text:
Can I disable my fire simulation from risign upwards
So basically, I am making a scene in space where a spaceship is supposed to catch flames before exploding. However the flame is rising which is unlrealistic for a 0G enviorment.
From what I've read by hovering over the sliders in physics settings, setting the temperature in fire settings should disable its movement upwards. Problem is, the lowest value i can set is 1.0 for the maximum temp, and 0.5 for the minimum temp.
How do i tackle this problem? Can I? This is the method I used for creating my flame.
https://www.youtube.com/watch?v=mh9tyFnzSUw

Maybe Gas > Buoyancy Density and Buoyancy Heat?

I assume you use settings like in the linked tutorial. The Flow Type is set to Fire and in the Shader Editor you set the Density in the Principled Volume shader to 0.
Then I would set Gas > Heat to 0 on the domain, this keeps the fire from rising. Buoyancy Density is making the smoke rise, so it is not so important to change it if you have set the flow object to Fire and the Principled Volume density to 0.
And if you do not want smoke and disable it in the shader anyway, you can set Fire > Flame Smoke to 0 on the smoke domain, this way it does not get calculated in the first place and makes baking significantly faster.

On the flow object you also might want to enable Initial Velocity and set a value for either Normal or any of the axes, probably to simulate gas emanating from a pressurized inside into the vacuum.

An alternative could be to disable Gravity in the Scene Properties, this way you can manually set Gravity values for each axis separately in the smoke domain.


text:
How do i keep sharp edges after combining 2 high poly sculpted meshes?
Not sure how to fix this shading issues and still keep the sharp angles. I found that smoothing tool helps but i loose those angles then. Does anyone know alternative to this?

are these two parts part of the same mesh?

Yes, I connected them with boolean modifier.

source: Stack Exchange

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

sort: votes


text:
Low poly model showing on normal map in cycles, and normal map not showing on model in eevee
Title says it all. Both things are shown underneath, ive been trying to fix this for about 2 hours now and im on verge of giving up.

maybe share your file? https://blend-exchange.giantcowfilms.com/

It got fixed by itself. Seems like it was the software bugging. Thanks either way.

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


text:
Is there a way to play all actions that are part of one armature one after another?
So I have a few actions I made for my FPS hands that I would like to play one after another and render it as a video, but I cant seem to find where or how to do that. Is that even possible?

you need to push down each action into the NLA (Nonlinear Animation window) and move the strips that it will create

Do you mind showing me how? Im unfamiliar with NLA.

You need to push down each action that you want to show from the Dope Sheet into the NLA (Nonlinear Animation window):

Then open the NLA and move each strip (you can also put them all on the same track). Press G to move a strip, right click on a track to move it up or down:

If you press N in the NLA you'll have access to the NLA properties, for example you can decide the effect of the selected strip, Extrapolation > Hold means that the strip below the one selected won't be able to act. If you want them to act, choose Nothing, or put the strips above this one:

If you want the NLA to play you need to close the action playing in the Dope Sheet, action playing in the Dope Sheet will play primarily.
To quickly edit an action, select its strip in the NLA and press Tab, the strip will turn green, the action will automatically appear in the Dope Sheet.

Oh i see, and how do i play them back? It only plays one that i have selected in the action editor.

If you want the NLA to play you need to close the action playing in the Dope Sheet, action playing in the Dope Sheet will play primarily

If you put them all in one track, you can also just click the star button to play it.

Ah, great. Thank you so much man.

@moonboots By closing the action in the Dope Sheet, do you mean mousing over the strip in the NLA and press Tab, or how exactly do you close an action in the Dope Sheet?

click on the X button on the right of the action name


text:
Non-Destructive Mirror of a Multires Modifier Sculpt
I am in the process of modeling a simple couch. I am sculpting in fabric details using the multi-resolution modifier and various cloth brushes. I'm running into a problem after modeling the first armrest. All I want to do is duplicate it and then mirror it along the X so I don't have to start from scratch.
See this image:

So I duplicate A, position it where I want, and then mirror it by setting X to -1.000. Everything looks peachy so-far. See this image:

If I try to sculpt at this stage, I get a warning that my scale is non-uniform. Sculpting is a big buggy if I ignore the warning. So I need to apply the scale somehow without losing the data from the multiresolution modifier. Unfortunately if I apply the scale, I lose a lot of the sculpting detail. See this image:

So my question is, how can I mirror the first armrest and still retain the multires modifier data? Is this not possible due to the nature of how the modifier works? Is there another (better) way to do this?
Thanks much.

Is there a reason you are copying the object and inverting it instead of using a mirror modifier?

If I use the mirror modifier after the multi-resolution modifier I can't sculpt asymmetrically. I want to be able to sculpt freely on both arm-rests. If I apply the mirror, this weirdness results: https://i.imgur.com/PC995nw.png

If you don't wanna use mirror modifier...You can select both the armset and the go on what ever you want to do. By this you can move them freely and don't need to mirror the object...

I'm not sure I understand you completely. I'm trying to duplicate and mirror an object in one stage of sculpting while retaining the sculpting data from the multiresolution modifier. I want to mirror the object to save time so I have a "base" to sculpt from rather than doing the same thing again. Sorry if my explanation is confusing.

You can do edit both armset at the same time by selecting both of them...

any reason why you can't duplicate the mesh in edit mode then sculpt, then use p to separate it once your done sculpting? or am I misunderstanding

Yes. If you do that, the duplicated mesh is not mirrored thus defeating the purpose. If you mirror it in edit mode the same thing happens if you were to mirror the mesh in object mode. The sculpting/multires data still "thinks" the mesh is not mirrored and the mesh gets corrupted. I've already created the second armrest by hand, but I still want to know if there is a solution to this - out of curiosity. I have a feeling it's a limitation of the multiresolution modifier though.

Use Animation Nodes add-on, it is open-source and totally free. I'd suggest a setup like this:

The node tree duplicates A then modify its scale (new y = y*(-1)). In your case, you may want to do it with x instead. I tried to sculpt A.  After I mouse-released the sculpt brush, B would be updated too. In this approach, I can't sculpt the new object (so-called B) directly.

This issue as well as a few similar ones will be solved by Everything Nodes project for vanilla Blender but the implementation is not done yet and there is still a long way to go.

Here are some of Chris-P's Animation Nodes Youtube tutorials. I have no affiliation with the author. However, the first few episodes of the series were very useful to me as beginner. Feel free to comment about better tutorial please.

I have two solutions
A)

dublicate object.
press Ctrl+M+XYZ (flip object on x/y/z axis).
place it in the desired place.

B)
This doesn't flip the object, but it gets you a similar result.

select the couch, and then press Shift+S+2 (Cursor to selected).
Duplicate A and select the new object.
Set the transform pivot point to 3D Cursor.
press R+Z+180 (rotate along z axis 180d).

Hello my apologies if I am getting confused but you are trying to solve something by taking a strange detour. Follow these instructions to work in a happy way.
1 create a cube, subdivide it by 3 and apply the modifier. It's just so you have a bit of resolution.
2 in edit mode select all the vertices and move them in the X where the armrest would be left or right where you want.
3 You go into sculpt mode. Pressing N to see the right panel. In that panel at the bottom you see an option that says "Symmetrize" if you display it mark X to make symmetry in X just below that sub-panel you have a button to execute the symmetry if your object disappears is because you have to invert the direction, control z to see the object again and just above the Symmetrize button that you pressed you have a drop-down that says -x to + x because it searches for + x to -x symmetrize again and you will see the two hypothetical parts or armrests.
4 Now to model your two parts at the same time you have to verify that at the top of the toolbar the mirror symbol and xyz appear in three little buttons. It goes without saying that now you have to activate x to mirror.
Two things to keep in mind if you deactivate it, you will stop modeling in the mirror making different wrinkles for the two armrests. Therefore, do not click on the Symmetrize button or you will lose one of the sides replaced by the other and they will be the same again.
The other thing to keep in mind is that if you stop mirroring and make marks on one of the sides, you still have the option to activate the x again but if you model above the parts that are no longer the same, it may be in some area the brush no longer touches the surface if you made an indentation or touch it too much because you made a ridge. In any case, you can do it, just check that you like the result.
As a recommendation, try not to. I would first model everything that I do want to be reflected and then what I don't want to be reflected. Note do not apply uv before modeling. if you press the Simmetryze button this makes a destructive reflex. So that you understand me, the reflection generates a copy of vertices with an index different from the one they had, it did not move them so that they were reflected. I generate them. If your object had uV now your second half in the uv editor are overlapping. Taking advantage of half of your texture map.


text:
Why is my render darker after joining geometry?

I am working on cleaning up an asset I purchased of a closet (above). I am currently trying to join the closet doors together (frames + glass pane), but when I do so the render gets darker for some reason.
Before Joining:

After Joining:

The difference is subtle, so I would suggest opening both the before and after images in separate tabs and flipping through them quickly. I checked my normals and they are fine.
Any help at all would be extremely appreciated as I am completely stumped.
Here is the blend file:

It might have something to do with the IOR of the Principled BSDF on your glass material. Try lowering it slightly (maybe 1.2 - 1.25?).

I'll give it a shot. But why would that make a difference if the IOR is the same both pre and post join? Just a note - I'm not really searching for a "good result" as much as I'm trying to understand exactly what's going on behind the scenes. I.E. why is the joined mesh render darker.

I'm not sure - perhaps blender handles refraction differently when the object is larger (because all the pieces are now joined), and therefore has a slightly larger (or different shape) bounding box.

Interesting thought, I hadn't considered that. Thanks. The geometry of the doors is a little dodgy anyway, I think I might just re-model them. I think they were modeled in max and the actual glass pane doesn't have any thickness, so I'm not really getting an accurate result anyway.

So I figured out what was happening. Shadow ray visibility was disabled for the glass. When I merged the glass with the frame, shadow ray visibility got enabled again.


text:
Why is the Clay Brush (set to add) actually Subtracting during stroke? (Sculpting)
I am trying to do some sculpting but running into a problem with the default clay brush. I can't tell if this is a bug or operating as intended.
Basically, if I use a low strength value, such as 0.200, the brush actually starts subtracting from my mesh, not adding. I want a low strength value but additive sculpting.
Here's a gif that demonstrates what is happening
(Excuse the bad compression):

Notice how ADD is selected, but it's actually carving into the mesh.

I would really appreciate any kind of help! Thanks.

It's possible you may have accidentally set your normal to inverted. To check, in the material for the object you are trying to sculpt go to the settings of it and turn on backface culling. If you can see inside the object then you will need to flip the normals or set them outside. You can do this by pressing [option + n] or [alt + n].

Normals are fine. You can actually reproduce the issue with a default sphere, so it's not specific to my mesh.

I've asked Pablo Dobarro and this is caused by the combination of autosmooth being enabled and a relatively low resolution mesh. This results in the autosmooth displacement being stronger than the effect of the clay brush displacement. Therefore, this is not a bug. I can add this as a proper answer if it solves your problem.

That's good information to have and thank you for your response. Unfortunately my mesh isn't really that low resolution, I've subdivided 3-4 times using the multires modifier so it definitely has plenty of geometry to work with yet still cuts negatively into the mesh. I've tried it on a default sphere as well after subdividing several times and again it still cuts negatively into the mesh. I've been able to get around the issue by just simply not using the clay brush, but I'd really like to know if there is a proper way to solve this issue.

I've tested it on the default Icosphere. I needed four levels of subdivisions with the Multires modifier until the mesh density was high enough that the autosmooth didn't overpower the clay displacement with the default settings of the brush. You have to balance the strength of the clay brush and autosmooth depending on how dense the mesh is. The strength of autosmooth can be adjusted in the sidebar Tool > Brush Settings > Autosmooth.

That was the ticket... I didn't realize there was a value for Autosmooth exposed in the tool settings. Thanks so much! Feel free to add an answer and I'll reward the bounty.

The behavior is caused by Autosmooth (Sidebar (N) > Tool > Brush Settings). This setting controls the amount of smoothing that is applied to each brush stroke. In your project the positive displacement of the clay brush is cancelled out by the stronger Autosmooth. The strength of Autosmooth depends both on the factor in the tool settings and the resolution of the mesh. An object will be affected less in its shape the higher the mesh resolution is.
Hence, there are three options to reduce this unintended displacement:

Reduce the strength of Autosmooth.
Increase the strength of the clay brush.
Use a higher number of subdivisions.

The first and second option are the most straight forward solution to the problem. The third option is only listed for completeness, it is likely not desirable to increase the number of subdivisions just to reduce the impact of Autosmooth.


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How can I invert the value range of a node group's input node?
I am making a simple edge detector group, and I want to expose a value to its input. The only problem is that the value I want to expose is mapped differently than I would like. It goes from -1 to +1. I want to create a slider that controls this value such that the slider goes from 1 to 0 (backwards) instead of -1 to +1.
Here are images:

Hopefully this makes sense.

So I found the solution pretty quickly! I just needed a "Map Range" node.
Here's a link to the documentation:
https://docs.blender.org/manual/en/latest/compositing/types/vector/map_range.html

Hopefully this will help someone in the future.

Feel free to accept your own answer as correct.

Sure thing, can't do it for a couple days though.


text:
How to I change the Interpolation Type in the Map Range node like the documentation says?
According to the documentation, you should be able to change the Interpolation Type of a Map Range node. I am on 2.91.2 and don't see it. Is this a new feature that I don't yet have access to?

Secondly, is it possible to create my own interpolation curve using math nodes instead? I am trying to remap a value that doesn't progress from 0-1 linearly so that it does follow a more linear range in implementation.
Keep in mind this is all in the shader editor, not compositor.
Gracious thanks for any help at all.

Make sure you are on the shader editor. In 2.9.12  the interpolation options are there:

Thanks so much, I don't know how I missed that.

You might find it more intuitive to use an RGB Curve node once you've normalized the value using Map Range.


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How to Draw Waveform Automatically
I'm doing some video editing in Blender, and every time I drop a clip in to edit, I always find myself selecting the audio and then telling Blender to draw the waveform using Adjust → Sound → Display Waveform:

Is there a setting where I can make it automatically draw the waveforms for all audio clips that are pulled into the VSE?

In the VSE's View menu there's a point for Waveform drawing. You can set it to always on there.

When you have one or multiple Sound strips you can check Draw Waveform in the Strips Sound Properties (on the right, open VSE's Properties Panel pressing the N key) per Strip.
When you want to set the behaviour for all Strips you can do so since the work on the gooseberry branch. They introduced this Feature there directly in the VSE's Menu Bar, but later implemented it in the Master Branch into the View menu with an own submenu Waveform Drawing where you can switch between two global options for turning Waveforms On or Off for all strips or let each strip determine on it's on property as described above whether or not to display its Waveform via Use Strip Option.
(You can script this if needed)

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


text:
How can I remove the duplicate edge between two tile objects
Here is what my object looks like, it is a combination of four tile objects.

The seams are very visible. How can I remove them after join those objects?

You can use Merge by Distance or other merge tool. There are merge options in some modifiers like Mirror or Array. https://docs.blender.org/manual/en/2.80/modeling/meshes/editing/vertices.html#merging

Thanks for your advice, but how can I select all those vertices at the dividing line once time?

You can select all the verts, not necessary only the edge. But there is a function for this Select>>Select Loops>>Select Boundary Loop (Select everything first).

Thanks, that really works for me.


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How can I draw custom shapes on object to be deformed?
There is a imported STL object. How can I draw custom mesh or grid on surface of object?
I need two areas of shape ,  the first one is to define deformation range (like blue area in picture);the other one is for stretch or transformation (like red area in picture).
Thanks.

In sculpt mode, you can draw a mask like this:

Then smooth the mask using Mask → Smooth Mask
Add iterations using F9

Then Invert mask (Mask → Invert Mask) and make an operation for example grab like this:


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How to get measurement data like the distance between two points?
How to get measurement data like the distance between two points? I'd like to display them in addon as
name1: 142.354mm
name2:236.977mm
name3:201.364mm
...
thank you.

MeasureData are stored in     bpy.data.grease_pencils["Annotations"].layers['RulerData3D']

MeasureLines are stored in StrokeCollections with Stroke Points. Every StrokePoint is stored with coordinates. With this coordinates we can calculate the length.
import bpy

idx = 0
for stroke in bpy.data.grease_pencils["Annotations"].layers['RulerData3D'].frames[0].strokes:
    print("name%s: %.3f mm" % (idx+1, (stroke.points[0].co - stroke.points[-1].co).length*1000))
    idx +=1

Return:

related: How do I access grease pencil data?
Update: get line and angle measurements
MeasureData of lines are stored as Grease Pencil Strokes with 2 points.
MeasureData of angles are stored with 3 items. To get an angle we need two vectors [point0:point1] and [point2:point1] and calculate the angle with the build-in 'mathutils' module.

import bpy

idx = 0
for stroke in bpy.data.grease_pencils["Annotations"].layers['RulerData3D'].frames[0].strokes:

  # measure lines with 2 points:
    if len(stroke.points) == 2:
        print("name%s(line): %.3f mm" % (idx+1, (stroke.points[0].co - stroke.points[-1].co).length*1000))

  # measure angles with 3 points) ; point[1] = mid point
    elif len(stroke.points) == 3:
        vec1 = stroke.points[0].co - stroke.points[1].co   # first vec:  point[0] to point[1]
        vec2 = stroke.points[2].co - stroke.points[1].co   # second vec: point(2] to point[1]
        import mathutils
        radians = mathutils.Vector((vec1)).angle(mathutils.Vector((vec2)))  # get radians
        import math
        angle = math.degrees(radians)                                       # convert to degrees
        print("name%s(angle): %.f degrees" % (idx+1, angle))

    idx +=1

thanks for your answer, it works well.
And how can I find 'angle measurement' data? It's likely different from measureLines.

We need 2 points for a line, but three for an angle measurement (better 2 vectors). So we can detect an angle because of the three items (points) in a Grease Pencil Stroke. See updated answer.

thank you very much.


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How can I draw a contour line and edge line for deformation of a STL file

I am wangdering if blender can achieve the functions as the impage shows?
Imported a STL file in the blender.
1.draw a contour line which can limit deformation range,like the blue line.
2.dras a edge line inside the contour line which can contronl the direction and size of deformation,like the red line.
Woud someone please give me some suggestions or tips.Thx a lot.

Hello. I think you can do something like this in Blender, but not using the same tools. What is the end goal here ?

It's orthotics(brace) design work, we want to design a 3D file, usually a part of human body, about deformation operations according to biomechanics.
I have tried 'mask' tool, it can create  a contour  which can limit deformation range, but it's hard to  contronl the direction and size of deformation like the red line as above image.
Would you plese give some suggetions? thx a lot.


text:
How to keep the original geometry of the preview when using Subdivision surface?
I'm working on a model following a time lapse and ran into this problem where the subdivision surface when applied creates more faces than what the time lapse continues with which makes it harder to follow. This is what I end up with when applying the modifier:

And this is how it should be:

Im following this time lapse (the modifier is applied at 1:00): https://www.youtube.com/watch?v=v2Qd8CZNF2Q
As you can see it keeps the same geometry from the "optimal display" preview shown when you first add the modifier after you apply it. How???
I've ran out of ideas of what to try and no one else has seemed to have this issue which makes me wonder what am I missing?

Hello and welcome, when you apply the subdivision modifier, you will get more geometry, you could reduce the level to 1 but it is always going to add more geometry to your object. The second image looks like when you have the modifier but not applied

Hi! Thanks for the reply! But that's the thing though, When they applied the modifier it stayed like that and they could edit it in edit mode and they continued the time lapse like that.

The video does not show the action of "apply" so, i can tell you that they did not applied the modifier but they do have "on cage" activated on the modifier so you can see it in that way. https://imgur.com/a/g839d59

https://blender.stackexchange.com/questions/190944/how-to-select-the-cylinder-object-and-not-the-outer-reference-surface/190948#190948

Oh my god I feel so dumb, thank you! I'm learning to model so I don't really know how modifiers work properly yet, Thanks a ton! This really helped!


text:
Image as plane alpha working in viewport render preview but not final export
I've added an image as plane for the palm tree branches.

They look great in the render preview, but in my final export they have a black border where the plane is.

How do I fix this?
Here is the blender file: https://drive.google.com/drive/folders/10Y61n86dOw6piPl5xSJxvpuA4dyAR0OH?usp=share_link

it looks like you have overlapping faces, have you tried to avoid that?

That was it! The branches were set up as a particle system and children was set to 3 in the viewport and 100 in the render. Thanks!

Your particles are overlapping, avoid that


text:
Automate many emissive primitives using Python in Blender 2.93
Background:
Hello, I'm a researcher looking into the supply chain. A few years ago I was creating a static visualisation of vessels across the globe. I discovered Blender and using several tutorials was able to create a realistic map and using Python place glowing/emissive rods on the map. However, I needed more data and therefore left the project till now.
However, in that time things have changed in Blender and my script no longer work (not even on old versions).
Task:
I'd like to run a For Loop, which parses through a preprepared csv file (I have this) and then creates a rod at many specific locations and then later applies colour and emissive properties to that particular rod (not necessarily in that order).
Current situation:
When this was working, I was able to perform tasks in Blender (manually) and then copy the Python code for those steps from the console (this is still the case, but it's not working for me). As I recall, I had to add a step by giving each rod a "name", so that it could be assigned a material property (emissiveness and colour).
My old code (for the previous Blender version) looked like this:
import bpy, csv, random, os
fp = _file_path1_
cp = _file_path2_

with open( cp ) as csvfile:
    rdr = csv.reader(csvfile, delimiter=';')
    for i, row in enumerate( rdr):
        if i == 0: continue # Skip column title
        material = bpy.data.materials.new(name=str(row[0]))
        material.use_nodes = True
        material.node_tree.nodes.remove(material.node_tree.nodes.get('Diffuse BSDF'))
        material_output = material.node_tree.nodes.get('Material Output')
        emission = material.node_tree.nodes.new('ShaderNodeEmission')
        emission.inputs['Strength'].default_value = 15.0
        emission.inputs['Color'].default_value = (float(row[1]), float(row[2]), float(row[3]), float(1.0))
        material.node_tree.links.new(material_output.inputs[0], emission.outputs[0])

rands_list = random.sample(range(35000), 2000)

with open( fp ) as csvfile:
    rdr = csv.reader(csvfile, delimiter=';')
    for i, row in enumerate( rdr ):
        # if i >= 30000 and i < 30050:
        if i in rands_list:
            # Add spheres
            bpy.ops.mesh.primitive_cylinder_add(
                        vertices=5,
                        radius= 0.005,
                        location = (float(row[1]), float(row[2]), float(0.045)),
                        depth = 0.01
                        )
            bpy.context.object.active_material = bpy.data.materials[str(row[0])]

I'm a bit discouraged now. So would really appreciate help with this task.

Hello, could you elaborate on what exactly is the error when running the script ? You can see it by going window > toggle system console

can you provide a small csv file, so we can check it out?

Consider adding print statements as a debug option. A quick look at this shows a 2000 integers chosen randomly from 0..34999 and relies on a number in range of length of  input file to be in it.   Could be the script is adding materials and materials on each run but never a cylinder.

This codes now worked on my computer, but since you didn't provide your csv ...i had to make my own. Of course the csv must also be correct so that the code works.
I wrote in comments after the code where i had to change things.
import bpy, csv, random, os

fp = # must be right path here
cp = # must be right path here

with open( cp ) as csvfile:
    rdr = csv.reader(csvfile, delimiter=';')
    for i, row in enumerate( rdr):
    #        if i == 0: continue # Skip column title -> i had no title...
        material = bpy.data.materials.new(name=str(row[0]))
        print ("new material:", material.name)
        material.use_nodes = True
        material.node_tree.nodes.remove(material.node_tree.nodes.get('Principled BSDF')) # changed to Principled -> this is not necessary because if you create an object via python it has no default material -> looks like this is left "garbage" from older code...
        material_output = material.node_tree.nodes.get('Material Output')
        emission = material.node_tree.nodes.new('ShaderNodeEmission')
        print("new shader node", emission)
        emission.inputs['Strength'].default_value = 15.0
        emission.inputs['Color'].default_value = (float(row[1]), float(row[2]), float(row[3]), float(1.0))
        material.node_tree.links.new(material_output.inputs[0], emission.outputs[0])

rands_list = random.sample(range(35000), 2000)

with open( fp ) as csvfile:
    print("fp case", "*"*100)
    rdr = csv.reader(csvfile, delimiter=';')
    for i, row in enumerate( rdr ):
        print (i, row, "#"*30)
        # if i >= 30000 and i < 30050:
   #     if i in rands_list: # commented this out because sometimes this code wasn't called at all here ...
            # Add spheres
        bpy.ops.mesh.primitive_cylinder_add(
                    vertices=5,
                    radius= 20, # change, so that i "saw" something
                    location = (float(row[1]), float(row[2]), float(0.045)),
                    depth = 0.01
                    )
        print("cylinder created")
        bpy.context.object.active_material = bpy.data.materials[str(row[0])]

result with "my" csv data:

but honestly: if you don't provide csv next time...i will downvote your question....

Appologies for not including a csv file.

It's ok. Just make it better next time, then i am happy! ;)


text:
A way to extend the UV grid in the UV Editor
Instead of having empty space outside UV space, continue the grid. Drawing the grid over images may also be useful

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

I'm looking for "A way to extend the UV grid in the UV Editor" :)


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Better Bone Selection in Weight Painting?
Of all the problems with weight painting, there is one that is more annoying: When selecting bones with Ctrl+LMB to test their movement, every time you click on a bone, the selection always adds bones and moving the active bone will always move every selected bone.
You have to Ctrl+LMB double click on every selected bone to deselect them, you have to keep doing this, if you want to test the weighting you just did.
My question is, is there a workaround for this?

ALT+A to unselect everything, first.

Perfect! Thank you!

if this solved it for you, you may vote up the answer. Thanks

I can only upvote above 15 rep


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Using razer Core X with amd 5700 XT on Mac
Hi I'm on the verge of getting an eGPU Razer Core X and an AMD 5700 XT on macbook pro 15" 2.6 GHz Intel Core i7 32 G RAM for archviz but I need to make sure it's compatible with Blender

Don't. GPU rendering with Cycles on macOS is not possible, because Apple has deprecated OpenCL. Unless you want to use a third-party render engine that supports Metal, like AMD Radeon ProRender, it's not advisable.

That's what I thought... Looks like I'm going to have to get a whole new pc.

The requirements for GPU rendering are documented here. The minimum requirements for running Blender 2.8x can be found here.

I've read all this. And my specs are actually not that bad, just a little short for big scenes. There is also this script that I can tyoe to use a Nvidia card. My integrated 4g ram GPU gonna do the job until it can't I guess

I just downloaded amd prorender and I think I'm gonna work with it. What do you think and what would you do?


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Optimizing Vega Frontier + MBP 2019 2.6 Ghz + Blender 2.8
So I have this Vega Frontier with a Sonnet ( just for a smoother viewport with complex scenes) and I'm trying to get the best out of it in Blender. It works fine but it's not impressively fine ! I ticked "prefer Egpu" and I can see the vega activity in the Activity Monitor but the difference with the 4gb integrated gpu is quite small. 4x more Ram should make the viewport crazy smooth but it doesn't. One single high poly tree with his leaves in a new scene and it's lagging and takes 1 sec to load every frame. Does Blender use all the Vega power and if not, what can i do to make it better ?

"4x more Ram should make the viewport crazy smooth" Video memory doesn't necessarily affect smoothness

From what I've read, I should see a substantial difference with the other card shouldn't I? I've got 32 of ram and even if the processor is a bit light, it should be able to handle a single tree no? Or it makes no sense at all.....

More memory allows you to load more complex scenes, it won't necessarily affect your frame rate directly, unless what you were working on was already memory limited and near the hardware constraints

Not sure I get everything you said but according to you, what could I do to get a viewport that can handle more poly?


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Adding Cubemaps to materials
is there a way to add Cubemaps, to a specific material? Do Cubemaps work at all in Blender 2.81? Any help is appreciated!

Hello :). This Stack Exchange thread might help you.

Sadly, this doesn't help, I'm trying to add reflections to a material from cubemaps, not to create a skybox :(


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installing add-on to blender portable, but to the app directory
i would like to install an add-on to my blender portable. however when i install it using a downloaded zip via the "install add-on" button, it lands in the local profile folder "AppData\Roaming\Blender Foundation\Blender\2.81\scripts\addons".
i would like it to land in the folder "BlenderPortable\App\Blender64\2.81\scripts".
how can i do that?
i tried installing it and copying it over to the desired spot, but blender correctly gives me a duplicate error. if i delete the "Roaming" version, the extension is not shown in the list.
any pointers/helps? is there a config file that i can edit manually and point it to the desired folder?

Try adding it to Blender via the Blender "Portable" add-on file scripts in whatever drive you are using.

as described above, i already tried, but it does not show up in the add-on list, when i add it to "BlenderPortable\App\Blender64\2.81\scripts". do i have to edit a config file?


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Creating a "magic goggles" effect
I would like to create a scene in which some simple objects make a simple scene, normally lighted, and with a transparent lens object looking through which some of the objects have an emitter material that also illuminates the area around them, but only when seen through the lens object. Is there any way to do this? E.g. with 2 cameras or scenes...

I guess the proper way to do this would be via compositing, but in Cycles, the Light Path node can take you some way.. it's a bit of a fudge, and may depend on your scene:

The torus in the little shot below uses this tree:

'Is Transmission' ensures that the torus material will emit whenever seen through another transmissive material, and is 'OR'ed by the Maximum with:
'Ray Depth > 2', which means that surrounding objects appear illuminated when seen through the glass, but not otherwise.. the discrimination isn't perfect in all situations, there might be a tiny bit of bounce from the torus when not seen through the glass, but seems good here:

(The glass is 2-sided, it has thickness)

Exactly the effect I was looking for. Gonna try this with Cycles. Thanks!


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How to Save default "Blender File View" window layout?
The window that pops up when you Save As, Export, etc. I would like to re-arrange the left sidebar so that my Bookmarks are always on top, but I don't see a way to save this preference. Any help?

+1 Hmmm... interesting question, I would like to know that too. Since it not even saves the arrangement until the next time the window opens, it doesn't seem like this is customisable. The only thing I did and found useful is, in the Preferences under Save & Load > File Browser you can disable Show Locations "Recent" and "System". I'm usually never using "System" so I disabled it.

Yes, that's exactly what I did too, and as far as I got. But the "bookmarks" and "recent" are far more valuable to me. I hate having to scroll down under "Volumes" all the time (or collapse it).

Well, to not have to scroll I simply made the window larger and without System, all is visible that I need. But interested in a way to save the layout I'm anyway.

This used to be saved in as preferences, prior to 2.8 refactor these settings were stored in the startup.blend, I think. After the changes introduced to accommodate  new workspaces and temporary windows we lost the ability to customize temporary window layouts like the file manager

@DuarteFarrajotaRamos thank you for that clarification. Hopefully this is something they look to re-introduce, as it is probably one of the main windows everyone uses constantly.


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How to change weights on multiples vertices (or render multiple vertices active simultanously)?
Does anyone knows how to change the weights of multiple vertices in Blender .. WITH the N menu ( right side ) .. it's SOOO useful ( as in 3dsmax ).. here you can only see 1 vertex at the time ( I know you can go the Vertex group par of the mesh but it's not LIVE.. and really less useful and intuitive )
https://youtu.be/K75O1dbeJU0

How do you set multiple weights from the sidebar simultaneously?  You cannot.  You can either set a weight or copy weights from active selection, not both at the same time.
How do you set values for multiple vertices simultaneously, in a way that provides continuous feedback?  It depends on exactly what way you want to modify the values, but one way is via a "levels" operation in weight paint mode:

Here, I am multiplying the value of the active group of all selected vertices by 0.610.  I can treat the gain  as a slider and get continuous visual feedback on my choices (although it may be a bit choppy.)
If what I wanted was a brute assignment, I might begin by setting those vertices to 0 and then using the "offset" section of the levels operation instead, which adds weight to the selected vertices.

you can select multiple vertices, N -> side panel -> enter vertex weight -> paste to selected


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Why is my model importing to Unity in the wrong pose?
I'm working on a humanoid model which I have in an A pose in Blender. It was originally in a T pose, but I changed the rest pose to an A pose because it was easier to work with for some of the meshes I was adding to the armature.
Now, when I import the model in Unity the body is in a T pose but the rest of the meshes are still in the A pose, like so:

Is this something I can fix in Blender? Obviously, I want everything to be in the same, correct pose when I import it. I don't have any animations on my model. All I did was reposition the arm bones and apply that new pose as a rest pose in the CATs plugin.
I hope my explanation is clear enough.

Ok, so since posting this I was able to figure out the issue with help from a friend. In case anyone else ever has the same issue, what solved it for me was related to shapekeys.
My issue was apparently niche enough that I couldn't find a solution because it was caused by using the CATs plugin to set the rest pose. For whatever reason, it must have not set the basis shapekey correctly on my body mesh when I changed the rest pose from a T pose to an A pose.
What I did to get it working was selecting the body mesh after confirming it was posed in the rest pose I wanted, creating a new shapekey and putting it in the first slot. Then I went into edit mode, selected the body material, clicked on vertex at the top of the window, and then blend from shape. Before clicking anywhere else, I changed which shapekey was selected in the dropdown (didn't seem to matter what I selected) and unchecked "add". Then I just moved that new shapekey down one slot, deleted the old basis shapekey and renamed my new one to basis.
Now when I export it as an fbx and import it to Unity is holds the correct pose.
So if you ever change your rest pose with the CATs plugin and it doesn't import correctly into Unity, try replacing the basis shapekey like I did and re-exporting it from blender. Hope it helps someone.

I should probably mention what tipped us off to it not being a rotation issue or something was that even when all the meshes were combined the arms specifically were not aligned with the rest of the meshes, which were aligning correctly with the bones.
Since the basis shapekey was in wrong pose the body mesh was not aligning.

Using Rigify addon after generating the rig, I made the bones visible from the hierarchy again with the current pose.
Then went into the pose mode, selected all bones, press Ctrl + A and selected Apply Selected as Rest Pose.
If Rest pose is changing only in Unity then you should check the export values.


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I need help to create a Geometry nodes that simulates Embroidery
I am trying to do a Geometry nodes that simulates Embroidery for a job, but what I've already done won't work for me.
These are my steps for my current setup:
My setup selects two first splines inside a curve object (any others splines are completely ignored

Then it instantiates some line primitives along one of the splines

At last I realized the instances and select the top points of the created lines and set their position along the points of the remaining original spline

My problem is that I want to have the possibility to add an random transform for each of the created lines, but with my current setup I had to realize the instances in order to use the set position node.
Does anyone know another way that I could do that?
And of course, later using handles I would make the lines have a curvature to mimic embroidery
This is a print of my current setup:

Can you add a reference image of what this should look like?

I'm not sure if this is exactly what you're looking for. But it might be helpful.

Simon Thommes of the Blender Studio was showcasing a "stitch generator" with Geometry Nodes recently. The following node setup was replicated from the nodes shown in the video "We can do that with Geometry Nodes...". (Update: download link to the shown demo file.)
The modifier uses an input curve, then

resamples it to create even distributed control points
the Filet Curves node adds a few more points to smooth curve corners
then it creates a "thread" from a curve
and finally "stitches" the "threads" along the curve with some randomness for the thread length and rotation

When you edit the curve you can change the radius in the side panel to make the stitches larger or smaller (see screenshot 1).
The setting Step Size is how many threads you want to have on the curve. Smaller values result in more threads.
Length Fac is a factor for the length of the threads (=width of the embroidery) and Height is a factor for the height of the thread curves.
Last but not least, there are two more little modifiers to convert the curve into a mesh and to set the material.

Update: Meanwhile you can download the file shown in the video at blender.org - Demo Files. It's the Sample UV Surface
Demo by Simon Thommes.

You're a saint man. Great answer.


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Imported Image Displays Too Small
MakeHuman 1.1.1
Blender 2.8a
OSX
I first created a 3D human model and exported it as .fbx file. Next, I imported the image file to Blender 2.8a, then I found that:
the imported image is too small (so small that I had to manually enlarge it), though the image was created at a normal size in the MakeHuman.
What settings should I use such that after the image is imported to the Blender, it will display at the same size as it was in the MakeHuman?
Thanks
Eugene

When your importing .fbx files you have a scale option in the file folder just before you import it. Scaling that upward will increase the imports size. Fbx does not preserve object size, location, and rotation from the export. If you are looking to preserve and exact location, rotation, and scale of an object, you must import as an .obj.


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Is it required converting videos to an image sequence before doing motion tracking?
Some tutorials online recommend converting a video to an image sequence in Blender before using the motion tracking features. See https://www.youtube.com/watch?v=InIuTtt7W3E?t=135, which explains that doing it directly to a video works but does not save correctly i.e. next time you re-open the project you'll find the video is out of sync.
I find this hard to believe, that something as simple as this is broken in Blender.
Can anyone elaborate on why this is the case with Blender?

Ah, duplicate of https://blender.stackexchange.com/questions/35220/camera-track-was-good-but-breaks-after-editing-an-object


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How to Keep Textures High-Res Without Scaling UVs Ridiculously
I have a recurring issue where my textures, although seemingly high enough quality, appear very grainy and low-res when applied to a model. However, I've found that scaling the UVs up excessively makes the texture appear way higher fidelity on the model, but I'm pretty confident this is a terrible way of doing this. Am I missing something obvious? For context, I have my Unit Scale on .01 (for exporting to UE4) and the barrel is currently a very large barrel coming in at about 2x2x3m, if that changes anything.

For comparison, it looks pretty bad to me when the UVs are scaled "appropriately":

First, I'll note that by default, textures loop endlessly. Given that, despite the fact that your UVs are "off the texture", the texture is still being applied with the same coverage, just at a different scale.
To fix your issue, you may want to employ a Mapping node.
Setup
Let's start with the node setup;

Note: for the "Type", I've selected "Texture", since I want to apply scaling at a factor relative to the image dimensions.
Examples
The default value for scaling on the mapping node;

Higher value;

Lower Value;

As you can see, no modification of the UV is necessary. Technically, it's exactly the same result, but the effect is applied via a different method.
Alternate method without nodes
Open up your favorite image editor. Load the texture;

Expand the canvas size by 200% (or more, depending on the desired resolution);

Copy the image into the empty space;

Save, use as texture, enjoy increased resolution at the cost of disk and memory, but not having the mess with equivalent nodes in two programs.
Scaling two textures differently with the same UV
Ok, starting with the following node setup;

I've painted some wood onto this burlap cube using the MixRGB node, and a black and white image as the factor (black indicates 0, white indicates 1, grays in the middle indicate a mix);

Now I can edit the mapping of each texture separately. Here we have enlarged wood, and reduced burlap;

And now, the opposite;

I do not know if there is an equivalent node setup in UE4 One might suggest considering baking these textures, and exporting this object with it's own set of textures. Of course, that means more textures, and memory, and etc (and I think you wanted to do this programmatically, not just throw more textures at it).
Blender file for examination

Thank you! So to mimic this for an exported FBX in Unreal I should just re-create that node in a UE4 engine?

Yes, you would have to scale the image in Unreal the same way, otherwise the texture will render differently between Blender and UE4.

Gotcha. Just did it in UE4 and it worked great, but if I have multiple different textures within one material (e.g. wood for a barrel along with metal for the rings around it) it obviously throws off the placement of the UVs and things no longer line up properly. Any way around this other than just using two different materials? Trying to reduce draw calls. Thanks again

First thing's first; Your original post mentioned that to get the desired resolution, you tried scaling the UVs way up. Did you fix all the UVs so that they naturally line up (and I presume, some of them looked low res)?

https://imgur.com/PY0UuYI
https://imgur.com/zVLZtKX
This is with the UVs all lined up properly. At scale 1, everything displays normally. The picture with the messed up texture is at scale 3, set in the UE node. I know this is getting a bit out of the scope of Blender assistance but I appreciate the help haha.

Haha, no problem. I'm sure we could figure a technical way out of this, but the easiest way? Take the image, copy it into a larger texture;

Well, I'm already at around 2k-3k on the size so I'm actually trying to reduce it...Hmm. Am I just running into a dead end trying to keep the image the same size or smaller while scaling up UVs that are specific to certain parts of the texture? I feel like that's getting paradoxical lol. If nothing else I could bite the bullet and accept the extra draw calls but that becomes intense when I've got trees that only have one material slot that would end up being 3-4 more material slots if I did each texture separately.

I see. Yes, then the addition to my answer won't do :p . I can't see your node setup in UE4, because that image is microscopic, but if there's a way to scale just that one texture, not the entire shader, then that would be what you want. Alternatively, if you could assign one UV to a texture, and another UV to another texture, that would work.

Yeah sorry, took that photo with my phone 'cuz that's on the other PC. Guess it's not as visible as I thought haha. It's just a TextureCoordinate node with U and V both set to 3. So hopefully last question: Where/how would I go about assigning individual UVs to different textures? That sounds perfect! I tried in the static mesh but it only showed me the UVs, couldn't see a way to edit them there.

I mean, I can show you how in Blender :p I don't know UE4. Stand by, updating answer...

Updated my answer

I've also attached the .blend file for you

Thanks so much! I'll look over this and see if I can port it into UE4. Appreciate the help.

I hope it works :) If it does, don't forget to mark an answer as the accepted one. Otherwise, feel free to come back and request clarification.

Instead of directly connecting the UV Vector output from the UV Map node to the image input in the material nodes, insert a Vector > Mapping node. You can use it's scale component to scale the existing UVs, or move/rotate them.
For scaling only a Vector Math node set to multiply will do just as well.

This will obviously not work in an exported object for another program without corresponding material nodes.

Cool, thank you! So I should just re-create this setup in UE4 in a material, correct?

There's no issues at all (that I've ever encountered at least) with scaling up your UVs. This is a common way to deal with tileable textures. Another way is to scale the texture in the material settings, but this does the exact same thing, just behind the scenes, and probably won't export as nicely.
One thing to consider is you also don't want higher texture resolution than you need, as it could impact performance or memory usage. It's very common in games to be able to see the textures get a bit grainy when up very close, so just keep that in mind.

Thank you, very practical answer. Is 1024x1024 a reasonable average for most textures, and maybe higher (2 or 3k?) for high-res stuff such as player and weapon meshes?

There's no one size fits all method for texture size that I know of. Generally you start with figuring about how detailed you object needs to be and go from there. You can also use some techniques to reduce the texture size needed, like stacking your UVs on top of each other.


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How to install Intel Open Image Denoiser node on Blender 2.79
I'm using Blender 2.79 and Cycles Render. And I'm rendering on 2.81 on Cycles Render with Intel denoiser, but 2.81 crashes. Please help me to use this denoiser on 2.79. Help me to install Intel denoiser for Blender 2.79.

Unfortunately, you can't install it like a plugin. ODIN is a c++ library so the only way you'll get it into Blender 2.79 is compiling the source code using this commit by yourself. However, question is: Why it shouldn't crash on 2.79? TBH, I don't think this is worth the hassle (probably takes hours trying to compile it properly).

There is Theory Studios build with OIDN in trunk. AFAIK it's the latest 2.79b version. Grab it here:
https://blender.community/c/graphicall/dbbbbc/

I'm using Ubuntu 19.10


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how can i apply the material?
im new to blender so it might be really stupid what im asking, but ive finished my first little project and onlythe material for one piece is missing, i try to add a metllic material and the preview of the material looks right, but on my project it isnt working. Maybe sb could help me ß

If you look at your materials tab in the properties panel, you'll notice that there are several different material slots. The one you want to use (Material.004) is not the first one, so it is not the default one that Blender will choose.
To fix this, go into edit mode, select the faces you wish this material to affect, and click on the "assign" button in the Materials tab.

Thank you! now it works !!!!!     ❤

Great to hear! Feel free to mark this as the accepted answer if it solved your problem. :)


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Fabric looks sheer from distance
I'm really new to blender and I'm confused as to why the fabric looks sheer when I look at it from far away .

Possibly insufficient depth-resolution, due to your clipping range being too high. See here, and others.

thank you it works now !


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Apply texture on a spherical object without visible seams
I'm trying to apply a roughness texture (fingerprints) on my mesh but as my object has a particular form, I cannot think of a way to place seams. As you can see on pictures, the seams I placed for now are too visible (I would like the object to rotate on my finale animation so every side are visible).
If I place my seams elsewhere, then my texture is stretched.
I've searched some solutions and I heard of painting texture in order to avoid visible seams but I would like to know if there are other ways.
Thank you in advance!

One approach that might work depends on what your texture looks like.  You could try going into the UV editing workspace with your object selected in edit mode and all vertices selected.
In the UV editor, use the image selector to select your image texture.  It should show your UV islands imposed on the fingerprint texture.
You can move the islands around in the UV image editor until you've effectively hidden the seams.


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Physic Simulation of copper Cable
I'm trying to model realistic physics of different copper cables in blender 2.92. My goal is to drop the Cables in a bin and see how they are deformed by collision.
I already tried a cloth and soft body simulation but then the cables are way to flexible.
now I'm trying to use armatures within my Cables but I'm not able to drop the objects in the bin and let them deformed by collision (picture).
Any ideas how I could simulate the cable?

"I already tried a cloth and soft body simulation but then the cables are way to flexible" - did you try tinkering with settings? Here's what I get by increasing stiffeness and decreasing vertex weight, still too flexible? https://i.imgur.com/70IHROb.gif

@Jesssi: You should really not give up after 5 minutes. Maybe watch some tutorials...task is not too hard...

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

@MarkusvonBroady looks like the right direction. Is this just a vertex line with a cloth or a soft body? What parameters did you use for this Simulations?

Don’t forget to have everything at a realistic scale - a 10m length of copper will behave differently to a 10cm length. Also, don’t forget to ‘Apply Scale’ after resizing. Cloth with high value of ‘structure’ should be stiff enough, as would soft body with high bending spring strength.

The simple answer here is, Blender physics are not realistic physics.  They are tools for making pictures.  You have to cheat them to get the behavior you want; you have to know what you want beforehand.  They are definitely not tools to see how real things deform.  You can see how Blender makes things deform; in which case you've already done that, via cloth and soft body, you just didn't like it.

@Jesssi I already closed that project, but I believe it was a hexagonal (maybe octagonal?) cylinder with loopcuts distributed so that faces are roughly squares.


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Stains on white walls_interior render_denoiser
I am trying to render an interior image but I have problems with the white walls. As shown in the image attached there are "stains" caused I think by the DENOISER. (I guess so because of a tutorial I have seen on youtube). The render is running on my Macbook pro mid 2014, and the rendering settings are the ones of the screenshot attached. I don't need any high resolution image but just uniform surfaces for a quick preview.
As lighting: The scene has an area light in front of the window hole as "portal" and an hdr image attached.
The walls have no material assigned, and even assigning materials things don't change.
Is there any way to correct this simple mistake? What am I doing wrong?
Thank you

Hi, can you please share your file?

sure, here it is: https://we.tl/t-sNCF7BCYw3

@AllenSimpson. Thank you for the link. I guess it is a common denoising problem, there is an image that looks exaclty as the one I posted. Even though the post doesn't give a real solution to that particular case, it seems I have good company. I wonder if the denoiser will be improved to answer such a simple task as rendering white walls smoothly!

More samples, it'll still be faster than waiting for the image to resolve normally.  I added an answer there for the intel denoiser in the compositor, it may give a better result than the render denoise checkbox.

@AllenSimpson. Thank you, I added more samples and the image it's slowly improving. I wished there was a less 'overheating' solution but I will do that.

Maybe this helps - https://blender.stackexchange.com/questions/221727/is-there-a-way-i-can-make-render-times-longer-to-avoid-overheating


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Controlling opening paraboloid in plane with geometry nodes
I have made a paraboloid in a plane:

I would like to control the shape of the top half of the paraboloid (diameter and steepness to the plane), where the paraboloid becomes a sphere and the gap in the plane closes, just like the grey line in this figure:

Reference figure
The movement is similar to blowing a bubble. Is it possible to model this with geometry nodes?

https://blender.stackexchange.com/questions/194011/is-there-any-technique-to-give-a-metaball-effect-to-the-particles-emitting-from/

Tnx for your reply. I've been considering using metaballs, but first I have a plane as base object and not a sphere. Second, GN gives me more control and options than particles.

@quellenform ... any idea? :)

Since no one, here is something ...
But no control and you don't need Geometry nodes for such thing at all ...

A trick here here is ...

Solidify modifier > Thickness 0.1
Remesh modifier > Voxel Size 0.08


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Geometry Nodes: how to shade smooth a booleaned object
I made this two-walled sphere that is perforated with cylinders. The wall of the cyclinders between the two spheres creates a connection between the two spheres:

Node tree:

I would like this object to shade smooth, but that gives this ugly geometry:

I tried to make a seam with the intersecting edges output of the mesh boolean node with the seperate geometry node, but that makes the internal sphere disappear.
Does anyone know a good solution? My goal is to make everything smooth and the faces of the cylinder remains between the two spheres round.

Add "Split Edges" node before "Set Shade Smooth" and conect the "intersecting edges output" to "selection" input of Split Edges.

(Blender 3.3+)


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Mesh Topology Nodes - Edges of Vertex - How to work with the weights input?
I try to understand the mesh topology nodes, in this case the Edges of Vertex node. I understand the explanation given in the Blender manual. However, when trying to generate the Edge index with the lowest Y-position value, I don't understand the output.
I have a mesh with two faces, with the following index indices and edge indices:

I use the next node tree to get the edge, using as a weight the Y-position lower than -0.4:

My interpretation:
For vertex 0 and 2, edge 0 is the connected edge with a Y-value closest to the value of less than -0.4.
For vertex 1 and 3, edge 2 is the connected edge with a Y-value closest to the value of less than -0.4.
So far, so good, but I really don't understand edge 5 as the result for vertex 4. In my interpretation it should be edge 4, as this edge has a Y-value closest to the value of less than -0.4. If I change the compare node to less than -0.5, the edge index changes to 4. But if I go to less than 0.5, the edge index changes also to 4.
So for vertex 4, the edge index is 5 at -0.5 < y-value < 0.5 and index 4 at y-value ≤ -0.5 and y-value ≥ 0.5.
Can someone explain this to me? Or don't I understand the logic behind this setup?

For 'Lowest Y', I think all you need to do is remove the Less Than . Sort Index 0 will return the edge with the minimum mid-point Y, per vertex. Thanks for a well-constructed question, BTW :)

Tnx! Already saw that but was wondering what happens when I use a specific tipping point of the Y-position ;-)

OK. I believe the sort and the threshold would be separate logical operations .. 'minimum AND <  0.4,  OR forget it' .. something along those lines, depending on what you need.

Considering vertex 4:

Edge 4 Y position is -0.5.
When compared using "less than or equal" to -0.5 edge 4 receives True (so 1) and edge 5 receives False (so 0). So edge 5 is the first as weights are in ascending order.
When compared using "less than" to -0.5 both edges receive False (so 0). So edge 4 is the first (or can be the first... presuming in case of weight equality, lesser index is chosen).

Same principle for vertices 0 and 1: edge 1 receives True so it is not the first to be selected.

Tnx for this nice explanation :-)


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preview and rendered image of scene strip in VSE not updating upon frame change
I have a scene #1 with animated stuff and another #2 where I only have a strip in the Video Sequencer that is scene #1, adding a speed effect strip (to add some slowing down and freezing of the original scene #1).
When I increase or decrease the frame number, the preview of the output and the output itself don't change.  Only if I e.g. select and move one of the strips, even if I abort the moving.  This seems to suggest that this is not a feature but a bug. It worked prior to some changes in my work, I don't know what I changed that breaks it now.  Any idea?

Maybe, it has something to do with the cache. With the menu View > Refresh All (Ctrl - R), you can force the cache to be recreated. Does this help?

Ctrl-R in the video strip editor does update the preview, yes. But in rendering, the frame that is rendered does not advance. A 20-frame sequence results in 20 identical images.


text:
How do I match the UV map with the image used as texture
How can I make the UV map coincide with the image used as texture
(see image below) and apply it to the material of the model?
I seem to have a confusing UV map.
]2

It's not a case of anything working I'm just baffled with some of the tutorials on how to apply and bake textures to the model (that includes normal, bump and AO)

Hello and welcome. Asking for tutorials is considered off topic here, just use google instead. If you could rephrase your question to focus on the issue instead, and show us what you have tried and where you're stuck it would be great.

I do not understand this part: "which I have created in Materialize". What is materialize? Or is it a spelling error? It would also help if you added what rendering engine you want to use, cycles or eevee or the older blender .internal


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Applying Textures
I am trying to add photo textures to an aircraft hanger for XP11. I used Materialize to create various texture Maps including Ambient Occlusion. There are about 4 variations of the texture Map. Do I apply these individually and bake each one separately or use the saved full Material that includes a combination of all of the various maps

Which version of Blender are you using, and are you meaning that they are a PBR styled image texture set? If using 2.81 or higher, you should be able to add them in the shader node tree and plug them into the appropriate slots of the Principled BSDF.

I'm very new to blender and still scratching around. The textures are produced from photos taken at my local airfield, I don't believe they would convert to PBR?

Full material can be used (don't know about AO map - i've heard rumors that there's no need in that one, cause blender will recalculate all on it's own, but i don't have any valuble info on this point), however, keeping textures separated gives you MUCH more control on each one in Node editor, so, it's recommended to keep them separated.


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Glossiness not appearing in cycles render - working in preview

Render is not consistent with preview for glossy shader.
All of my scene is visible in the preview and the render. There aren't any objects or lights hidden in either preview or the render.
I have an HDRI for the world shader. This is in the preview as world scene is on
I have tried turning off motion blur
All of the render output settings are the same for the preview and the render
More info: this is a glossy shader mixed with a principled bsdf. The principled has a low alpha to give the shader transparency. The blend mode is set to alpha blend
Please help if you can! I am hoping I just missed a tick box somewhere

Hello, if Pixelpilot's answer doesn't work, please share your file: https://blend-exchange.com/

You need to make sure that your scene world is set up the same as your viewport shading. The viewport shows the inbuilt Blender HDRI which is not automatically put into your Scene world.
To get a matching view make sure you tick the scene world in your viewport shading.


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Calculate enclosed volume of two meshes
I am trying  to calculate the enclosed volume of two intersecting meshes.

From the image above i want to calculate the volume of the solid object that is enclosed by the wireframe cube. Is this a possibility? If so i want to try and get this information using the python API.
Cheers,
Tom

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


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Cloud generator addon unable to create mesh?
I am new to blender and I'm working on an animation centered around a plane flying through the clouds.
I am using the cloud addon particle system to generate clouds using the following tutorial as a guide. https://www.youtube.com/watch?v=uK2l6Yrtqhg
I've got my clouds set up the way I want them but I can't convert the particles into a mesh in order to use them in other scenes. I have been told that there should be a great big convert to mesh button in the modifiers tab but it does not appear.

Have I missed something? Any help would be appreciated.
Thank you very much!


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How to render material with alpha channel seen through material with halo
I'm using Blender Internal, and I have a scene where an object is placed inside a mesh with halo material to simulate being in a spotlight beam.
(part of) the object looks like this:

And it has a material with alpha channels:

During a quick pre-render with z-transparency enabled, it looks like this:

which is alright, but I would like it to be affected by the halo.
Switching transparency to raytrace makes it looks like this:

which is exactly how I want it to look like, except for the glaring problem - parts of the texture that are supposed to be transparent and, for all intentions and purposes, invisible, are now refracting light which I do not want at all.
Beside enabled alpha, the material in question also has a specular map that controls object's highlights and mirror values, but disabling those doesn't fix the problem.
The halo material also has a texture to it.
My question is - with Blender Internal, is it possible to achieve the look of raytrace transparency with halo affecting opaque areas of the object behind it, but keeping the transparent parts of the texture completely invisible like with z-transparency?

there is very simple answer: Halo can't be cast through alpha. It only works with geometry. So you have 2 options, fist one is to edit the geometry, second one is not to use halo.
I know that this answer isn't what were you hoping for but at least you know that it's not possible using BI.


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Keyframe on text body in Python?
I'm trying to animate a paragraph of text where each word is a separate frame. Looping through the full text can come later, right now I'm just trying to figure out switching the text from one frame to another. I don't want or need to animate typing and deleting text, I just want every frame to have a different text body. Here's what I have:
import bpy

text = bpy.data.objects['Text']
text.data.body = 'Here is my text'
text.keyframe_insert(data_path="data.body", frame=1)

text.data.body = 'Now it should change'
text.keyframe_insert(data_path="data.body", frame=2)

The error I get on the first keyframe_insert line is ValueError: bpy_struct.keyframe_insert() path spans ID blocks. Is it even possible to keyframe the body? I don't actually know what data_path I should be aiming for, data.body was just a guess. I haven't found a ton of resources on animating object properties, or even what object properties are legal to animate, so any answers or resources in that direction would be much appreciated.

I don't think you can keyframe the body of a text object, directly, so I think you should do something like this:
import bpy

def update(self):
    text = bpy.data.objects['Text']
    frame = bpy.context.scene.frame_current
    if frame <= 1:
        text.data.body = 'Here is my text'
    elif frame >= 2:
        text.data.body = 'Now it should change'

def register():
    bpy.app.handlers.frame_change_post.append(update)

def unregister():
    bpy.app.handlers.frame_change_post.remove(update)

register()

I have formatted this to be ready to be placed in an addon (you can see the register functions there), but you can use it as you want.
The idea is to have a frame_change handler that triggers an update function every time you change the frame (it's ideal for animations). The update function simply changes the text.data.body based on the current frame.
If you want to have more flexibility when animating, you can use custom properties:
import bpy

bpy.data.objects['Text']["Text animator"] = 0       #create custom prop

def update(self):
    text = bpy.data.objects['Text']
    frame = bpy.context.scene.frame_current
    if text ["Text animator"] < 1:
        text.data.body = 'Here is my text'
    elif text ["Text animator"] >= 1:
        text.data.body = 'Now it should change'

def register():
    bpy.app.handlers.frame_change_post.append(update)

def unregister():
    bpy.app.handlers.frame_change_post.remove(update)

register()

This way you can easily animate the custom property using keyframes and fcurves, and when the property value is more or less than 1 it changes the text body (of course you can set up more elif statements for values greater than 2, 3, 4, etc)

Fantastic, thank you! If I went the custom properties route, would I need to manually set all the keyframes for it? Word count = frame count for this animation, and manually setting >1000 keyframes is something I'm trying to avoid.

You can set the keyframes up or crete them in python (unlike text body, a custom prop is a normal animatable fcurve). I can modify the script for you, but I just need to know what text do you want: do you want random words every frame, do you want a number that increments, do you want random words from a txt file,...?

Something like:
`import bpy
def update(self):
text = bpy.data.objects['Text']
frame = bpy.context.scene.frame_current
text.data.body = "This is frame number " + str(frame)
def register():
bpy.app.handlers.frame_change_post.append(update)
def unregister():
bpy.app.handlers.frame_change_post.remove(update)
register()`
(sorry for the weird format)


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Getting interstitial compositor frames when using frame step
I'm trying for a really jittery stop-motion like effect by using frame step to render on the twos (or threes, or fours). Rendering this normally and getting a video file out makes the frames happen at the expected speed.
However, I'd also like to get some render passes out of the compositor. I currently have a File Output node set to get the mist, emission, and cryptomatte mask/image passes and make them image sequences. These are named appropriate to the frame step (animating on the fours gets me Mist_0001, Mist_0005, Mist_0009, etc), but since they're single images, importing them as an image sequence into another video editor doesn't get me the intermediate frames. I essentially have one render that's at the correct, jerky speed, and four image sequences that are going twice as fast.
And since I'm using Resolve, they won't even import normally - Resolve likes image sequences to be labeled sequentially. An 0001, 0005, and 0009 would get imported as separate images, rather than a clip.
So: is there a good way, in or out of Blender, to (I'm assuming) copy the intermediate frames, with correct numbering?

Interesting, but what about a video filter that only plays every nth frame? Blender Video Sequence Editor has Video>"Strobe", and you could output that to render your frames. Also, Effect Strip>"Speed Control" can help. You can even adjust "Strobe" on the Effect Strip itself.

@CobyRandal I wasn't aware that existed when I wrote this question, but it's a good point. For some context, I was rendering in Cycles on a laptop and had a hard deadline to meet, so rendering every n frames was a practical necessity in addition to being an artistic choice. Also, each frame was getting rendered with as much motion blur as I could add, and (I think) the amount of blur would have been lower had I rendered it with a normal framerate. I really liked the look of it once I started, though, so the limitation wound up working in my favor.

I see, way to turn that limitation around! Yes, I would NOT recommend using strobe in VSE if your strip is a scene strip that requires rendering because strobe creates duplicate frames and Blender will re-render any duplicate frames, thus it multiplies render times needlessly. You could instead use Effect Strip>Speed Control. There's also a nice Add-on called Loom that lets you render every nth frame, and even more advanced options like rendering every keyframe etc!

This does it, though it uses a separate python script instead of something automated in Blender. Use it with python3 script.py [subfoldername] [framecount].
This is based on my setup, where each render pass has its own subfolder. This will search through all the files in a subfolder, determine their frame step, and generate duplicate frames based on the gaps. None of the pass files have special names, so everything's 001.png, etc.
import shutil
import sys
import os

# figure out the frame difference
def getFrameStep(list):
    step = int(list[1][:-4]) - int(list[0][:-4])
    return step

# how many 0's should precede the number
def getFrameFilename(index):
    maximum = 4
    l = len(str(index))
    return '0' * (maximum - l) + str(index)

# generate frames based on missing steps
def framesFromParent(path, parent, step):
    starter = int(parent[:-4]) + 1
    for f in range(step-1):
        if (starter + f > int(FRAMECOUNT) and (FRAMECOUNT) != -1):
            return

        name = path + "/" + getFrameFilename(starter + f) + ".png"
        shutil.copy(path + "/" + parent, name)

# ignore OSX DS_Store files
def cleanDSStore(list):
    s = ".DS_Store"
    index = list.index(s) if s in list else None
    if index == None:
        return list

    list.pop(index)

    return list

# check if command line args exist
def checkArg(index, default):
    if len(sys.argv) > index:
        if isinstance(sys.argv[index], int):
            return int(sys.argv[index])
        return sys.argv[index]
    else:
        return default

########

# the subfolder containing the shot you want
SHOTFOLDER = checkArg(1, "1-entering")

"""
using frame step means sometimes your animation won't divide
evenly, and if you try to replace frames exclusively by the
frame step, you'll wind up with more frames than the original
animation. Set the frame count if you want to limit the total
number of files generated to 50 frames.
"""
FRAMECOUNT = checkArg(2, -1)

for root, dirs, files in os.walk(SHOTFOLDER, topdown=False):
    for name in dirs:
        for r, d, f in os.walk(os.path.join(root, name)):
            folder = os.path.join(root, name)
            files = os.listdir(r)
            files = cleanDSStore(files)
            step = getFrameStep(files)

            for f in files:
                framesFromParent(folder, f, step)

("Why don't you just use OpenEXR?" "It's a huge pain to work with in Resolve.")


text:
Copy a mesh at the location of each vertex of another mesh or curve
I have a mesh (e.g. a fish). I would like to duplicate this mesh at the location of every vertices of another mesh.
In my example, this means that I would like the fish to be duplicated at the location of each vertex of a mesh. I would then edit this mesh to easily control the location of all fishes.
I looked at modifiers (and in particular Array), but couldn't find it. I wonder if this could be achieve using particles. Maybe a dupli-group? (I haven't tried this last one)

Using Hair and verts to emit Object > Fish in Question might be the start of a solution. Do the duplicate fish need to exhibit specific motion?

In this case, no, the fish does not need to emit motion.

The description of the "dupli-group" tag here says: "Dupli-groups duplicate an object at each face, vertex or edge of a mesh." so that's promising too

In order to copy a mesh (A) on the vertex location of another mesh (B), you have to select B, click on context object , select instancing and click verts. Then click A first and shift click B and press Ctrl + P to parent, a menu should pop out and pres object. Now the object A is copied on the vertices of object B. The copied ojects will be oriented on the B's vertices normals.

"The copied ojects will be oriented on the B's vertices normals" - did you mean that the instanced object copies will be rotated according to the normals of parent's vertices? Because it doesn't happen that way. I'm, by the way, curious how to achieve that. Could use array on curve, but it doesn't work perfect either.


text:
Ambient Occlusion Bake Texture Issue
I have recently updated to Blender 2.8. Now, when I bake an ambient occlusion map of this model it looks like this:

This is odd, as it worked fine with two of my other models in 2.8.
I use Smart UV Project for unwrapping, I've got an unapplied Mirror modifier, and I've tried using Merge by Distance, it did nothing.
Does anyone know how I can fix this? Thanks!

https://blender.stackexchange.com/questions/133816/bad-shading-on-imported-mesh/133819#133819  https://blender.stackexchange.com/questions/57006/problem-when-importing-obj-to-blender/57022#57022

I've found out what the problem was. I had accidentally put the texture that I was baking to in the Subsurface Color slot instead of the Base Color slot. Changing them to the Base Color slot fixed the issue.


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Blender 2.8 - Object/Mesh Dimensions perplexity - Help please
Beginner here & also the first time searching for help here
I'm modeling a Sword for a Melee Slasher Game &
without an offical SDK(soon), i'm only able to exchange existing Models.
This means i've to keep/use the exact Scales/Dimensions of an existing Sword in the Game, because of the same Hitboxes they've to use etc.
So i converted the UE4 File into .fbx and imported it into Blender
Scale/Dimensions are this:

Then i build my own Sword in the same Project, to adjust and keep the Dimensions to the Original Sword i'm trying to replace later.
As a Beginner, i once made the mistake and couldnt merge by distance as expected and made my Sword something like 20x times bigger in all directions to merge by distance to get the result i wanted.
Now i cant rescale my Sword-Mesh properly & i'm searching for ages for a solution on the web.
This is how it looks, when i'm just typing in the Dimensions of the Original:

(Unmarked Sword-Mesh=Original / Marked Sword-Mesh=My Model)
(The Dimensions dont fit to my 20x statement anymore, because i already tried many rescalings)
And this is, how it approximately should look like:

I dont want to rebuild the whole Sword, even though it could help me to get a better workflow and so on.., but for now i want a solution to this problem,
because i could run into this later again.
Could somebody give me a Step-by-Step Guide, how to fix that?

Your scale values are locked

Click locks to unlock.
Then scale your model to match reference sword. Scale values may not be 1. You can apply scale (Ctrl + a) to make scale values 1.
Or else switch to edit mode, select all vertex and perform the scaling. Doing so won't alter your model scale values

My Goal is to

have the Mesh visually fitting to the Reference
the Scale is on 1 on xyz
and the Dimensions(Numbers) also fits to the Reference one

I already knew the Shortcut and Step 1 & 2 are not that of a problem
but Step 3, getting the exact same Dimensions as the Reference one,
is the step i cant figure out.
(and i think this will be exported aswell, when i'm trying to load it into UE4(?))

So if i just try to do the steps reversed and feed the dimensions input-fields
with the correct numbers, my mesh doesnt fit visually.
I will now try to do the reversed Way again, and then rescale it in edit mode,
maybe this is the way to go.

sry for textblock, the formatting doesnt work for me here

nope, the reversed way doesnt work aswell, the dimensions doesnt fit in object mode again.. gnn

Check if there is any isolated vertices away from main geometry


text:
How can I properly move a running character in space?
I have a hard time understanding how to make sure my character's feet won't slip while running or just moving around.
I'm making a character running without run cycle, one step at a time. I would love to be able to lock his foot on the ground at every step so I could rearrange his body armature around that point for the next one. Like in real life might I say.
What I currently have is a character moving forward independently of his body movement, his feet slipping off and going through the floor.
I'm sure there's a simple way around this as it's a common problem. I guess I could do something with a Child of bone constraint as I've been able to make a character pick up and let go of something with it but I struggle with understanding how to apply that to the situation and researching my issue.
Thank you for your help.

if you're moving your character without any run cycle, it should be easy to avoid feet slipping, not sure what's your problem, could you please show some screenshots?

I will get on that as soon as I can. Should I mention that I'm using Pose mode to pose my character but I'm using Object mode to move the character in space ? Maybe that's where  I've gone wrong.

yes, you need to choose, either make a walk cycle and move the armature forwards in Object mode, or move it forwards in Pose mode and in that case don't move it in Object mode

in the first case, see my answer here: https://blender.stackexchange.com/questions/159782/lego-walkcycle-sliding-problem/159796#159796

Thanks a lot (as always), moonboots! I'll try it probably both ways.


text:
How can we make an solid object being squashed by another, turning the first one into fluid?
everyone.
My issue is that I don't know how to make an object splatter another.
I have a text appearing on screen like so.
I have it recovered by a second text
in the same manner.
I would love for the first text to be smashed upon impact by the second text and react as it if were paint or any type of fluid, really. This fluid should have a starting shape of exactly the text it imitates, splatter on impact as well as physically reacting to the second text.
I don't (think I) need for the fluid to paint what it touches.
I understand that there should be two instances of my first text, one for coming into frame, the other to be smashed.
But I'm not sure of which physics I should use (namely fluid or dynamic paint) or exactly how to proceed as I fail to fully understand/bend the rules of the tutorials I've watched to adapt to my needs.
Can someone help ?
Also, sorry for not integrating the videos in my post but imgur is doing a number on me, at the time.

The molecular add-on script should be able to do this.

Thanks, I'll look into it.


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Instantiating object of a certain type
Complete beginner to Blender here so here goes an amateur question. I am a bit confused by the syntax of Blender and why you can't just create an instance of a mesh class and assign it a name. Anyway, I'm trying to create a human skeleton here what would I need to change in order to generate points into the scene to verify the locations. Currently, nothing appears on the scene which I assume is because I haven't selected a default mesh. How would I make these circles meshes?
    for index, landmark in enumerate(body_locs):
        mesh = bpy.data.meshes.new("{}_mesh".format(landmark))
        new_obj = bpy.data.objects.new('{}'.format(landmark), mesh)

        new_obj.location = (multiplier*x_pos.iloc[0,index + 1],multiplier*y_pos.iloc[0,index + 1],multiplier*z_pos.iloc[0,index + 1])
        print(new_obj.location)
        bpy.context.collection.objects.link(new_obj)
        ```

Could, ditch creating an empty mesh object and instead add empties bpy.data.objects.new("Foo", None)

How would that solve my problem though?

IMO it would "generate points into the scene to verify the locations"    May need to alter pre 2.8  scene.objects.link to collections.objects.link as in Q code if not already amended in dupe answers.

Thanks for you reply! They don't have any extent though. Also, would you then know how to connect some of these points with a straight line?


text:
how to export animation as gltf format
I made a simple animated model under blender but when I exported it as gltf, the animations don't come in the file.
how to solve this?

Hello. You'll need to provide more details, maybe a screenshot. What did you animate?

a bouncing ball, and when I export it to gltf and open the gltf file, there's no attribute animations

How did you animate it? Keyframes on its Location?

https://www.youtube.com/watch?v=hqJK4JxOZJs I have followed this tuto

Oh, someone else asked about that too. Try selecting to sphere and picking Object > Animation > Bake Action from the 3D View.

I did it, as in the tuto no?

No, but actually it wouldn't work anyway. The softbody animation changes the locations of individual tris in the mesh. glTF only supports animations that change the location of the whole object.

how to do then?

For a softbody animation, it'd be pretty complicated. A rigid body animation would be a lot easier; just use Object > Rigid Body > Bake to Keyframes.

there's no Bake toKeyframes

Select Object in the 3D View (near the Add for adding cubes and stuff), then Rigid Body > Bake to Keyframes. The object you want to bake needs to be selected and in Object mode.


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Black spots on material at lower angles
I have a plane with a material that shows black spots when viewed from lower angles at rendering (preview also).
In Material Preview the problem doesn't exists.
Why does my material behaves like that?

hello, please pack your image (File > External Data > Pack All Into .blend) and share your file: https://pasteall.org/blend/

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

the material you're showing here is the world background (not the plane material).

Its hard to tell without seeing your material setup, but I suspect the problem has something to do with your Normal Map - either it is lacking a Normal Map Node between the Image Texture and the Normal Input, or it is set to sRGB color-space instead of Non-Color

@ChristopherBennett thank Chris, color-space was the problem

Set Normal Input to Non-Color instead of sRGB

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


text:
Can I animate something with the Transform Panel, without keyframes?
I’m animating a watch. And I would like to make the arm for seconds jump 6 degres every second/30 frames (in 30fps).
I could animate it for a minute in the timeline and add a cycles modifier.
But I would think there is an easier way of doing this sort of thing.
Is there a way of writing in numbers (script) in the Transform Panel? Like in After Effects, «Telling» the rotation axis to jump 6 degrees every 30 frames?

Yes, they are called drivers.
Click in the transform panel and type #. Then enter the expression you want to use. You can use the keyword frame for the current frame number.
For your suggestion 6 degrees every 30 we can use math:
#floor(frame/30) * radians(6)

The property field will turn purple, when a driver has been added. If you click in it again you can edit the expression. (The # will remain hidden once the driver has been added.)

similarly radians(6) * (frame // 30)  will tick 6 degrees each 30 frames.


text:
Render passes composite doesn’t match beauty
i am using nuke for compositing render passes from blender. but when i combined it in nuke, render pesses composite from blender looks different from beauty. i have followed the nodes formula according to blender

i also test for simple scene using mesh from blender.

any viewport color transforms causing this? have you compared the images in nuke to verfiy the mismatch?

i tried to compare passes diffuse and gloss 1 by 1 every passes, and there is a slightly different between nuke and blender.
Are the color management of blender and nuke really different? i am using srgb in nuke and standard in blender for color management. thanks.

well, how differently they behave is really a question of how you manage it in either software. In Nuke you have different options reading your source material but also various options on displaying and writing it. With blender it is exactly the same. That's why I was asking whether you actually can measure a color difference between the combined pass rendered from blender and the combined pass merged in nuke if you compare the the color values. If they are the same I think it is an issue of setting up the color management properly - if not, you should be thinking of filing a bug report.

classic color workflow for CG should be linear


text:
Blender mirror error on objects
When i export a object that i have mirrored it becomes transparent. when i undo the mirror effect it does not become transparent. does anyone know why this is happening?

How do you mirror it?.. Maybe apply scale to object in Blender, then recalculate normals. See https://blender.stackexchange.com/questions/63642/after-import-to-unity-all-my-normals-are-flipped/63649 or https://blender.stackexchange.com/questions/88898/transparent-faces-on-exported-fbx (search for recalculate normals shortcut for your version)

what do you mean by mirror? make sure that the normals are correctly flipped otherwise you won't see the face in the game engine, it may be the problem here?

As moonboots already mentioned, it sounds like your problem's issue is that your mesh's polygons are flipped the wrong way. You can easily recalculate polygon normal directions by using the [CTRL+N] shortcut. If you wish to recalculate only selected polygons, select the desired polygons in edit-mode, than use the [RMB] shortcut to bring up the edit shortcut menu, then choose the Mesh Tools -> Flip Normals selection.
Some documentation.
https://all3dp.com/2/blender-recalculate-normals-simply-explained/

Yeah it fixed it,it flips the normals when i mirror a object


text:
Rotating the texture
I have a problem where the texture is on the wrong side.I want it in the middle of the sphere (left arrow). Rotating it did not fix it either. I was wondering if anyone know how to fix this?

I can think of a couple of reasons this may happen.  When you mix noise into your coordinate space it can offset the object origin by some amount.  You can attempt to counteract this by adjusting the Location on the Mapping node.
In the case that rotation is not working correctly, it may help to add a second Mapping node behind it and do the rotation separately.  I think there is a set order of operations that you must override.

Somewhat related: https://blender.stackexchange.com/a/207071/110840

Yeah, idk why i did not think of that tbh. Thanks for the help


text:
Why my chain model keep getting bigger everytime it dublicated by array?
I follow everything on the video but can't find the problem.

Would you share the .blend file here: https://blend-exchange.com/

probably you need to apply the object you use as Object Offset

You mention a video but could you please provide a link to the video you're talking about?

Applying the scale of your chain object like this will solve your problem:
Ctrl +  A > Scale

you probably mean the object used as Object Offset?

@moonboots both, because last time I saw this problem in a question here, he had to apply the scale of the object offset also but he had buildings with inequal heights... I tried applying the scale on the arrayed object on his blend file and everything became even again. And I don't think he's using an object as on offset, he's using a curve, so maybe apply the scale of the curve too.

yes you're right my bad

Either. It's the relative transform from element  1 to the controlling object that is recursively applied to each successive element.


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How to measure reflected/scattered light intensity (Irradiance) from a surface at any 3D location?
I am looking for a way in blender to measure the intensity of light (in W/m2) reaching a point in space after reflecting from a diffuse object (a complex shape like a plant/shrub). The ultimate goal is to design a hardware light sensor system that can measure the reflected intensity of light from an object illuminated by the sun (or any light source).
I plan to vary its angle (to simulate time of day) and estimate the total light intensity reaching a light sensor placed at a distance and pointed at the object.
Is there any way to do this (i.e. place a light probe/sensor in blender or use the camera itself somehow)? I'm not looking for accuracy in the exact value, but the overall relative variation in reflected/scattered/diffuse light from the object versus the angle of the sunlight. I see a similar question posted in 2017 but there are no answers. Thanks in advance!
P.S. I imagine it can also be useful for modeling things like the power received by a solar panel with respect to time of day, etc.


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Issues with F-Curve to bake sound frequency?
I am trying to bake the sound with some force field empty and a sphere, making them react to certain frequencies, following the tutorial posted in this link:
http://barneyisbo.blogspot.com/2013/11/tutorial-of-audio-visualization-in.html
My main issue is after I try and animate the scaling, even if i have set the scale value to be high like 2 or 3 or something, once I assign the baked value the scale size becomes very small and am unable to see them properly

The scale values were all 1 before i baked them to certain frequencies, I am super confused and  have wasted too much time trying to figure this out lol

Can add an envelope or generator modifier to the baked fcurve to amplify it. https://blender.stackexchange.com/questions/21457/how-to-increase-the-strength-of-a-baked-fcurve

what about providing your blend file?


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Add rust to image texture
I am new to blender. What I am trying to do is create rust on some 3D objects.
I tried adding rust to a cylinder and it gave me some decent results, but when I used the same procedure to generate rust over an image texture it's giving strange results.
Thanks
Ankit

in the material you show you're using a Bump node, which creates these 3D bumps, but it doesn't create any color. Maybe try to mix the black/red/white ColorRamp with the Image Texture node in a Color > MixRGB, and try Multiply mode for example: