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Loop cut maintaining circular profile
Adding a loop cut to an object with a circular profile renders the object non-circular.  This is true for any object with a circular frame e.g. plain circles, UV-spheres, cylinders, cones, etc.

Top-left is the mesh of a plain circle with Subsurf modifier applied (bottom-left).  Notice how adding one additional vertex (top-right) makes the circle skewed (bottom-right).
Is there a tool/transform/way to correct the circle?
Knowing the solution to this should help solve the problem for all the aforementioned objects.  I tried selecting all points and applied the To Sphere transform in vain.  It didn't help.
I thought putting the vertex r radius away from the circle's centre like the rest of the vertices will help, looks like it doesn't.

if you subdivide and put the Smoothness at 1 in the Operator box it will keep the roundness, but of course if your object has a Subdivision Surface it will flat the curve as it will add virtual vertices in the middle of the new segments

Thanks for the comment!  Setting Smoothness to 1 did move the new vertex r radius away, but you're right! That isn't solving the problem since subsurf does flatten the curve and the skew doesn't vanish.

Since the verts are non-uniformly spaced, the result will always be deformed.
That's just how the Catmull-Clark subdivision works.
You can use Cast Modifier to correct the circular profile.
It can also be limited to a vertex group.

Add Cast Modifier > Sphere
Set Factor = 1
Done

Of course, this works but there seems to be no way to do it before the Subsurf modifier, which is usually the last in the modifier stack; so not always feasible but nevertheless a solution. Also this situation occurs only in a part of a complex mesh; I guess you could use vertex groups for that.

Also an explanation -- on why this happens and why it can't be fixed cleanly -- would be good.  I remember you giving an explanation about non-uniformly spaced vertices and the subsurf mod before the current edit.

Hello :). I added back the explanation. To learn more, read the Catmull-Clark wiki page. The Cast modifier has to be after the Subdivision mod, to 'deform' it back into a perfect circle.


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Global Axis/View weirdly tilted
I'm having quite an unusual problem with Blender. The global axis of my entire scene is oddly rotated/tilted, when moving around the tilt stays the same.
I think it's best described through a picture:

You can see that even the axis in the bottom left of the 3D view is tilted.
How do I get out of this view?

Blender 2.80+
You have your camera rolled i.e. it's been rotated around its Z-axis.  In Blender 2.83 the keyboard shortcuts to roll left and right are Shift + Numpad 4 and Shift + Numpad 6 respectively.
Alternatively, you can go to one of the orthographic views (e.g. Numpad 1) and then click-drag your MMB to rotate back to the more familiar perspective view without roll.
With the slew of interface changes in Blender 2.80, I think the mouse shortcuts were removed.  I'm not able to roll the viewport using the mouse.

source: Stack Exchange

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

sort: votes


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Plastic wrap simulation in Blender
Does anybody know how to achieve such an effect? I use the lastest version of Blender, no problems with creating plastic material, but need some help with simulating these kind of folds on edges.

https://blender.stackexchange.com/questions/78769/how-to-create-vacuum-packaging https://blender.stackexchange.com/questions/125116/how-to-do-vaccuum-sealed-pack-modeling-in-blender/

You could do it with the Cloth brush in Sculpting mode. I got the result below with a single stroke, you probably need to tweak the brush settings and add separate brush strokes for better wrinkles.

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


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Seeing an image on my camera that's not in the project outliner
There's an image that I can't delete that shows up on my camera object. It disappears only when I turn off my camera. It also disappears when I turn off the overlay. (Please note that my stroke object is also off in the outliner).

I've tried

looking for this image but I've definitely deleted it. There is nothing in the outliner for this image.
removing this camera and replacing with another one (but I'm having trouble setting the new one where the old one was).

How do I remove this image?

Did you check for annotation layers (property panel)?

Thanks for your comment, @Carlo, what specifically do you mean about the property panel? I have it opened. It looks like if I uncheck viewport- the image disappears (but comes back when I check it)

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

You have set a camera background image. This image is used as an overlay in the background or in front of all objects when you look through the camera in the viewport.
Viewport overlays must be enabled and the camera must be visible in the viewport to see the image.
This option is very useful when you need an image for reference along with an exact angle of view and a given focal length as specified by the camera. The F-Spy addon uses this option.
You can add more than one image. To turn it off either disable the whole feature by unchecking the Background Images checkbox (1). Or disable an individual background image by clicking the monitor icon (2). Or use the X button...


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How to create textures with offsets from mesh edge?
I have the outline of a building that, when intersected by a Boolean, I want to show the interior texture with several layers of materials. This would show a layer of plaster, a layer of brick, and a layer of render. The brick would be, say 10cm from one edge and 5cm from the other edge, with the other two textures filling the gaps.
I can get the interior face to show a texture, that's easy. But, I am having difficulty setting up the offset from the edge and combining multiple textures with offsets to edges. I cant seem to get anything to work with the texture coordinates and mapping nodes, is this even possible?
Images for reference:
This is visually what I want to achieve, with each layer in red offset from the interior and exterior wall, meaning it follows corners and other angles:

Here is one of my attempts, the red shows that the offset is only following one axis, rather than the edge of the mesh:

Blend file here.

Are there reference images that you can share? Also pics of your own model.

@Akshay2005, sure, updated the post to add those details :)


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Is is possible to use grid volume as 3D texture?
I have been able to convert and import 3D MRI brain image in Blender 3.2.2 using OpenVDB format. The result is a volume grid. Now, I would like to be able to use this volume grid (in fixed world coordinates) to make the texture of a mesh in order to see slices of my MRI volume. My goal is to create a scene similar to this one and have the possibility to animate the various planes (i.e. move them in any position).
I tried to find a solution via the creation of a shader for the mesh but failed to make the appropriate link to the volume grid values. Can anybody help me to find the right way to do that with Blender ?
Edited on august 31, 2022:
I managed to do that in old blender version using voxel data (that was years ago) : https://www.youtube.com/watch?v=BhF4tLVme2w.
But AFAIK, there is no more voxel data in Blender. I thought they could be replaced by volume grid. I created a sample volume grid and ideally I would like to create a shader that would use that cubes to color the plane. In the following figure, the mesh texture would display a square.

As suggested in another post, I could use a 2D texture but it is a rather complex solution requirering (if I understand well) to create a new shader for each volume image geometry (voxel size, origin, etc.).

is your volume grid a mesh, a point cloud, or some form of voxel format?

This answer is possibly relevant

My volume is composed of voxels that are cubes with a numerical value between a minimum (usually representing black) and a maximum (usually white).

Thanks Robin, this post is interesting. Long ago, I used voxel data and was able to this with Blender. But voxels data are gone. Volume grid may be a replacement but I am not sure they can be used in shaders. I will try using 2D texture but it is far less convenient than 3D because the voxels geometry is already included in volume grids.

I edited my question to take comments into account.


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Strange frame rate
I made a video in 1080i and it is 25 fps, but when I put in video editor it has twice more frames, as 50 fps video. What could be the problem?

According to Wikipedia 1080i

When 1080p material is captured at 25 or 30 frames/second it is converted to 1080i at 50 or > 60 fields/second

Thats due to the interlaced scan (as indicated by the i) the frame is rendered twice for odd and even lines. If you expect it to have 25fps you should switch to 1080p (p for progressive scan).
The format you have chosen isn't included in the Render Defaults but here you find more downloadable presets:extended_set_of_render_presets_for_blender .
To get a solution to your problem you should at least add the exact settings you're currently using.
Currently I don't have 1080i footage available to test the de-interlace option in the VSE, you could give it a try:

I downloaded my 1080i and opened addons in user preferences, cliked run from file and run my downloaded file but it doesnt work. What did I wrong?

There is an alternative to get the footage properly and accurately into Blender: http://blender.stackexchange.com/a/49219/2843

The problem is that the file is interpreted as 25fps progressive. But there are twice the number of frames (due to interlacing), Blender represents the interlaced frames as individual progressive frames. Thus doubling the strip length. If you add a speed effect you effectively speed up the strip or discard half the resolution (sort of like deinterlace).
I have a Sony AVCHD camera and could not solve this frame handling issue. The frames must be merged back into each other but Blender doesn't recognise this.

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


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Is it possible to deselect random elements?
I know you can select random elements (verts, edges, etc.) however is it possible to deselect elements?
I want to be able to select random elements in a certain area (which would be defined by a preexisting selection)
I tried

Selecting an area
Inverting the selection
Hiding the inverted selection
Selecting random elements
Unhiding

The only problem is the hidden elements are selected when they are shown again. It can sometimes be a pain to deselect these without affecting the randomly selected area.

Note: this is a good TODO, will check on adding this ability.

Added design task to see about changing behavior: https://developer.blender.org/T38087

Committed, 2.70 (or any new build) has this feature. https://developer.blender.org/rB7ae1949517a41fbc46ca452f3fa40e7079273503

@ideasman42 Thanks a bunch :) To be honest I half hoped this would happen when I asked this question ;)

To randomly de-select:

Invert the selection.
Select random.
Enable the extend option.
Invert the selection.

Update: Recent builds (and the upcoming 2.70 release), now have the option to de-select randomly. (See https://developer.blender.org/rB7ae1949517a41fbc46ca452f3fa40e7079273503)

After selecting your random vertices, assign them to a vertex group.  Then unhide everything, unselect everything.  Finally, select the vertex group.

Of course! Thanks. Though it would be nice if there was a way to deselect random elements, it would be a lot faster.. (And I think it would be able to do anything that selecting could)

Here is a faster process: 1. Select the area you want to randomize 2. Invert Selection 3. Hide Selection 4. Random Selection and adjust slider so that the unselected vertices are the ones you want to designate as random 5. Unhide 6. Invert Selection. -----  Remember that when you randomly select vertices, you are also randomly leaving vertices unselected.

2021 update:
while in edit mode, select what you need to reduce randomly, go to "SELECT > SELECT RANDOM" and from the widget in the lower left (see screenshot below), choose "ACTION = DESELECT"

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


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Where are the theme options for the spacebar search menu?
Where are the color options for the spacebar search menu background?

That would be Inner Selected and the color options can be found under Menu Back.
NB: Changing some of these values will affect similar popup dialogs.


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how to display the face strenght of normals?
I'm confused about what "normal face strength" is. I thought normals were just normalized 3D vectors that point to either side of a face, I didn't know they also had magnitude or "strength"value.
I know there is way to see which direction the normals are pointing by checking "Face Orientation" under the Overlay options but is there a way to also see what the strength of each normal is?
Also, is the normal strength of my meshes something that other programs can understand? For example, if I were to export my model as an OBJ and import it into Maya or Unity, will Maya know the strength of each normal?
By normal strength I mean this:

what are you exactly referring to? can you give examples? are you not confusing with normal or bump maps?

@moonboots Hi, I added a picture of what I mean by normal face strength

here is what the blender doc says: "For example, if three faces meet at a vertex and have the face weights weak, medium, and strong, then only the normal associated with the strong face will be used to set the final result." https://docs.blender.org/manual/en/latest/modeling/meshes/editing/normals.html

@moonboots thanks, I did read that page before but couldn't find a way to display or know the normal stregth of a given face which is what I'm trying to find out.

in your pop-up menu you can select by face strength but I guess you already know    ;)   sorry I don't know anything about this topic

Yes thanks, I did know about that but was wondering if there was a way to display it like you can display the direction of normals

Let us continue this discussion in chat.


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knife tool 2.8- used in past with no problems
 Vertices are not appearing when I drag with the knife tool across the object in edit mode. Am I missing a toggle somewhere? I would include a picture/screenshot but wouldn't really show you anything except knife hovering above the object.  I have used this tool with no problem before and I am thinking maybe there is something disabled that is critical to the tool.

Perhaps you're in face select mode? Better add the screenshot, maybe we see something that you didn't notice.

yes it looks like there's not the little green squares that snaps to the vertex if that's what you're talking about?

No. I am in vertex mode.  Tried it again and works if I go to modeling tab.  Once again, makes me think it is a toggle somewhere.

Why work in modeling tab and not layout?

Well, chalk it up to the mysteries of blender.  I will just go to the modeling tab if I need to use the knife tool.  Thanks for trying guys.  If anyone can shed some light as to why this is happening, I would love to know.  Thanks again all.

In blender 2.8, the knife function does not work in view clip start 0.001, try to fix it to 0.01.

Tried clip start .001 and .01. does not affect in layout tab. thanks anyway though.

This sounds like a bug. If it still hasn't been fixed, why don't you file a bug report and see what the developers say?


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Material not appearing in Xcode
I added metal materials to my model in blender using principled bsdf shader. it looked fine in the rendered view. I exported to a .dae file and copied to Xcode following the steps in this post. when I run the app I just get a plain white model. The materials are in the hierarchy but its's not on the model.
Xcode also doesn't preview the model. I'm not sure why it's doing this but this is also happening for the included default 3D model. So if anyone knows how to fix this in addition please let me know.
Update: The cube should be a blue metal material

Possibly Related  No support for cycles materials.  Not sure this has changed.

I don’t think so because I can edit the properties of the material in the inspector and a preview should be coming up but I’m not sure why the previews aren’t working for me @batFINGER

Not using Xcode to be able to test.  At your end you couild try exporting cube with blender internal material / cycles material and see what results you get.

What do you mean exporting cube with cycles material? @batFINGER

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

It's not a duplicate if that (please don't mark this question as a duplicate). That question states that the materials aren't there at all. For me the materials are in Xcode, I can see them in the hierarchy it just not on the model @DuarteFarrajotaRamos

Make a simple sample file. eg default cube with a uv map and texture.  Go thru the steps outlined here   Post the sample file, add some screenshots of result in xcode etc.  All we have to go by here is "I've done everything right,... because I see the materials in the hierarchy,  but it's still wrong"

Added screenshots. It doesn't allow me to attach files to the post but I can upload to dropbox and have a link if needed @batFINGER


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Can't change the size of particles in particle physics settings
I was trying to increase size of particles in a particle system by adjusting the size property in physics settings as seen in the tutorial I was watching.But that setting is not available to me.Could any one tell where I went wrong ? and how to solve it ? Thanks in advance ( Blender v2.79 )

Size is only for particle physic.
The tip value should in most cases be at zero and can cause a weird look if it is to high.

I'm actually trying to do it in the physics settings.But the size property is not shown in my window.

You are in hair so if you can find size it will not do anything


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Why do only some imported objects show textures in the viewport?
Ok so I'm kind of a noob at blender but I was getting into rendering Characters for people. Sometimes when I import 2 objects in (like a chair and a character) the character doesn't have a texture but the chair has it's texture on, then when I hit "Textured Solid" and it just switches (character has textures, chair doesn't) so I was just asking if someone knew how to fix this.

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

There isn't any texture on the chair, it's only solid material color shown on it set up probably in the material properties (if in Blender Internal)


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Blender render: Object dissapear from render after animating
I'm working on animated text shown over a video. Textes are shown on three different moments, over a white background. To get my stuff organized, I created three scenes, and set my text on each one of them. First scene worked really nicely, I had no trouble at all, and could easily render the video with text on it. In second scene, Text was shown on screen as expected, until I animated it. After setting a simple 4 keyframes "get in screen - stand there a couple of seconds - get out of screen" animation, text just dissapeared fron render. When deleting the first keyframes (the ones that set text origin location), I got it to be shown on render, but it just kept on there and didn't get out of screen when it should. That's what you should see on the .blend file I upload, action keyframed on frames 1560 to 1581 is not rendered.
.blend file
This is a screenshot where you can see the difference between what is shown on 3d editor and what is shown on VSE previsualization. Render acts as shown on VSE previsualization.

EDIT - My problem is not about having the scene overrid by a strip from VSE. The scenes are set on VSE over video strips, and can be seen correctly over video on render. My problem is about not knowing how to handle animation timing with various scenes on the project. I set markers on VSE and then used them as a guide to keyframe animations. This works well for my first scene, but my second scene seems not to match with timeline, I just don't know how to properly sync the scenes on the project.

Thanks cegaton! Deleting my first scene (PLACA 1) on VSE resulted in my second scene (PLACA 2) being shown on render, some seconds after the time it should. I think that my first scene in some way determines my second scene timing.
By this time, as I need to end this job, I'm just setting all of my text on first scene. But I would like to know how to work with separated scenes, so to have my objects organized.


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blender export fbx lose the origin rest pose
I download a .fbx from mixamo, import it with blender. However, when export to a new fbx from blender, the rest pose is been changed. If export to .bvh or  .glb, the rest pose is same as origin file. I tried both in GUI and with python script, the conclusion is the same. I wonder why it is? Look forward to your help.

this is the origin rest pose

this is the rest pose after exporting (become a frame of the animation)

below is my python script

armature_name = "Armature"

bpy.ops.import_scene.fbx(filepath=file, axis_forward="-Z", axis_up="Y")

# print(bpy.data.objects["Geometry"])
# print(bpy.data.armatures["Geometry"])

bpy.ops.object.select_all(action='DESELECT')
bpy.data.objects[armature_name].select_set(True)
# 为了选中mesh
if len(bpy.data.objects[armature_name].children) > 0:
    bpy.data.objects[armature_name].children[0].select_set(True)

bpy.ops.export_scene.fbx(filepath="m01_test.fbx",
                         use_selection=True, add_leaf_bones=False)

It seems this is a very old bug with Blender FBX exporter that never got fixed, it doesn't export armature binding / rest pose with the animation, only animation tracks are exported with armature.
To fix this you can add a dummy mesh bound to the armature deform, and export the skeletal mesh as well. When exporting skeletal meshes the exporter will export both the rest pose of the mesh and the rest pose of the armature.
Then import both of the mesh and the animation into any game engine, and export the armature with animation from game engine for asset house keeping.
Any game engine can export animations correctly with the armature and its binding / rest pose.

Even though Blender FBX exporter has such bug and other limitations, it's still the best FBX exporter for exporting Blender animations. Other exporters are not as reliable for example they couldn't change the primary bone axis that point to its child bone, or couldn't extract animation tracks from animation layers plugin and says it's read only, or couldn't bake animations correctly from complex rigs, etc. The default FBX exporter is still the most reliable for exporting Blender animations. Other format support like USD export needs lots of improvements to be usable and compatible with other programmes.


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How to add Object Data Property in Driver?
I tried using > Single Property, Select Object/mesh then use head_l, and to replicate BPY used ['head_l'] and also 'head_l' nothing worked.
Please don't mind the BPY Code, rn I'm focusing on the Driver.
More Info: I have made a custom property "head_l" in object data properties. I want to use this as Driver in Material Nodes. However I am unable to do so.

This was very confusing, but this might not be working because the custom property is a Boolean and you’re trying to interpret it as an integer. Python itself can do this, but Blender shader nodes might not.

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

Right-click source "Copy as New Driver", right-click target "Paste Driver".

thanks to Markus' comment, I could figure out what was wrong. Markus' comment also answers the question.
Markus's method 1 :hover over property > copy as new driver > right click where you want to use driver > paste as driver. This will work.
method 2: Add a new driver > Single Property (Mesh Property) > ["prop"]
use " for props, idk why it didn't work with ' for me.

Oh yeah, I have fallen victim to the single quotation mark many times. It must be a double quotation in a driver variable.

"idk why it didn't work with ' for me" - well, for the simple reason it does not work with ', only with "   When you right-click the property and choose Copy Data Path or use the shortcut Shift+Ctrl+C while hovering your mouse over it, you'll get the property name with the correct quotation marks and brackets, you don't have to type it yourself.

If you do not specifically require it to be a driver, why not simply use the Attribute node in the shader? No fussing around with data paths, quotation marks etc. Just make sure you have set the Type to Object and the property name is spelled correctly:

Well, the data was needed from multiple objects for the calculations so I don't think this would've worked.

@Satyam You needed the data from multiple objects combined in a single shader? Or a single property from one object used on multiple objects? That wasn't clear from the question. Or do you mean you have multiple objects, each has a property "head_l" and each object needs to reference its specific individual property? That's what I would do with this setup. As long as they have the property with this name, they can use the same material.

data from multiple objects combined into a single shader.


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Blender 3.5.1, using bpy how can I get Color Attribute, Render Color name?
as the question mentions, I want to get the name of the Render=On vertex color.
I can get the index using attributes
bpy.context.object.data.attributes.render_color_index

and set it using the name and index too
bpy.ops.geometry.color_attribute_render_set(name="Color.001")
bpy.context.object.data.attributes.render_color_index=0  # 0th index is Color.001

but don't know how can I get the name of the render color.
I already know how to get the active_color_index and active_color_name. but I can't seem to find how to get the render_color_name or something similar.

render color is the Color Attribute, below UV maps in Object data properties.
The render color basically turns on the render for the vertex color. It is different from active color. The active color is the selected vertex.
Indexing the .attributes[] directly, since its of type bpy_collection
 objdata = bpy.context.object.data
 selected_attrib = objdata.attributes[objdata.attributes.render_color_index]
    print(selected_attrib.name)

Hi, thanks for the post. This site is not a regular forum, answers should be substantial, stand on their own, and thoroughly explain the solution and required steps. One liners and short tips and code only posts  rarely make for a good answer. If you can, [edit] your post and provide some more details about the procedure and how it works, perhaps add a few images illustrating some steps and final result. See How to write a good answer?, otherwise it may be converted to a comment.


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Animate a spheres system as a camera diaphragm
I have to make an animated intro from this logo

As you can see, there's a galaxy shaped array of spheres forming something similar to a camera's diaphragm. I would like to know which is the fastest way to create mesh for that shape, being able to animate it as a close-open diaphragm.
I was thinking about creating the "galaxy", ring by ring, creating a single sphere and then using array modifier, set to "fit curve" and then linked to a ring curve. Is that the way? I need to animate the spheres in a way that the ones closer to center gather at it, while the outer ones keep in position. The intermediate ones move the most as they are closer to center. That movement must be spiralled, as keeping the "galaxy" idea.

If you don't need the circles to morph so they never intersect, you can quickly fake it using a few dupligroup instances.
Create a singe circle, use an array modifier over it with the option Object Offset and Relative offset. Exactly over it add an empty object and scale it down as desired (in my example by a factor of $0.8$).

Create a group from the arrayed circle, and add a instance of it in a separate scene. Place the 3D Cursor at the desired position for the center of the iris, press . (Period Key) to use it as pivot for transforms, then duplicate-rotate the circle instance around it several times to fill a circle with the desired number of times.
Animate them by keyframing the rotation property, rotating around individual centers with Ctrl + .

Have in mind that this technique will cause intersections at more extreme angles. If you wish to compensate for those you will probably also have to animate the scale property of either the circles or the array empty. You may also look into Animation Nodes addon for a node based procedural setup.

Thanks! I follow you until the step where you set the 3d cursor as transform orientation. I'm just hitting period key in object and edit mode with no results.

Make sure you 3D cursor is properly placed at the center. Also make sure you are not using the NumPad period, as this as a different function

Thath was my trouble! I was hitting numpad period :P. I almost have it, but I can't manage to make the arrays to fit a perfect circle. My last array melts my first, array, or I get a gig between them. Do you make some kind of calculation to set the distance between one array and the next one?

Excuse me for so many questions but... does the simple existance of another object affect the array? Because, after doing the same procedure but having un scene a plane with original image textured on it as a guide, the origin of the group instance is now on image center, and I am no more able to move them allthogether.

Group instance origin is by default at the world coordinate 0,0,0 unless configured otherwise. You can set it from the object properties panel.

Thanks! I could make it, but I'm having some trouble at trying to render it or making the instance an object. I've asked about it in this question:
https://blender.stackexchange.com/questions/108726/group-instance-gets-mad-at-render


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Spray paint gas simulation
How would you simulate the paint sprayed by a spraypaint can? It should be animated as hitting a wall covered by a stencil, so it must have some kind of gas-dispersion effect when it collides against the stencil and the wall. I'm working in Cycles, and paint colour is black.
I mean not simulating the paint getting sticked to the wall (that can be made with dynamic paint) but the paint flying through the space in between the spraycan and the wall. That's why I ask about particles system and not dynamic paint.
Would a smoke simulation solve the issue?

@cegaton Post modifed

I would use both a smoke sim and a particles sim.
You can use a smoke sim on the actual particle system. This is what I did here.
I used the particle system for the little tiny paint drops and of course the smoke for the mist.

Create a circle with a face (as the nozzle for spray)
Create an icosphere to use for the Particles.
Add a particle system to your circle
Make sure you choose your icosphere as the object to emit.
Create a big box for your Smoke sim, make sure it covers as much as you need reach the stencil and wall.
Add a wind Force Field in the direction you want your paint to blow.
Make sure your wall is set as a collision object and have it set as a Canvas for dynamic paint.
Choose your circle emitter and make sure you choose for the smoke to emit from the particles. I have a screen shot below how I set it up. You will obviously need to change the settings to better match your scene but that is the gist of it.


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My mesh flips out whenever I move the timeline cursor

Here's the .blend file. https://www.dropbox.com/s/m8ka7jcygfijx4r/buggymusket.blend?dl=0
I really am clueless.
Basically, I have two seperate bones attached to the mesh. The mesh has two vertex groups, one 'hammer' and 'ignition'.
The hammer seems to move fine on my end, and yet when I try doing anything with the ignition, it flips out.
If anyone can help me, I'll give them a cookie!!

it's a bit hard to understand... first of all, why do you have 2 armatures (hammer and ignition), why not one armature with the 2 bones (hammer and ignition)?

I had assumed this was the only way to do two different joints. How can I have them disconnected while at the same time being apart of the same armature?

I don't know what you're supposed to do with your gun, maybe create one big bone for the whole gun, create 2 small bones for hammer and ignition, parent them to the big one

and parent the whole gun to the big bone, except hammer and ignition, then parent hammer and ignition to their own bone. Use the bones pivot points as the hammer and ignition pivot points

Is blender always this finnicky?

it is just logical   ;)


text:
I always get rendered and old version, I cannot save the new version neither
Hello Blender Community,
I already checked for this question, and it seems it already has been asked and answered. Still, I none of the answers helped me to fix this problem in my case.
I opened my file (waste floating in the ocean) to add more waste to the scene. Then I want to save it and render it. But pushing the render button it jumps back to the old version and renders the old version.
To get back to my modified version (where I added more waste) I have to use the CMD-Z combination, because it seems I also cannot save the new version.
In the photo attached I described the problem.
I hope somebody can help me.
Thank you!

********************* EDIT 1 *************************
I edited the scene again. I put 2 new plastic cups in the scene.
And when I push the render button these 2 cups stay in the scene.
Only the 3 new bottles disappear?
I duplicated the other 2 bottles to create the 3 new bottles. But why do they disappear when rendering the scene while the new cups stay in the scene?

********************* EDIT 2 *************************
Has it something to do with these arrows?
Because the cups do not have these arrows while the bottles have them.

it'd be way easier to get help if you attach your scene here.

This is not related to your issue, so I'll add this as a comment: the normals of your bottel are facing inwards, follow this link to solve this https://blender.stackexchange.com/q/3606/36012

Thank you Dale, I did not attach it because I thought it would be useless because of the fact that I could not save the new version anyway.
Yann, thank you very much, I am a bloody beginner, I did not even realize they are inside out.

When you duplicated your bottles, you also duplicated their animation data. After you reposition your duplicates, you also need to overwrite the location and rotation keyframes, or they will jump back to the original position as soon as you hit render or change the frame.

Thank you so much yann. This helped! I selected each of the 3 bottles and with "i" I updated the Location, Scale and Rotation. Now it works :) Thank you!!

Glad to help. In your specific case, you could even delete the keyframe completely. You just have the keyframes on frame zero, so there is no animation happening anyway.

Great! Thank you :) Happy now to be able to render and that I learned new things (Y)


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Trying to use Geometry Nodes to generate buildings with different façades, somewhere the points get reversed
I'll start by saying I can't share a blender file;
What I'm doing is, given a building's footprint, a flat single ngon poly, I extrude to get the facing of the walls, isolate them arbitrarily with a delete geometry node, pass it façade subgraphs where I (I tried merging the verts back down by distance, remove the top verts, no chqnges) split the edges to get each individual wall, mesh to curve then resample the curve to get the unit points where I can instanciate my bits of building.
At some point in the process, or maybe even from the very beginning (I'm starting to question reality) the faces or the curves sometimes randomly get reveresed which causes the wall to sometimes be placed the backwards, with all the stuff pointing inwards, and everything being backfaced for that random wall.
Beneath is a screen grab where I have 1) the walls with facing shown and 2) the extrusion that sits at the start of my node graph.

Has anyone run into something like this, is there some way I can fix this?
I tried to use reverse curve but there is no actual way for me to really find out which face / edge is reversed that I can think of, tried comparing normals but that doesn't seem to do anything, doesn't evaluate at the right place? or doesn't want to compute and gives me a red connection from a bool.

There are many ways to solve this problem here. It would be best if you share your blend file so that we can find the best solution based on your current situation: https://blend-exchange.com/

I'm sorry, I really can't share this file. Any cursory explanation of the many ways would still be very welcome as I could do with even just a direction to try.

Well, since I don't know the exact process, all I can really say in response is: at some point in this process, you need to unify or cache the correct alignment of the edges/curves. Sorry, but without a concrete example this is really too far reaching. Of course, at the very end of the process you could also check the normals of the faces, and align them in a certain direction, but that would be too vague an answer and not an optimal and procedural solution.

I also think that your current procedure can be massively reduced, and by minimizing the individual steps, the error will no longer occur. But for this I would have to know your current procedure.

my comment to this: everybody CAN share blend file if he/she wants. If there are copyright reasons, you can let the right protected parts out or replace them. You can simplify the problem or break down to just that where the problem is. But yes, this needs some time and effort. And i totally agree to quellenform: we cannot help you with this vague question.

Alright, so I took a while to repro this with just the bit that is being a pain to do precisely that.

Alright, it should be up. It's also making the same error.

Indeed, there it is.

This is how I would solve it:

Extrude the mesh.
Mark the Upper Points.
Remove the upper face.
Split your edges.
Capture the normals of the edges.
Delete the upper points
Convert the mesh into curves/points.
Instantiate your objects, rotating the previously captured normals so that you can use them as rotation.

(Blender 3.1+)

I see, so all I was missing was the capture attribute happening at the start then, ok, I'll try and squeeze that in, thanks a lot. (didn't need to append the blender file, but thanks ^^)

I tried using this, but if the poly of the footprint isn't at right angles I end up with the instances over-rotating or under-rotating, just moving a single vertex in the file should show you what I see.

@Akeron Yeah, like I said: there are just too many options here, and it depends a lot on what exactly you want to do.

@Akeron And here is the update!

It works nicely in this case, elegantly set up, but it refuses to work when I have to take the selection across into the subgraphs. What did help in the end was putting the split edges before any delete geometry. It just leaves me with the need to reverse the curves on the faces that are pointing towards -Y (which is trivial). Thanks for taking the time.

@Akeron A thank you is usually expressed here with an upvote. ;-) But it's nice that you found a solution. As I said, converting mesh to curve is mostly a game of alignments and very individual.


text:
There is no object when rendered
Any clue about this? the object wont render but already appear when using camera mode.
Here is blender file

You need to have "Show instancer" for viewport in the object settings checked: https://imgur.com/KBCTNko
Suprisingly -despite being marked as a duplicate- that specific option isn't covered in the linked question.
Aside from that - does the road itself even need to have a particel system?

ah that works, yes because I have the splash particle when the water goes to road


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How to turn each one of the selected vertices into circle with loop tools?

I'm using the bevel tool to make this pattern

But when I try to apply the loop tools it gets messy, if I select one by one and apply it works fine but that's a lot of work, is there a way to make it automatically?

Hello, it won't work this way, what are you trying to achieve exactly? Maybe see my answer here: https://blender.stackexchange.com/questions/315283/how-can-i-make-this-shape-with-displacement-modifier

what I want is to turn each one of these bevel into a circle

it will only work for the outer selection, what final topology are you trying to achieve? If you want concentric circle why don't you begin with a circle that you loopcut?

Please, take a look at this image, I'm looking for a way to turn all at once into a circle

OK please check my answer

Subdivide a plane, switch to edge select mode:

Select all the inner edges and press CtrlB to bevel then V to switch to vertex bevel:

Change the Width value in the Operator Box to have the circular shape:


text:
How to fix "bone heat weighting failed to find solution for one or more bones" I tried everything!
I have tried every solution i could find here and nothing seems to be working. I'm a beginner I only know the basics. Can someone help me with it?
Here is the blend file:
https://drive.google.com/open?id=10Y7lKjOV4p28ZmlqfE-aOFoxmD8g8PuU
If someone can fix it i would be so grateful.
Edit: i tried Remove Doubles, didn't work.

i find the error come from your hairmesh
this may solve the problem

i can't make the merge distance 0.0005, when i put it- it was changed it back to 0.0001


text:
Make constraints to fit cylinder into centre of icosahedra joint
This is a little cylinder I want to fit into the exact centre of joint of icosahedra. How to make proper constrains?

Distance from cylinder to each bend must be equal
Central axis of cylinder should be normal to circumscribed sphere.

untitled.blend
geodesic dome online

Maybe taking a step back.. if so, apologies..

Enable the shipped Add-on 'Add Mesh: Geodesic Domes', create desired dome.
On a copy of the dome, X > Delete Only Faces (The instancer can be set not to render, anyway)
In its Instancing panel, set to Verts, and Align to Vertex Normal
Parent your cylinder to the dome. The cylinder's mesh  will need to be aligned along its local Y axis in Edit Mode.

On the other copy, ShiftCtrlB bevel the vertices
Again, delete faces.. select one of the new short edges and  Shift G Select Similar > Length
Delete those, and Object > Convert the remainder to a curve.
Set the curve's U resolution to 1, and use its native Bevel, also at the lowest resolution, to give a square profile to the spars.

Convert back to a mesh if desired, and combine the copies.

... something along these lines? Tweak, take the bits which serve your purposes?

Phew dodged a bullet almost posting same (well dupliverts part) but so much lesser (you are a master illustrator) answer here https://blender.stackexchange.com/questions/181117/set-items-axis-to-pass-through-world-origin#comment303018_181117  Worth mentioning the instances are aligned local Y axis to vert normal?

@batFINGER :) Done. This is counter-intuitive, at least, to me. I really would have expected it to be Z? There's usually a consistent grammar to these things in Blender.. I must just not have twigged, yet.

You can get there in three steps:

Select inner faces of the joint
Co Mesh > Snap > Cursor to selected (3D cursor is the center for new objects)
Add a cylinder with six sides - it will be precisely in the middle

Thank you for response, make case is slightly harder. Bends are not in the same flatness. They form a sphere dome. With you instruction i can make only one part of what i want.


text:
Set item's axis to pass through world origin

I want to rotate cylinder to make its central axis pass through cursor/origin. How?
related Q

Script wise https://blender.stackexchange.com/questions/19533/align-object-to-vector-using-python  Can add an empty at origin and track the cylinders z axis to it via a track to constraint.  Move or dupe and will maintain tracking  to empty.

Could also be done in one fell swoop with dupliverts from the geodesics verts manual https://docs.blender.org/manual/en/dev/scene_layout/object/properties/instancing/verts.html#verts  example https://blender.stackexchange.com/a/157837/15543


text:
Object in animation not rotating as expected
I'm trying to make a lamp do a jump with 360° salto. I inserted a keyframe halfway the jump with the object rotated 180°, expecting it would subsequently complete the rotation in the same direction. However, the object would reverse direction instead. Here's a clip: https://youtu.be/izNrIoVZnAg
I figured the reason was that the object chose the quickest direction to get in the rotation of the keyframe at the end of the jump. Hence I inserted another keyframe at around 3/4th of the jump with the lamp rotated a further 90° in the desired direction. However, it would still reverse direction. Another clip: https://youtu.be/0bsV_sZfzOc

Are there keyframes at the end of the animation as well? And do they by any chance specify the initial position?

Currently, the last keyframe of the animation is the object back in the original rotation. In between I have keyframe with object at a slight tilt for the landing. Between these landingframes and the one 3/4th of the salto the objects still rotates ~270° though.

If the final keyframes put the object back in the starting position, at 0°,
what happens is (for the first video):
- rotation starts in the required direction, from 0° to 180°
- on reaching the 180° keyframe, the rotation starts for the second part, rotating from 180° to 0°, not from 180° to 360° (which is what you wanted, but didn't specify).
Adding an extra keyframe at 270°, only means that the object will continue rotating until it reaches the 270°, and then go back to 0°.
For blender, 0° is not the same position as 360°, if you want to get a full rotation, your end position must be 360°.

I know, that's why I added another keyframe, with the object at roughly 270°, to nudge it in the right direction. However, the object still reverses direction and moves ~270° back to the landing position, instead of going ~90° forward, as you can see in the 2nd video.

If you want a full turn, your end position must be 360° (updated answer as well)

I don't really have objects in x degrees though. I'm rotating a bone for the animation and the values in the transform box are different.

Ah, switching from quaternion to euler does it. Thanks.


text:
How to deal with this kind of geometry after a boolean operation?
FIXED: I'm going to put it up here, because people keep don't seem to read all the way down and keep telling me this is an exact duplicate of another thread while the solution proposed there (using edge split or auto-smooth) did not fix my issues. In the end I reconstructed the model using the shrinkwrap modifier to cut holes and then manually merge and readjust the vertices of the outside hole for perfect smoothing. Thanks @Cegaton for the video that featured the shrinkwrap modifier.
Images of the reconstruction:

[ORIGINAL POST]
After two Boolean difference operations the model's geometry looked like this:

I guess it won't be a surprise that it resulted in this kind of crappy shading:

I know it's because of the ngons, but I don't know how to best fix or prevent matters. I've tried by making the geometry more complex, by subdividing existing edges and faces, and I've tried by making the geometry simpler, by snapping and joining dead-end vertices onto other ones, while respecting the shape of the model and keeping faces planar. Both these methods still left me with bad shading. I also tried doing the boolean operation with simpler objects, with fewer subdivisions, but that gave me similar issues.
Or is my whole approach wrong-headed from the start and I need to go about creating the shape in another way?
PS: the issue is not fixed by using edge split modifier, to be clear.

Try extruding the faces that have the worst shading and see if that helps. Also try turning tris to quads by going into edit mode and hitting cntrl+E>Tris To Quads


text:
Creating a translucent acrylic-like Shader
I am trying to make this model and as you can see in the reference, it looks translucent with a glow on the outer ring, like a solid block of acrylic with thickness. Also, as you can see, it emits light from inside so I have made a wire on the inside with emission.
I have tried making the material with some volumetrics and shaders (glass, transparent, glossy) but it doesn't look believable. Additionaly, it's generating too much of noise. Also, as you can see in the reference, the surface is very rough with some scratches. So any help would be appreciated since I am not that good with nodes. Thanks.

Reference:

(P.S. - I am using 2.79b due to some hardware constrains).

Just use a glass-shader in combination with a volume absorption-shader. The color is emitted by the light.

Thanks for the answer. But I want it to look a bit plastic-acrylic type and yours looks like glass block with roughness. Any ideas on that?


text:
Soft body not colliding with each other
I am trying to make an animation using soft bodies, but the problem is that they are passing through each other. I have turned on Collision in the physics panel.
Thanks.
Blend File

it looks like your link doesn't work

I have updated it. Please check it out. Thanks.

Solved. I just needed to check 'Faces' option in 'Soft Body Edges' settings.

a little late but you should mark this as the answer to your question!

Select your object, go in Edit mode, select all and press W > Subdivide, same for the other one, it works, I guess the objects need to be a bit subdivided to interact properly with each others.

You also need to enable "Rigid body" for each of the objects

Thanks for the answer. I have tried it but the object falls through the floor. Also, I have watched some tutorials and in that, they just enable soft body and collision and it works.

Have you given the Floor a Passive Dynamics?

Thanks for the reply.Tried it just now. The same problem persists. I have attached the blend file with the question for reference.

Subdivide it a bit and it works, I think it must be just that

You mean I should subdivide it while applying rigid body or without rigid body? I have tried it both ways but the problem still persists.

In this link, he has applied only soft body and collision but it still works.

Select your object, go in Edit mode, select all and press W > Subdivide, same for the other one, it works, I guess the objects need to be a bit subdivided


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Rigging problem with a Telescope
I have modeled a telescope and I want to rig it to rotate and pan it as needed in the final scene.
I have grouped the parts that I want to rotate and pan seperately, added two bones for both the actions and then parented the groups to bones. Now the problem is that the telescope contains some parts which rotate and the same parts + some other which pan it around but I can only parent an object to one bone. So how would you rig it to create both movements?

Edit: Also, I would like to constrain the Rotation of panning to Global Z axis and Rotation to Global Y axis.
Edit: This is what I want.
Rotating:

Panning:

The rotation bone have to be the child of the panning bone.

could you please show a simple drawing of what are the possibilities of your telescope?

I have added the GIFs. Please check the updated question.

To commincate the problem better I will concentrate on this simplified representation.

I will refer to the blue object as the Yaw, which will rotate around the Z axis and to the red object as the Pitch which will rotate around the X axis.
When rotating the Yaw object, the Pitch object should follow as if it was connected. When rotating the Pitch object, the Yaw object will be unaffected.
Add two bone at the position, where the rotations should occur. Parent the Pitch bone to the Yaw bone, this way it moves as a child when rotating the Yaw bone.

Add a control bone. The user will only interact with this single bone, we can hide the other bones later. Position and scale it at convenient values, so that we can easily grab and manipulate later. Lock its Z axis, and set its rotation order to ZXY.

Add a Copy Rotation constraint to the Yaw bone. Select the ControlBone as the target bone. Choose Local space for both inputs. Finally, make sure only the Y option is checked, since we only want the bone to copy the rotation for it's local Y. (If we had oriented the bone differently than shown in the second image, this option would have to be selected accordingly.)

Add the same constraint for the Pitch bone. Use the same settings except for the axis. Only select the X axis for this bone.
As a result, when you select the control bone and rotate it in the viewport, the constrained bones will only copy the rotations which we selected. The telescopes orientation can be controled with a single bone now.

Thanks for such a detailed. Actually I am still a beginner at rigging. I am facing a minor problem. The pitch and yaw bones work perfectly fine in object mode but they do not move the mesh in pose mode; And the control bone does not work in object mode and it only affects the pitch and yaw bones in pose mode and not the mesh. Take a look at this and this

Have you downloaded my file and examined it? Can you infer the setup from it please. In your inages, you have created three separate armatures and parent the objects to the armature, instead of the pose bones. I would recommend following some beginners rigging tutorials to get the basic concepts.

Why are you using a rig and bones at all, a telescope is is a hard object, you can use parenting and constraints, then use the transforms to do any animation of it you need. There isn't a need to use bones at all for it.

I tried creating empties and parenting the parts to empties but the same problem occurs. I cannot parent an object to multiple empties which I need to since the telescope contains some parts which rotate and the same parts + some other which pan it around. I've also added GIFs to the original question for explaining what I exactly want. Thanks.

This is the best answer. What is shown in the GIFs can be controlled with a simple hierarchical structure - parenting is enough and you don't need empties or bones, unless you want to have them for your own satisfaction alone. You can set the origins of 2 parts to be where the pivots you need are and parent everything else to them. If one is parented to another it will inherit rotation from parent and have rotation of its own and that's the 2 parameters to animate, there is really no need to add so much complexity here for such a simple thing. No need to make it difficult without reason.

I agree.. bones are unnecessary.


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Remove plane while keeping shadows intact
I have watched BlenderGuru's camera tracking tutorial and tried to do the same with cycles but i want to remove the base plane which is used for shadows while keep the shadows intact. How can I do it?
BlenderGuru Camera tracking using blender render

Select the plane in object mode, in the properties menu, go to the object subfolder, open up cycles settings and check the shadow catcher box. The plane will now act as a shadow canvas, and i actually suggest making it a bit bigger so that it catches all of the skull's shadow.


text:
Shading artifacts on the render
I am trying to model Cap's Shield but when I render it, there are some artifacts near the star. Can anyone tell me what's the issue here?

Blend File
(Please your own hdri since the file would be too long)

could you please share your file?

I've added it now.

I'm not very familiar with Creases, it's not always a good solution (compared to a good topology with bevels etc...), but it looks like if you choose a Subdivision of 2 in the Subsurf modifier it fixes the problem, actually most of the time you don't need more than 2

Actually I'm using solidify and subsurf modifiers currently but still there are artifiacts as seen in the image.

yes but as I said, if you decrease your Subsurf subdivisions (View and Render) to 2 this will fix the problem, I guess a high subdivision creates additional faces that try to smooth but actually mess with the topology

It worked. Thanks.

Maybe you could write an answer so I can accept it.

If you decrease your Subsurf subdivisions (View and Render) down to a value of 2 this will fix the problem, I guess a high subdivision creates additional faces that try to smooth but actually mess with the topology.


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Random Triangles sticking out of model?
Hey so I'm making a winchester rifle and on the butt theres this random triangle stick out of the side. I deleted the butt and it's still there. How do I get rid of this? Also it's only visible when your at the top angle however if you go under the model the problem disapears.  The question I am saying is how do i get rid of that triangle

Google Drive for the blend model: https://drive.google.com/open?id=1PQkwASJvVsVLS1FkysBnseHo8WV9DcOa
https://i.sstatic.net/cLnDy.png

Welcome, Chemical. It is visible in the render?

Yes it is @LeoNas

Could you upload your blend file, or show different views of the gun while in edit mode?

Here you go: https://drive.google.com/open?id=1PQkwASJvVsVLS1FkysBnseHo8WV9DcOa @RBlong2us

Ok, you had a triangle which was hidden in edit mode.  Simply hit Alt-H and you can see it.

I fucking love you

Possible duplication of https://blender.stackexchange.com/questions/43277/no-faces-in-edit-mode


text:
can't download blender 2.8 zip file
I can't download blender 2.8 zip file.I tried to download on blender website,but they show us blender msi file not zip file

https://www.blender.org/download/
You have to click on the thing to get download options.

https://blender.stackexchange.com/users/80974/arthur-blaquart. thank you

Please mark this as an answer for the post, thanks :)


text:
Activate Smooth Shading and Subsurf Level with One Shortcut in Both Object and Edit Mode
Maybe I'm missing something, but I feel like changing the subsurf level and shading needs a lot of keypresses.
Usually, I model in edit mode with subsurf off and flat shading. Sometimes, however, I would like to see (for a moment), how the object would look with smooth shading and subsurf active.
To do this, I have to Ctrl+Tab out from edit mode to object mode, press Ctrl+1 (or 2), right-click on the object, and change to smooth shading.
I believe that it would make sense if when you increase the subsurf level beyond zero (Ctrl+1, Ctrl+2 etc.), the selected mesh would also change shading from flat to smooth. Likewise, pressing Ctrl+0 would change it back to flat. I would also like this to work in object mode.
Is this possible (perhaps with a script bound to a shortcut)?
Update:
I think it’s not possible without writing an add-on.
Update 2:
I'm terrible at coding, never ever used python, but reading the manual and some tutorials I've created an addon, and it works. If someone skilled in python would like to improve the script, please do so :)
So now in both edit and object mode I can use my own shortcuts, or the buttons on the tooltip to change the display of the selected object between
-Flat shading + subsurface 0
-Smooth shading + subsurface 3
This makes modelling for me a lot easier.
The code looks like this:
    bl_info = {
    "name": "Smooth subsurface",
    "category": "Object",
    "blender": (2, 80, 0),
}

import bpy

class MyOperator(bpy.types.Operator):
    """Smooth display on"""
    bl_idname = "scene.myoperator"
    bl_label = "Smooth on"

    def execute(self, context):
        if context.active_object.mode == 'OBJECT':
            bpy.ops.object.shade_smooth()
            bpy.ops.object.subdivision_set(level=3, relative=False)
        else:
            bpy.ops.mesh.select_all(action='SELECT')
            bpy.ops.mesh.faces_shade_smooth()
            bpy.context.object.modifiers["Subdivision"].levels = 3
            bpy.ops.mesh.select_all(action='DESELECT')
        return {"FINISHED"}

class MyOperator2(bpy.types.Operator):
    """Smooth display off"""
    bl_idname = "scene.myoperator2"
    bl_label = "Smooth off"

    def execute(self, context):
        if context.active_object.mode == 'OBJECT':
            bpy.ops.object.shade_flat()
            bpy.ops.object.subdivision_set(level=0, relative=False)
        else:
            bpy.ops.mesh.select_all(action='SELECT')
            bpy.ops.mesh.faces_shade_flat()
            bpy.context.object.modifiers["Subdivision"].levels = 0
            bpy.ops.mesh.select_all(action='DESELECT')
        return {"FINISHED"}

class MyPanel(bpy.types.Panel):
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_label = "Smooth mesh"
    bl_idname = "SCENE_PT_layout"

    def draw(self, context):
        layout = self.layout
        row = layout.row()
        row.operator("scene.myoperator")
        layout = self.layout
        row = layout.row()
        row.operator("scene.myoperator2")

 #bpy.utils.register_class(MyPanel)
 #bpy.utils.register_class(MyOperator)
 #bpy.utils.register_class(MyOperator2)

classes = (
    MyPanel,
    MyOperator,
    MyOperator2,
    )

register, unregister = bpy.utils.register_classes_factory(classes)
if __name__ == "__main__":
    register()

Thank you, and happy blending! :)

Can't you just add it to your quick menu (q)? I've got smooth/flat shading set up there.

I've tried that method earlier, I would just prefer turning on smoothing and subsurface modifier with one shortcut (much faster).

If you are using left-click-default in Blender 2.8, shading smooth is as simple as right-clicking in the viewport and selecting it from the popup menu.


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How to increase the strength of a baked fcurve?
I baked an audio file to an object's Z location, however it results in very small values (mostly less than .1).
How can I increase (multiply) the values resulting from the baked fcurve?
I suppose I could bake it to another object (e.g. an empty) and then use a driver to do the multiplication, but is there a cleaner way?

@SixthOfFour Baked F-curves are pretty much un-editable for some reason..

@SixthOfFour I guess that would work.. Though I think it might increase the size of the file a lot (I have many objects with baked curves). I might rather use drivers..

@SixthOfFour I'm doing this all via python anyway, so I shouldn't have to :P

This Problem i solved yesterday. The easiest way without addons or math,  - is to use f curve modifier ,in this case "envelope". You set the reference area ( dottet blacklines) and than you click "add control point. These are manipulated with min and max value buttons. You must play with that. The result should be distorted translated or cutoff curves.

This question has already been answered here. To summarize what's there, and what I've read elsewhere, there are three options:

Similar to what you suggested, create a custom property, bake your sound to the property, then create a driver with a simple python expression to drive other properties at the required scale. This is what I did. Details in the link above.
Use the Sound Drivers add-on. (I haven't tried it, but it looks nice!)
After baking, un-bake the sound to a normal F-Curve. Then you can scale it or edit details.

P.S. For my project, I tried to do this with the Extended Polynomial Generator F-Curve modifier, but it didn't work... Not sure why, maybe I didn't understand how generators are supposed to work, or maybe they only work on normal F-Curves.
Good luck!

+1 for 3rd option: Graph Editor / Key / Un-Bake Curve


text:
.PLY animation to alembic/cache
I know similar questions have been asked elsewhere here but, the most recent answer is over 3 years old and we've have b2.8 drop in the interim.
I have captured some depth footage using an Intel Realsense camera. I wound up dumping it to .PLY files (1 per frame with about 4800 frames) and would like to load it (I think) into an alembic file so that I can have a single asset that I can also theoretically apply modifiers to for post processing.
What is the current favored workflow for processing a large stack of sequential .PLY files into an alembic cache in b2.8?
Thanks!


text:
Hi! when I export in gltf format this error appears V3.3.1
Python: Traceback (most recent call last):
  File "E:\3.3\scripts\addons\io_scene_gltf2\__init__.py", line 648, in execute
    return gltf2_blender_export.save(context, export_settings)
  File "E:\3.3\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_export.py", line 35, in save
    json, buffer = __export(export_settings)
  File "E:\3.3\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_export.py", line 52, in __export
    __gather_gltf(exporter, export_settings)
  File "E:\3.3\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_export.py", line 66, in __gather_gltf
    active_scene_idx, scenes, animations = gltf2_blender_gather.gather_gltf2(export_settings)
  File "E:\3.3\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_gather.py", line 30, in gather_gltf2
    scenes.append(__gather_scene(blender_scene, export_settings))
  File "E:\3.3\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_gather_cache.py", line 38, in wrapper_cached
    result = func(*args, **kwargs)
  File "E:\3.3\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_gather.py", line 69, in __gather_scene
    node = gltf2_blender_gather_nodes.gather_node(
  File "E:\3.3\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_gather_nodes.py", line 35, in gather_node
    mesh=__gather_mesh(vnode, blender_object, export_settings),
  File "E:\3.3\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_gather_nodes.py", line 246, in __gather_mesh
    result = gltf2_blender_gather_mesh.gather_mesh(blender_mesh,
  File "E:\3.3\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_gather_cache.py", line 38, in wrapper_cached
    result = func(*args, **kwargs)
  File "E:\3.3\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_gather_mesh.py", line 61, in gather_mesh
    primitives=__gather_primitives(blender_mesh, uuid_for_skined_data, vertex_groups, modifiers, materials, export_settings),
  File "E:\3.3\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_gather_mesh.py", line 147, in __gather_primitives
    return gltf2_blender_gather_primitives.gather_primitives(blender_mesh,
  File "E:\3.3\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_gather_cache.py", line 38, in wrapper_cached
    result = func(*args, **kwargs)
  File "E:\3.3\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_gather_primitives.py", line 83, in gather_primitives
    material = gltf2_blender_gather_materials.gather_material(
  File "E:\3.3\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_gather_cache.py", line 38, in wrapper_cached
    result = func(*args, **kwargs)
  File "E:\3.3\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_gather_materials.py", line 57, in gather_material
    extensions, uvmap_actives_extensions = __gather_extensions(blender_material, emissive_factor, export_settings)
  File "E:\3.3\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_gather_materials.py", line 250, in __gather_extensions
    specular_extension, use_actives_uvmap_specular = export_specular(blender_material, export_settings)
  File "E:\3.3\scripts\addons\io_scene_gltf2\blender\exp\gltf2_blender_gather_materials_specular.py", line 124, in export_specular
    specular_color = (1 - transmission) * (1 / f0_from_ior) * 0.08 * specular * tint_strength + transmission * tint_strength
ZeroDivisionError: float division by zero

The error appears only with gltf format. I tried obj and fbx and that worked.
Blend file link: google drive
And thank you for taking some of your time to read this <3

What happens when you import the exported fbx and try to export it as gltf? Also, the access to your file is denied.

Hi, mqbaka first of all thank you for your time and effort in helping me <3, I did what you suggested exporting in fbx and trying to export it as gltf and it worked so thank you so much, but the models that I imported in the original file didn't export to the fbx file but Ill try to find a solution for that and thanks again and I fixed the link issue now you can access the file

I downloaded your file and exported a gltf and I didn't see any problem (at least no porblem while exporting). I don't know what's causing the problem for you, I couldn't reproduce it. I used all the settings you showed in the screenshot and it went well. I used 3.2.2

Maybe the version difference I'll try to download the same version as yours and see if that fixes the problem, and I'll be so glad if you upload that glft file and sent me the link in case it didn't work and thanks <3

You can have it https://drive.google.com/file/d/1fmEu_jVkc_VdalUmAElFLu7bqjHu8tlf/view?usp=sharing I tried to export with and without camera and lights so there are 2 glb files there. Also I would like to note that your file contains multiple animation data and it may come out buggy in some platforms if you don't clean up the blend file a bit before exporting to gltf but I guess that's not the topic for this question.

Hi mqbaka: first of all thanks for the link and highlighting the animation issue it seems that the version difference caused the problem maybe there is a bug in the new version cause it worked fine with the older version with no problem so thanks again have a nice day

I'm glad I helped.

Special thanks to mqbaka mqbaka
for helping me resolving this issue and just like he said the version difference was the issue, I tried to mark his comment as an answer but I couldn't there is no button to do so like stack overflow.


text:
How to select all edges between two edges in edge ring mode in python?
Is there a way to select all the edges between 2 selected edges in ring mode (not in edge loop) in python?

I can't really help you on the python side but you can select these edges with the pick shortest path method (when you hold control) and by checking face stepping in the popup menu

If you do it manually in Scripting view and check 'Face Stepping' on the bottom-left 'Pick Shortest Path' dialog you get : "bpy.ops.mesh.shortest_path_pick(edge_mode='SELECT', use_face_step=True, use_fill=False, index=655)" which might help.


text:
Grease pencil stroke on 3d objects disappears when camera is too far away (unsolved problem dated back years)
I don't know what to do. There was only one other person with this problem and the solution was.. there is none and you should render in the viewport. In the viewport it looks exactly as expected but yeah.. the render is pretty bad. I am in eevee if that matters by the way.
edit : I forgot to say but if I render up close it looks fine, but up to a certain point the strokes look like the second image I posted

Yes, I've had the same problem. Basically the grease pencil won't zero to a surface, not without the z-depth intersecting with it on render. As you say it looks fine in the viewport. It's also dependant on camera distance, close up is better but further away the grease pencil lines start to break up, fills are even worse for this than strokes.
The only practical work arounds:

I found are drawing the grease pencil strokes/fills around 0.025 to 0.03 away from the mesh surface. One method is to solidify the mesh and drawing on that and disable this modifier on the render. However line art will sit slightly proud from the surface.

Either use the freestyle and edge mark the mesh, or use the line art modifier to project the grease pencil to the mesh, and again edge mark the seams you want to include.

turn off Z data Passes under View layer properties, this will make all the stokes render fine, however this will show through any strokes and fills from the opposite side of the mesh.


text:
Part of render blurry
I am trying to render a scene but as you can see in the image, the lower part of the shield (the line between red and white) is blurry. I've tried changing dof and tweaking materials but the problem still persists. What should I do?
Blend file

Move your empty closer to the camera and lower the aperture value, real world cameras also have approximately one third of DOF close and two third far from lenses.

Thanks for the answer. I tried it but it doesn't seem to work. Can you please post some screenshots or the render after applying the settings?

I added an image (I hadn't your textures and HDRI).


text:
Unable to flip the fog upside down
I am relatively new to Blender and am doing Andrew Prices' tutorial on Youtube for "Make a Grassy Meadow". I am at minute 44:25 where he flips the mist cube upside down. Unfortunately for me when I flip my cube the gradient remains the same, with the fade ending at the bottom. Does anyone know how to work around/ fix this?

It’s likely that you have ‘flipped the cube upside down’ in Edit mode. This will leave the coordinate mapping unchanged. Instead, ensure you’re in Object mode before trying to flip it.

For something simple like this, I would just separate the generated coordinates into XYZ and use the Z value plugged into a ColorRamp node.
This will give you a far better control of your scattering density.
The object orientation should be world oriented (at least if you're using Generated or Object coordinates), so that the Z axis is aligned to the world Z axis.

On the right 3DViewport you can see that the local axis for the box has at least the Z axis (blue arrow at the center of the box) aligned with the world Z axis (the blue arrow at the bottom left corner of the viewport).
The Z axis is then used from the 'Generated' coordinates, which are mapped from the bottom/top to a scale of 0 to 1 and plugged into a color ramp, that defines the vertical density map.

Okay, I have been looking at my file, but again I'm pretty new to blender, I can't figure out how to do this. Is there any way you can send a picture of how the nodes should look, and how to make the object world oriented? Thanks for any additional help.

Picture included! ;)


text:
Subdivision surface - dealing with edge support loops (pinching)
I'm trying to learn subdiv modelling, but now I'm facing with some issues.
That is clear, when I want to sharpen an edge or a corner I have to use support loops. My issue is: when I do that, support loops also running over areas where I would like to have smooth surface. Tried to even out edges, but the distortions are still visible on the smooth surface.
Is there a way to fix this without using edge creasing or bevel?
(producing unnatural results or too sharp edges,but maybe I'm doing it wrong)
Thank you!

EDIT:
Tried to crease, it does not work :<

Creasing should work. If the edge is too sharp, maybe try a lower amount? Sometimes a 0.01 difference in the setting just make everything too sharp.

You have to be careful about adding edge loops on curved surfaces. As you've already discovered, Subdivision Surface modifiers average out the vertices, so those additional edge loops pull the local faces towards itself. Thus, you should try to only add in support edges around the edges that need support.

Here's the topology I used to get that result:

When you're adding support edges/loops, here's are a few things to keep in mind:

Try to isolate the supporting edges. Have the topology of the model surround the protruding mesh and its supporting edges. In this case, notice how none of the supporting edges go beyond the original mesh from the subdivided cube. Using the Knife tool instead of Edge Loops can help here.
Avoid triangles, n-gons, and impossible faces (Ex: imagine a flat square, then you pull one of the corners upwards along the face's normal. IRL, this would end up as two triangles with an edge across the square's diagonal, but that edge is not added in 3D modelling). These often cause shading issues.
Avoid excessively or unnecessarily close vertices. This isn't always a problem. but if possible, merge them together, making sure you aren't messing up your support loops. This can be done by selecting a vertex and double pressing G to slide the vertex along its connected edges into an adjacent vertex. If you have auto-merge vertices enabled (shown below), the two will be merged together. Alternatively, you can enter Edit Mode and select Mesh > Clean Up > Merge by Distance in the top left corner of the 3D Editor.

Thank you for the detailed answer!
Yes, the problem begins there, when I'm trying to avoid ngons and triangles.
Your attached example also conatains some n-gons, if I try to eleminate those, the situation is the same as in my first post. I was not aware of automerge, good to know, thanks! (used alt+m)
Did some additional reading in the topic, and there is no perfect solution (except nurbs modelling but thats another world), but there are tricks for edge loop reduction, moving poles, etc.
A really nice article about the possible solutions of subd modelling: https://topologyguides.com/

There is no perfect solution, but found two really good articles in the topic of subd modelling.
https://topologyguides.com/
https://www.artstation.com/andrewhodgson/blog/4aZN/modeling-blog-03-approaching-the-asset
Let me quote the author, Andrew Hodgson:
"Modeling on Curved Surfaces
This is something that comes up quite a lot and people are always searching for a magical topology flow to prevent pinching on curved surfaces. The reality is there isn't one and you will always get a pinch. What it comes down to though is how much you can hide the pinch depending on how close you can see it. If your curved surface is very hero, you simply just need more topology on the curved surface to make the pinch smaller. That is it. If the shape is much further away the pinch wont matter so much. You might not even have to model out of the curved surface and can simply penetrate 2 shapes. I would do this if you can."


text:
Script not hiding/unhiding objects in render correctly
I tried my script in the latest version 3.5.1 and 2.93.4 (and I even asked a friend to try it on the latest version too) and my script is not working like it should be and I can't figure out why.
Here is my script (sorry if it's messy) :
import bpy

# create metaball for every frame
number_mb = 1

for i in range (number_mb):
    bpy.ops.object.metaball_add(location=(0, 0, 0), scale=(1.5, 1.5, 1.5))
    bpy.context.object.scale.x = 1.503
    bpy.context.object.scale.y = 1.503
    bpy.context.object.scale.z = 1.503
    bpy.context.object.data.resolution = 0.1
    bpy.context.object.data.render_resolution = 0.1
    material = bpy.data.materials['hypercube']
    bpy.context.object.data.materials.append(material)

    # get a refrence to the currently active object
    # metaball = bpy.context.active_object

    # metaball in particle system
    bpy.data.particles["ParticleSettings"].instance_object = bpy.data.objects["Mball"]
    bpy.data.particles["ParticleSettings.005"].instance_object = bpy.data.objects["Mball"]

    # change keyframe
    bpy.context.scene.frame_current = i + 150

    # turn metaball into mesh
    bpy.ops.object.convert(target='MESH')

    # metaball boolean modifier
    bpy.ops.object.modifier_add(type='BOOLEAN')
    bpy.context.object.modifiers["Boolean"].operation = 'INTERSECT'
    bpy.context.object.modifiers["Boolean"].object = bpy.data.objects["collision"]
    bpy.context.object.modifiers["Boolean"].solver = 'FAST'
    bpy.ops.object.modifier_apply(modifier="Boolean")

     #   copy location
    bpy.ops.object.constraint_add(type='COPY_LOCATION')
    bpy.context.object.constraints["Copy Location"].target = bpy.data.objects["grabby"]
    bpy.ops.object.constraint_add(type='COPY_SCALE')
    bpy.context.object.constraints["Copy Scale"].target = bpy.data.objects["grabby"]

    # metaball subdivision 1
#    bpy.ops.object.modifier_add(type='SUBSURF')
#    bpy.context.object.modifiers["Subdivision"].levels = 1
#    bpy.context.object.modifiers["Subdivision"].render_levels = 1

    # metaball hide/unhide

    bpy.context.active_object.hide_viewport = False
    bpy.context.active_object.keyframe_insert("hide_viewport", frame = i + 150)
    bpy.context.active_object.hide_viewport = True
    bpy.context.active_object.keyframe_insert("hide_viewport", frame = i + 151)
    bpy.context.active_object.hide_viewport = True
    bpy.context.active_object.keyframe_insert("hide_viewport", frame = 0)

    bpy.context.active_object.hide_render = False
    bpy.context.active_object.keyframe_insert("hide_render", frame = i + 150)
    bpy.context.active_object.hide_viewport = True
    bpy.context.active_object.keyframe_insert("hide_render", frame = i + 151)
    bpy.context.active_object.hide_viewport = True
    bpy.context.active_object.keyframe_insert("hide_render", frame = 0)

Only the last part where I hide/unhide is important but I'm still sharing the full thing. Basically at frame 0 I hide in the preview and the render the frame, at frame 150 I unhide it, then at frame 151 I hide it again. It works fine in the preview but not the render for some ungodly reason.
If anyone is interested in helping me here's a blend file (I took the script from my full project and made it run in a new blend file with some essential objects). You only need to hit run script beforehand.
In preview frame 150 and 151

In render frame 150 and 151

Please in future edit a closed post instead of deleting it.

That's interesting. In the closed question, you posted correct working code, but here it seems you did not change bpy.context.active_object.hide_viewport = True lines to hide_render after copy pasting.

It seems you copy-pasted your code:
bpy.context.active_object.hide_viewport = False
bpy.context.active_object.keyframe_insert("hide_viewport", frame = i + 150)
bpy.context.active_object.hide_viewport = True
bpy.context.active_object.keyframe_insert("hide_viewport", frame = i + 151)
bpy.context.active_object.hide_viewport = True
bpy.context.active_object.keyframe_insert("hide_viewport", frame = 0)

In order to also hide in renders, but then you only replaced 4 out of 6 occurences of hide_viewport with hide_render.
Unfortunately while Blender has an option to automatically replace a phrase with another:

It doesn't have a common option "In Selection". Therefore in order to easily replace all occurences in a given text, by using "Replace All" option, ✲ CtrlX, ✲ CtrlV cut-paste it to another text block or a text editor of your choice, ✲ CtrlH replace text there, and copy-paste it back to your editor.
The fixed code becomes:
bpy.context.active_object.hide_render = False
bpy.context.active_object.keyframe_insert("hide_render", frame = i + 150)
bpy.context.active_object.hide_render = True
bpy.context.active_object.keyframe_insert("hide_render", frame = i + 151)
bpy.context.active_object.hide_render = True
bpy.context.active_object.keyframe_insert("hide_render", frame = 0)

Even better, consider reducing the duplication of your code:
def keyframe(*, target, frame, state):
    target.hide_viewport = state
    target.keyframe_insert("hide_viewport", frame=frame)
    target.hide_render = state
    target.keyframe_insert("hide_render", frame=frame)

ob = bpy.context.active_object
keyframe(target=ob, frame=i+150, state=False)
keyframe(target=ob, frame=i+151, state=True)
keyframe(target=ob, frame=0, state=True)

 Warning, Potential AI generated content⚠
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There is reason to believe this post was not written by a human due to its structure, and grammatical construction, and has been marked by our community.
Current AI chat bots are a language models, that means they are like a parrot, they can mimic human language well, but they are built to write seemingly logical, seemingly factual grammatically valid text, rather than actually be correct, like a human would.
The veracity of the following content cannot be ascertained.
See the Concerns regarding AI generated content.

Well Bing rambles on a bit, not the clearest wording but to summarize I believe the TLDR is in the last section, this line:
bpy.context.active_object.hide_viewport = True

Should be changed to:
bpy.context.active_object.hide_render = True

And this line:
bpy.context.active_object.hide_viewport = False

Should be changed to:
bpy.context.active_object.hide_render = False

Or alternatively you could use:
bpy.context.active_object.hide_set (True)

According to Bing: "It seems that the problem is that you are using the hide_viewport property to hide and unhide objects in render, which is not the correct way to do it. The hide_viewport property only affects the visibility of objects in the viewport, not in the render. To hide and unhide objects in render, the you should use the hide_render property instead.
The solution is to modify the code to use hide_render instead of hide_viewport. For example, instead of:
bpy.data.objects ["Cube"].hide_viewport = True

You should write:
bpy.data.objects ["Cube"].hide_render = True

This will hide the cube object in render, but not in the viewport. To unhide it, you can set the hide_render property to False.
Alternatively, you can also use the hide_set() method to hide and unhide objects in both viewport and render. For example, instead of:
bpy.data.objects ["Cube"].hide_viewport = True

You can write:
bpy.data.objects ["Cube"].hide_set (True)

This will hide the cube object in both viewport and render. To unhide it, you can pass False as an argument to the hide_set() method."
References:
How to hide a certain object in blender 2.8?
Hiding objects with scripting - unpredictable behaviour

not a good comment. bing ignored whatever you input in it

i am dumb as hell

I think the answer would be fine as is without the added AI generated ramblings (which by the way are false, hide_set will only hide the object in the viewport, please always double check when you're using AI generated content). Although the other answer by Markus is IMO of higher overall quality.


text:
Rendering fluid simulation in false colors
I need to render a fluid simulation in digital style like in the picture below. I prefer eevee for rendering but if someone know how to get it in cycles this also might help. So literally I need particles with coloros like in the picture in final render but not with water shader.

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

my guess is that he wants these colors blue - red that are used for velocity of water to be visible in final render, @roflvite, personally I think that you should just remove all unnecessary gizmos and render your viewport or even screenshot it... is that not good enough for you use?

@Gordon Brinkmann. Thanks, that works

To render particles like in the example you could either disable Overlays in the 3D Viewport and render from there with View > Viewport Render Animation as mentioned in the comments, this would also render very quickly.
Note that the other way described below only works in Cycles, since the Particle Info node in the material cannot be used in Eevee:
If you want "real" particles with maybe shadows, glossy surfaces or whatever, you can give the domain a simple Transparent BSDF set to full white to make it invisible for the render and to make particles inside it visible.
First of all, create an object you want to use as particle. The best will be object with very few geometry since there will be lots of them, so maybe a cube or an icosphere with a resolution of 1. But of course that's also dependent on your PC's power.
Then you go to the Particle Properties of the domain and select the particle system called Liquid. Under Render, change the Render As option from "Halo" to "Object" and choose an Instance Object, e.g. an icosphere you have created. Set the Scale to your liking.

The material on the particle object now needs a Particle Info node. There you have a Velocity output. I plugged it into a Vector Math node set to Length to calculate the overall length of the velocity vectors, i.e. how long ("fast") they are no matter in which direction. Of course you can do anything else like using Separate XYZ or whatever. Then I adjusted the result with a Map Range node and colored it with a Color Ramp. These steps are of course optional and depend on what you want to achieve.

The result could look like this (sorry for the bad GIF quality):


text:
What's the most efficient way to get rid of this overlap? (Boolean didn't work)
I'm almost positive this is an easy fix, but rather than spending additional hours on it, I've decided to reach out! I tried to use the Boolean modifier, but it didn't do anything.
Am I using the wrong modifier? What's your best solution?

Hello and welcome! It's quite easy. Just join the 2 objects by selecting both and pressing ctrl+j. Then tab into Edit Mode and select an intersecting face/s either the ones on the left or the ones on the right (but not both sides) and press Ctrl+F > intersect (knife). Notice how they merge. then press a then m >Merge By Distance. See example https://blender.stackexchange.com/a/280275/142292

Thanks for your speedy response! It doesn't seem to work for me. Perhaps there's something structurally wrong with my mesh? When I try the intersect (knife) bit, nothing merges. Only extra vertices are added. (see second img above)

it shud work with any intersecting face. try a simple example first with 2 intersecting planes. select only 1 plane.

@HarryMcKenzie that sounds like an answer! post it so we can upvote it ;)

I've managed to find my own way through this!
Here's what worked for me:

Create a cube, and duplicate it.

Merge them together so that the main cube we want is left with a frame-like shape and use the Boolean modifier.

Apply the Boolean modifier, delete the extra cube.

Scale/Tweak the dimensions to get desired size, then move from there with the insets and extrusions, etc.

Here are the final results!

This isn't really a job for a Boolean, if you can avoid it...it's modelling.
One way would be to start with a couple of quads covering the region of interest:

I inset, by the thickness of the sill, and repeat, by the thickness of the inner rail.
X delete the inner face.

AltE extrude all faces along normals, by the depth of the inner rail. For all extrusions, ensure 'Even Thickness' is checked.
Alt Select the sill face-loop, and extrude to the depth of the sill.

For this result:

You can also join the 2 objects by selecting both and pressing Ctrl+J. Then tab into Edit Mode and select an intersecting face or faces, either the ones on the left or the ones on the right (but not both sides) and press Ctrl+F then select Intersect (Knife). Notice how they merge.

Then you can easily delete the excess geometry. Sometimes it generates other little funny geometry. Just dissolve any weird vertices that get generated.

And finally make sure to remove duplicate overlapping vertices by selecting all with A and pressing M > Merge By Distance.

Although this taught me how to use knife intersect (thank you!), unfortunately, it's just creating too many weird vertices/edges on my mesh. I tried it with just the two basic planes and it worked like a dream! I guess my mesh is too wonky, but I'll definitely revert back to knife intersect more in the future!

yeah I found it very useful as well! too bad it doesn't work on your mesh oh no.. XD can you share your blend file. I would like to understand what is going on with your mesh. https://blend-exchange.com


text:
Material won't apply to part of mesh
I've been following the Blender Guru anvil modeling tutorial series, and I've finished the first 4 parts, which only includes modeling and fixing some topology.
After I finished modeling, I decided to apply a basic material to see how it would look, but somehow the cutout and the bottom of the mesh are not showing it.
I've tried everything I could think of short of starting from scratch, and it's driving me crazy!
Here (link) is my blend file, I'd appreciate it if y'all could take a look.

Heyo,
Go into edit mode (Tab) select the whole mesh (A), go to your material setting, click the Material with the small ball icon, and hit assign.
By clicking assign and having parts (or the whole) of the mesh selected in edit mode, you can tell blender which material you want on what faces.
I'm not 100% sure how you managed to have a part without any material while only having 1 single material on the model...

As you see, these faces are assigned to a slot that has no material, the easiest way to fix it is to switch back to Object mode and remove this slot, or select all these faces and assign them the first material:


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texture is stretched on certain faces because I added more vertices to the original mesh
I duplicated an object and made it its own object but when I put it on the model I noticed it was too short so I extruded the vertices and re-added the texture to the new faces but it stretched out and I've been struggling to fix it

Maybe in the Options (top right of your 3D view) enable the Transform > Correct Face Attributes but I'm not sure it will be enough

Welcome to BSE. You will likely find you get more (& better!) answers to your questions if you include screenshots that clearly illustrate the problem you are having. You can always edit a question you have already asked to add some images

Based on the information provided in your question, I suspect you may need to unwrap the new faces on your model (created during the Extrude) process.
Please try the following steps:

Select your object with the stretched faces, and press Tab to enter Edit Mode
Press A to select all vertices/faces
Press U > Smart UV Project to unwrap all faces on your model

You will hopefully find that the texture is no longer stretching.

is a genius, just tried this. Best 2 seconds of my life, texture is fixed.

:) You're welcome. Would you mind accepting my answer using the tick mark to the left? Thanks.


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Need help creating the trim from dereks shoe tutorial
Im trying to follow dereks shoe tutorial and so far everything has been pretty easy but when I try creating the trim from the existing sole this is what I get. When i try to rewatch what derek did it look s like it almost sticks to the sock model.

Here is the tutorial link https://youtu.be/DncP3mKJB2M?t=3424
and the blend file https://we.tl/t-FBdvjDQ1Or

pls add at least a link to the tutorial with time (where the issue happened) so we can see at least what he did. And if you really wanna help us (to help you), you should include your blend file so we also see/know what you did.

Hi Chris, Thank you
I just updated the post with the tutorial link and blend file.
Here is the tutorial link https://youtu.be/DncP3mKJB2M?t=3424
and the blend file https://we.tl/t-FBdvjDQ1Or

oh, the file is gone