text:
How do I fix this discoloration in my model?
How can I fix this model discoloration?
Hello,
I was wondering what is causing the discoloration on this model?  It should be a smooth surface.

Here's another screenshot in edit mode:

How can I fix this?
Thank you!

It looks like you have overlapping faces resulting in Z-Fighting. Try to remove doubles in edit mode. You should consider quad based modeling.

can you add a blend file to your question?  It appears that Dontwalk is correct. In edit mode, select all vertices and then use the 'remove doubles' command to see if that solves the problem.  Alternatively, but less likely, you may have non manifold geometry, such as when one face intersects another. You can check this quickly in edit mode by using the select menu, select all by trait, no manifold option.

also just to be sure press Ctrl+N to recalculate the normals of the model

Thanks for the info. i'll try it right away, thank you.  oh a question that just popped up when reading the comments.  Is z-fighting the same thing as a rats nest?

Dontwalk, unfortunately I inherited the object, didn't make it.  Not that I could do better.  Is there a way to convert triangles to quads once something has been built?  So, I removed all the doubles and there were a ton, but that didn't fix the problem.  So I started carefully removing faces and that worked out.  I don't know why but it appears there were layers of faces stacked on each other.

I tried to use Ctrl-N to recalculate the normals as suggested, but Ctrl-N only brought up a dialog asking if i want to reload the start up files.  I must be on a different version of blender

There were multiple faces partially overlapping each other.  By removing the extra layers, the model returned to a smooth looking surface.
Thanks all for the assistance.


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Is it possible to select all vertices of all meshes so I can recalculate normals on everything at once?
I have imported an OBJ file and removed duplicate vertices off of each layer.  Is there a way to select all vertices of all meshes so I can recalculate normals on everything at once?  or do I have to go through each layer again to do this?

source: Stack Exchange

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

sort: votes


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select all visible objects?
I have a model of a vehicle that contains a ton of objects. seats, seat belts, etc down to individual screws and such.  All I want is the "skin" really but not sure how to do it.  Is there a way to quick select all visible objects ignoring what i cannot see?
Thank you for your time/help!

you could select everything visible with the lasso tool (ctrl), then inverse the selection with ctrl i, then delete.

The lasso tool for me seems to select everything inside and out.  So the inverse turns out to be nothing.

you don't give enough precision, are you in 2.8? in Edit mode? if you're in Edit mode, then enable the Limit Selection to Visible option

in 2.79 lol.  what luck.  i'll see if my version does the same.  thanks much for the info

well, actually what I say works with 2.79, so it should work

credit to you, moon.  that worked out for me.  Appreciate it.

Select everything visible with the lasso tool ( ctrl ), then inverse the selection with ctrl i, then X to delete.

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


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is it possible to select/open/show a specific addon tab from script?
I want to select and open in the 3D View sidebar a specific addon tab, but I'm not finding any clue in the docs.
I managed to open the sidebar with:
space.show_region_ui = True
but I don't know how to get addons tab list and select which one to show.

Any suggestion?
Thank you

I realize that this is not what you're asking for. But, if there is a way to do what you want, wouldn't it only work on a new Blender file? Whatever is saved after that will be saved in that state with whatever tab was open at that time. If you want this particular tab to be open every time you start a new project, just select the tab and then save this as your startup file.

@curious_1 indeed, but I'm working on a script to setup the UI for a specific workflow, splitting and arranging window areas. In one of the areas I wanto to show a specific addon tab open when I run the script (operator), no need to save that state.

I see. Unfortunately, I can't help. Unless someone comes along with an answer here, you might try asking this question on the Blender Artists forum: https://blenderartists.org/ If you do, I suggest adding the additional details about what you want to do that you put in your comment.


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Blender crash after closing area from python script
I'm working on a contextual script for 3D_VIEW that shows a popup panel with different properties/buttons/operators.
One of the buttons calls the operator to close the area in which the script was called.
The area is closed using bpy.ops.screen.area_close().
Unfortunately by doing this I have errors relating to some properties of the area displayed in the panel, I imagine because the area is closed while the panel is still open...
So after reading some discussions on the topic on these pages, I thought of moving the closing of the area into a function and calling it with a timer, in the hope that it will be executed immediately after closing the panel, thus avoiding the errors mentioned above.
Well, timer and area closing work, but after clicking the panel button, the popup stays open for a few seconds and then Blender crashes.
Here is the relevant code:
    def close_area( w, s, a):
        context = bpy.context
        if hasattr(context, "temp_override"):   # override in Blender >= 3.2
            with context.temp_override(windw=w, screen=s, area=a):
                bpy.ops.screen.area_close()
        else:   # legacy override (Blender < 3.2)
            override = {'window': w, 'screen': s, 'area': a}
            bpy.ops.screen.area_close(override)

    class VIEW3D_OT_close_area(bpy.types.Operator):
        bl_idname = "view3d.close_area"
        bl_label = "Close Area"

        def execute(self, context):
            bpy.app.timers.register(functools.partial(close_area, context.window, context.screen, context.area), first_interval=0.2)
            return {'FINISHED'}

I can't understand if there is some conceptual problem in following this path or if it is not the correct way.
Can you help me figure out what's wrong?
Or alternatively suggest me a better way to close a specific area from a popup panel?
Thank you!

Hello, maybe not related but you have a typo in your override arguments : windw=w, screen=s, area=a

Hi, unfortunately that's not what caused the problem, but thanks @Gorgious so much for reporting it, I fixed it right away!


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Numpad view not working properly
This is making me go nuts. Whenever I'm trying to go to the numpad view, instead of going into the 2D and showing only 2 axis, it's trying to show and think about the depth of the third axis.
This is how it should look:  This is how it looks instead:  Please help me, it has been bothering me for a while but I can't even find anywhere how to fix this (oh also the background isn't full of cubes either.. :(

You are in Perspective view.
Hit Numpad 5 to switch to Ortographic.
Perspective - all the horizontal lines appear to converge into a vanishing point in the middle of the horizon: the point of view is a... point
Ortographic - all the horizontal lines appear as points: the point of view can be thought of as an infinite plane


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How do I use the node editor for material?
I was using the node editor in an earlier project and I found it fairly easy to follow, so I opened up a new one to experiment. I added a plane, created a material and went to node editor, where I was completely dumbfounded. The nodes I expected to see with the diffuse and output weren't there, and the material changed to black. Not only that, but I couldn't even add any shader node!

You can't use material nodes in Blender Internal. Try changing your mode to "Cycles" in the drop down that has "Blender Render" in it right now.

Ah, thanks that fixed it immediately! ^-^

while the blender internal has some limitation in the node editor over the cycles one, you can use it

You need to select the material in the material slot.


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Blender fluid basics: how to create water
I’m a beginner at blender physics and I’d like to create add in an empty cube container some water, but I haven’t found yet a good tutorial about blender fluid physics. Can anyone redirect me to a good tutorial or briefly explain me water and fluids in blender?
I also haven’t found this question in blender stack exchange but if someone already asked it please redirect me to it.
Thank you in advance

Plenty of online video tutorials. For Blender 3.2 try: https://www.youtube.com/results?search_query=blender+fluid+simulation+3.2

if you start Blender choose object -> quick effects -> quick liquid

in the domain check "mesh"

raise resolution to 128

change render engine to cycles
Choose an HDRI as lighting
and you will get already a pretty nice water animation.
But honestly: search on google for "Blender water animation" and you will find hundreds of free tutorials ....


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How to make one mesh from several meshes without joining them (without CTRL+J, keeping boolean modifiers)
I am learning blender for 2 days.
I have a low poly model that has certain meshes and materials assigned to them (the materials are just different colors). I have boolean modifiers on some meshes. I don't apply booleans because I might need to change the mesh that is subtracted from my main mesh (to keep the main mesh vertices).
For optimization, I need to make 1 mesh from all parts. But when I select all parts and press CTRL+J, all booleans and materials break. I was going to make 1 material for mesh like in this video: youtube.com/watch?v=3IQxb71Sl-w
but what to do with booleans? Every time Shift+D?
How to make 1 mesh from parts and be able to change objects, not vertices (as everyone shows in tutorial videos)
p.s. I will be using the model in Unity along with the SkinnedMeshRenderer

If your goal is to use the model in Unity and intend to optimize it, the usual workflow is to create a high poly mesh first and then create a low poly mesh which approximates the shape of the high poly. You can then bake textures such as the normal map, which will help to make the low poly model seem like it has far more geometric details than it actually has.

As for optimization in Blender, you might be able to join objects that are used for the same purpose, e.g. those that will be subtracted from another object. However, if you are already running into performance problem this might not help. You would rather have to reduce the complexity of your geometry.


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My Shape Key moves unwanted parts of mesh
When I used my (blinking eye) shape key it rotates the left shoulder. I checked weights its not that, I checked to make sure I didn't accidently select it when creating the shape key not that either. If anyone has any suggestions I would greatly appreciate it.

If your basis shape is correct, you can enter Edit Mode for your Blink shapekey, select the shoulder verts, and use Vertex > Blend from Shape, uncheck Add and make sure the Shape is set to Basis and Blend is set to 1.

Thanks so much that worked!


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Texture Baking With Dark Patches
I am making a link model following a tutorial on youtube. I tried to bake a texture that has ambient occlusion. Every other part of the model works fine, but for some reason the back of the shield has these dark patches even though there is nothing obscuring it. I noticed the dark patches align with the faces of the model and have already tried merging by distance and checking the normals.

what is a link model?

Link model as in a model of Link the game character


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Can't Fill Circle...?
I'm just trying to make one circle... But when I put it down and set the fill to "Ngon" nothing happens...

You are in wireframe mode, that's why you don't see the face.

Are you in edit mode or object mode? If it says object mode in the bottom tab, press TAB to go to edit mode, usually you can fill using F.
If you're in wireframe mode you can't see the faces, Z is the default shortcut to enter and get out of wireframe

Thanks! I messed around and it must have been a bug, as editing and exiting edit mode eventually solved it. =P


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Why are my dark areas so blotchy in video renders?
I've been using blender for about 3 years now but I only recently built a computer capable of doing more complex renders. My renders look excellent when rendered as a png but when I render as a video I get very bad blotches in the dark areas. I assume this is from compression. I'm using h.264 and I have it set to perceptually lossless. I still get ugly banding in my objects that are black. This has limited  me to only doing lighter scenes.
Right now I'm working on recreating an iphone commercial and it looks killer except the banding. I wanted a nice dark scene. (The banding only happens on the objects that are dark in color. The world is completly black and there is no blotchyness in it).
Not only does this happen in blender but in devinci resolve also. If I have a dark area in the video I get horrible blotchy areas after rendering even if I make no changes at all to the video.
I've thought about rendering as an image sequence and then converting that into a video outside of blender but I think I'd probably get the same result as just rendering as a video in blender to begin with.
I see lots of videos on YouTube that are dark scenes that have no blotchyness at all. And I've heard that youtube compresses the crap out videos when you upload. So how are these people getting such smooth dark areas even after all the compression?

Screenshot or examples? Sounds like maybe a denoising issue within blender, but it's hard to know without a visual


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Unwrapping planar rectangle doesnt result in same rectangle in uv editor
I have a planar mesh, but when i unwrap it, it gets distorted. So i gave up and marked every single edge as seam. But even unwrapping one single planar face doesnt result in the same object in the uv editor. In the image i marked the corresponding vertices in 3D View (top) and UV Editor (bottom).
There are many faces within my mesh with this problem, so correcting this manually is no option.
Thanks in advance.

That face is not a quad, try to select everything and remove doubles and then unwrap again.

If you want to maintain the proportions of a planar mesh, set the view from top ortho, then press U "project from view" option.

That helped. Thank you very much. You saved me a lot of time!


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Deleting an Object in the Blender Game Engine using a Mouse Click Event
This might be a simple question, but how would one delete an object on a mouse click when the object is clicked? Picture below.
Logic bricks or python is accepted. Thanks in advance

Add these logic bricks to the object you want to be deleted it the game!
https://i.sstatic.net/3Ei4h.png


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Cannot edit mesh after rendering
I'm really new to this. I could edit this file until I had rendered it and now I can't. Please can you help me.
I've also tried to register as a User this evening, but neither of the links in the two emails you have sent me have connected me back to the Sign up process.

I can't see the screen shot I attached. Hopefully it is here now.

Your question is not too clear.
If you cannot get back to the 3d view port,  press escape and it should take you back.
If you're renders are staying the same, uncheck sequencer shown below.

If none of these answered your question, please specify in more detail.

I've made an image of a moving flag, which I am pleased with, but I need to make further adjustments to it, and indeed use the file as a preset for other flag images. I need an absolute consistency of wind direction and speed, and also the light source. I originally imported an image as mesh for this. I have another 22 flags I need to make! In edit mode the flag is now only black, and all I can do is change the axis point. I can't access the physics or data page. I hope you can help. Thanks for your very speedy response.

I did uncheck the sequencer but that made no difference.

I've just found the solution. I was so far zoomed out from the image that it was presenting as black, I scrolled in and now I can edit properly. Thank you anyway.


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trying to install add-on but not working
I recently found out about a program called Fspy. to use it with blender it requires an add-on. I tried installing the addon and blender said modules installed successfully, but I couldn't find the add-on in the preferences. I tried manually installing the add-on (by unzipping it and putting it in this file destination: C:\Program Files\Blender Foundation\Blender\2.79\scripts\addons. I can see the folder in the destination but not n blender.
does anyone know how to fix this?

Did you activate it after installation?

Also be sure to download the correct version. It should be fSpy-Blender-1.0.2.zip and not the master file from Github


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Combine models into a model
How can I simplify the wire structure? I can't simplify it after joining with Join and Booleans is not working well (with Union option).
Thanks in advanced!
Marcell

It looks like Boolean doesn't work well because of overlapping faces. Maybe there's another to do it, but to merge 2 crossed Parallelepipeds, you could use the Tinycad addon:

Download the Tinycad addon: https://en.blender.org/index.php/Extensions:2.6/Py/Scripts/Modeling/mesh_tinyCAD
Enable it in your Preferences.
Select your whole mesh and press W > Tinycad > XALL/Intersect Selected Edges.
It has created some additional vertices on the crossing edges but it has also deleted faces.
Remove all the doubles with W > Remove Doubles.
Fill the faces with F.

Very super! But it takes a little time to do it. Thank you!

maybe you could have avoided it at the beginning of your process, but as we don't know what it was... (and maybe someone will give a simplest solution)


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Change pivot point to selected point
In the attached picture, that the model is in the center of the point. I want to change from pivot point to point, where I want to picture it.
In Maya 2017 Student version works like this, when it is possible to change with the D keypad.
Blender is so possible?
Thank you in advance for your help!

If you want to change the pivot point position, enter in Edit mode, select the vertice where you want the pivot point to be, press shift S > Cursor To Selected, go back in Object mode, then, in the bottom horizontal menu bar, in the Pivot Point dropdown menu, select 3D Cursor.


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Problem with creating default cylinders for 3D Printing
I am learning the basics of 3D printing, and so far the Print3D add on is amazing.
And I have successfully created a model that was printed.
But a problem, that happens all the time, really takes a massive amount of time to repair is this:
When I use the create mesh function to make a cylinder, the Print3D addon always reports that they have intersecting faces.
I can create multiple cylinders, and random faces are always reported intersecting.
If I make a duplicate of the offending mesh, Print3D then will always report different faces other than the problem ones from the original are intersecting.
Once I try to repair all these intersecting faces, every once in a while, there will be some that it is impossible to fix the intersecting face.  I could delete all the problem vertices/edges/faces, create a single new face, divide it just once, and put the new vertices in the exact same coordinates, and the exact intersecting faces shows up again.  When this happens, the only solution I found to this was to delete the entire mesh, and create a new cylinder.
Is there a setting I have off, or maybe a glitch in the program or add on?

For both ngon and triangular fan filled end caps?

I'm new to the program, so I'm not sure exactly what an ngon is.  It's just, I click the button to create a primitive cylinder, then resize it to 4mm X 4mm X 4mm, and I go to the Print3D add on to see what it says.  Sometimes it will be two or more faces on the side, sometimes an end cap and a side.  I have yet to notice a pattern.


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Blender 3.2, Mac 1 Pro, Cycles, GPU Rendering outputs only part of the frame
A desperate cry for help:) Newbie. Trying to render an animation using internal GPU (Mac 1 Pro) & Cycles (Blender 3.2). As a result I get ragged frames with huge black areas below (only the top of the frame is rendered). I got identical results for different output file formats: neither png neither FFmpeg video worked. Example of the frame and interface screenshot are attached (also I can share the example of the output video if it would help but it's quite similar to the screenshot).
I couldn't find the answer in Google. Most relevant were the tile issues in old versions, but [as I understood] it isn't the issue anymore. I still tried to manipulate with the tile's amount and it even worked one time randomly and I almost got the full one frame (still there was a little negative space below). But on the next frame in sequence it didn't work so I guess that's not where the problem hides.
I do not have this kind of problem at all with the CPU device selected for rendering.
Could you please help me and explain what exactly I set wrong and how to fix this so I could use GPU for proper rendering? [ps I am 100% sure I haven't done anything with the render region]

I'm no expert for Mac or GPUs in general, but since this problem doesn't exist when you render with CPU this sounds like there is a problem with the GPU. But since I don't know anything about Mac - is Mac 1 Pro all the information needed in terms of hardware or do you have more specifications which might be helpful to analyze this problem?

Unfortunately that's all the info. I can only add the detailed description of the integrated card: https://www.notebookcheck.net/Apple-M1-Pro-16-Core-GPU-Benchmarks-and-Specs.581797.0.html


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Copy modifiers doesn't work properly
I have a set of objects, every object is a line with two vertices.
On one of them I put skin & subdivision modifiers 1 and after that I select the rest > select the object with modifiers > copy modifiers using cmnd+L. They copy in Modifier Properties but visually nothing happens [2].
If I try to just recreate same modifiers on random object without copying – it works [3].
Please help me find the problem:)

Hello ! The skin modifier is sometimes finicky to work with. I think some data is modified on the source mesh when you add a skin modifier via regular means. Select everything in object mode, go into edit mode, then select everything with A, and click on "Mark Root"

On the 2. picture the "Add Skin Data" button not grayed out but on the 3. it is. So the software not generates it automaticaly with this method. If you copy the whole object data, then unlink them, it works, but all of them will be the same (because you rotated the edges in Edit mode, not in Object mode).

@FFeller hello! thanks for the answer. I tried to google about copying whole object data (including modifiers) and unlinking it but still not sure what you meant exactly, because there is nothing in Object Data Properties tab to work with. The path with Objects > Relations > Make single user > Object & Data doesn't seem to work either.
Could you please describe the order of actions I should do?

Select all the objects in Object Mode (one must be active) and Join them
Add the Skin modifier to the new merged object
Go to Edit mode, select everything and press the Mark Root button on the modifier
Separate the loose parts of the mesh (you can add more modifiers before this step so all new object will have them)

You can try using the letter A to select all objects or select one at a time if. The point is that AT THE END you select the one that has the modifiers and then you can use the command to copy modifiers.

I think the problem is that that doesn't work.


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What are the technics to create flowing liquid static geometry?
I need to create something like this – chunky & very pronounced liquidy abstract geometry based on a restricted surface. Simply put, I want to create the roof for the cartoon house looking exactly like that.

Please recommend the approach you personally would use to achieve similar result?

if you wanna have it exactly (!!) like that, you have to sculpt it. or you need hundred years with mantaflow to get it exactly like that because of try and error which i don't recommend.

got it) and if i want not exactly like that but visually similar – what would you recommend?

Here's some starting approach:

You can build on top of that:

aligning curves to topology, e.g. using "Shortest Path" node, and maybe putting a lot of weight on horizontal edges
varying spline thickness
using a simulation to adjust local thickness to avoid too much overlap
remeshing and blurring color
varying thickness along a spline in a ping-pong fashion, maybe even raising the thickness to a power > 1 to give a more rounded, bulgy local thicknesses, to make it look like clumping of a liquid

and the list goes on...

I think it looks a bit like a Santa's hat, isn't it?

@lemon damn you're right https://i.imgur.com/C8dCe6i.png

amazing flow! I'll try this thing, thank you for the details <3


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How to make a mound of randomly twirling curves based of a mesh
so i want to make a bowl of pasta the one that looks like stripes from a base mesh of half a sphere using random curves how can i achieve this using geometry nodes or anyone with a better way
the look im going for is this:

The only good solution I see would be with physics, probably Soft Bodies. Otherwise it would be challenging to have no clipping between 2 pastas.

https://blender.stackexchange.com/questions/48801/are-curve-physics-possible/48806#48806

true but that would mean a lot of subdivs

Not really, you can subdivide it just enough to get it to bend into an approximate shape, then once you're satifsfied with your simulation then you can subdivide it again to smooth it out fully.


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doom style directional sprite material
I am attempting to create a Doom style 8-directional sprite material for a plane that changes based on viewing angle. I was following a 6 years old question from here: How do I change between different images based on the rotation of the camera
The link for the project file in that post is not working and being almost 7 years old probably makes it obsolete anyway. I think I got the idea from the answers there but still don't understand the math enough to get it working properly.
I'm pretty sure the problem is in the processing of the arctan2() output or changes in how some nodes work. Also the person answering is using the Blender Game Engine.
This image is from the person asking the question, who got it running in Cycles. This image was my only clue in setting up the node tree.

This is my shader setup. The output from arctan2 is used to shift the spritesheet and the texture actually lines up but it makes around 6 full texture ''rotations'' for one actual rotation of the camera and it doesn't seem linear.

The spritesheet should make one ''rotation'', corresponding to the octagon. The plane is always facing the camera, did that with geometry nodes.
I'm adding my blender file in case some wonderful blenderer would be so kind as to help me figure this out.
https://drive.google.com/drive/folders/1xcd-GSxfRQonObPbpn8gsREUgFcmDQdI?usp=sharing

I found these questions that have very good answers:
How to use the vector of another different object as information for material node?
-and a follow up:
How to switch beetwen two or more textures with material nodes?
Everything is there, I thought about deleting my question but the posts above are pretty confusingly named, which prevented me from finding them.
I will keep this post up so people can find them more easily.


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Mesh changes its position when adding armature modifier
I have a rigged body and I want to put some clothes on it. I fit it to the body mesh, then transfer weights from the body to the clothing item. But when I add the armature modifier to it and choose the body skeleton, the mesh changes its position and slightly deforms. Could you please help me with the direction where I should look?

is your armature in Rest Position mode?

No, I don't think so. When I try to apply it as rest pose, the body oddly deforms.

maybe share your file so that we can see, maybe the simplest way is to use weight paint


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Weird artifacts when rendering on Nvidia GPU
For some reason, when rendering on my RTX 2060 in Blender, I'm getting these weird flickering artifacts.

As can be seen from the above screenshot, my node setup is a cube compressed into a plane by some simply vector maths with a musgrave texture applied to it. These artifacts are only appearing when rendering with the GPU (this includes the final render), and on CPU the scene renders just fine.
How can I fix this? Is something from with my card, or is this some Blender bug?

Since you are reducing the z axis to 0 the top and bottom faces are z-fighting with each other.
I get the exact same thing on my end, by the way, and I'm also perplexed as to why the CPU doesn't face this issue.
I tried to work out a solution using Backfacing, but failed.
Instead of leaving the z disconnected you can divide it by some large number and get a workaround.

That makes sense, but why does this only occur on the GPU?

I'm curious about it as well, but I can't find anything right now.

@ArihanSharma I've updated with a workaround


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How do I crop a video and keep an object centered in Blender Video Editor?
My question may just be about semantics. I'm not even sure what to search on to figure out what to do.
Let's say I have a video of my son playing a sport. I want to crop the view to only show him, and then I want to keep him in the center of the shot.
My googling led me to Motion Tracking and Image Stabilization, which seems like the right direction, but clearly this is used for many things, and I'm not having luck finding what to do for this simple scenario.
Am I using the right terms, and if so, how the heck can I accomplish this? Thanks!

You need to scale the video, and animate its position. Both of these are in the properties thing in the right-hand half of the Sequence Editor, under the Strip tab -> Transform panel.

maybe he's looking for a way, like a tracker, to do it more automatically

yes motion tracking is your solution. and then you have to decide on a certain "center" point on your son and add a tracking point on it and somehow get it to center in your new video output.

Thanks for the tips! I tried animating the values and that worked decently well. Little seasick at times but I can work it out. Motion capture looks like the right way, but also seems way more intense for my purposes. Thanks!

On the right-hand side of the Sequence Editor, there is this properties area. Under the Strip tab (with the video strip in question selected), under the Transform panel, there are the settings you need.

Set Scale X and Y to equal values to get the zoom you want (hey, you could even do a quick Copy Driver / Paste Driver to link them), and animate Position X and Y as needed to keep the desired area in frame (you can animate the Scale too, which would make the aforementioned driver setup quite handy).

Had to watch a video for animating values, but was able to make.it work. Many thanks!


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XP Pen Deco V1 02 changing behavior and freezing
I have my XP Pen set up for the buttons to emulate right and middle click. Seemingly at random, when I'm sculpting, blender will freeze and then the button behavior changes. One of them emulates the left-click, while the other one will only do a box select.
I've read through dozens of reddit and forum posts and haven't found anyone with this exact issue, but I have followed the troubleshooting steps of the posts with similar issues to no avail. The thing that came closest to working was completely disabling Windows Ink in the registry (which messed up my pen pressure for Krita, but oh well). That made it better, the problem occurs less frequently, but it still occurs.
The workaround is easy. Just close the Pentablet app and restart it, but that's annoying. I know others have had success with XP Pen. I believe it's what Grant Abbitt uses (not the same model).
I haven't nailed down anything specific that sends it into this freakout state, but I believe I'm beginning to notice a pattern around navigation. Like, if I am holding the button to rotate around for too long, or if I accidentally hit both the buttons on the pen at the same time. That's not set in stone though, just something I believe I'm picking up on.


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Need to apply geometry node animation for GLB Export
I'm looking to morph from a smooth model to voxel. I know it is possible to do this with modifiers and geo nodes but exporting for .GLB (for web) will only export the first frame of the animation as it 'applies' the modifiers.
Is it possible to bake or convert a geo node or modifier animation so that I can morph from smooth to voxel?

i assume you would have to bake every keyframe to do that. so on frame 1 > apply geometry nodes -> then keyframe your result, then repeat that steps for all keyframes.

How about Alembic (.abc) format, is it a viable format for your purpose? It can nicely store the geo nodes animation using MeshSequenceCache modifier.

I think it's not possible to do it manually per keyframe for complex geometry nodes animations. I'm trying to do it with my geo plant-to-tree animation. Here they discouraged using Geometry Nodes if you need to export the animation.


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Trying to achieve stretched or tight cloth or rope
Im trying to achieve something similar to this where a strap is tightly wound around objects - I have tried using both cloth simulators with negative pressure and the shrink wrap modifier but the results are nowhere near this clean.
Thank you!

Do you want to animate this, or can you manage doing it by hand?

I was hoping to do it with a simulation so I could automate as much of it as possible to get different results for different scenes, rather than having to do it custom every time

Has anyone solved this? Every time I use cloth as a taut rope the result is sagging like rubber. Is there no satisfactory solution anywhere to solve the rubbery blender cloth issue?

Notice that the rope follows the Convex Hull of all combined tied objects. So it's easy to model this - or better - use Geometry Nodes.
How to Tighten the Ropes

Create the convex hull (duplicate & join objects, then use menu Mesh > Convex Hull)
Shrinkwrap the curve rope on the convex hull (use a Shrinkwrap modifier and extrude the curve)

The Geometry Nodes Example

With Geometry Nodes you need a few nodes and a few collections but it works fully interactively.

The Geometry Nodes Setup
The nodes are straightforward. Calculate the convex hull with the help of a collection, resample the curve to smooth it, shrinkwrap it to the hull and extrude it to give it thickness.
The muted nodes Set Spline Type and Set Handle Type were some tests to see if this creates a smoother curve with less geometry. But it does not. In fact, it creates a lot more geometry. You can see it in the Spreadsheet.

About the Curve Objects
The robes are actually BezierCircle curve objects with the Geometry Nodes modifier. It's important that they are either completely outside of the convex hull or completely inside so that shrinkwrapping works. Also, apply the Scale (Ctrl+A in Object mode) so the thickness is calculated correctly.
The sign (+/-) of the Offset value of the Geometry Nodes modifier depends on where the curves are (inside/outside). The Offset moves the rope to the surface. Otherwise, it's sunken in the tied objects.

The Purpose of the Collections
The collections (Tied Objects, Tied Objects 2, etc) contain the objects that a robe should be wrapped around. The objects can be linked duplicates (Alt+D in Object mode).
In this example, the collections Tied Objects 3 and Tied Objects 4 contain an edited torus. All other objects are linked to duplicates. Half of the edited torus has been removed so that the convex hull is smaller and the rope is wrapped tightly around the cylinder and the visible original torus.
With the original torus that you can see as a wireframe object, the convex hull would have the shape of the pink annotation and in consequence, the rope would protrude from the cylinder on the right side instead of fitting tightly around it.
For the render only the Tied Objects collection which contains all objects is visible, the other collections are hidden and only used for the Geometry Nodes modifiers.

+1 great!!!!!!!!! great idea and execution! just a tiny question: instead join mesh + duplicate + convex hull, couldn't you just do that in GN with join geometry + convex hull? then no copy + all procedural ;)

This is incredible - Thank you so much for being so thorough - Can't wait to dig back into this.


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Not getting the glossy in the metallic material render
So i know this question might be worded better but I'm literally new to blender.
Lemme sum it up:
I've learned blender through youtube tutorials to make Chrome effect typography.
I import the vector from illustrator, remesh it, sculp it then my problem starts with adding texture. I add an HDRI but still my material isn't looking as shiny or as glossy as I wanted to.

and here is my rendered view (too large to upload)
https://ibb.co/31M1cXY
what i want to achieve is this result of this video in 3:18
https://www.youtube.com/watch?v=NWQwhoxFd7E&ab_channel=fxntxnile
i have no idea how to get this. i'm a newbie.

my rendered view also looks transparent af sometimes. idk where i went wrong. i've followed every tutorial step and even changed from eeve to cycles. still the same. with color base it kinds of approaches to the glossy thing but not really.

could you please pack your image (File > External Data > Pack Resources) and share your file (at least a part of your object)? https://blend-exchange.com/

@moonboots i'm updating my blend file there but it's 6gb so it'll take some time (idk how to deliver it to you in a lighter format or something)

6Go is huge, why is it so big?

no idea :( maybe the hdri?

wait no it's 618 mb LMAO but it's still taking ages

Hi Gina, haven't seen the tutorial yet but I guess this often comes down to which HDRI you are using and how much brightness they provide. Also the number of light sources in the HDRI or in your scene play a big role. And what I saw in the tutorial at a quick glance is that they've made a bulgy surface, which also reflects the environment much more dynamic and from different angles, where yours looks like a flat surface. What I can't tell from the screenshot is if it your object is set to Shade Smooth or not.

You may try add different lightsources like add a sunlamp to the HDR and increase the light power of the hdr. Try another HDR from https://polyhaven.com/  or another  resource side.


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How to export all materials from a folder with blend files as seperate blend file?
I want to extract all materials from a set of blend files into individual blend files and save them to disk with python. How can I achieve this?

import os

# folder containing blend files

my_dir = r"C:\MyFolderLocation"

# all blend files in directory

blendfiles = [f for f in  os.listdir(my_dir) if f.split(sep=".")[-1] == "blend"]

I am not very familiar with the Blender-API.
Can somebody help?

what are these "individual blend files"?

Individual means in this case "Single"

Do you want to collect all materials from all blend files in a directory into one single blend file? https://blender.stackexchange.com/q/161119/107598

Sorry for my description! No, i want to collect all materials from all blend files in a directory into seperate .blend files and save them.


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Adjusting exposure of EXR file in video editing does not produce correctly exposed image
I am attempting to render an animation of a very bright scene (using Eevee). In order to obtain the look I want, I have turned the exposure down to -7.5 under the color management settings, which results in it appearing as I intend it in the viewport and render result. My complete color management settings in my scene are as follows:

Display Device: sRGB
View Transform: Filmic
Look: Medium Low Contrast
Exposure: -7.500
Gamma: 1.000
Sequencer: sRGB

Then in order to render the animation I exported the frames as OpenEXR files and added them as a frame sequence to a video editing project. Upon initially importing the frames, the image was completely blown out and overexposed, which wasn't entirely surprising given what I thought I knew about how EXR images work. However, trying to get back to the look I had in the viewport by turning the exposure down to -7.5 in the color management settings for the video editing project did not behave as expected. It instead dimmed the entire image as a whole, resulting in the blown out areas still being blown out but just now a dim gray instead.

From what I understand, the EXR files store raw, linear color values that range from zero to infinity, ignoring any color management settings. I would expect that I could then just replicate my color management settings from my scene in the video editor to get the same look, but that's not working for the exposure. It almost seems like the values in the EXR file are being clamped at some point?
I'm guessing I'm missing some obvious step in either the rendering settings of my scene or the compositing settings of the video editor in order to get my desired behavior. I'm a complete novice with Blender and compositing as a whole so my fiddling with settings has been largely ineffective.

What video editor are you talking about? Are you editing the rendered EXRs in Blender? What precise steps lead to the problem? I cannot replicate the issue. EXRs work fine when imported to the compositor or to video sequencer as an image sequence.

@MartynasŽiemys I'm using Blender's video editing workspace to assemble the rendered frames into a video. The steps I followed were:

Set up the scene
Adjust the color management exposure down
Specify output properties as OpenEXR RGBA Float (Full)
Render animation frames to a folder
Create new video editing project
Add a frame sequence of the rendered frames
Adjust the color management exposure down

The VSE is a completely broken mess with respect to pixel control. If you want a properly managed VSE, you'll have to advocate for it and shift the aimless boat floating adrift.

@troy_s are you trying to say that this is a bug? I'm not sure if I catch your drift.

I’m trying to say that the VSE is a catastrophic mess at this point, and should be removed. At some point, if the BI decides to give it a go, the thing needs to be redesigned from the ground up with management at the forefront. I’d not trust it for anything as the whole thing is a mishmash of legacy concepts.


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Starting from the bottom while scaling objects with blender animation nodes
When I enlarge the objects where they are, I want the object to grow from the bottom of the object, not from the origin point, how can I do it?
My Project;
https://youtu.be/oPvh0f-Brw4
example i want to do
https://i.sstatic.net/SYBva.gif

It’s just math. Scale your object up e.g. just in z. Then move it half way up on z (if origin is in center), else calculate the difference between origin and bounding box bottom and work with that. Same for other axis and analogous with scaling down.

How can I calculate the position information of objects?

there is a node for position information: [1]: https://i.sstatic.net/1QVJC.png

maybe first watch some basic beginner tutorials about animation node? like from Chris P. ?


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How do I get an object to stay connected to a path when I want to move them both to a new location?
I am an intermediate Blender user, and even though I know the solution to a particular problem I am having, I don't understand the behaviour of the software in response to my input. I feel that if I understood the behaviour more thoroughly, I would understand the solution better, as well as many related problems, that I think would go away, and leave me with more hair, and less frustration.
In short, when I wish to create an object, assign it to follow a path, and then wish to move both object and path in tandem to a final location for the scene to render, what operations are the most optimal to make that happen?  Because what invariably happens, is that when I copy or duplicate, the object still floats off on its own trajectory, apart from the path it is presumably assigned to.  Even though the solution is control g and Apply All Transforms, doesn't anyone at Blender think that the default behaviour/response should be consistent?  Whereby after the user inputs values of attachment between objects, shouldn't it be understood that they most likely want those value attachments to persist through another operation?
I can't imagine anyone going through all the trouble to place an object on a path, add keyframes, monkey around with object properties and modifiers galore, only to have the object become unattached to its assigned path!
So, if someone can just explain to me the fundamental underlying behavior, I would be more likely to recommend Blender to others.  Also: whenever concepts overlap, those should be thoroughly addressed.  Like, for instance, the real differences between options in the Link actions submenu (link materials, obj properties, animation, etc) or the real differences between copy and paste, duplicate objects, and link, Join, Merge, and so on.
Thank you in advance for any and all assistance.
Regards.
Darren

This is purely a Q&A forum run by enthusiast Blender users to assist with problems using Blender. No-one here works for or has any attachment to the developers at the Blender Institute.

If you want to move the object that has a Follow Path constraint and its curve, and avoid the object drifting away, just move the curve.
To make an object start at the tip of a curve, the object needs to be at the center of the scene. You'll see that as soon as you'll clear the location of the object (shortcut AltG), it will jump at the start of the curve. Its location will remain 000 even though it's visually not its location. The Follow Path curve acts like a kind of parent.
So if you ever decide to move the object and its curve, only move the curve, and the object will follow, because if you also move the object, it will move away from the 000 location, and therefore it will move away from the tip of the curve.
See the difference:

As for duplications (or copy) and linked duplcations. In the first case (simple duplication) you create a new object that contains a mesh that is a copy of the original, but which is distinct, which means that any edit on the mesh won't affect the copies. Whereas in the second case (linked duplcations) you create a new object that contains a mesh that is not only a copy of the original, but it is the same, which means that when you'll edit this mesh, it will affect all its copy.

Thank you for duplicate clarifications, that helps! However, I'm fairly certain I've moved the curve, as you put it, plenty of times, without any object on the curve or path following it correctly.  It always deviates, and I have to reposition it.  But, as you said, the solution seems to be, just move everything to the center or world origin, and then create objects, paths, key frames, etc.  However, this will make the center very crowded, I would think; and so, my question for developers is, why not simply cut to the chase, and have an object already attached to a path, stay on the path?

As I said you should only need to move the curve, don't move the object, see my edit, and you don't need to put everything at the center of the scene. Maybe your problem is that you've parented the object to the curve, in that case deparent with Alt P

Ok, thank you for saving me some headaches!  The issue was, that every time I finished animating an object on a path, without fail, I would try to pick up and move both path and object, and it was always, always the object that was selected, not the path!  Thank you, this should help tremendously.  However, I would still ask, simply, if the object has just been animated on a path, why on Earth, Mars, or Venus would you want to then have them separated immediately after?  It makes no sense to this pea-brained grasshopper, and I'm sure, is causing some Blender Basic frustration out there!

And following the same logic, ("when I join something, I probably want to keep it joined for now"), it ultimately wouldn't matter if I had selected the object or the path; if they are connected in some way, and I exerted strenuous effort to connect them, I guess it's asking too much of software to assume I want them to stay connected.  One huge disconnect between PCs and users is, the PC can never infer from the length of time spent on a problem what the intent of the user truly is.  At any rate, thank you once again for your assistance!

Yes, I am aware of deparenting and becoming a Single User once again after certain connections, data transfers have been made.  But your illustrations and help are greatly appreciated; thank you.

Moonboots deserves another gold badge, whoever is in charge!  And might also get credit on my project, because this was a major hurdle for whatever reason.  I just couldn't for the life of me understand why I would want to select an object again, having just laboriously put it on a path, and then move it independently again.

This question and answer might also be SUPER useful to other Blender novices who, I am more than certain, will have same problems.

For the "why you want to then have them separated immediately after?", the two objects (cube and curve) are not really "joined", as I said to be placed at the beginning of the curve, you need to put the cube at the 0:0:0 location, if you move it away from this location, it will drift away from the beginning of the curve, this is what happens if you move the cube and the curve, and not the curve only. Yes I agree it's a bit confusing at the beginning but there may not be a better solution... A software that can do a lot of things becomes necessarily a bit complicated

Blender could also use a sort of lightning Placement tool, so you can quickly Place an object already on a path at its eventual destination.  Like an Empty Cube that could quickly align with a target, then you hit a keystroke, and it instantly Places.  That may already exist, and I haven't found it yet.....

Yeah, I think you are giving the developers/coders an out, though.  Just because Blender is complex and has more than enough bells and whistles, doesn't mean it has to grow exponentially more complex on the GUI end.  To me, the solution is simple and easy: I put an object on a path for a reason: just follow the path, and do nothing else, unless I instruct it to.  Simple.  However, you may be right about the fact that some obscure rule regarding plane/Boolean geometry might be at play here, and that's why there's this giant concession to this relationship to the  origin of the world.

At any rate, it's enough to get intermediates like me riled and frustrated, so I think this might be good to add to a newb thread, tutorials, etc.  Because you can fly in Blender once you understand a little more about the underlying physics engine, principles involved, that sort of thing

these tutorials exist on YT, you won't find them on Blender Stack Exchange which is made to answer precise questions   ;)


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Blender not able to use gpu
When I try to render my scene in Blender, it will only render on gpu, not cpu.
I went to the preference tab to see what settings I could change to make it work, but I was greeted to this:
I've tried updating to the most recent version of Blender and GPU drivers.
Specs:
RX 580
16 GB ram
Ryzen 5 2600

What happens if you switch to CUDA? - My own RTX 2070 gives the same error message if I click 'HIP' so you'd need a much higher spec graphics card to use HIP.

@JohnEason I have indeed tried switching to all of the render devices and none of them get found. Also I thought CUDA was Nvidia? I'm using an amd gpu.

Sorry. You're correct about CUDA and Optix being Nvidia only, however your gpu doesn't seem to be capable of using HIP according to this in the Blender manual. Best to check on AMD's web site to see if your gpu is supported.

Yeah, I guessed so. I figured that my gpu just wasnt good enough but I was hoping that there was some way to make it work. Thanks for the answers though!


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When I use a subsurface modifier, a weird line shows up that hides the mesh
When I insert the subsurface modifier, a weird line shows up and the mesh is removed. Every time I use the modifier, a line cuts through the mesh.

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

The solution is to go to menu Edit > Preferences > Viewport > Subdivision and then turn off or untick GPU Subdivision.


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Can you stop this material from breaking?
Before rigged I think it looks ok

After rigged, body breaks a bit at the bottom but clothes are still ok except when moving them with the body

In Second Life Viewer, patchy when avatar moved and issues at seems and underneath

I'm wondering in general if there is a way to fix this, or if anybody is experienced and could make a simple design I have for a mesh body work

Seems like you just need to mess with the Weight painting per bone to even things out a bit, the automatic weights didn't capture everything correctly.

I literally do not know how to mess around with the weights and fix it myself

As with  most things in Blender there are tons of resources.


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Blender Asset Browser and Folders full of Materials
Unsure of how to utilize this feature. Today I bought some set of PBR textures from FreePBR. I have set the filepath for assets to my assets folder containing the subfolders with the different materials and their respective maps.
I figured the asset browser was the tool for this, on top of all textures having a preview image included, seems like Blender should recognize a file full of textures and ya know, give me a little thumbnail preview of that material. Tutorial for asset browser all seem to only show how to sit there and make a goofy file full of random crap to add to a library to call up later. This is obviously not very useful, and I am not sure how else to ask or search for how to do the sensible thing with the asset browser.
I know Poliigon had something like an asset browser that worked specifically with their files, figured Blenders official thing would be much the same.
Any way to be able to browse a big folder of texture assets without making a file with a couple hundred dummy spheres where you have to hand-create each texture with node wrangling each folders contents respectively?

Hello. You don't need a hundred dummy spheres, just create the material. Blender will automatically create a preview sphere image for you ;-) There are addons to batch import PBR materials and the image textures maps (diffuse, roughness map, normal map, etc) so you don't need to do this manually.


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overlapping alpha textures - shading problem
I'm working on a bird that has an object particles system with transparent hair textures. When the textures are not overlapping is not a problem.
There are some weird artifacts going on as soon as they start overlapping.
I guess its shading the full mesh without the transparency in this case. Does anyone have a solution to this?
non overlapping feathers = good shading

overlapping feathers = bad shading

this is rendering in cycles btw


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Where is the UI menu option for "Separate by loose parts"?
After APPLYing an array, P doesn't load it for me, rather in Object mode it brings up the "Set Parent To" menu, and in edit mode it brings up the "Make parent?" menu. I've tried to create my own hotkey using this function "bpy.ops.mesh.separate(type=loose)" or "bpy.ops.mesh.separate(loose)" but firstly, there's so many hotkeys I can't be sure whichever one I choose (Shift + 9) isn't being overridden by another one, and it won't show me any error if something isn't setup correctly either. Is there a UI or menu or button that can be accessed without hotkeys with "Separate by" options?
Preferred answer sequence:
1. Yes, the menu is here (no hotkey involved)...
2. You are doing it wrong. This is how...
3. Here is how to create your own hotkey to do it (that won't be overridden by another hotkey)...
Thanks guys!!

I have never accessed that menu via shortcut, I always press SPACE for search and then type "sep" until the separate options appear. There are a number of functions in Blender that I only know how to access by searching, I just assumed there were no hotkey shortcuts.

that would work too except that i use the Maya input, so that spacebar to type function doesn't work :/

Make sure that you're presing P in edit mode, not object mode.
If that doesn't work you can find the separate action here (Mesh > Vertices > Separate > By loose parts):

You can check if the configuration is right on File > User Preferences > Input and search for "separate" and look on "mesh":

This is exactly the help I needed :) Thank you!!


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Sverchok text nodes, multi line text out with line break, how?
i am using the last release of Sverchok nodes 1.2.0, joining texts (strings) but i cant make a multi-lines output. What node should i use here to get a line break between 2 text contents?

one possible way would be like this:

i updated my answer

yes, this is it, using list node makes it multi lines text output, thanks


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I Cannot move my meshes any more whats goimg on?
I try to move meshes but the just won't translate. I don't know if I hit any key. The translation values just vary between 0 and - 0 on any axis

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

The most common issues may be either you have some transform channels locked, see your options bar (N) :

Or you have a Limit constraint on your object, in which case you just have to delete it :

Or your transform properties are driven, in which case you just have to right-click → Delete Drivers:

If it neither those issues, please provide more info in your topic, as well as your .blend file.


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How to fix SSS glitch when surfaces of same object clip (Cycles)
For quite a while now I noticed that I get those very shiny lines whenever surfaces clip through each other. The only ways I know for now is post-process or in edit mode move vertexes just enough to make surfaces be near each other instead of clipping through.
I know it is caused by SSS (both SSS and Principled SSS give that result).
The question is. Can I get this fixed by some trick with nodes instead of spending hours to cover that up?


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Camera not in Outliner or in 3d view
My Camera is not visible in the outliner or in the 3D view but if i press num0 i can see its view. But i can't delet it because i cant find it. I can't select it or something else.
Its like it isn't realy there.
I hope you cant finde a solution
Julius

Do not need to have a camera, you can set any object as camera by selecting the object and pressing ctrl + 0, just add a camera, and with the camera selected press ctrl + 0

Add a camera to the scene then press the keystroke.
To add a camera press
Shift A
Then Select Camera


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Video editing missing feature(?)
I need that a movie clip strip is scaled and moved in different positions along the time. I am not using blender as 3d editor, but only the video editing mode.
I can't find a way to move the video in the screen.
I tried to apply the transform effect to it, but i can't change the parameters along the time, they are always fixed.
Keyframes are appliable only to 3d objects, not videoclips, nor effects.
Anyone knows how do that? If it is possible do that without using the videoclip as texture of some object.
Blender it is so powerful also as videoeditor, i am missing that feature

It is possible to set keyframes on the values of the effect strip. Just press i while hovering the target value with your mouse and it will set a keyframe. You can also use RMB on a value and choose "Set keyframe".

A little test to convince you:

Isn't he cute! :3

In future, avoid uplaoding proprietary content and choose open source/free to distribute content, e.g. Blender Foudation Open Movies

I am sorry. I just found a tutorial about it.
Just add a keyframe on parameter (RMB->insert keyframe).
Documentation is not that clear.

Addons make this easier. Try this one: https://github.com/doakey3/VSE_Transform_Tools


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Unable to draw on 3D model but can do so on Texture Map. Also, no Texture Paint UVs detected
Can anyone advise on this problem: I'm unable to paint directly on the 3D model, can only do so on the image texture/ texture map. When I try drawing on the 3d model, the whole model changes into a weird tint/shade. Also the strokes drawn on the Texture Map is not reflected on my model. I've tried to trouble shoot by adding fills etc and it seems like the Texture map and the material on the 3D model are the same so I'm not sure what's wrong. Have added the shading node map in case someone can use that to diagnose the problem.
Video showing the problem
I also noticed that I don't have any Texture Paint UVs, after I did a side by side comparison with the tutorial I was following. Could this be the problem, and how do I "add" these texture paint UVs?

hello could you please pack your image and share your file? https://blend-exchange.com/

For texture paint, you need a valid UV map. Have you UV unwrapped your pizza slice? Depending on how you've created it the UV map might be missing. The donut is created from a torus which comes with a default UV map. For a quick test to go to the UV Editing workspace, select everything in the 3D Viewport (right side), and press U & select Smart UV Project. Then you should see a UV map in the UV editor (left side). Blenderguru also has an "Anvil" tutorial series that covers UV unwrapping & texture baking -> https://youtu.be/scPSP_U858k


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The Texture looks paler in the preview compared with the UV map
My issue is shown as below:

The texture of the face in Blender is paler if compared with the substance painter preview and the texture shown on the right side of the image.
As you can see, I am on material mode, I tried to both change the studiolights and their value but it only affects the hair which is actually unfinished.
I don't understand if I am missing some settings, the nodes are simple and straightforward, it's just an image connected with the output.
Anybody can help me?

It could be your Color Management settings.
Blender defaults it to "Filmic", which alters colors. Try setting it to "Standard" :

Alright that did the trick, thanks a lot!


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How to remove surfaces smoothly
I am very new to blender and I use it for fine tuning my Photogrammetry.
I scanned the shell below and I want to cut the lower rims evenly round.

I can use teh Select Circle tool but when I zoom in I still have jagged edges which I want them to be round as shown here:

So how do I make this cut smooth, which will also cut the existing surfaces adn leave a smooth cut?
Thank you.

You can smooth the jagged edges with the Smooth brush in Sculpt mode or the Mesh Filter > Smooth brush with a mask, or Vertices > Smooth Vertices in Edit mode, or use the Loop Tools (which might work not that well with such a triangulated mesh)

You might want to try using Face Sets in Sculpt Mode. Once you have the shell and the surface in an individual Face Set, you can use the Draw Face Set brush while holding down Shift to smooth the edge of the Face Sets. This will alter your geometry and probably distort your UVs, but maybe it will help.

Thank, I'll try this

ok, i got it. it is working.
Can i delete the mesh which i mark with the face mask or only hide it? i want to delete...

To delete the part of a mesh you marked with a Face Set: In sculpt mode hover the cursor over the Face Set that you want to remove, then press H to hide everything except this Face Set. Then go into edit mode and delete the faces. Then press Alt+H to unhide everything and check if you deleted what you want. Note that you probably want to delete faces, not vertices, otherwise you will probably delete to much.


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3.2.2 Installation Fail on MacOS
I am running a MacBook Pro 2019 with 32GB of memory and an AMD Radeon Pro 5500M 8GB graphics card, Monterey 12.5.1, and I am getting an error message “You can’t open the application “Blender” because this application is not supported on this Mac.”
Any ideas?

If it’s helpful for anyone, I figured it out. You have to go to “Other Versions” and download the Mac Intel version if you don’t have a Silicon chipped Mac.

This might be useful to someone. I do recommend you add the solution as an answer to your own question.


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Locking an empty's position to a vertex with shrinkwrap constraint
My problem is that I have a rope that has a cloth animation, so it's hanging between two points. The rope is a single edge with several vertices on it. When I try to attach emptys to the vertex with the shrinkwrap modifier (nearest vertex), it works for a while but when the rope starts moving, the emptys start teleporting between different vertices because the vertex before is not the closest one at the moment. How could I make the emptys stay on a particular vertex without them teleporting? Is there an alternative for the shrinkwrap constraint made for a similar purpose?

I got it to work with parenting the empty to a vertex:

Select the empty
Select the mesh that has the targeted vertex
Press Tab
Select the targeted vertex
Press Ctrl+P
Select Make Vertex Parent
(Optional) Tab out to object mode, bake animation, select Clear Parents, Visual Keying and you have an empty moving with the vertex without the empty being attached to the mesh.


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Smoke artifacts in render
I have a strange issue rendering with Cycles.
These are some rendered images:

As you can see there is a change in color/light around smoke and expand with smoke.
Based on similar problems I've read, I've tried:

with different Blender versions
set "Empty space" to 0 in smoke domain settings
set "Step Size" to 0.1 in World/Volume settings
different domain Resolution Divisions
adaptive vs not adaptive domain

but the result is always the same...
And re-baking the simulation each time is very time consuming.
The only clue so far is this image:

As you can see the artifacts correspond to denoising depth image, but I cannot relate this to final image since I'm not using denoiser...


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Collada import has frames compressed
I have a COLLADA file that I exported from Poser that I'd like to import into Blender. The file comes in nicely, and the motion is displayed properly on the mesh. However, in Poser there are 30 frames that I export. Yet Blender only imports 24 frames, with the final frame being the same as that in Poser. I would like my frames to be one-to-one between Poser and Blender.
I checked the file and it has "count = 30" all over it, so Blender should see that there are 30 frames.
Any ideas?
Thanks.

Answer: In Output Properties, Scene, Format, you can set the Frame Rate.


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Script to Change texture
Does anybody know of a way to script a change in texture to a blender object such as a wall. More precisely I have found ways to do it using images but I would like to use the built in textures in blender that can be found in the shading view under Add > Texture. For example if I have already assigned the brick texture to my wall how can produce a script to assign the Checker Texture.
Thank you for your help.


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What the difference between albedo map and diffuse map?
From what I understand, the Albedo Map it's from PBR workflow, and Albedo is basically playing the role of Difuse Map on Lambert workflow.
But I think there must be some difference...

The Albedo map is the base color input that defines the diffuse color or reflectivity of the surface. You could read this https://computergraphics.stackexchange.com/questions/350/albedo-vs-diffuse

Diffuse is intended for a Specular workflow, which means a diffuse colour map can contain lighting influences, AO, and shadow influences.
An Albedo map, on the other hand, is intended for a Metalness workflow and doesn't contain any of these influences, only colour.


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What happen to the lasso mask keybind ctrl shift lmb drag in 4.0
What happen to the lasso mask keybind ctrl shift lmb drag in 4.0 i can't use it anymore they changed a lot of stuff it seem even default keybind for brush as been changed

Blender have released a Video about keymap updates in version 4.0 which might help.

Thanks to the comment of John Eason i got my answer.
They changed from Left Mouse Button to Right Mouse Buttom.
So you can lasso mask with SHIFT + CTRL + RMB


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How to use viewport denoising on final render
My final render looks completely different from my viewport. I figured out that the "viewport denoising" option is what's making the change. Does anyone know how to enable this in the final render?
Viewport (this is what I want the final to look like):

Viewport w/out viewport denoising:

Render (this is not what I want, but what I get):

In my experience, viewport denoising largely compensates for a lack of render samples in the viewport - maybe reduce the samples of your render? Someone else had a similar problem here - https://blenderartists.org/t/is-there-any-way-to-turn-on-eevee-viewport-denoising-in-the-final-render/1318046 - though a solution is not outright mentioned, the users in the discussion seem to speculate this can be compensated for in the compositor.

I'm sorry, one thing I don't get: you have Bloom in the viewport with Denoising turned on, but when it's off the Bloom is gone? Because that's the most apparent difference for me...


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How do I open blender at less than full screen
I am a noob at SE and blender, so here we go...
I am using Win10, blender ver. 3.2.1
I would like to open blender at something less than full screen when I am watching you tube tutorials.
How can I do this?

open Blender, rescale the window to your like and File>Defaults>Save_Startup_File.

Thanks Allen and John!
I went with half screen mode of which I was unaware.

The best solution is a second monitor, since fitting everything to one will reduce your workspace and also make the video less visible (which is often a problem for identifying nodes, for example).  However, that may be cost prohibitive which is completely understandable.
You could use the side-by-side view layout in Windows.  Select the blender window and press Windows + Left Arrow.  It will fit to the left half of the screen and your other windows will arrange on the right side where you can select the window you want to fill the right half.
Another way to activate this feature is to grab the title bar of the window and drag it over to the very edge of the screen.  You'll see a border outline expand out to fill half of the screen.  If you release the window it will snap to the highlighted half.

Once you've done what Allen suggests in his last paragraph, you can set that size as default every time Blender starts by going to File > Defaults > Save Startup File in Blender.


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How can I animate a linked character and save the animations to the original file?
I have two rigged characters, each with their own file with a rig and deforming mesh.
I’m trying to animate these characters to dance with each other, which means it will be much easier to animate with them in the same project so they can coordinate their movements, so I created a third file that I linked both characters into and made a library override for both.
However, I would like the animation data I create for each character to apply separately to both characters, so when I bring them into a game engine, they can operate as individual characters who will join together to dance. However, to my understanding, it’s not possible to save animation data back to a linked file automatically- the new animations are only saved in the local file.
Is the easiest way to do this just to manually copy-paste the animation from the overrides back to the original files, or is there a way for the animations to dynamically apply to their respective files as I work?

In the Action Editor you should find the animation that you have created. Make sure you click the shield icon ("fake user") to protect it. This is important when you create more than one and they are not assigned to the character but you want to save them. Then save the file and open the original file of the character. There you can import the action with the main menu entry File > Append... Choose the actions(s) to copy them.


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What are some good ways (or the best way) to blend many (10+) textures or materials together on a single mesh?
I'm creating terrain for a landscape with 10+ different materials on a giant mesh with millions of vertexes and a single giant displacement texture: Why isn't it working perfectly? /s
But really, lets say that for some reason I'm forced to do it this way - a single mesh. I have a bunch of PBR materials and each has a corresponding alpha mask like this:

Currently I just have one material, and I have a bunch of principled shaders linked together in series with Mix Shaders and the alpha masks as factors:

While it sort of gets the blending that i want, problem is that after the 7th or 8th mix shader I can no longer preview the material or see it in eevee and instead have to preview it rendered in cycles. Also swapping the position of these textures in the stack is kind of clunky.
So again, I'm wondering if there is a better way to stack many materials/textures... Or if there is a just a more elegant way mixing textures.
vertex colors? geo-nodes?

You could do it as below. The example has four textures but shows the idea.


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How do I convert my 3D model into a 2D texture image?
I may just be being stupid here and missed something, but I'm having a problem with something. I have a model for something I made and am going to make it into a mesh, though the colors don't transfer so of course I have to make it into a texture. the only problem is I have no idea how to. I basically want the model and colors separate so I can add it later back on. If you need to know, I'm trying to do this for Roblox. I have seen someone with the same question but the answer was honestly just too much tech talk for me to understand.
Yes, I'm dumb, But I hope to get better at this over time.

Are you able to give us a screenshot or test files? I want to know how did you put colours on the model? Did you use only materials or did you paint the model?

It's extremely easy.
Just select your object, switch the render engine to Cycles, and bake the textures from here:

You can play with the options to get your desired result. You can bake your colour texture (named diffuse in the dropdown), the emission (Emit), the Roughness, the Normals, and a long list of more texture maps. You can also control if the scene lights affect our textures or not from the influence section, and which texture maps also. Then after modifying the settings to what you want, (remember that you also have output settings!) press the Bake button and tada! (Ignore the selected to active for now). Also, remember to open a image editor window so you can save your file from there:


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Accessing and modifying vertex color in geometry nodes
so I am pretty new to geometry nodes and I´m kinda stuck.
I have a mesh with vertex colors (stored in the Col attribute) and I´ve used geometry nodes to add a bunch of cylinders on there, setting their colors using the Col data.
Now I´d like to sort them into a grid depending on their colors. Basically removing them from their original position on the mesh by transforming their RGB to XYZ values.
Here´s my current setup:

And here´s a very rough sketch of what i want it to look like:

Now I´ve tried a bunch of things like capturing the attributes but it doesn´t work.
How do I access the Col values I can see in the Spreadsheet?
Is it even possible to do what I´m trying to achieve?

Check this out:
Via the Input (defined as Vector in the group input) and entering "Col" in the modifier you can access the vertex color.

Thank you so much, this is exactly what I needed!

You are welcome!

You are searching for Named Attribute node, it was added in Blender 3.2. Screenshot is from Blender 3.3 alpha.

Thank you so much, this is exactly what I needed!


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Rigging with rigify
Ok I've been trying to make a custom rig for a stick figure and whenever I try to generate the rig. It says the mmd bone doesn't support the ui data. I'm severely malding over here can someone help?

to get help and an answer you need to provide more details. How have you created the rig (from scratch? customized template?) Have you deleted bones? Have you set the Rig Types? Maybe share a demo file.

I've seen this before. You must have imported the bones that now serve as a metarig from another application. I can't say exactly which one and that's not that important.
You have to go over each bone in the metarig and take a look at their Custom properties. Some of them will have "mmd" in their name. Remove those Custom Properties. DO NOT remove the real Rigify properties such as "limbs.leg" etc.
You may have to check for Custom Properties in both Edit and Pose mode. Once all of the bad properties are gone, you should be able to generate.


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How to make color gradient look smooth?

Hey guys, how would i go about making this color gradient look smooth, without all the jagged lines on the material?
Thanks ahead.

You're using the UV output of the Texture Coordinate, so the gradient is projected according to the unwrap, instead use the Generated output, which will use the whole object, and put a Converter > Separate XYZ node in order to choose the direction of the gradient:

thank you so much!


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Filter point cloud based on proximity to another point cloud
I'm trying to build a nature scene with geometry nodes, and I want to make sure that plants aren't exactly on top of each other. For example, I don't want grass growing inside of trees and sticking out of the roots.
The way I thought about going about this is to make a point cloud for the most important objects first, then when I make subsequent clouds, they can be filtered out based on the proximity to the original cloud. How would I go about this?

Are you using particule systems ?

No. I'm using point clouds in geometry nodes.

This might be a solution:

After converting the point cloud of the trees to geometry with Points to Vertices, I simply use the node Geometry Proximity to check if the grass is at a certain distance from these points, and use that as a selection when instantiating.

I think that's perfect! I'll try it out next chance I get! Trying to get the boolean field from distance to points was what I was trying to do before, but I didn't think to use the route you did.


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rigid body marble run - does not allow me to complete a loop in the track
I have created the beginnings of a marble run using blender 3.1 and rigid bodies. For the run, I extruded a circle along a path. For the marble, I am using a scaled icosphere. I can get the marble to roll down the run, but when it gets to a short loop I built into the run, it stalls and will not go all the way around the loop, falling back and rocking back and forth until it stops. No matter what parameters I try, it won't work. I don't think the loop is too big. I have a long steep slope leading into it. I am beginning to think it is a limitation of rigid bodies. Am I missing something? Any help would be appreciated.
Running blender 3.1 on a windows system with a graphics card.
Here is a copy of the blender file. \
https://www.dropbox.com/s/8k6v2nyy52wwmz5/marble_run.blend?dl=0

It's possible the shape of the icosphere doesn't handle a loss in velocity and/or change in direction well. Maybe try using a "quad-sphere" for the marble instead - Start with a cube, then add a subdivision Surface Modifier level 3, and a Cast Modifier with the Factor set to 1. Apply them both.

i think there are two reasons why it won't work. First you have friction of ball and marble run set to 5. These should be as low as possible. Second the geometry of your marble run is ridiculous high which makes it hard for Blender physics to calculate. "normally" a density like this is more than enough for blender physics: [1]: https://i.sstatic.net/ci9yr.png if this isn't enough for your render, maybe make a second one with higher density for render and for the physics the low poly one invisible.

@Chris, I've tried your solution but it still doesn't seem to work

@moonboots : can u provide blend file so I can check it?

@Chris https://blend-exchange.com/b/jX1pJ44A

although i am pretty sure you don't wanna here it... ;) it works, if you lengthen the middle part a "bit" so that the ball gets more speed:[1]: https://i.sstatic.net/8expa.gif.

@Chris Great, but I guess RAMickelsen wanted a trick to make it work as it is, that said, maybe write the answer  ;)

Well …sometimes you might beat physics - but in the real world, physics beats you!♂

@Chris Is Blender the real world? Are we living in a blend file? How many polygons are you made of? Why are my normals inverted? i'm confused now

There is not real world for „us“. We are living in a simulation (and we are doing bad…so I don’t think we are gonna make it). to your second question: so we ARE indeed living in a kind of blend file of the future which also can simulate smell, feelings, sounds and so on. I am probably made of 3 trillions peribets (which is the synonym of poligon in the future but which is too hard to explain to the human brain power♂). You wouldn’t believe: peribets can also be inverted: that’s known for you as disease. Of course you are confused: you are human. That’s your nature.

Thank you all for the excellent input. I messed around with the friction settings and that did not solve the problem. I guess the solution is a longer run into the loop. Like you said, physics. And you are right. Too many subdivisions. Live and learn.
You guys are awesome.
BTW, I love this program. It is my new hobby. I am 70 years old, retired, and love computer graphics. I have another blender marble run up and working so this project is kaput.

Hi @RAMickelsen  I'm in my 80's and came across Blender some 6 years ago and finished up ditching the commercial stuff, using Blender exclusively.  I'd wager that dementia is kept at bay the more you use it! :)

Thanks Edgel3D! Guess Blender is not just for young folks!


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Why does part of my object not scale properly between edit and object mode?
I have created a bird and am extruding the wings from the side of the body. I have a mirror modifier set up so I can just work on one side. But the extruded shape does not stay the same when I switch back to object mode. In fact, the wings are drastically shortened and truncated and I cannot figure out why. The rest of the body is unchanged between modes.The first image is in object mode.

Does the mesh have shape keys?

I still do not understand why this is happening but I did figure out another way to do it. I just made the wing as a separate object instead of extruding it out of the body and joined it to the body using bridge edge loops. I would still like to understand why I could not make the wing by extruding it if anyone has any ideas.

Yes. I removed them because I could not apply a mirror modifier in my later attempts. If this is the reason for the problem, why does it not affect the rest of the body, only the wings?

If u really wanna know - I think you have to upload your blend file so we can check it out.


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Create closed room meshes
I have lots of imported building geometries and need a method to create simple closed inner room volumes. The buildings consists out of walls, windows slabs and so on and often they are not entirely closed. For example there might be open doors. The rooms should be as simple as possibly. Any ideas how to do this is Blender/python?

Hello, it depends a lot on your input data, could you add a bit more information about what you have now ?

The input is usually IFC-files from Revit or ArchiCAD but it could also be pure geometries.

You might want to explore topologic then https://github.com/wassimj/TopologicSverchok

Thanks, you are right. Topologic is probably the way to go but I have not been able to use it for this purpose, even with a lot of help from the author.


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Stretch and skew cubes with geometry nodes/raycast
I have just started out with geometry nodes and have an idea that I wonder if somebody could help me with. The idea is to add cubes that stretch until they hit an object (wall/roof/floor) and also skew if the object they hit is not parallell to the face of the cube.
In this image I show the cube in orange and the red cube is the result I would like to get. Any ideas how to get started?

you should checkout the raycast node - it can determine when it hits and give you the normal

Hello, it looks like you're using the BlenderBIM addon ? It has a builtin tool to generate spaces from closed walls.

Thanks, yes, I plan to use the raycast node but I have not been able to solve this using the examples I have found. At some point I would like to be able to generate IFCSPaces from walls using BlenderBIM but right now there are too many limitations (for example, my spaces are not closed and consists out of other room bounding objects so I thought I find an alternative method,


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Need help converting a model into multiple cubes/shapes
I am currently working on a suspended installation of cardboard cubes, or tubes, that delegates write on and an install team will hang to create an icon. By the end of the event there will be a finished piece.
To visualise this I am looking to create this on Blender however I am having trouble creating this. Is there a process I could use in Blender that could translate a model into these separate shapes to save me from manually creating this?
Thank you!

Geometry Nodes are probably the best way to do it, but you can try it with Particle > Hair:

Build the object (the plane), give it a particle system. Enable the Advanced option to have some rotation options, under Emission choose the number of particles, also choose Source > Emit From > Volume. Under Rotation choose the way the particles are oriented.
Under Render > Render As choose Object, and Instance Object > choose the object that is used as particle. Deactivate Show Emitter. Deactivate it also under Viewport Display:

If you need more particles in some parts of the object, paint it in Weight Paint mode and in the Particle panel, under Vertex Groups > Density, choose the group you've created.

This is great thank you so much for your help!


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I cant select more than one object, or interact with it
So I've been using blender for a few months now, and I haven't ever had something like this... I cant select any object, through the viewport or heirarchy, nor can i interact with it or anything. I have tried various fixes.
I wanted to get kitbash sets for myself and when i opened the file, I first couldn't see the outlines, tried to fix it, but the outline selected option, gizmos and origins were all on already, next, i tried selecting multiple objects with box select and it didnt do anything, then i selected one object and it worked, tho still no outline, and the main thing is that i couldn't interact with these objects in any way except selecting one, or through the heirarchy(which also doesn't highlight the selected object, and i cant shift select or ctrl select either). I have tried everything i could think of and none of them have worked so far, im thinking that i should just download another format of it. I have tried opening other files by the same creator, but the same problem persists. The only reason i can think of is some sort of version incompatability with old blender versions to 3.0+
Edit: The same thing happens for recent files too though, i cant selec, interact or do anything, even when downloading an FBX format, after i open it again, i cant edit it at all.

https://blender.stackexchange.com/a/159907/86891 ?

Turn on the selectable toggle and check if the objects are marked unselectable in the heirarchy. It's the cursor icon, when disabled objects can't be interacted with in the viewport.


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Curve modifier: Uniform deformation
I am following this simple tutorial on how to create a simple signet ring. The instructions are easy enough to follow, however at one point my actions do not reproduce the result displayed in the tutorial.
Instead of that uniform deformation of the cuboid shape along the bezier circle, I get a mixed result indicating that only along half of the circle, the modifier works as intended.
Here is a screenshot for illustration:
Can you point out the source of this difference?
Best,
Clemens

hello please share your file: https://blend-exchange.com/

I should have checked more thoroughly before posting the question: I did not have all of the vertices selected.

I should have checked more thoroughly before posting the question: I did not have all of the vertices selected.
Anyway, maybe this entry will help someone else at some point.
Edit: The problem re-occurred an I have learned that it was not caused by vertex selection. Instead the explanation is:
By default, the Mirror modifier has an option "Merge" activated with a default threshold of 0.001 meters. Because I am working on a thin shape, this caused the phenomenon depicted above.
Solution: deselect the "Merge" option.

you probably should edit your answer to get straight to the solution and it looks like it starts at By default, the Mirror modifier has .... you can delete everything before that. this will help the reader to get straight to the solution.


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How to Simplify/remesh mesh
how can I simplify this mesh?

(I have to reduce the amount of internal edges, without altering the form of the total mesh)

You could try Limited Dissolve. - In Edit mode. select All then use the Mesh > Clean Up > Limited Dissolve menu.

..or after selecting all with A hit X > Limited Dissolve if you want to do it with shortcuts in the viewport. I would use Afor the selection because with a mesh like this and in the current view mode (Solid with no X-Ray enabled or perhaps Wireframe mode instead), if you just box select the mesh there might be overlapping areas which do not get selected if the are lying in the background.

Limites dissolve worked perfectly, tanks!


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Divide model in fixed lenght pieces
in order to print it, i have to divide this model in 3 parts, each precisely 28cm long, how can i do it?

I tried using the mesure tool, but I wasn't able to obtain precise mesures and to snap thing to it.
thanks

knife project, using some edges spaced by 28cm


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img to mesh in blender?
I have to create 3d text(mesh) from this image in blender, in order to create and 3d print a sign:

But how can I convert the text in the image into a curve/mesh?

You cannot convert a pixelated image to a 3D mesh. If you would like to use an image as a source to be able to have curves and elements usable in 3D, you will need to use a vector image format, such as .svg. Once you have a .svg, you can import it in Blender, and you'll be able to redefine curves and points to help you recreate the text you would like to have.
EDIT :
If you absolutely need to use this .png image, import it as a background reference, and model the text on top of it. Otherwise you can find the exact font of your image and use it into blender to "write" the text as 3D mesh

can i turn a png into an svg using gimp or inkscape?

It will be easier to rebuild it from scratch than try to convert it to mesh. It looks like the font is the Helvetica Ultra Compressed which is free. Once installed, create a text object, in Edit mode type the text, convert to mesh and, in Edit mode, lean it with the Shear tool (AltCtrlShiftSX), etc, it should be pretty quick:

thank you, at least I managed to get something decent

There'd no reason you can't rrplicate the exact same shape actually, the kind of wave behind the font is pretty easy to model as well


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How do I utilize printed coordinates from the system console to place an object?
I have over 50 vertex groups that I have on my mesh. I am using a script to locate the world position of a vertex group that is then printed into the system console. I am wondering how do I grab the printed world coordinates from the system console in a python script to place the cursor at those specific world coordinates? And is this a process that can repeated looped through multiple vertex groups?
import bpy
import bmesh

obj = bpy.context.collection.all_objects["Gazelle"] #object name

vertex_group = obj.vertex_groups["stomach"] #vertex group name

vg_index = vertex_group.index

depsgraph = bpy.context.evaluated_depsgraph_get()

bm = bmesh.new()

bm.from_object( obj, depsgraph )

deform = bm.verts.layers.deform.active

world_matrix = obj.matrix_world

for vert in [v for v in bm.verts if vg_index in v[deform]]:
    # vertex coordinate in object space
    co = vert.co
    # vertex coordinate in world space
    world_co = world_matrix @ co
    print(co, world_co)

Why on earth would you go through the system console first? Why not just place the 3-D cursor from this code instead of trying to run a second script on console output?

whenever i try to go through the code it says there is a context error.

It would be a good idea to ask about that problem then. Currently this question is about an XY-problem.

thats fair, will ask new question


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How do i make all faces uv look up
Im making a backrooms game and i want the wallpaper to face up but depending on the face they are looking at different directions, i arleady tried smart uv project, unwrap, reset and nothing seems to work

as you can see one is facing up and the other one is facing down and this happened to a lot of other faces and i want to make all of them face up, there is a way i could do this without manually rotating all the faces uvs?

Hello, with what method did you unwrap, have you tried Cube Projection for example?

THANK YOU IT WORKED!

There are several way to unwrap, you can use the Cube Projection method for walls for example.


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How can I confine vertex colors to specific faces in Blender 3.2.2?
Crash Bandicoot is famously colored almost exclusively using vertex colors, but if you look at his PSX model you can see that certain faces that share vertices are not gradients. Instead, there is a sharp difference between the colors on his eyes, nose, lips, teeth, ears and skin:

Can this effect be recreated in Blender, with 3.2's new vertex color functionality? Or does Crash's old model have hidden faces to contain the gradient somehow?

Yes, vertex color in Blender is a "face-corner" attribute: you can specify a different value for each corner of a face:

The trick here is to enable "face masking mode" with the button immediately to the right of the "vertex paint" mode select. When you do this, you can select individual faces (either with vertex paint's select tool, or via face selection in edit mode) and your painting will be restricted to corners that are a part of that face.
There are drawbacks to doing so-- just as with other vertex attributes, many engines will need to split any vertices to limit vertex color to a face-corner.  I can't say for certain whether Crash Bandicoot used per-corner vertex color like this.  Another way to do it, that isn't actually any more expensive in most rendering engines, is simply to rip the edges of discontinuous color, so that you have duplicated vertices/edges located in the same positions.
Thanks for mentioning in comments about the new, different types of vertex color layer attributes: Blender can now support both vertex-data and face-corner-data vertex color layers.  You choose upon creation of the vertex color layer.  If you want a different color for each corner, you need to be painting on the face-corner type.

I enabled Paint Mask Mode next to "Vertex Paint", and it works for setting the color of a specific face. However, the color still leaks into surrounding faces and selecting and coloring those faces affects the colors I've already added to other faces. What am I doing wrong?

I figured it out. The Domain needs to be set to Face Corner when creating the color attribute.


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Blender's inset is extending outwards
I'm following a tutorial for a base mesh, and I kind of went off and defined the head myself. I added two extra line things (Ctrl+R) just to shape the head the way I wanted,
but when I tried to resume the tutorial and add an inset for the eye, the inset was expanding past the selected faces instead of going inwards like it's supposed to.
Before Inset:

How it's supposed to look:

What inset is doing for me:

You have to turn off Proportional Edit by pressing O key.
I was messing with the O key earlier for to soft push around the faces, so I must've accidently pressed that while insetting and made it an offset.


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Render image doesn'y match my camera perspective
Recently I'm trying to make this backroom footage, but it seems like that my render output have some differences to my camera view in layout mode.
The wall buffer seems to disappear in the output, the viewing angle is also different from the camera perspective view, the carpet's texture also seems doesn't match as well.
Since I'm new in blender, I've no idea where to change these settings.
This is my blender file. Thanks alot!
https://drive.google.com/file/d/1E_Kkdq1SyBdq4EYTU5FPEwU2_0Ltsl3Y/view?usp=sharing

Check your Outliner, you have some objects that are disabled in viewport but enabled in render (I can't see any difference in the perspective though):

Wow! I completely forget that I left those two object in my file. Thanks alot!


text:
Pose distorts mesh?
I am trying to model a character that can kick high. Initial model looks like  after extruding vertices from the hip socket
Now I want to make it kick high, but max. thigh mesh can go without being distorted is . How do I get it to kick high without distorting or messing up the thigh vertices are attached to the hip socket? I want the thigh mesh to look normal.
Like this  but vertices are still protruding out from, or attached to hip socket Thanks

You need to try "Shear" tool, press "F3" or "space bar" don't know how you have setup your blender and search for "Shear" or press Shift + Ctrl + Alt + S and then chose axis on which you want to rotate the end of cylinder