has bad shading
I have a mesh which I fixed up by joining the vertices but when where were joined, the mesh at the section which is circled became flat rather than having its initial curve. When I add the matcap red colour its obvious it had shading issue. How can I get that section which looks flat to become more curvy so it matches the rest of the mesh?

hello, it would help if you shared the object  ;)  you should dissolve as many edge loops as possible so that you can easily bring back roundness

The file you share is not what you show, but anyway what you should do is simplify your mesh to easily give it corrections. To do it you can 1) select edge rings 2) checker deselect 3) select the loops 4) dissolve edges. Then it will be much easier to correct. You could also try the Shrinkwrap modifier to make your suface stick to a round surface.


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How to set up 2 different worlds nodes for render
I have two objects in my scene cube and plane, and I have set up 2 different worlds. is it possible to assign a world node which will influence the specific object in my scene, One world for the Cube and another world for the plane so they can be influenced by the settings I tweak.

I don't think you can have 2 world backgrounds that can be accessed separately by objects, however, you can "fake" it by mixing a Glossy Shader with your main Texture, and having an Environment Texture connected to the Glossy Shader (make sure to use environment texture and not image texture). Use the Reflection Texture Coordinate as an input vector for your image. Use a different Environment texture (mixed with the main texture) for each object you want different. In the image below, I have a different "background" for each of the cubes, and both are different than the HDRI world environment:

Thanks, that worked well.


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How to make better topology on curved surface to make circles on mesh
I have a section on the mesh I want to make circles on, so I'm trying to make clean topology on the mesh, I tried a few methods, and only one seems to be clean (Blue rectangle selection) when I add the sub modifier and Red MatCap. So what would be the best way to add the circles in that particular selection, without adding the shrinkwrap modifier, or is this the only solution to avoid bad shading?

Normal transfer might be the easiest thing without messing up your topology.

Hi Jeff, thanks for your reply, but data transfer isn't a topology method to get clean results. It only clears up the bad shading. If I were to 3D print this sphere, it would have bad results. So I'm after a solution which is more topological correct. Thank you.

I know only Shrinkwrap as efficient way ... https://www.youtube.com/watch?v=3rlMzsBWtPY&t ... and I don't think you have a chance to get it without additional replacement of vertices to polish the curvature due uneven vertex distribution (spacing between vertices) that can't logically result as even curvature with subdivision math.

Wait, so adding a subdivision modifier actually gives you a proper result, but you want to avoid this modifier? And normal transfer can't be used because you want it to print well in 3D? I don't know much about 3D printing, but won't the 3D printer just take the geometry and print straight lines between vertices / straight planes between edges? If so, then subdivision modifier would be the way to go - low amount of vertices for performant modelling but high resolution for 3D printing...

Here's a tutorial where it explains why shading and topology is different: https://www.youtube.com/watch?v=W8FDlPcUCME&t=302s

I don't say it is the best method, but it is a method without the shrinkwrap modifier...
Select some vertices...
F3 -> search for looptools -> Circle

and you get

choose individual origins

Select less

delete vertices

select ring vertices again

E -> S -> move mouse a bit

choose "normal"

E -> Z -> move your mouse....

ok...for a better result, you should subdivide after select ring circle and then looptools -> circle again...
then you get:

Hi Chris, thanks for your demo, but I was hoping to achieve the mesh having a cleaner topology with the mount of verticies I had on my model. I made quads with the amount of vertices I have on my mesh, but I'm getting some pinching on the edges. https://ibb.co/RYGB75F

no problem, i am sure some Pros will come and have better solutions ;)

Chris, I awarded you with the 50 points, because the only way to approach this without using modifiers ( data transfer, shrinkwrap). Only option to smooth it out was to bump up the subdivision surface and work on it from beyond that point.

Thank you. I really appreciate that. But I never had expected it!


text:
How to get smooth bevel edges with smart bevel operation
I'm trying to perform smart bevel on a cube, but I can't get the edges to be smooth. The cube and sphere have almost the same faces so the Boolean operation doesn't get all messy. What's the correct method to get this type of shape clean with good topology?

does it have to be non-destructive or can you rework the topology?

I'm open to suggestions to get a clean result.  I know it's only 2 objects, but it's giving me grief trying to make it look correct.

If you want to stay non-destructive, use a 16/8 sphere as an boolean object, make sure that its center is at the exact same position as the cube vertex, and use the following modifiers: Boolean (Fast)/Bevel/Subdivision (Level > 4):

If you work destructively you just need to apply the Boolean and create some bevels manually:

To have a better topology, just join these vertices:

OK, great, thanks for this.


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How to model F-Holes of a violin
I'm trying to figure out how this 3D artist modelled the F-holes in this violin model.
I have traced out the violin, and also the F-Hole Shape, I was curious to see how a Boolean operation would look, in case I can clean it up, merge it with vertices, but its very condensed. I tried to see some 3D violin modelling on YT, but they're all time lapse videos, and this particular section on the violin is not shown. So any suggestions seeing the 3D mesh, how the artists made the F-shape?

Hello, maybe don't apply the Subdivision Surface, then draw the shape and join with the existing topology? If you have a low-poly, version, please share it

Hello, you just have to replicate the topology in the image you provided, it's pretty straightforward. You need to dissolve some of your loop cuts to facilitate your task

I am making some progress I believe: https://ibb.co/RQL1Vyt

I would go the other way around, begin with the hole shapes, then draw the whole shape:

Thanks for the tip, working from within towards outwards seems better topology.


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How to control the space between objects using Array modifier
I'm following this tutorial here:Changing Size from small to big in array or duplication
And is there a way to control the spacing between the objects, because along the path, the objects spacing is not symmetrical.

You use this setting: Offset in the Array modifier. Make sure your scale is applied, and you might have to fiddle with trying constant or relative offset to get the results you want.
Edit: Just noticed you're using object offset, this would make the spacing reliant on the distance between the offset empty object and the array object. If one of your models is 1.5 M from the empty and the other is 1 M then the array will reflect that in the gaps between each array instance.

Thanks for that, worked well.


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How to make these triangles into quads
I have these triangles I need to make into quads, I'm confused how to achieve this.

Not sure what you mean by "triangles", there's only one, the rest showing are quads (and two n-gons).  That having been said, this is one of the standard ways to change a tri like that to a quad:

That won't be the best topology for all circumstances, but without anything else to go on?  That's how I'd do it.  If you wanted all-quads:

That makes two E-poles or 5-poles, indicated by the green arrows.  Another potential all-quads solution would be:

Thank you, this worked well on my mesh, simple thing I didn't even think off.

You're welcome, glad it helped.

Hope, I understand you right. If you want to make your topology look like this:

you can just merge vertices of triangles at center (m key -> at center) and you will get something like this:

I suppose you should do it for every place where you have that pairs of vertices.


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How to make an RGB Slider to affect the colour of one Object
Is there a way separate objects of  R G B can be individual entities and affect one particular object (white cube).
Here's an example like a colour picker, you can slide the values and it makes up one colour.
https://tuneform.com/tools/color/rgb-color-creator
I have 3 cubes RED GREEN BLUE,
Red goes from black to Red 100%, Same for the Green and same for the Blue. I'm guessing this would be a node controller set up?
PS: is it possible to also add emission node so when the values go to full % of the colour it glows, and when the sliders go down to zero the emission glow fades?

My answer concentrates on the colors. Of course there might be a way for the glow as well.

It really depends on how you want the glow. You say, when the values go to full % of the color it glows, and when the sliders go down you want the emission to fade...? So basically you want a glow in relation to the colors percentage? Then when using a Principled BSDF, in my Version 1 just plug the color which goes into Base Color in Emission Color as well.

create a setup like this:

call the cubes: red, green, blue
add 3 custom scene properties, float, from 0 to 1, call them r, g, b:

add drivers to your custom properties:

do this accordingly to green and red
add a driver to your shaders base color:

like this:

do this accordingly to the other colors.
result:

Note: it helps if you use limit location constraints to your slider boxes like this:

Oh, you made the color change relative to the object's position... very nice.

i don't know whether he wants it that way...but i interpreted "slider" in his question that way....thanks! ;) ...and his link does work this way too...

Quite a good idea. I was just taking the objects as display to show how much color each channel has.


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How to mirror objects without using modifier
I have seen in some tutorial but I cannot remember which one it is, that its possible to move objects close to each other and farther away from them without the mirror modifier but using the mesh symmetry. I'm trying to do it, but with no success, can someone please tell me how it's done.

For meshes I don't see any other solution than the symmetry option, but you need to make sure that the meshes are symmetrical so maybe first Mesh > Symmetrize, then move the right or the left cube and the other one will mirror the movement:

In the video you show he is not in Edit mode but in Object mode, with 2 objects, he has enabled the Affect Only Locations option, and then he scales. Make sure that the Transform Pivot Point is not set to Individual Origins:

I found the video, not sure if it's the same, but it's helpful: https://www.youtube.com/watch?v=JMBMHSca_j0
the method starts at: 01:00:54 - #67 Change Distance of Objects

I've edited, what he shows in this video is not 2 meshes within one object but 2 objects


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How to model a shape using Smart Boolean operation
I'm trying to make a shape in the cube mesh using smart Boolean method. It gets the job done, but leaves ngons and messy topology. Is there another way to make those circular objects into the mesh of the cube with another method to have better topology instead of using the Boolean operation?

You can subdivide a plane, keep its borders only:

Extrude inwards, then right click > LoopTools > Circle, then extrude again and at the end fill the center:

Use the Select > Checker Deselect to select one edge out of 2, enable Transform Pivot Point > Individual Origins:

Scale down the selected edges to align their length with the inner circle:

Extrude the whole mesh downward, then select the rectangles with the Checker Deselect:

Extrude these rectangles:

exceptional, thank you!


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Object tilts along animation constraint path
I have attached an object along a constraint path, When the path is flat the object follows along accordingly. I then make one point elevated so the object can heave then dive along the path. All up to the blue line its perfect, then once it comes down the slope, the object is tilted all along till the end of the path.

https://blender.stackexchange.com/questions/71787

Select the curve and choose Twist Method > Z-Up:

Thanks for that, that's crazy feature hiding there. I was clicking all the options in the follow path constraint section!...Would never had thought looking at the Z-up option.

you could have tilted the vertices but that's not the best solution


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Topology question regarding circle on mesh
I have a flat plane and made some topology on the mesh. One one side I want to make a circle in the mesh, and I'd like to know the correct method not to leave any Ngons on the mesh. I know its a flat plane and I can get away with this, but is there also another solution where to join those vertices which are in Red to get Quad, and make the topology better?

You could do it these ways:

But it seems unnecessarily complicated, I would simply do it with tris:


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How to move mesh symmetrical within geometry with each other
I have selected mesh which I want to be able to move closer and apart from each simultaneously if its possible without selecting the left side first, then the ride side. I tried individual origins but that scales the mesh and doesn't move it closer to each other.
PS: I don't need to mirror my mesh.

I don't think it's possible except in Object mode, so you probably need to do it one after the other

Symmetry under active tools > Options is the closest to what you are asking

well of course if your object is symmetrical you can simply move your plane, go into the Mesh panel and Symmetrize, choose the axis in the Operator box  ;)

Enable Mesh Symmetry on the proper axis.

Then you can select one side and move it and the other will follow.

Should work any time you're moving things around, it doesn't appear to work with any commands that create new vertices.  For example, I couldn't create the inset with this method, you'd have to start with a Mirror Modifier and apply it later, I suppose.

I guess it would be less confusing if you said "on the proper axis" and then use the proper axis in your screenshots as well ;) Sorry, just nitpicking. For the last paragraph: you're right, the mesh symmetry only works for translations, not anything that generates new vertices/faces. No matter if you want to do insets, loop cuts, knife cuts etc... so I am wondering: this object was created either with a Mirror Modifier or by typing values to recreate it on the opposite side - so why blender breath doesn't keep using the modifier or doing it by hand for each side?

It is, I don't think I snapped camera or something.  Or I just spaced :D

As Moonboots says, it's not possible to do it in one fell swoop.
See other answer: it is possible. Below solution is still valid, if a little more fiddly, however.
I'd suggest moving each one individually. To ensure symmetry, type in how much you're moving the first piece by, then make sure you move the opposite piece the same amount in the opposite direction.
To make this answer more full: You do this by pressing G to move the object, then X/Y/Z to constrain to a given axis, then type a number. Your piece will move by this distance (default in most recent Blender versions: metric metres) in the positive direction of that axis.
If you press the - (minus) key, it'll swap and move the object in the negative direction of that axis.


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Making Loop Cuts On Same Mesh on Individual areas simultaneously
I have made on my mesh using the individual origin option some inner extruded circles . what i'm trying to do is, add loop cuts in the inner section of the holes. The problem is, I have to do it one by one adding the loop cuts. Is there an option where the loop cuts can be applied simultaneously in all the holes?
Thank you.

You can select all the edges what you want to cut (with select similar menu or border selection tool from an appropriate view in wireframe mode) then subdivide them at once.

You can use Knife project for this.

Add a plane, with edges where you want the cuts
Switch to Orthographic mode
Use Mesh > Knife Project and check Cut through

Thanks Jachym, great tip!
Kind regards.

Glad to be of help :).


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Modelling array of holes into mesh
I'm practising how to model my Kitchen radio. On the top of the model it has many holes, I've used subdivision modifier on my mesh. My first attempt was to deactivate the submodifier and make an array of holes, but once I turned on the subdivision modifier again, it was extremely unclean mesh.
So what would be the best way to achieve the holes on top of the mesh?
Thank you.

https://blender.stackexchange.com/questions/40997 https://blender.stackexchange.com/questions/58811 https://blender.stackexchange.com/questions/28103 https://blender.stackexchange.com/questions/51233

Duplicate a 6 vertex circle, extrude inwards, extrude down, fill, then  duplicate along 2 Array modifiers,  it will give you a grid of holes. Then join to the rest of the topology. You can even bake a normal map if you don't want to keep too many faces.

Also, don't forget to add edge loops in order to sharp your edges:

I got a little confused, I add the circle and followed your instructions making the circle and array modifier. But in your image, there is a flat mesh connecting to the circle., so this is what confused me.
https://ibb.co/nMxx8s8

yes so move the border and scale them on the X or Y axis (S + X + 0) to make them flat and build a square around your circle. Also don't forget to enable the Merge and First Last options of your Arrays

Ok thanks for that, I managed to understand. The only intimidating part in joining it to the rest of the mesh.
https://ibb.co/WPxryQk
Thank you.

also, see my edit, add edge loops in order to sharp your edges

I would like to add another method as well. But not too sure if one method is better than the other. Here is a screen shot.
https://ibb.co/w0kFkHX

yes there are a lot of ways, it also depends on your needs, will you have to make some close-up shots, etc...


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Blender 4.2 developer extras not appearing in panel options
I have enabled Developer extras in 4.2 but these options are not appearing.

in 3.4, I have them available:

it's in the dropdown menu (Mesh Edit Mode) right next to the overlay menu on the right side.

Thanks for pointing it out, they split it up in the new version, it was more convenient in one panel, in my opinion, Nevertheless, thank you!

It might have been more convenient, but it actually makes sense in my opinion (especially to new users which are probably not familiar with the old version) to have one menu that deals with settings of the overlays in Object Mode and another one for the overlays in Edit Mode. Of course context menus for example are simply switching to different settings between modes, but here you need both - because even if you are in Edit Mode, you can still affect the Object Mode settings since some of them are valid in both modes and if not they are still used on the other objects not being edited.

And so with the necessity to have both at the same time and not just exchanging one menu for the other depending on Object Mode or Edit Mode, the old menu was very long in_Edit Mode_ in my opinion, with all the features specifically used for editing all down at the bottom. Another option would have been to move the Edit Mode specific settings at the top, but this could cause confusion because someone might be confused what happened to the settings which are usually at the top in Object Mode. So once I knew they had changede the UI this was an improvement from my point of view...

I see your point of view, very much respected. But because I switched from 3.4 to 4.2 I was use to the way it was. But with time Ill get use to the new layout. Cheers.


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Transparent background is visible when imported into photoshop
I have a glass shape rendered in cycles, but when I import the shape into Photoshop, I can see a slight blackish background which is noticeable. How is this possible, the transparent background is seen when the shape is rendered, and saved as RGB Alpha.

Sorry, but I have problem to understand what I'm seeing in the last image compared to the ones above. Where is this, it seems to be a totally different view on the object. And I do not see a "noticeable slight blackish background" there, I see an almost completely black background which is more than noticeable.

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

here's the file:

@GordonBrinkmann, if you place it in photoshop, and click on off the layer, you will notice there's a slight transparent background which rendered with the glass.

@blenderbreath You mean the plane behind the glass object which you have only disabled for the viewport, but not for render? Well, if you don't want it, just disable it for render or delete it: hidden plane

@GordonBrinkmann, good spotting, I had accidentally made the plane glass material, and didnt notice it even was in the layer panel. Thanks heaps!!!


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Why does Voronoi texture sometimes have black lines through it?
I was working with procedural nodes, and I added this Voronoi texture. (See Photos) I turned it to distance to edge, and turned the randomness value down to 0. Then I opened up a new Blender file, and re-created it, but for some reason, it looks different. The Voronoi texture doesn't have those vertical black lines, and I can't seem to re-create it. Does anyone know how I can re-create that look?
Thanks!

Do you have any modifiers on the plane? Did you try applying scale and merging duplicate vertices as well as checking your normal orientation? And could you specify the build version of Blender you used?

If all things in the files are equal, then you've discovered a bug.  The fact that it's object coordinates shouldn't matter; the nature of your geometry shouldn't matter either, modifiers shouldn't matter if I'm thinking through it clearly  If you can reproduce it, make a bug report.  If you can't reproduce it, then neither can we, so neither can we troubleshoot it.  If not all things in the files are equal, then we'd need more info-- we'd need access to see whatever wasn't equal.  So, the file.  Expected voronoi output for what you're showing in your shader is the bottom image.

Is the face axis-aligned in the oject's local space?

I figured out how to re-create it. It has to do with where the object is in 3d space. (See Attached Photo) If the object is higher or lower, it will either have the black lines, or not. So depending on if you want the black lines or not, you can tab into edit mode, select the object, and move it around slightly.
I find double tapping the R key, and using the trackball rotation, works pretty well to change the result, but you have to do it in edit mode, or apply the objects rotation every time you rotate it and I didn't realize it until now, but my original object was slightly rotated in 3d space. So that caused to black lines to appear.

For some reason It won't let me accept this as the answer for two days. So I will mark this as solved as soon as it lets me do so.

You could switch the Voronoi to 2D also

Oh yeah, that gets rid of the black lines. I actually want the black lines though, but if for some reason I didn't I could do that. Thanks!

To avoid moving the object in space, you can use a mapping node to adjust the coordinates used by the 3D Voronoi.

Great idea! Thanks!


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Make objects invisible when they go through shadow catcher?
I have a plane as the ground, and I am animating a character to walk across the plane. The plane is a shadow catcher, because I'm doing VFX and I want to add shadows to the ground in the video, to make it more realistic. When the characters food slightly goes through the shadow catcher, it makes a dark spot where the foot goes through the plane. I'd like everything that goes through the shadow catcher to be invisible, so when the bottoms of the feet slightly go through the plane, there won't be any shadow issues. (See Attached Photos) If anyone can help, I'd appreciate it!

You can do it via shader (dragon's material) if shadow catcher is just a plane or via Compositor that would be more complicated ... What do you prefer?

If it is a plane...you can use this very simple basic setup: (thanks to vklidu for the modified version with more charm)

result:
https://youtu.be/TEEF467A4E0

Plug Texture Coordinates > Object directly to Separate XYZ node and use Shadow Catcher object as Z controller. https://i.imgur.com/zeaIaoG.png Since shadow catcher necessarily doesn't have to be on Z zero location it will respect exactly its position.

thanks vklidu, learnt from you!! ;) i changed my answer. But of course you could have used mine too if you just adapt the threshold to the z-value of the plane - but yours has more charm!!

Chris And Vklidu Thank you! Problem solved!!


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How to Gradually Change the Speed of Audio in VSE
In the new Blender update of 4.0, they changed the workflow of the speed control of audio in the video editor. There used to be a "Speed Factor" value, on audio strips. You could add keyframes to that value and easily edit the speed of the audio.
In Blender 4.0, there is now a "Show Retiming Keys" option to change the speed of audio. You can select the audio strip, and press I, and choose, add Retiming key. You can then drag around the retiming keys, to change the speed of the audio.
However, when i add keyframes, it changes the audio to a consistent speed between the keyframes. I want to be able to gradually change the speed, so there is a smooth transition between the audio speeding up and slowing down. And I want it to also match the speed of the video, if I slow down or speed up a video.
How is this done with the new audio speed controls in Blender?

Sync Audio-Video Retiming
Select video and audio strip and create a MetaStrip (Ctrl+G)
Smooth Transition Retiming
Check Blender Manual > Retiming > Smooth Transition ... simply select a retiming key between two segments and search for Add Speed Transition.

... at left -bottom corner change value to something.

Thank you for your time and help. Sorry for the late reply. I tried that, but for me, it didn't make the speed change smoothly, it was still at a consistent speed. Also for some reason, its making the audio glitch out and sound really weird and distorted, and have lots of artifacts. Then Blender always crashes and closes after a short time, every time I try to edit the keyframes. It seems to me like there are still a lot of bugs, since this is a newer feature of Blender. Hoping it will be fixed in a later version.


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Polygon and Vertices count for Blender 2.9?
How can I find the polygon and vertices count for all the objects in the scene in Blender 2.9? It used to be on the bottom right corner, but in blender 2.9, its not there. Here is a screenshot. The top screenshot is Blender 2.83, and the bottom one is Blender 2.9.
Thanks

Check the Statistics box in the Viewport Overlays to get those counts back, though in a different location.

If you need to see them at the bottom right of the screen you can enable the information using System > Preferences, and in the Interface section enable the information you want to view as part of the Status Bar

Thank you! That's what I was looking for.

Someone on the Blender Dev team must really not like that lower status bar. I seem to recall this information disappeared in the 2.80 tree for awhile, too.

Hello :). You can simply rightclick on the status bar and select which info to show.


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Limit Rotation Local Space Not Working
I am creating an airplane 3d model and I am rigging the wing flaps.
I am using Object Constraints to rig the flaps. I have added an empty as the Rig Controller, and have rotated the Empty so that it rotates the flap on the correct angle.
If I rotate the empty on the Local X, it rotates alright. But I want to make it so that the empty has limited rotation so you can only rotate it a certain amount before it stops. I have the flaps object parented to the empty, so that it moves along with the empty. I added a Limit Rotation to the Empty, but when I do so, the flap seems to flip upside down. When I change the Owner Space to, Local Space, it fixes that problem. But when I do that, the Limit rotation seems to completely stop working.
I also want to rig the entire airplane to a Master Controller, so that I can animate the airplane as a hole. But when I parent the Flaps Rig to the entire airplane controller, the flaps and empty change shape and get all stretched out, and move to another place.
This topic is a little bit hard to explain in words, so I have added Photos, as well as a Link to a video I created, showing the problem as well. Please See Below.
If anyone can help me out, I'd really appreciate it.
Thanks!
Here is the video, so that you can better understand the Problem:
https://www.youtube.com/watch?v=zpsD-PSk24Q

for the wing flap I'm not sure why you choose this method, you'd better parent the flap to the empty, rotate and move the empty so that it's at the right position on the wing, that's what you've done, and then, when you want to animate the flap, rotate the flap, not the empty, and give it the Limit Rotation, Owner Space > Local.

If you choose Local Space for the empty; the empty won't be prevented from rotating within the Global Space

About your second problem, I could not reproduce it with the file you’ve shared, but maybe apply the scale (even though it should not scale the child when you parent)?
About your flap :
First thing, you were animating the rotation of the empty, but as it is not aligned with the global orientation anymore you may have bad rotation results : Rotations, once keyframed, do not consider the object’s own local orientation but the global orientation. So when you are supposed to animate an object that is not aligned with the global axis, the solution, before desaligning the object from the world orientation, is to parent it to an empty (or any other object), then orientate the empty the way you want in your scene, then animate the object, not the empty. As the object is parented to an empty, its new global orientation is not the world anymore, it is the parent local space, so any keyframed rotation will happen on the parent's local axis, if the parent is orientated the way you want in the 3D scene, the child object will rotate the way you want relatively to the world space.
This is also why your Limit Rotation constraint on local space didn’t work: Local Space will consider the object’s parent local space, but the empty has no parent, so the constraint won’t affect it. You need to give the constraint to the flap.
So, to fix the problem:

In Edit mode align the flap with the global orientation, and put its origin on its axis position:

Parent it to an empty:

Move and rotate the empty until it fits to the wing:

Give a Limit Rotation/Local Space to the flap (not to the empty):

Open the N panel, animate the flap on the X axis:

This works! Thank you so much for helping me out!

Also, I figured out, that If I parent the empty to the master controller, then the entire flap moves along with the airplane! Thanks again!


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How to make water Fluid simulation fade out quicker
in Which of the settings can I control the fluid which makes the water fade quicker. The fluid water remains on my object, which I want the water to slip off my object to drip into the water pool. I have set the frames of the object to collide from 0 to 50, then make the water drip.


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Blenderkit model of ocean has lots of noise
I download a model from Blenderkit of an ocean, and it has lots of noise, how can I fix this?
Im currently on 4.2 and will use EEVEE.

I do not have this ocean, but your viewport samples are set to 16. Maybe increase this value? Apart from that it also depends on the lighting in your scene etc.


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Object constraints are behaving differently from tutorial settings
I'm seeing a tutorial on animating tank treads, I have the same object constraint values, but my object is behaving differently when I try to move it. When I try to move it on the Y axis, its moving diagonally. And I can see the bezierCircle pop out of its location when I try to rotate it on its Z axis.

pls also link the tutorial. thx.

https://www.youtube.com/watch?v=B2A363iHacQ&t=775s
Rigging the treads starts at: 08:55sec.
Thank you.

You've given a Child Of constraint to your object, you could also have parented to the empty but there might be a reason why you're using this contraint. Anyway the problem is that you've not enabled the Y location so the object won't follow the empty correctly:

The disabling of the Y axis is crucial to the rigging method Ryan shows in his tutorial, without disabling it the treads don't move around the curve.

Oh ok i missed that so I'm not sure how he wants to do it

Actually this disabling is one of the reasons why he cannot use simple parenting. I did the tutorial once and got it to work, however I changed a few things to make it better, but still both methods had their flaws. Although Ryan shows that they move correctly they do just to a certain extent which I could not resolve either. Right now I cannot look into the file what is wrong with blender breath's version compared to the tutorial, maybe later.

yes i never realized there was this problem

actually you can move the object on its own local axis only and it won't drift away, but he probably trying to create something automatic? https://zupimages.net/up/24/24/5013.gif

That's not how tank treads work  For turning left for example the left side usually has to drive backwards and the right side forwards, standing still while rotating around the Z axis is not correct.

yes I just meant that I would do it manually rather than automatically   ;)

Well, no the point of the tutorial is actually doing it automatically, having a tank model moving as you desire and making the treads follow according to it as if they were moving the tank.

Sure, it was my mistake when I wrote the answer, for an automatic setting I don't know how to do it   ;)

Well, I guess the main issue here is not to come up with a new solution but just to find out what is done differently to the tutorial since the results differ. But my recommendation is usually just to follow the tutorial more thoroughly as there is obviously something he did not pay enough attention to.


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What is this line called in the custom options panel
Can someone please tell me where this line color is located?

Tell us how you created the line and we might be able to help!

@JohnEason I think it's from loop cut

Its the loop cut line.

https://blender.stackexchange.com/questions/247547/loop-cut-indicator-color-preferences-settings-in-3-0

@HarryMcKenzie I realised that eventually and a quick google provided the answer from BSE! - See my link comment above. Hmm... That setting seems to be missing in Blender 4!

So this line is a Gizmo, thanks for the link.


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How to extrude images as plains to give it depth
is it possible to extrude an image in Blender? I have tried to solidify it with the Modifiers, and also convert to mesh. It does extrude the image, but it creates a blank gap in between the image.

No, the image border (since it is not actually the border, just the boundary between opaque and transparent) cannot be extruded. You have to shape the plane to fit the coin's outline. For example by using the Knife tool to cut along the boundary and delete the outer faces afterwards.

https://blender.stackexchange.com/questions/314023/adding-thickness-to-image https://blender.stackexchange.com/questions/84129/is-there-a-way-to-add-fake-thickness-to-an-alpha-image-texture


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Blender theme, How to float the panels on the left and right
I found a theme which is influenced by Cinema 4D. I'm altering some parts of the theme to better suite my custom workspace/Theme. I want to float the tool panel on the left and the panels on the right, like Blender's custom theme. I can't find where in the Preference section this is located.

Unless you code it, the only way to have a floating panel is to create and resize a whole new window, but I don't think it's a handy workaround for your purposes.

Thanks for your reply Josh. I should be more specific. Blender's default panels are on the left and right, but have the grid expanding to the boundary of the viewport. The theme I have downloaded, has the grid cut off like a square shape.
https://ibb.co/fn4HZKQ

Maybe those panels have opacity settings to make the grid appear behind them.

This was answered on another forum, and I solved my problem.
https://ibb.co/wKKCFc3


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Boolean operation makes the cutting object into wireframe
I'm trying to make a Boolean cut, from object A into object B. Both Meshes have enough loop cuts.
When I add the Boolean operation difference from object A into object B, The cutting object turns into a wireframe.
But when I perform the same procedure from object B (making it the cutting object) into object A, the Boolean works.
Why am I doing incorrect, and Object A cannot be used to Make a Boolean into Object B?

Try setting the modifier's Solver to Fast instead of Exact. And apart from that, select all in Edit Mode on both meshes and hit X > Limited Dissolve to get rid of all this unnecessary geometry. And by the way, the BoolTool does not turn the cutting object into a wireframe, but sets it to be displayed as Bounds (which is why both only show a bounding box, even though the actual shape is different). The tool does that so that the cutting object is not obstructing the view on the result, as the lower example where the cut worked shows.


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Which is the correct method to make a watch bracelet with modifiers
I'm trying to make a bracelet for a watch, I have used 2 methods. And need further information which is the correct method. I've seen some tutorials on YT, very sloppy skills, with no regards to actual watch making.
1st method uses 2 modifiers, array, with focus on the object offset using empty and curve modifier, which makes the bracelet look more correct, the start of the bracelet is wider, and it becomes less wide as it gets closer to the folder over clasp(sample).
The downside of using this method is, its in 3 different parts, top part of the bracelet, down part of the bracelet and Folding clasp manually positioned.

The second method, I had to apply the array modifiers and join the bracelet, use proportional editing tool to make the ends less wider with the Folding clasp, and make it one solid object, and then using the curve modifier, wrap the bracelet around the Bezier curve. But this method squashed the bracelet, and need lots of adjusting to try get it correct. Also since the array modifier was applied, there was no way to play with the distance if I needed to make some changes.

So I'm here for you guys to guide me with the best advice on which method is best.

I don't see the downside of the first method tbh. If anything you probably want the clasp to be separate because it's a more complex part and would deform with a curve modifier so it's easier to just place it manually.
There's way to make chain like objects that don't deform following a curve but it starts getting really complicated. If the first method gives the results you want I don't think there's any downsides to it

For the second method, if you want to use it. Instead of using proportional editing in Edit mode, you can use a Lattice modifier on the band. (Look up a tutorial on youtube if you don't know what those are yet). If you parent the lattice to the band you can still move it around to position it in the curve without having to apply the deformation

Hi there. After some further more seeing about which method has better result. I saw that with the offset using empty is not good with parts which use latches and links. As you can see in my example, the smaller a pattern gets, its moving the links (Red Arrows). I will try using a Lattice modifier, and try to locate YT tutorials. But most tutorials I saw, are not precise, and not based on real watch making methods.
https://ibb.co/0cxbbLZ

I tried the lattice method, and seems to give them best result so far. Thanks for your insight.
https://ibb.co/DQgYSgG
https://ibb.co/mH96stN


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How to deform a Bezier curve without breaking the array
I have an array modifier and a curve modifier to make my brick wall go in a circular pattern.
I want to be able to manipulate the Bezier curve without breaking the array. When I start dragging left or right, or any direction, the pattern starts to break up, leaving gaps, or squashing into array pattern.
Id like to keep the fixed count to 84, without needed to increase the count, to fix up the gap.
Because If I keep on manipulating the Bezier curve, it causes different measurements of the gap, then I have to increase or decrease the Fixed Count each time.
So is there a way to close off (Lock) the array, and modify the Bezier curve?

Examples.

Well, how do you want it to work? You can either set it to a certain number of bricks or fit a defined length or fit the curve. While manipulating the curve you change its length - so Fixed Length cannot work, Fixed Count cannot work either, because a specific number of bricks have a specific length which is a similar problem as the Fixed Length and changes the count. Fit Curve would change the brick count as well which you do not want (and not be perfect either because it can result in overlapping bricks). So maybe you need to tell us what you want: rubber bricks that stretch to fit?

Thanks for insight, I tried the option in the array modifier, Fit Curve, at first there was a small overlap, but playing with the Relative offset Z Factor, it fixed the distance. I can now manipulate the Bezier curve to any direction and the array pattern remains as a Möbius strip.
https://ibb.co/wQKHdZS

Okay, of course you can always manipulate all settings manually until it matches. Your question sounded as if you wanted it to be matching dynamically to all changes you make on the the curve. That's why I voted to close the question as "Needs details or clarity"... because the answer: "adjust the values so that it fits" seemed too simple for me.


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How do I convert a 3D scanned mesh into a useable/editable model?
I have an Artec scanner and would like to use it to scan 3D models and process them in Blender.
Can anyone recommend the best method to use, or work-flow to follow?

What is the output from this scanner? What export options you have there? Do you have any sample from it?

Hi Luke, sorry will have to let you know tomorrow. The scanner is linked to my work computer. Thank you for responding.

Within your Artec Studio software I would export it as a .wrl to preserve the color data. Then in Blender turn on VRML2 import under addons/Import/Export. The import the .wrl. If you don't need color data export as an .obj

Thank you Othoap, I will have to get back to you on that tomorrow. I didn't expect an answer so soon, and the scanner is linked to my work computer. Thank you for responding.


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How to add reference photos in orthographic view from angles other than the default front, back, top, etc.?
3D modeling is easier with reference pictures, which can sometimes be hard to find facing straight forward, left, right, top, etc. If I could add other angles for pictures it would be great.
Thank you.

Cegaton, you sure you've posted the right link :)?

Modeling things from the perspective images is a kind of guess work, which is not precise so I don't recommend it to you. IMO perspective images are the good addition to check out if the model works fine in perspective. Though if you decided to model the object from a perspective image here are some tips:
Add a Background Image. Set its axis type to Camera. In Render header-->Dimensions panel match the resolution of the render to the resolution of an image you have.

Add a cube and place it in front of a camera. Select the camera and set it as an active one (Ctrl+Num0). Change the camera's location and rotation to fit the perspective of the background image.

Open a separate 3D window and start modeling. You can compare the ortho and perspective views that way.

Extra tip: Don't give up if you can't find the accurate references/blueprints of the desired objects in google. Search for it on Youtube e.g. Make printscreens of the video showing the object in side/front/top views. These are the most valuable since having that information you can recreate the object perfectly.

There are two ways (as far as I know)

Add a plane with the texture.
Set the background to the Camera.

1. Add a plane with the texture
This is a way used in a 3D software called MODO.
It is easy to manage the location, rotation and scale.
However it is tedeous and cannot be used in Solid (in matters of viewpoint shading.
There are some tips that can help you with this method.

select "Generate UVs" (on the toolshelf when you made the object)
press the E key (it will resize the uv so that the ratio matches the actual mesh)

2. Set the background to the Camera
Find for "Camera" in the "Axis" of the Background image panel.
This will fix the image as a background image of the camera.
There are some tips that can help you with this method.

lock the location and rotation at the Properties Region
switch between cameras with Ctrl-Numpad0


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SSD Scratch Disk
Can Blender make use of a scratch disc?
Use of a separate SSD as scratch disc in photoshop is new information to me.
Can Blender also make use of such a setup?

A solid answer depends on what you specifically mean by "scratch disk".
If you mean using an SSD for some of the stuff that would normally be kept in a memory cache and discarded when the cache limit is reached, I'm not sure.
If you mean "Can I move my Blender temporary folders to an SSD", then yes.
Just go to File > User Preferences > File and set new paths on the SSD for things like "Temp" and "Render Output".

Thank you for your prompt reply. Yes I mean stuff that would normally be kept in a memory cache. On the latter, would I notice any performance increase by changing the temp and render output paths to a seperate SSD?

Unfortunately, I wasn't able to look up a way to do that. However, if you haven't already, check whether you have room to increase the Memory Cache Limit setting under File > User Preferences > System > Sequencer / Clip Editor. I'm not sure how the default for that is calculated and it could be too conservative.

The tech's do not know what Scratch Disk means. To cache all the information on external drives. Photoshop has this option that allows users to work faster when rendering out their effects. Blender does not have that easy click option. But I found this on Google that has help me out on my renders.
How do I change the scratch disk in Blender?
Just go to File > User Preferences > File and set new paths on the SSD for things like "Temporary Files", Render Cache", and "Render Output". Place sub-folders and link to them. That should help.


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how to make one object not pass through another in blender
I am relatively new to blender. I am making a model of a crate that is going to contain some fruits. I don't want the fruits to pass through the crates nor the fruits to pass through/overlap each other. Is there a way to do so?

yes, as your second tag suggest: collisions. but those are working at runtime (animation), while at design time there's nothing, imho, to allow that while you set your scene... search in the simulations properties of your objects

in your case I would try to deal with that by using physics.
On the right side of your blender window is the menue, select physics in the bar.
Click on your crater that will later contain the fruits and add Rigid Body. You will have to make it a Passiv Object, that means that it won't fall into the abyss (like when it is active), and that active objects don't pass through it.
As soon as you have created your fruits, position them for example over your crater. Under physics add again Rigid Body, but this time make them Active (which should be automatically be selected).
Now when you play your animation the fruits should fall into the crater and maybe bounce a little bit, neither will they go through the Passive object and nor through the other fruits that are Active Rigid Bodys as well.
I hope that answers your question. If you can't find those options in blender, I'll post some pictures to describe it better.
Greetings W.Zayde


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Applying Scale makes object smaller
I'm modelling a basic shape and after I finish my model I wanted to apply the scale before saving it. Problem is when I CTRL+A and apply scale my model gets smaller. Applying it the second time makes it even smaller. Changing dimensions of the object on the transform panel totally freaks the model by scaling it.
I am uploading three images show the situation. I just applied scale between taking another screenshot.
Any advice or help would be great. Thank you in advance.

Looks like you have Delta Scale changed from 1 to something else (Properties editor > Object tab > Delta Transform). After applying scale try returning it to 1, see https://blender.stackexchange.com/a/87629/1245

@MrZak Thank you. It was my mistake. I corrected it to 1 and it is working now.


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Blender 2.80 Show Seams, Sharp Edges etc. on 3d viewport
I couldn't find where I could toggle on/off to show all sharp edges, UV seams, seams, creases on the model. Using Blender 2.8 Beta. Also, can I see normals on the individual edges, faces or vertex with adjustable sizes like it was in 2.79? I'm still trying to adapt 2.80 so go easy on me.
Thank you for your help.

You will find them all in the Overlays drop down menu :


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Creating Corners with Mirror / Symmetry
Is there a modifier/tool or plugin to replicate the symmetry/mirror effects like the one at step 12 here:
https://knowledge.autodesk.com/support/3ds-max/getting-started/caas/CloudHelp/cloudhelp/2015/ENU/3DSMax-Tutorial/files/GUID-42DD88AC-4988-4CBB-A3FE-6298B1ECC9B3-htm.html
Basically all I want to do is create corner pieces of an existing modular model.
Thanks!

in the Mirror modifier, if you use an empty as Mirror Object, you can then rotate this empty on the Z axis so that the mirrored object is mirrored on a specific angle (like 45°), but it won't merge the vertices as shown in the picture #12, I guess you'll have to do some work manually

or of course use a classic Mirror modifier and rotate your object 45° in Edit mode, but I guess that's not what you want

All I had to do was to check Bisect in the mirror modifier after rotating it 45° in Edit mode. Thanks anyways. Problem solved.


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Unable to import image as plane
I'm new to Blender. I've watched some tutorials on adding an image as a plane, but it is not working for me. Not sure what I'm doing wrong.
I have activated the add-on. I select "add image as plane" from the file menu. I select the file I want to import. These are the settings I'm using:

When I hit the button to import the image it goes back to the project, but there is no plane, no image. I doesn't change anything. I've tried looking in all views, top, front, etc. I've tried in both ortho and perspective views. There's nothing there.
What am I doing wrong?

I'm using version 2.79b on windows 10. The file I'm trying to import is a .jpg, 207kb, I've tried it as a .bmp also.

There should be a plane. Did you look for it in the Outliner? Deleting the addon from %appdata%\Blender Foundation\Blender\2.79\scripts\addons and reinstalling it might help. If it doesn't, could you check for any error messages in the Info panel (drag the main Blender's header with 'File', 'Render', 'Window', 'Help' menus down to see it) or in the console(Window->Toggle System Console)?

@MartinZ I don't see it in the Outliner. The System console just has the following Read prefs: C:\Users\tommc\AppData\Roaming\Blender Foundation\Blender\2.79\config\userpref.blend found bundled python: C:\Program Files\Blender Foundation\Blender\2.79\python

Ok, I solved the problem, so I decided to just add an answer to say what I did.
I don't know what was wrong trying to add the .jpg or .bmp files, but I opened it in Paint and saved it as a png. The png file imported just fine.

Can you insert other objects, or is it only the plane that doesn't appear in your project? Also, as stated above you can always look for your plane in the Outliner (file browser in the upper right corner of the Default Blender view) for your imported plane. If it is in your outliner, select it and press "." to teleport to it. If it isn't, it may be a corrupted project file or plugin; in that case, simply start up a new project and see if you can import an image as a plane there instead.

I was able to add the image as a background image, but that doesn't seem to do what I want, really. It is a new project page. It's the first thing I tried to do. I'll try re-installing the plugin, although I'm not exactly sure how. Do I just delete the file then go back into options and recheck the box or do I need to find the file online first?


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Why are these curves different sizes when they are using the same bevel object?
Bezier curves 1, 2 and 3 are all using the curve "Bev ob" as a bevel object. Why are they different sizes?

I saw this question and checked that the radius is set the same for all vertices on all three objects.

Related https://blender.stackexchange.com/questions/91782/distorted-mesh-when-i-use-a-bevel-object-on-nurbs-curve-vs-bezier-curve/ and https://blender.stackexchange.com/questions/70394/why-curve-bevel-not-in-shape/

@DuarteFarrajotaRamos Thanks. That one answered my question. It was a matter of scaling off on one and radius on another.


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When I open my camera everything disappears
I opened up the camera via FN 0 (because I am using a laptop), and the entire set disappears from sight but when ever I exit it, it is all still there.
I am new to the software so please excuse my mistake

The layer with your objects seems to not be selected when you activate the camera (on the bottom, right side to "global"). I think if you just click it, the scene will show. I don't know why it is deactivated though when you press 0.

That's actually very easy to explain.
The "0" you are pressing is the shortcut for Layer 10! That means you are NOT switching to camera view, but actually changing the layer from 1 (which contains all your geometry) to 10 (which contains nothing). That's why you see ... nothing.
To solve it. Check layer 1.

Make sure you press either what is the equivalent of NUMPAD 0 on your laptop or check "Emulate Numpad" in User Preferences.

Now your Number Row will act as your Numpad.
A final option without any hotkeys:

I hope this solves it for you.

At the bottom of your 3D viewport, there are some boxes. These are your layers. It seems your camera is on layer 10 and your 3D objects are one layer 1. Go to layer 1, press shift+A and choose camera. This should add a camera onto layer 1.
Select your old camera on layer 10 or in the overlay tab and delete it. It doesn't show a circle in layer 10 so there may be some vital information missing in your current camera so it's better just to add a new one.
You can move your new camera on layer 1 into position in two ways. Press Numpad 0 to go into camera view then press shift+F and move it around with the Q, W, E, A, S, D keys or in your scene, press N to open properties tab and look for "Lock camera to view" and navigate normally. Remember to uncheck it once you're happy.
Another option is select Layer 1 and shift+select Layer 10 and try pressing Numpad 0 for camera view. I don't know why Layer 10 shows no objects though. My guess is there was some information deleted.
If there's nothing wrong with your current camera, click on layer 10, select your camera and press "M" and click on Layer 1. Now your camera is on the same layer as your scene.
Hope that solves it!


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Cycles transparent node brighter texture color in blender 2.79
Blender 2.79 alpha transparent part brighter color.

Blender 2.78 work fine no problem.

Material simple alpha is black and white vertex color.

Any idea on how to fix this?

I'm not sure to understand your problem but maybe it is that you have to check the color of your Transparent BSDF node? It looks like by default it is not 100% white, so maybe you have to push it to 100%

I have enviroment HDR light texture and one sun light.  If deletet sun light brighten area fixed. Sun lamp strength realy big 100.


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Blenderkit model looks different when added into the scene
I'm trying to add a mountain into my scene from Blenderkit, I can see some zig zag black lines in the mountain, something which is not visible in the thumbnail of the Blenderkit model.

If you push N to open the side panel, under View try setting Clip Start to like .5 and Clip End to 5000 or something. Does that fix it? This can be a problem when your scene has really big meshes, like landscapes/mountains for instance.

Yes, it does, thanks for the information.

The other problem Im facing now, is getting the mountain to appear within the camera. I press 0 on the number pad, and the mountain wont show up, I try zooming in and out, but the mountain is not appearing in my camera. Its a bit confusing. Can you link me to a tutorial which can help me?

The camera so small its hard to control, to get the mountain in view.
https://ibb.co/GTvMHMR

The camera has also clipping settings. They are independent of the viewport's settings. Select the camera in the outliner, then the Object Data Properties tab (green camera icon), and look for the Lens > Clip Start and Clip End values in the first section (Lens). -- If you want to have a larger camera in the viewport you can change the size with the Viewport Display > Size value. But you can also select it in the outliner and focus it with the "numpad period" key.

@blenderbreath This image should help explain what you're doing when you change the near/far clip values. Your mountain is bigger than the values the default clip space has.

Thank you for the explanation.


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expression not working
I'm adding an expression in the location, and the object is static, not moving.

Which one of these expressions are you trying to implement, sin(frame*0.1) ? It should move your object.

OK, it's working now. I don't know why in the description they add the # and "". once I remove these symbols the expression is working. thank you.

You only need to put # when you first create the driver. When driver exists (magenta), it works the same but without #.

@blenderbreath This would have been hard to answer for us, since your screenshot does not show any quotation marks... but  why they should not do this? It's like in other documentations where somebody writes now enter the password "1234" in the text field, then they don't mean you should enter the digits with quotation marks...


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Custom brushed not imported as a single image
I'm importing a custom Alpha brush, although I have selected it as a single image, the brush looks like this:

I am trying to make dents into the mesh which is using a multiresolution modifier.


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How to make small cell fractures on a mesh
Im trying to get more smaller cell fractures on my mesh, I tweak the settings, but cannot get the correct result.

I have bumped up some of the settings to larger numbers to see if it would create more cells, but the results Im getting is almost the same, having too many large cells.
I haven also subdivided my mesh by 30 times, if that would help for a better result.
I'd like the cells to be small like the ones in the Red Area.


text:
is there a way to know how many pixels are selected when cropping to render region?
is there a way to know how many pixels are selected when cropping to render region? is there an add-on which shows how much of the area is selected. When I try to select an area to make a perfect square, its never correct.
In my first screenshot, I have made a document size 1000 x 1000 pixels.
The when I select crop to render region, the selection is an estimated guess, doing it by eye, rather than measurements.
The reason I need this method is, because sometimes I have objects in my scene which need to be rendered/exported individually from the rest of the objects in the background. So I when I render and export, and it's 205 x 209px, I then import my PNG file, and crop it in Photoshop to make it 200 x 200px.

Not built-in, but as an add-on: https://github.com/p2or/blender-renderborder, also see: Possible to set render border exactly?

life savour, thanks so much!


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Object particles fly up, move in the wrong direction
I'm new to Blender and I can't figure out why my particles move into the wrong direction. I made a plane with paper texture and cloth simulation, I use this object as the particle, my emitter is a cube. I want my particles to fly through the screen in front of a green plane. I changed my Z axis gravity to 0 and the Y axis gravity to 10.

However, when I start the animation the particles starts moving higher and higher, like the emitter is moving, while its clearly not.

I disabled every force other than gravity and wind, I'm using Blender Render, version 2.79b. What did I do wrong?

What happens if you set the y axis gravity to -10?

They move downwards. The Y movement is right both times.

I also tried halo and line particles and they work perfectly, so I think the problem is with my object which I use as particle.

Well, I figured out what caused it. I don't know why (I'm a noob, sorry), but the gravity effector under cloth field weights on the object which I used as a particle caused this. I changed it to 0 and now it works just like I wanted.

Noice. Anyway, sorry for my stupid question.


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How many faces can my computer handle?
I have a macbook running MacOs High Sierra vs 10.13.6 with this processor: 2.3GHz Intel Core i5, and this amount of memory: 8 GB 2133 MHz LPDDR3, and this graphics card: Intel Iris Plus Graphics 640 1536 MB. I would really like to know how many faces my computer can handle without blender crashing. I am wanting to import a mesh that has 7 million faces, is this ok to do?
Thanks for any help.

I have no clue. However, you can make a sphere in a new blender project and subdivide the surface untill the app starts to lag. Then, you can apply the modifier and read the face count in the top toolbar. That should give you an approximation.


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How can I select a point without selecting its reflected side
I have on the mirror modifier and I only need to select a point one side without deleting the mirror modifier.  How does one accomplish such a task?

if you select the vertice of one side it will necessarily select the vertice of the other side, but you should explain why you're trying to do

If your question is about breaking the symmetry for that vertex you mention then you need to apply Mirror modifier first and proceed to edits you'd like to do with that vertex

Your question conflicts with the Mirror Modifier purpose. It is used to mirror your model in a given direction to reduce workflow or give symmetry to your model, you cannot select a vertex of the mirrored part.
Simply apply the Mirror Modifier to your model, and then you can edit one side and it will not affect the other, because you applied the modifier and each side it's independent.


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How to create big reflective dark glass
Respect for all answers i got on this forum these years. From programming to blender. Now I need a bit specific help.
I need to texture my object that looks like this(black shiny glas)
or this
Tx for this(PS:I am a beginner)

In Cycles Render I guess you will mainly use a Glossy node with very dark color and small Roughness

Most of the work will be in the lighting/environment

If you are a beginner, an easy shader to get good results will be the Principled BSDF, it's a little different than other shaders, you can google it to know more, here is a example:

Keep in mind that if you want glossy objects to look good or realistic, you will need reflections from somewhere, in my example I used a HDRI map to my world shader, I post here to help any guys out there, but it's not a beginner node tree mind you. Essentially what you want is, a image texture to light your scene and also reflect on it.

For you to better understand HDRI maps, maybe these links will help you:
https://www.hyperfocaldesign.com/tutorials/blender-hdri-tutorial-cycles/
https://www.creativeshrimp.com/hdr-lighting-in-blender.html
https://blenderartists.org/t/beginner-professional-lighting-in-blender-2-78-using-hdri/677353
http://hdrmaps.com/blog/blender-hdri-setup/
Hope it helps,
Edit: Here's the file with a better bench topology,

Notice that for you to access the world shader, you need to click on the little globe icon in the node editor. That's where the magic happens with HDRIs.

Also I packed the HDRI maps in the blend file. But If you or anyone reading this, want some free quality HDRIS, here a great source:
https://hdrihaven.com/hdris/
Cheers,

You are definitly Black Chess KIng. This is really helpful. That bench looks really nice and i am gonna check links. Is this bench your project It will be definitly huge help if you can send me file, to check it. I am doing something similiar and insights in this bench could help me a lot. Thanks man

Just edited the post, hope it helps.

If I'm reading your tree right, it gives you the option of balancing the strengths of lighting and reflection contributions of the (directly unseen) subway HDRI, while  the garage HDRI is what's visible in the background? But while all the strengths are set to 1, that option isn't being taken, so if that works, you could lose the first mix node, and just keep the second? I just think that might help explain what's going on to @dubai0,if I'm not wrong.

Yes, my tree respectively has 3 components, Background, Lighthing and Reflection, the mixes are done using the camera ray information to mix these shaders, with this, I can  control each component separately. While their strengths are set to 1, that's my default value for a starting point, you can tweak however you want. You can see the background doesn't match the lightings and reflections, that was not important because I made the render transparent, if however one would like to render the background, he can input a map and render it correctly with the rest of the components.

Finally I would like to explain what are the strengths, they are not mixing the shaders, they're just controlling the brighteness of the maps, if you use HDRI maps, you need to control their exposure, and that's an easy way of doing that. The mixes are using camera rays to mix, it works like a boolean operator, for example, the first mix, Lighthing and Reflection, are separated by the Camera Ray node, which is separating the reflection, hence it says: "Is Glossy Ray", so the first shader attached to that mix, will be only the lighthing, and the second one, the gloss only, or reflections.

Use Cycles and try this node configuration for the material:

Changing the Glass BSDF Color value to brighter will make the glass more transparent, if you need it.
Remember to use an environment map for the world background color.
If you are new to nodes look first at some basic tutorials on Youtube.

I will try this setup.Tx for response


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Blender and Iclone 7
I have a problem. When i export Blender object as .fbx with goal to upload it on Iclone7 I have problems with moving materials. Before I upload model in Iclone I need to format it in 3DXChange(Iclone plug in for transforming formats)
When import my model in 3DXchange i dont get any materials. Someone has experience with this?
THanks a lot!

Possible duplicate of .fbx export why there are no materials or textures?

I used to have this problem with iClone 5 and found the texture was exporting ok, but when in iClone, I had to remap the texture.  It meant rattling through a slider in the UV toolbox until I'd get a glimpse of something on the surface of the object, and tweak it from there. It was easier to import the objects with material slots only, then apply texture in iClone.

So you are suggesting me to upload in Iclone with no materials and then do the texture inside Iclone? What means import object with MATERIAL SLOTS? and one more question can I make multiple materials on one object(Character) in Iclone?