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How to connect a circle to a grid with even topology?
I'm trying to connect the pieces shown below together seamlessly, but I can't figure out the correct way to do it.

I have tried a bit of everything, but nothing seems to give me the result I'm looking for. The face density should look even and there shouldn't be any odd geometry. Below is how I've managed to make it. However, I'm really unhappy with the result as there are ugly tris that stick out - they affect shading, among other things.

How would one go about this? I've been trying to figure it out for far too long now.
EDIT:
How would I do this as illustrated by an answer below? Because of a higher polygon density I can't do this by hand everywhere as it simply isn't efficient.

My mesh is rounded as shown below. Think of it as being a part of a sphere.

Related https://blender.stackexchange.com/questions/64121/how-can-i-create-a-face-with-a-rounded-edge

Unfortunately I can't use this method as my model is rounded.

You are merging 2 meshes with very different densities. The circle is about double the subdivision compared to the rest. Your topology should look similar to this:

the 5 green polys (the E pole vertex in the middle) are responsible for the change in edge flow
both marked edgeloops should be nice and even to produce edges with consistent curvature alongside them

The goal is to use control mesh with the least amount of 3 or 5 edged vertices. Topology like that minimizes any surface artifacts (shows mostly on reflections)

I got this piece by using Shrinkwrap Modifier and projecting the geometry onto a subdivided cylinder.

To project 2 circles with Shrinkwrap onto a sphere is bit trickier, because we get this overlap, that has to be cleaned:

It's more elegant to prepare both pieces beforehand, so they line up together nicely when projected (the math of projecting onto sphere is not that complicated here). We cut each piece with an ellipse that has same width as the sphere, but has the minor axis of √2/2 (about 0.707):

I used the ellipse just as a guide to move and align vertices, but you can use Booleans to be exact.
Now it's easy to join the meshes perfectly:

If this is a mesh not to be sub-surfed, but a high-density game model, you can proceed the same way with a lower-poly control mesh and then apply the subsurface modifier at a level you like.
High-poly meshes are easy to sculpt or generate procedurally, but pain to model with precision.
If you keep a mesh with same size polygons, the smooth shading on it will also produce nice results, long triangles or long polygons do not behave nice. Your mesh from your question is very close to that state, with some cleanup I would call it fine. If you decide to use a normal map baked from the subsurfed high-poly, then even this stops being a problem, because the normals are now defined in a texture and you can have a mesh that looks however you like. The only concern becomes to have enough geometry so the silhouette looks clean.

Thank you, this is exactly what I was looking for! How did you achieve that topology? It doesn't look handmade. I'm wondering if I could apply the method to a spherical piece. https://i.imgur.com/Rpf4kei.png

@Michael I just extruded a circle couple times, modified the left part by hand (area around green faces) and then used shrinkwrap modifier to project it onto a subdivided cylinder to show the topology works also on curved surface.

I understand the end result and partly your explanation but I don't know how to replicate it, especially since you did it by hand. I also have a bigger polygon density. Could you include a step by step explanation with pictures preferrably?

@Michael It's best to keep the mesh simple if possible, your mesh is very dense. Is there a reason for this? If not, I'll make the example with clean simpler mesh and I will demonstrate this on a sphere. It will work on dense mesh too, but it's more work and not so elegant.

I'm working on a part for a real-time asset and it's important for me to have as much control over the geometry as possible, so I'd prefer to not use subdivision modifiers. If you can demonstrate the process on a cleaner, simpler mesh, I'm willing to put in the work and repeat it slower on a more complicated mesh which I happen to be using.

What functions / modifiers are you using to move and align vertices? Also I still don't quite understand how you achieved the topology of the join you highlighted with green.

@Michael Nothing special, G to move vertex, E to extrude vertex, X to delete vertex, F to make edge or face, etc. The knife tool K might be also useful. There are good video tutorials for editing meshes if you are interested - like modeling this face

I asked because your result looks too perfect to be hand made, but this answers my question.


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When I stretch my object its open
I have a problem in Blender. When I stretch my object, it opens in
one spot like that  on the picture.
Do u know how I can connect the parts together ?

Do you want to fill the hole, or do you want to connect the vertices back together?

connect together

already solved it with the help from @kimholder

When learning Blender, it is very easy to press one wrong key and have things change in strange and confusing ways. My guess is you accidentally pressed V, which ripped those vertices, causing the issue you now have when you later scaled or moved those vertices.
To solve this, you need to merge them again. First go to the menus at the bottom of the 3d viewer, and select Active Element from the pop-up menu that appears when you click the third field from the left. Now transforms are calculated according to the position of the active selected item, in this case the last vertex you select.

Now select the 3 vertices that have split open, by pressing RMB over one, then Shift + RMB over the other two. Select the one where you want the other two to merge to last.
Now press Alt + M, and from the pop-up, select At Last. The three vertices are now merged into one vertex, at the position of that last vertex.
A good habit when modelling is to try to reduce problems like this by occasionally selecting everything by pressing A, then pressing W > Remove Doubles, pressing Ctrl + N to recalculate normals. Also whenever you switch between Edit and Object modes, press A until you are sure nothing is selected, otherwise the next time you edit that object, you may be changing things you don't realize you have selected.

thank you ! , yep i think i pressed something without realizing it ^^

With the 3 marked verts

Select the vert marked 2 and with the magnetic tool on and snap verts selected.

Snap vert 2 to vert 3. Select all and press W and click remove doubles
Now Select the vert marked 2 and with the magnetic tool on and snap with marked 1 verts .

Select all and press W and click remove doubles

i dont want to fill it i want to connect them together

@sawnicrawcer i have edited my answer go through it

source: Stack Exchange

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

sort: votes


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How to highlight only part of an object when highlighting with B?
I'm following a tutorial on youtube called "Blender Beginner Tutorial - Part 3: Edit Mode" by blender guru and on the 18th minute he highlights the top half of his doughnut and or any part of it by holding B and highlighting over a selected area.
When I do it however it just automatically highlights the entire doughnut and not just a piece of it or where I highlight even if all I highlighted was a single edge or face. I'm sure it's a simple fix but I'm new so I have much to learn.
Heres the link to the video - https://www.youtube.com/watch?v=qqeNA_4O0Qg

Pressing "B" activates a "box Select". You need to Left Click hold and drag the mouse to create a box around the area you would like to select. Pressing "A" will either select all or deselect all.

Do you maybe need to be in Edit Mode (Tab)?

It would be nice if you could link to the YouTube video to make it easier to see what you are following.

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


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Problem with Material drivers for nodes properties
I'm following these instructions https://blender.stackexchange.com/a/75652 (paragraph "Setting drivers"), and also the video linked here https://blender.stackexchange.com/a/5384 video: https://vimeo.com/40389198, to understand how to implement a driver Texture Panner.
I added a driver to a Mapping node translateY property by going to Datablock->Objects->Cube->Material Slots->Material.001->Material->Material.001->Node Tree->Nodes->Mapping->Location->Y, selecting Y and pressing D (note: right-clicking the property->Add Driver yields different results).
The expression of the driver sets the Mapping translateY to frame_current * 0.05.
The Debug value is ok and if I render the animation it works as expected.
However the viewport doesn't update the value for preview while scrolling frames.
Is there a workaround to preview it (with scripting maybe?) ?

Edit 1:

Reloaded the file which  had an incorrect texture

This is the code snippet I used in 2.8 experimental. Since the drivers UI part hasn't been implemented yet, drivers can only be accessed with Python. It works in Cycles but not Eevee as of May 2018.
For an approach which works in 2.79 check D. Skarn's answer.
import bpy

mydriver = bpy.data.objects["Cube"].material_slots["Material.001"].material.node_tree.nodes["Mapping"].driver_add('translation',1)

scn = bpy.data.scenes["Scene"]

def getframe_fn():
 return scn.frame_current

bpy.app.driver_namespace["getframe"] = getframe_fn
mydriver.driver.expression = 'getframe()*0.05'

Thank you all for the help!

@Zophiekat I've tried running a little script in 2.8 to add the driver (since the UI doesn't show them yet in the version I downloaded a month ago) and...  Wow!! It works! I'm posting the code in a while for those who want to see...Thank you sincerely!    .

This is how I solved it in my addon. I made a property on materials specifying if I want to update that one live.
from bpy.app.handlers import persistent

@persistent
def live_update_materials(dummy):
    for mat in bpy.data.materials:
        if mat.wow_m2_material.LiveUpdate:
            mat.invert_z = mat.invert_z

bpy.app.handlers.frame_change_pre.append(live_update_materials)

This will reduce the animation playback FPS in the viewport, since the shader will be recompiled on every frame change. But it lets you preview the changes live and is not decreasing the FPS hard to on good hardware.

Tested just now, it works in 2.79b! Thank you very much!  So setting any material attribute triggers the update? Hmm, I didn't think of that...

Yes, it does, I still recommend making a live update property like I did for the materials that are not animated that saves you some FPS.

I see, that's better...  By the way I've accepted your answer now!


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Trying to convert a DXT5NM Normal Map for use in my scene
I have a handful of these strange normal maps I need to use in my scene that store X in the Alpha channel, Y in the green channel, and require you to calculate Z with the following formula:
Z = sqrt(1 - (X * X + Y * Y))
Red is always 100% and Blue is 0%, but these channels are not used.
Despite figuring this much out, I haven't been able to produce a node setup that can correctly convert this into the desired purpley tangent space normal map.
Any ideas?

Do you want to keep them in this format?

Ok, first thing is to split out the channels with the separate RGB node. We'll put down a few re-routes too so we don't go nuts and mix channels up:

Next, put in a Combine XYZ node to recompile the channels together. (note that you can use a Combine RGB node here instead of you like, they are identical aside from labels and the color of the output socket. Color and Vector and both a generic vector3 format inside Cycles, they are only differentiated for UI clarity reasons).

Now, currently we have Z=0. That's not going to work. As you noted in the OP, we need to derive Z from X and Y. The reason for this is that X and Y have already been normalized so the full XYZ vector is in a 0-1 range. Thus we can't just shove a 1.0 in there, we need to actually compute Z using the forumla you have above. (note that this setup is exactly what the Unreal 4 engine DeriveNormalZ does under the hood).
First the multiplications within the parentheses, X * X and Y * Y:

Then sum the result:

Subtract that from 1:

Now we need the square root of that result. That's the same as raising to the power of 0.5, so one more math node:

Finally, the particular normal map you provided appears to be DirectX formatted, so we need to flip the G(Y) channel too:

And it works!

Thank you! I was doing something somewhat similar,  but I ended up swizzling the channels from 0 to 1 to -1 to 1 and doing a couple of other things differently

I managed to generate the Z channel in the normal map according to this scheme (taken from UE4). In the "normal" texture, everything is as usual, only the Blue channel, replaced by roughness.

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


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Imported model has odd wireframe color
I have a model whose file type is 3D Object that i imported into blender as an OBJ. In object mode it looks fine but in edit mode the wireframe has an odd blue and black checker pattern. Can i make it look like the default black?

In Edit Mode, Select all - A, press CTRL+E > Clear Sharp.
They are Marked Sharp and this is why it looks like this. It happens sometimes when importing .OBJ files or other formats.

You can also check Data tab > Geometry Data for Custom Normals, they can cause troubles but they can also be good. So if want to get rid of them choose Clear Custom Split Normals Data.

@evanf if my answer helped you consider accepting it and upvoting.

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


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(Scripting) Set edge as axis for object rotation
I am trying to write a script that does the exact same thing as can be found here.
I have an object that I want to rotate around one of its own edges, as shown in the link, but can't figure out how to do it.
Like below, I want to rotate the selected object around the edge that is closest to the other object.

Welcome to bse. Could you please edit the first link, it points to the new question atm.

Oh ye, good catch! Should be fixed


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The right menu has closed and I cant reopen it for some reason
I have some problems with the interface,to be more specific the right menu has closed and I cant reopen it for some reason.
Does anyone know how to reopen it?

Not enough information! Which right menu are you talking about? Post an image of Blender's screen into your question: In Blender, use the Window > Save Screenshot menu. Then you cna insert the image into your question by editing your question and following this: https://meta.stackexchange.com/questions/75491/how-to-upload-an-image-to-a-post

Hi Please use a title that reflects the content of the question. It should be descriptive but succinct, unique and identifying, summarizing the issue so that users can at a glance understand what your post is about. Use the [edit] link below your post and avoid anything not strictly essential to the post. Remember, your title is the first thing potential visitors will see, and makes your question findable for future users. See "What is the problem with posting an image or link and asking “How do I do this?""


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how do you disable toggle the items in the collection
 I cannot seem to find the button to enable me to disable the toggle function. My blender screen looks like this. When I have searched online, they need me to click a button that is similar to the flask. How do bring out the sign circled  I would greatly appreciate any assistance. Thanks for reading for all the help.

Is there any way to ask the question without being forced to watch any external tutorial videos? That would be very helpful. Thank you!

Thanks, first time asking on a platform.

Either drag the left-hand edge of the outliner window to the left:

..or drag the toolbar itself to the left with the mousewheel button down:

Thanks I managed to do it. Really appreciate it .

Good. Please check my answer as accepted. Thanks.


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Randomize Curve handles (position and rotation) on Mesh Faces
I'm looking for a way to generate a 3D jigsaw puzzle with random pieces using only nodes. It should be scalable and accept various mesh as input: Grid, plane, cube, spheres, cones, custom mesh. Pieces should be able to be created for quads, triangles, or ngons.
The workflow would be as follows:

Instance mesh
Convert faces to curves
Subdivide curves (to 2 control points with handles)
Move/Adjust only the non corner curve points /handles towards face center.
Rotate individual curve handles to randomly create a unique piece shape on each face.

I have started putting together a node tree for this task, but so far I haven't been able to figure out to move individual control points and rotate handle on the face geometry (polygon) underneath.
See images for details.

Here the blender file for those who are wondering what I have done so far. Slide the scale on the curve handle values. I wanted to have the scale change the handles following the face normals or lines.
the lines help randomize the puzzle pieces since it uses a nearest node and the algorithm has to decide randomly which face is the nearest.

The results should look like the following:
Scalable and flexible.

Please be so kind and show us a screenshot of the whole node tree, or share your blend file: https://blend-exchange.com Thank you!

After some thought, I'm afraid I have to say: it's not clear to me, based on the questions you've asked, exactly what your goal is. If you convert faces to curves, you would have to split them off first. And if you have two subdivision levels, you create three more points per edge. This does not correspond to your sketch. What exactly do you mean by "unique piece shape on each face"? You have a curve here. Please be so kind and edit the question again and try to better sketch the desired result. Thank you!

for me it looks like he wants to make a 3d puzzle... ;)

just curious: Are the curves created with a Mesh To Curve node? If yes, how can you see the curve handles?

Check my blender file @Blunder it contains a node that shows curve handles.

Responding to request for more information from @quellenform: added pictures including the full nodes and details and posted my blender file. Any help is appreciated.

@Chris this is it!

To be honest, the task is not quite trivial to solve and requires a relatively high number of nodes.
However, the result is quite respectable:

Here I use the following node tree:

The difficulty here lies in the selection of the right points, and in the topology of the mesh.
Briefly explained I do the following:

First I subdivide the cube with Subdivide Mesh into the desired number of subdivisions and capture with Capture Attribute the position and index of the resulting edges. These values will be needed later.

Then I instantiate simple curves at the edge centers, which consist of two points each, and move these curve points with Set Position to the endpoints of the edges.
This step is crucial, because none of the other methods, e.g. with Split Edges or similar, gives the possibility to select the single points later comfortably. In addition, this way I avoid duplicate edges.

By instantiating curves here, I then have the possibility to select the middle point as well as the inner points with Endpoint Selection. This is especially helpful, because the curve points should be moved individually for each spline/edge.

But instead of dividing the curves with two intermediate points as in your example, I divide them three times here. This gives me a better selection possibility and I don't have to move the curve handles complicatedly in any directions, but I can reach the biggest part directly by moving the curve points.
The points are moved here according to the following principle:

The position of the center point of each curve is randomly shifted a little, and then the closest face center point of the original mesh is used as the direction and scaled.
The intermediate points of the curve are shifted a little in the direction of the edge center. Just change the Seed value of the node Random Value to get different results.

This way I get a good basic shape.

In the last step these curves are converted into Bezier curves and the handles are smoothed.
Finally, the handles of the center curve point are scaled out a little more, so that a teardrop-like shape is created.

I have no idea what you want to do with this thing, but I hope this suggested solution helps you a bit.
The funny thing about this setup is that you can actually apply it to any mesh, even a simple Ico Sphere for example:

Here is the blend file, have fun!
(Blender 3.2+)

That's very close to what I was looking for. Such a brilliant idea to instantiate the curve edges instead of converting it all to curve because it allows capturing position and indexes. Also your blender file is so clean! I will definetely use it and put some extra work to randomize piece shapes a little more.

@geomatico You are welcome! Thanks for the praise, glad it helps you!

There are problems on 3.2 (OK on 3.3). Very nice effect, I've been thinking about generating puzzles on 3D shapes, but probably there's an addon for that? Hard to find though, the search is littered with simpler 2D puzzles. Also for anything more complex than a mathematical figure, you want at least one polygon per puzzle… Also how would one print the 3D puzzles, since they require bends on male parts (tabs,knobs,loops,keys,outies, however you call them). So 3D printing, or maybe cutting from steel or something else you can bend…

@MarkusvonBroady Regarding the problem in version 3.2: Thanks for the tip, well observed! But this can be easily fixed by manually changing the curve type to Bezier in the node Set Spline Type. Obviously something has changed here in the node (change to ENUM in version 3.3: https://github.com/blender/blender/commit/db7c4d7a1cf3a4aab7d40df9de5f3f3d33e88cb6). And as for the other issue, I really have no idea what to do with it. :D

@quellenform makes me think… Shouldn't there be a "version" node? Maybe in some cases it would be useful to e.g. use one technique, but fall back to something simpler if the version is lower. Since Blender doesn't outright crash but just displays an unsupported node as red, that could allow to create more advanced setups for multiple versions without a Python manager…

@MarkusvonBroady Wow, this is a brilliant idea! Would actually be a feature request. This way you could create (to a certain degree) 100% backward compatible node trees. Nice!


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Sculpt hard edges mouth
I've been trying to sculpt this mouth in sculpt mode but I can't get the surface to enter enough inside the head or make the more detailed sides... Is there any tip on how to 'maximize' the sculpt brushes? Or any other tip would be very helpful, thanks a lot!!

Seems like you don't have enough geometry for such details. To add more you can enable Dyntopo (on top row) to let dynamically generate vertices where needed or add Multires modifier. Sculpt as you need, use Pinch brush to sharpen edges. But with sculpt expect very dense mesh. For object like this would be probably better to model those vertices in edit mode (clean topo).

I'm not very much into sculpting, but you can try the Layers tool. Make sure you are in Subtraction Mode (the minus-button on the top) and set the falloff type to Constant.
But to make the edges so smooth like in your reference, you would need a hella lot of vertices, which can be performance-eating.
This is the closest result i achieved with sculpting lol:

You could try it with Bump Maps. I have to admit I haven't done this myself, but i've seen a colleague doing this. Basically you use an image with black an white values (black = low, white = high) as your source for the heights.
I think you would have to paint your mouth in grey tones and a sharp edge on a white background and plug in certain nodes in the shader editor.
I found a pretty short, but on-point-tutorial on this, which i can recommend (warning, it may be a bit fast): https://www.youtube.com/watch?v=_dU3DONwSzU


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Texture comes out yellow, red, black and green on model
I am having some issues with my Blender version 2.82.7 that I simply do not understand. I am working with my photogrammetry model which has a perfectly fine UV map and disfuse map, however when I import it into my own Blender project, and check the image texture in Shader Editor, it turns yellow, green, red and black (see reference picture). Has anyone experienced this problem before? I am running out of ideas as to how to fix this.

]3

Please show the shader as  Blender screen capture.

Hi, I have added a screen capture in the description.

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

Hi, does Blend-Exchange normally have difficulties with larger .blend files of 380MB? It seems as if it doesn't want to upload correctly.

I guess your machine can't handle that large texture. I'd suggest scale it down and try again.

The colors are a direct depiction XY plane  of a texture-space, without the lookup of the texture in the way..  As if, whatever material the object is using, the texture coordinate is plugged straight into the output.

I suggest you upload more images in your question if you can't uploaf the file somewhere. Screenshots of: UV map, shader node tree, etc. As the material icon looks like it is on the model, there is something in the material or the image format. Can you indicate this format? Also where the image on the left comes from? Is left from another version of blender? Are you using an older version yourself (right part?) ? And this is a mesh with faces, not point cloud or other?


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Object Transparency is not working on the principled bsdf
can someone help me?
i can't make my object transparent and i have alpha image, and translucency and i don't know where to put it...
i'm using cycle
blender 2.79b
i didn't connect the translucency and alpha

it worked on the material preview but doesn't even do anything

Does your Diffuse texture contain an actual alpha channel? I don't think so, cause you've got a separate Alpha texture. Try connecting the Color of the alpha texture, to the Fac of the mix shader.

oh it's actually work!
yes, my bad thanks for your help and one more thing where do i put translucency?


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can't add more than one armature?
i want to ask,
so i make more than 1 character in one scene and then i tried to generate rig for my second rig, it didn't want to. and it always go back to my first rig.
i can't add controller to my second character
why?
can't i make multiple rig then? or what? is it a bug?
and what do i have to do if i need move more than 2 character if i can't even generate my second rig controller?
can someone help me? thanks
i use (human) meta rig from blender 2.79b
update:
it doesn't work it still work the same it come back to my first rig
actually this is what happend when i generate my second character rig

and then i generate rig for my first character and then this happen it's like my second character didn't have rig and it overlapping with my first character but only the arrow controller there.
is it because i duplicate my first armature and then adjust it for the second one this is what happen or what?

thanks

You need to go into Advanced options and select NEW:

it didn't work i add it on my question how it didn't work...

@Cezzlyn Rigify creates the rig always in the scene center, not where the mesh is, it works fine. You might have another issue by looking at your pictures and that is not all bones were generated for your second character - maybe names or parenting is changed from the metarig?


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Trying to add physics to leather strap on thors hammer
I am attempting to add realistic physics to the leather strap on Thor's hammer. Photos for reference:

The strap is a bezier curve, with a soft body, and i am trying to constrain it to the bottom handle of the hammer. And as you can see i made a hole in the handle so i could actually fit the strap through, in case that helped with my physics. I tried using a point constraint and was messing around with some other physics tools, that i saw online, but i have not been able to achieve the goal i want, which is the strap to realistically hang from the handle. And more specifically, have one small section of the strap locked into place under that little handle object, and the other parts of the strap be able to stretch and fall. I want to be able to create an animation of the hammer swinging with the strap stretching, and other stuff like that.
If pictures aren't loading correctly try this google drive link click here (there's also a gif of what i want the hammer to be able to do with the strap -which is swing the hammer)
Also, researching online for this, the closest thing i could find to what i wanted is in this video if you care to take a look. click here or https://www.youtube.com/watch?v=m_Fy9DlFwsM

which photo reference?

can you not see the two photos i attached? This is my first question i've posted so I could've added them incorrectly, but i can see the photos on my computer.

As "reference photo" I expected a frame from a movie, something "real" you're  trying to reproduce. I only see two screenshot of what I guess is your currently model...

I can't explain how to get the soft-body physics to work, because I myself still don't entire understand soft-body physics.
However, I can give an alternate way that I know works.
-Instead of using a curve, create a mesh that is just a single edge-loop, no thickness.
-Add cloth physics to it.
-Select the vertices of the area that is inside the hammer handle (going a couple vertices outside the volume of the handle mesh will help avoid collision glitches as well as add to the stiff look), and add them to a vertex group.
-Under the cloth physics, toggle on "Pinning", and select the vertex group you just made.
-In the modifiers tab, you'll see a cloth physics modifier.  After this modifier (that is, below it), add a solidify modifier; increase the thickness as appropriate.
-Add collision physics to the hammer mesh.
-Parent the strap mesh to the hammer mesh.
-I found that cranking up the "Bending" parameter under the cloth physics goes a long way in emulating the stiff, cord-like physics of the real strap in the movies.


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Where is the viewport render resolution divider?
Many have asked for this, there is even a thread from august on dev that is closed, one would assume is because its finished? https://developer.blender.org/D1619
I just went though all the settings and couldn't find anything.
How can I halve the resolution of viewports for 'retina' like displays?
(pls no answers that suggest changing my cycles render settings when previewing etc, that is not what I'm asking about)

this patch description (linked from the above D1619 thread) says:
"Cycles/BI: Add a pixel size option for speeding up viewport rendering
This patch adds "Pixel Size" to the performance options, which allows to render in a smaller resolution, which is especially useful for displays with high DPI."
about the UI part the patch shows a new property, called "preview_pixel_size":
this patch  was released Aug 15 2017, but 2.79 final was released september 12 so it couldn't be set for that release, but it is in following releases, such as current "unstable" build blender-2.79-c66983c-win64.zip, in which you can find it where the patch said, under "performance options":


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In geometry nodes, how to switch the collection based on when points start to move?
I'm trying to make in geometry nodes a bunch of butterflies idle in a tree and then, they start to fly, randomly, at different times. I have 2 collections of animations, idle and flying.
I would like to know how to switch the collection from idle to flying, based on when the points on the surface start to move.

Blend file (133MB, wetransfer.com), uses the Free GN Presets addon by Bradley Animations.

Could you please share your blend file with us (https://blend-exchange.com/) or at least show a screenshot of your Geometry Nodes setup? As the question currently stands there, it's almost impossible to give an answer. Thank you!

Hi. Please don't post essential information like links, file downloads or additional details in the comments section where it can be easily missed. Instead edit them into your original post with the [Edit] button above. Comments are transitory by nature, are hard to index or search for, and may be erased at any moment.


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Transparency and .PNG : saved image is different to rendered image
There is a problem I don't know what causes it. When I render I got a photo with every specular light. But when I save that render as png and with a transparent option on it it just doesn't save it correctly.
If I save it as a jpg it saves it correctly but the picture won't be transparent anymore.
Here top one is rendered picture. The bottom one is saved (I got both of them with the Snipping tool)
Rendered image:

Saved image:

Hello and welcome. What do you mean "Just doesn't save correctly"? Is it not transparent in PNG? Did you select RGBA when saving as PNG?. JPG does not support Alpha / Transparent. What method are you using to save your image?

@Emir i used rgba transparent png and as you can see rendered and saved pictures are different i dont know why and what do you mean by which method im using to save image ?

Blending your images in Layers with Difference mode make images the same, the only difference is stronger outer white edge  of rendered than saved (but it is quite hard to compare from your screens exactly. It seems to me as alias/antialisa or premultiply alpha issue. What version of Blender you used? What viewer (app) you have used to view saved image?

See other answer. PNG is a wretchedly broken format and should be abandoned as it does not work to communicate alpha. No, really. It’s a broken design.

@vklidu i think it premultiply alpha issue because when i use alpha convert in compositing tab it shows exactly what i get , blender version 3.4 and viewer windows default pictures and photoshop

@vklidu believe it or not i changed my monitor settings + ior and frensel settings + reduced compression 9 and i got a bit of result but again not same picture but close enough

Render is viewed in Blender still in Linear ColourSpace, but saved image is at first - data croped to fits 8 bit PNG, secondly - you use another app to see these data so there can be a shifted data inside this viewer. If you want to check if it is PNG issue save render as full OpenEXR file and check it in Photoshop. Or at least open saved image back in Blender to see if there is a difference.


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What material is it? (Holdout node)
I got an asset from internet to make cool cards, they have 2 layers, the first one is for object and the second for the card it self. And my question is: What material it is? Does this material just work in Eevee?

...because when I use the Cycles render engine it doesn't work, it's just black

In the shader editor there is just a "Holdout" node.

Try looking here - https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/holdout.html - Maybe they meant for the card to be rendered in 2 separate layers and then composited together?

The Holdout node creates alpha transparency, in Eevee it looks like you don't need to activate anything but in Cycles you need to enable the Render > Film > Transparent option to make it work:


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How to make long protrusion using sculpting?
I want to sculpt a neuron using the Blender2.93 version. I am unable to make long protrusions using the sculpting mode. Should I go for modeling instead of sculpting?
I tried both Shake hook or Elastic Deform but it isn't working. The protrusions are supposed to be pretty long to represent a 1-meter axonal length. This is a structure I am referring to in 3D:

Another example:

Shake hook or Elastic Deform should work pretty well. How long are the protrusions?

I tried both but it isn't working. The protrusions are supposed to be pretty long to represent a 1-meter axonal length.  https://byjus.com/biology/neurons/ this is a structure i am referring to in 3D. https://www.turbosquid.com/3d-models/neuron-3d-max/819986

Oh, I see. In that case (as in many cases), you're probably best to model the base structure (rough outline, so to speak), and then sculpt the finer details from there.

Thank you! I'll do that.

... or enable dyntopo to get the inital shape.

Please don't use only links to external sites but add images directly to your question. The first link is geo-blocked for several countries and unavailable for those readers. Also, add information from your comments to your question because if there are many comments not all are visible immediately.

The basic structure is modeled quite simply with a very little modeling, but with some modifiers.

Axons; this is basically one object with a Displacement modifier and cloud texture + Array modifier and Curve modifier to make it follow a curve (a Nurbspath in the example)

create a cylinder, in Edit mode, add a few loop cut (Ctrl+R) to have more vertices for the Displacement modifier
create a path, bevel it, and make the Axons follow it with an Array and Curve modifier (see for example Array instances do not follow the path of the curve and  Problems with Curve Modifier)
after the two modifiers, add a Bevel, a Subdivision Surface (level 1 is ok) and Displacement modifier. Create a Cloud texture for the Displacement modifier and adjust the Scale (very low, 0.08) of the Displacement modifier and the Clouds > Size value of the texture (0.09)

Nerve Endings are a tree with little spheres as leaves.

this can be done either with a single vertex (default cube, M collapse) to create a "stick figure tree". Extrude E the vertex to create the tree and branches. Then add a Skin modifier. Adjust the thickness of the branches in Edit mode with Ctrl + T
place spheres for the leaves. If you're lazy, duplicate the tree, and add and apply a Geometry Node modifier that uses Point Instance to place the spheres. After applying the modifier you can remove the unwanted spheres (hover the mouse pointer over the sphere, L, X, Vertices). The duplication is needed because the Geometry Nodes sadly don't work with the Skin modifier.

The result is shown at the bottom of the screenshot. The tree in the center has the modifiers applied and unwanted spheres removed. The tree at the top left is a sculpted version.
Alternatively, you can use Curves and bevel them, as done for the dendrite.
Dendrites; this structure is a "tree" made of Nurbpaths to have them more look like "split and bent".

add a path and make it look like a tree. The branches are separate path segments in the same object because path/curves can't branch in Blender
increase the Geometry > Bevel > Depth value in the Curve Properties settings to bevel the curve.
in Edit mode create the pointed ends by Alt+A, 0 which sets the radius of the control point to 0.
then Object > Convert to Mesh, and place & scale the branches properly. Scale up the base (Proportional Editing) and place the object at the world's origin along the y-axis (that's important for the particle system)

The result is shown at the bottom left in the screenshot, the correct layout in the middle. Make a few variations if you like and move them into a collection.
Sona, this is an icosphere (20 faces) with a Hair Particle System with the particles rendered as dendrites.

add a hair particle system, 20 hair or less, select Emission > Source > Emit From Faces and 1 for Particles/Face
Render > Render As Object or Collection, set Render > Scale to 1 and select the dendrite object or collection for Render > Object > Instance Object
add a Subdivision Surface modifier, level 1, to smooth the edges

That's it.
For Sculpting you need to convert the hair particles to a mesh (button Convert at the modifier stack), then apply all modifiers top-down, and join the Sona with the converted particles (look for a new object called Mesh). Finally, apply a Remesh modifier or use the Remesh button in the Sculpt mode (does the same). Adjust the Voxel Size to preserve the mesh details.
Beware, don't use a too-small value for the Voxel Size or Blender will generate millions of vertices and freezes. You can halve the value and test it to determine the correct value safely. If wrong, undo and halve the value again.


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Blender Hair with Dynamics explodes if i add collision
I want to add Hair Dynamics to fur so it reacts to wind and moves with the body's moving. When I add collision so the hair doesn’t go through the body the hair kinda explodes or goes away or jiggles and doesn’t react to the wind and moving dynamic… anyone knows what I am doing wrong?
Update: I tried it on another scene just with a sphere. I make it small like "real size" (50 cm) which I need and applied the scale then the issues come up. If I scale it up and make it a little bigger as the default then everything works fine. Do you know how I can fix this? So which settings are needed to get a proper simulation at a smaller size?

Questions that are short, do not contain a visual like a screen-capture (showing settings or results) and the like may not get a helpful response.

Not knowing your settings on the hair, may I suggest that you look at Hair Dynamics at Impulse clamping and Stiffness and the collision is against a character with a complex mesh, there are often wild dynamics with hair or cloth.

@james_t so i tried it on another scene just With a sphere… i make it small like „real size“ 50cm what i Need and Applied the scale then the issues come up… if i scale it up and make it a Little bigger as the default then everything works fine … do u Know how i can fix this? So which settings are needed to get a proper Simulation at a smaller size

Good clue.  I've reproduced your problem now and can spend a few moments fiddling.

I have exactly the same problem !!! When there is no collider everything works fine, the moment I declare a collider everything goes wild...


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Bevel : How to reproduce the model profile
I'm modeling a beveled niche based on this model.
I'm beveling, but I can't find the right custom profile to reproduce the model.

Can you add a picture/drawing showing the cross section of the profile you are expecting ? It is very difficult to estimate what would be right for you from the provided model...

@StefLAncien I  added it to my question.

I've prefered a bevel modifier as it is not destructive and so easier to tune.
From the arch, without the bevel, give a loop cut, move it a bit in front axis of the arch, and assign it a bevel weight.

Then add the bevel modifier and set it to weight.
The bevel shape has to be done diagonaly, with enought segments.
Remember you can change the handle types, in order to make flat parts:

 (Blender 4.0)

Thank yo for helping but I cant reproduce the bevel. I gived a loop cut and moved it to the front axis and assign a weight. When I add a modifier to the sphere I have nothing...

Have you set "limit method" to "weight" for the bevel modifier?

Yes. I think I dont know what to select before adding the modifier.

I've added an example file. Please check it to see what is missing in your setting.

Thank you. My arch is a bit different. See

In your file, bevel modifier fails because you have also assigned a bevel weight at the bottom part (under the niche). Remove bevel weight for this part.

It works great !

You could create a curve that follows the main shape, give it a low resolution:

Create a second curve that will be your bevel, it looks like something like that:

Select your first curve and under Geometry > Bevel > Object, select the second curve:

If you are glad with the result, RMB and convert the curve to mesh, merge by distance and bevel the edges if necessary:


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SVG to mesh convertion troubleshooting
I am importing a church plan from Adobe Illustrator / inkscape in svg.
I want to convert it into Mesh to fill the walls.

I converted it into a mesh

I want to fill the walls in edit mode but without success (Alt F)
(Not All the vertex seems to be connected)

of course you have no success, if you select all the vertices like that, blender pretty much confused by what you want, try to select 1 closed part of the wall at the time and press alt+F to fill it and then try another piece of enclosed wall... also try to merge by distance before fill

What have you tried already?

@MikoCG  I tried a part of the plan (see my update)  without success. Fill doesnt work

I see a lot of black edges, that means disconnected vertices, did you try to merge? Can you share it?

@mqbaka mqbaka I tried a part of the plan (see my update) without success. Fill doesnt work

@MikoCG
https://drive.google.com/file/d/1Enad2iFMZAA85ZBf3e3K9xuVyb80Ncgj/view?usp=sharing

Select all your vertices, (not by mouse), press A to select all vertices

Every single line have to be orange, you can check that you selected all down here:

Now press M and select By distance
Now Alt+F works and F works as well...
As I said you have to merge vertices because they are disconnected, that is normal for curves because some curves may not be actually enclosed.
Btw you can now select all of them at once and press Alt+F to fill all the walls at once


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can't delete faces
I have imported curves from Adobe illustrator and converted to mesh and create a face (F). I can't delete "windows" faces of the arches. (deleting face doesn't work)

I tried to transform my curves to 2D / fill -> front but the result when converting to mesh is not good.

In edit mode, I tried select all and the menu "mesh>clean up>limited dissolve.

Before converting to mesh, try to set the curve to '2D' and change the 'fill mode'.

@lemon I did it but the result is not good after conversion to mesh (see image)

In edit mode, try select all and the menu "mesh>clean up>limited dissolve"

@lemon It's better. How can I achieve the face cleaning ?

Don't think you can do more (meaning 'the less edges possible'). Inner geometry is still many edges anyway. What do you expect by "achieve"? The point is: a single face cannot surround a hole.

@lemon is it possible to have only one face without any  small faces (see my update ?)

Wilcar, no, it is not. As said above, a unique face cannot surround a hole. But in object mode, will be invisible (until you don't use modifiers like bevel or subdivision as this kind of mesh won't work for that).

@lemon. Thank you for your help


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Fill an elevation plan with multiple faces
I have an elevation mesh object from a svg conversion

When I proceed to fill my mesh with F shortcut I obtain a single mesh.
What I want : an individual face for each polygon

Here is the svg file link
https://drive.google.com/file/d/1ZzRz4miXw-y4Aa-je8-VrORvlVILJY8Y/view?usp=sharing
Here is the blend file link
https://drive.google.com/file/d/1APIprE6AEa84b1uPbaMmUX_PS-OmN9lz/view?usp=sharing

That mesh appears to be made of large numbers of unconnected edges so it's not surprising that 'F' doesn't work! If you 'G'rab almost any edge and move it around you'll find that it isn't connected to the rest of the mesh. If you go into Edit mode, select All with 'A' and then 'M' merge by distance you'll also see that almost 2500 vertices have been merged but that has no effect on the number of disconnected edges, The reason that 'F' seems to create a single mesh is that it's just filling the outer rectangle of the whole object but all the edges inside it are still separate.

That's funny I just explained to you the same issue and how to resolve it this same way and you do the same mistake again and ask about it again, always check for disconnected vertices with svg

@MikoCG the issue is the same but the resolution method, not exactly.

because that plan is really bad for blender, I mean, there are supposed to be windows and doors right? I am not even sure where are holes supposed to be and how can you expect software to know that? You need to help it define what should be fille and what shouldn't or even fill it by parts

And now I just found out that bottom edge is 1 giant edge without vertices


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Grey artifacts in glass bottle
I am using Cycles render engine. The glass material has a color of full white, roughness of 0 and an ior of 1.5. I was on a different forum given the suggestion to increase max bounces of the scene, currently i have 20 total, 4 diffuse, 20 glossy, 8 transmission, 0 volume and 8 transparent.

Here is how my bottle looked when modelling it in maya.

Edit1: added blender file link

to me it looks like the reflection of the grey backround, no?

@moonboots if i remove the background theyre still there https://gyazo.com/27308cd11661ba68c385549b58c48a4a

That's how it should look isn't it? You're looking through the thickness of the bottle glass in that area and that's what I'd expect ot see. Try it with a real glass bottle and compare the two.

I notice the screenshot I added to the post doesn't make it look as bad as other angles do. I don't think it's supposed to be this "spotty" and uneven. https://gyazo.com/7638ca7c0172e66f92a4d85e7d9d3185

maybe give a Subdivision Surface modifier to your bottle? (with a Subdivision level of 2)

@moonboots here is a screenshot using sub lvl 4 https://gyazo.com/eaa8180e242ccb4ee54ee3d4d85e0c4f certainly looks a lot better. What I'm concerned about is this part.. https://gyazo.com/8c0ebc703fdd748dd9c8d426c8b30ee6

Before working on the glass refractions... let's clean up the model a bit: your fluid domain is in the shape of the bottle - that's creating a lot of wasted geometry. The fluid domain will always be calculated in a cuboid form and doesn't take other shapes into account. Then you subtracted a mesh called "boolean" from it with the Boolean modifier, which is unnecessary as well. The "boolean" also has an unused Boolean modifier on it which can be deleted. And for the refractions, the Transparent bounces under Light Paths are set to 8. I would set them to at least 32, better 64.

@GordonBrinkmann Thanks! I must've accidentally added a boolean to the domain, it was a square before, like it should be. Increasing the transparent bounces to 64 still has the spotty artifacts. It seems that the spotty streaks appear along the edges when in edit mode for the bottle.. I tried to edit an image to explain what I mean https://gyazo.com/e2da233af4e0cc6d850f85892d902a98

The other thing is, you have the objects "glassbottle" and "glassbottle_test.001" both visible in render, this surely will make problems, too.

@GordonBrinkmann alright, I have cleaned up my scene a lot now. I removed all the stuff that won't be necessary for now. All the liquid sims are gone since I left them halfway done and I think I'm going to add liquid in some other way anyway. I'm sort of new to using blender to render and simulate stuff so I mess up these kinds of things hehe. I think the bottle looks pretty good now, and when I added an hdri it looks even better now that the reflected parts aren't just an ugly gray color. Edit adding screenshot: https://gyazo.com/d5872d46e435fb279890febcb50b208d

like Gordon says, you have glassbottle_test.001 overlapping, disable it?

In my comments I mentioned the Transparent bounces, but they are more important for Fluid simulations with liquids or smoke. For glass-like materials there is something much more important, the Glossy bounuces. Of course always depending on the geometry, there can be many reflection bounces inside glass objects so that the default Glossy bounces value of 2 is almost always too low.
As said before, depending on the geometry you can get quite different results and sometimes a value of 8 is sufficient, whereas other times even with 64 you can still see changes.
I would always suggest at least 16, better are 32. If you don't have a scene filled with hundreds of glass objects even the influence on the render times isn't too strong. Just note that other than the independent Transparent bounces, the Glossy bounces are limited by the Total amount of bounces. Setting them high doesn't matter much if the total bounces are lower.
Here are comparison images with your bottle, you can see there the changes are very subtle and 8 bounces seem to be enough to make it look good:

Whereas in the images below, the slightly more complex geometry of the wine glass leads to more internal reflections on glossy surfaces and so there is still a very noticeable change between 16 and 32 bounces.

Turns out what I thought were artifacts are actually how a bottle would look like under similar lighting, it's just that the bottle wasnt subdivided enough. Subdividing made the "artifacts" look less spotty and made it look good. Adding an HDRI also made the reflections look a lot better.

Sorry when I talked about the Transparent bounces earlier, what I actually meant was the Glossy bounces. I've prepared an answer just as comparison on how they affect the appearance of dark areas in glass.


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Keyframing doesn't work in shader editor on a specific object
Basically the title. I have an object that I want to keyframe some of its shader nodes of. If I try keyframing a shader node of any other object, it works as expected. Here is an example of what happens when I try to add keyframes and play it back.

Here you can see that the f-curve is indeed enabled and there are no modifiers.

do you mean that you don't see the keyframes? You need to select the node as you've enabled the Only Show Selected option (blue arrow button in the Graph Editor)

@moonboots That's actually not what I meant: the keyframes that I inputted also actually don't do anything (alongside the keyframed numbers not showing up in the node). They're always stuck at 0.000

oh ok yes that's weird, maybe share the file (remove all the useless objects): https://blend-exchange.com/

Alrighty,

Yes I can't keyframe any node in this material, I hope someone will understand why

@moonboots: same here - i would guess the blend file is "wrecked" - or a blender bug. If i add a new mix color in the same tree, it doesn't work, but if i add a new mix color in another, it works...weird

I don't know why it's not working, but it's definitely the material. Making a duplicate of the material gives the same error, if I delete the material on the object and give it a new one from scratch, the keyframing works.

Oof, thank you for your help, everyone. Should I submit this .blend file to Blender's bug tracker and describe my problem there?

@Snake8Bit Usually the best way to report a bug is to describe the steps on how to reproduce the error, since the way it happens can hint on reasons why it's happening. Since I guess you don't know how to reproduce it and perhaps it might just  have gotten corrupted somehow, I'm not sure if there's a good way to report it. Also when it happened just once and not multiple times the probability of a real bug is quite low instead of just a coincidental series of unfortunate events leading to this behaviour.

This happened to me too, and while I'm not sure what exactly caused it, Gordon Brinkmann was right in that you can fix it by deleting the shader and remaking it. this may not be a solution for all, but I'm putting it out there for other people who encounter this.


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Scale mesh relative to cursor position in python
I am trying to scale a mesh via Python similar to how it would be done in Blender itself.
Basically:
The Transform Orientation is Global and Pivot Point set to 3D Cursor. Then Select the object. Go into Edit mode. Press A to select all verts. Press S and enter value and press Enter to have it scaled the way I want.
When I try this via the Python console or in a script it always seems to scale as if Pivot Point is set to Active Element/Median Point - can not really tell which but certainly not 3D Cursor.
I've tried this in the Python console for example expecting it to scale relative to cursor but it did not work like that. The mesh was selected and in Edit Mode to test this. Also tried without the context override with same results.
view3d = next(area for area in bpy.context.screen.areas if area.type == 'VIEW_3D')
with bpy.context.temp_override(area=view3d):
    bpy.context.scene.tool_settings.transform_pivot_point = "CURSOR"
    bpy.ops.transform.resize(value=(0.794479,0.794479,0.794479))

Blender 3.3

I too have been searching for how to do this for hours yesterday and fell into a rabbit hole about contexts and transform polling, it is quite irritating that the answer is quite simple.
The Blender API Documentation for bpy.ops.transorm.resize offers a center_override parameter that takes in a vector. In order to scale the mesh relative to the position of the cursor, simply pass the cursor's location as the center_override.

NOTE: It is not required to change the transform_pivot_point to the 3D cursor to be able to do this, center_override is pretty much the equivalent of doing it through scripting. It would seem as though Blender ignores the real location of the 3D cursor when performing bpy.ops.transform.resize, even if the Transform Pivot Point has been set as such. Similarly, no context overrides are necessary to perform this operation. Kinda weird.

All that's required of your entire script if you wanted to do this single operation is to import bpy and do the following:
   bpy.ops.transform.resize(value=(0.794479,0.794479,0.794479), center_override=bpy.context.scene.cursor.location)

matrix = object_being_transformed.matrix_world.to_3x3()
bpy.ops.transform.resize(value=scale_value, orient_matrix=matrix)


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Properties Transform Lock, not working
what is the purpose of these locks?
When I close them I can still change the values.
Is there another way to lock the values??
I'am using 3.3.1
Thanks

Those locks are for locking the object when you rotate it or move it with G or R in the viewport. Adjusting the values manually works regardless of the locks. For example, if you lock the Z-axis rotation on an object, then you can't rotate it along that axis in the viewport.

@MontyPike As BlenderMaster15 says, the locks are for locking against manipulation in the viewport - the typical use would be to avoid accidental movement or to make sure you lock it on certain axis/axes without having to remember to press the according key(s). Selecting a field with a value and entering a new one has a lesser potential of accidentally changing something you didn't want to change and not locking this way to enter values leaves the chance to tweak settings intentionally without the need to remove the locking.

don't know can you lock it another way, but you can use some little to bypass this situation. go to the "object constraint properties" and add "copy location", add some one object and add it to the copy location target. now you can't change location of your camera

It would be nice if it really served the purpose for which the lock icons stand.
In any other software the sliders are also locked. In this case, the numbers in the fields are either grayed out or red.
So that you really can not change anything here.

@MontyPike Well, might be nice but this is not other software, this is Blender. By the way it's not any other software that works differently, and some software don't even have two ways of changing like a viewport and fields to enter values, so if there is only one method and in that case it wouldn't, then they would be really useless. But since this site is not about changing features, only to help with existing features, we can only tell you how it is. And actually I wouldn't want it differently - I like that I can leave it locked but still alter values if necessary.

On the second part of your question, if there is another way to lock the values: as the other answer states, you can use constraints like Copy Location, Copy Rotation, Copy Scale or even completely Copy Transforms but that would require another "dummy object" which itself should be locked somehow in order not to be moved accidentally.
But this is no problem if you make the dummy object unselectable in the outliner or invisible so that you cannot accidentally grab it and do any transforms.
A different solution could be to add keyframes to the properties you don't want to be changed. If you place a single keyframe on a property, no matter on which frame, this property will stay the same. Not completely, you can move sliders, change values etc. (because usually animation keyframes are used to change from time to time), but as soon as you change frames or start a render or whatever, the actual state according to the keyframe is restored.


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Trouble with solidify, bevel, and subdivision surface modifiers
I am trying to follow a blender tutorial and am having a problem with getting the subdivision surface modifier to work as shown in the image. Instead I wind up getting what is in the second picture. How am I supposed to get what is in the first image using just solidify, bevel, and subdivision surface modifiers and why is there a yellow and blue outline in the first image but not when I do it? Is the solidify modifier supposed to create vertices and edges to go with the extended part?

Edit: I cannot share the tutorial link, however I can outline the steps to certain extent from default cube that I am supposed to turn into a room.

change dimensions to 3.05 x, 3.05 y, and 2.74 z
use edit mode to select and cut away 3 of the faces and separate the bottom from the corner walls
go back to object mode and add solidify modifier to walls with even thickness of -0.3 m to wall and floor
with wall selected, ctrl + 2 and add bevel modifier- and select shift to top option (I believe this means move to first but I am not sure, I just arranged the 3 modifiers with bevel then subdivision because that is what is shown on image with solidify at the bottom)
change segment value to 2, shape value to max, and limit measurement to weight, changing mean bevel weight to 1

That is where I am at. I have tried using creases but that only affects one side and not both, and going by the differences in the blue and orange outlines it looks like my solidify is extruding without creating edges and vertices to accommodate the new dimensions while the one in the tutorial is.
Solution: I figured it out. I didn't realize that there was an apply option that was different than simply shifting the modifier order on the list. It wasn't mentioned in the instructions, but apparently until I did that my wall was being registered as a 2d object instead of 3d because the thickness was just a modifier on the 2d faces. After hitting apply, the object I was working on was recognized as being 3d in shape and not just 2d with a little thickness. What a pain, useful if you know about it, but still a pain.

See if turning the number of Segments on the Bevel Modifier down to 1 cures it. If not, give a link to the tutorial and share your Blend file: https://blend-exchange.com/.

Your modifiers are in the correct order, which is important. Beginners sometimes use them in the wrong order and don't understand the result. Still, I can't reproduce what's on the first image. Maybe you forgot a step while setting up? I can obtain a similar result by bevelling the edges with ctrl+B, not sure if this is what was shown in the tut.

it would help if you could add a link to the tutorial you are following...


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how to improve 3d scans ? (workflow)
I just got a 3D scanner, and I am a bit wondering about the first scan results.
.. way to much face...
Sure I could do a retopo, it be a lot of work but I'll manage.
Or I could do a remesh using the sculpting tools
Or I could do a undevide or remesh modifier.
Though that's not what I really want...
I would rather have some kind of mesh cleanup as we have remove by distance in Blender.
Or maybe add to it that if the edge angles are below a certain threshold collapse face.
Because I noticed sometimes a lot of minuscule verticles are not really meaningful to the structure.
Also due to the technique of scanning, a certain kind of surface hill/valley noise (moire?) seems to be present in 3d scans, it's barely noticeable but I see it.
Sure we could smooth verticles, and I have bought a volume smoothing addon.
And there is laplacian smooth as well.
I just am wondered how others clean up their scans.
My goal is to 3d print some of the stone sculptures I made.
So I wonder what the best cleaning "recipes" are for 3d scans in Blender community?.
I'm no stranger to Blender, though I'm not so good in geometry nodes if there are solutions in that area I be keen to know too.

A detail of the eye as a sample of 'face' artefacts that I would like to clean.

Hello and welcome. Please use a title that matches the content of the post. It should read like a question, be descriptive but succinct, unique and identifying, summarizing the problem so that anyone searching for similar issues is likely to find this. Remove anything superfluous, avoid using words like "this", "help with", "issue" or "question about", instead describe what "it" is. Remember, your title is the first thing visitors see, answers you get depend heavily on it. See What is the problem of asking “How do I do this?"

When you say you want something like collapsing when the edge angle is below a certain threshold... have you tried X > Limited Dissolve in Edit Mode? There you can specify angles in the tool options below which edges should be dissolved.

https://github.com/wjakob/instant-meshes

Thanks forgot about that one, however it creates very odd surfaces


text:
geometries node screw, spiral
Made a geometry nodes screw generator it's not finished yet.
The goal is to be able to 3d print screws that actually work (with offset) between screw and bolt.
Well, the setup is quite complex I'll show a picture and include the blend file.
What I need is that the threads, at the end (and start) don't end with a flat surface, but with a cone point (narrowing) over last/first x circle instances.   Because if a screw would end as in the picture it's not possible to put a bold on it.  any ideas for this ?.

file located on blend-exchange.
Please if you want to provide an answer use it as well.
As they have a don't delete ever policy.

problem in detail:

This is off topic but you may be able to compare and pull standards from the bolt Factory plugin https://docs.blender.org/manual/en/latest/addons/add_mesh/boltfactory.html

you can use this node setup:

result:

Hint: you should try to structure your node tree with e.g. group nodes, frames, positioning of nodes, labeling of frames/nodes

can you drop the blend file on it ?

Forgive me if this doesn't apply in your case, but personally I think it's a good idea to break GN trees up into sub-groups, representing semantically separable, and (at least conceivably) re-usable components. Even if the groups never get re-used, it means you can debug and test them separately, and share them more economically. If they're well-named, they can make a tree more readable. You can also put soft limits on  parameters, sanitizing inputs as far as possible.
In this case, you might pull out the 'Taper Curve Ends' operation in some way like this..

... and use it in some way like this...

...(making no claim this is the best way for you)... with a result like this:

yes organizing is a next step indeed i should do that, it becomes hard otherwise to keep track of it all. although its a bity complex it kinda works all together.

@Peter  Well, I find it hard to read/illustrate even moderately large GN trees on BSE.. I hope  GN Q&A's tend towards smaller modular groups, as we evolve.. :)


text:
Why are wave and checker pattern misaligned
I am trying to overlap a wave pattern (for bump/height) and align it with a checkered pattern.
I have divided the wave UV's by PI, which should bring it into phase with the checker texture, but as can be seen in the screenshot, the wave is a bit shorter.
What do I need to do to get the two patterns in sync?

Although the modulo helps, it turns out that to align the phases it is wrong to divide by pi. The correct way to align is to divide by (10/pi) which is about 3.18. I needed to base the scaling on the "number of checkers divided by pi".

Just add a modulo so that values are from 0 to 1 before dividing by pi.

Thanks. This helps with the alignment.


text:
Blender face colorize
How can I use the bpy module in Blender to load a human body mesh from a .obj file and colorize each face of the mesh based on the angle between the face's normal vector and the direction of the sun?
Specifically, I want to color each face of the mesh using the following formula: (vn•e + 1) / 2, where vn is the normal vector of the face, e is the direction of the sun, and • represents the dot product between vn and e.

Have you read the answer about your nearly exact same question: https://blender.stackexchange.com/a/291303/19156 ?

yes but it is not working

it does work... if something goes wrong for you, comment below the answer


text:
Change the color in bpy
I want to give the color to the human body mesh that was loaded from the .obj file as v,vn, vt,f I want to give the color with a specific formula as color=(n*e+1)/2)*225 where n is vn, normal vector, and e is sun position can be from above as (0,0,1) and the color should fill the triangle of the given normal vector.
Here is my sample code but it is not working
import bpy
import math
# Set up the scene
scene = bpy.context.scene
scene.render.engine = 'CYCLES'
# Import the human body model
bpy.ops.import_scene.obj(filepath="C:\\Users\\Desktop\\body_script\\body_triangular.obj")
# Rename the imported object
human_obj = bpy.context.selected_objects[0]
human_obj.name = "Human"
# Add a Sun lamp to the scene
bpy.ops.object.light_add(type='SUN', location=(0,0,0))
sun = bpy.data.objects['Sun']
sun.name = "Sun"
sun.data.direction = (0, 0, 1)
# Get the sun position
e = math.cos(sun.rotation_euler[0])
# Define the color function
def get_color(n, e):
    r = (n[0]*e+1)/2 * 255
    g = (n[1]*e+1)/2 * 255
    b = (n[2]*e+1)/2 * 255
    return (r, g, b)
# Loop through the vertices and set their colors
human_mesh = human_obj.data
for poly in human_mesh.polygons:
    for loop_index in range(poly.loop_start, poly.loop_start + poly.loop_total):
        n = human_mesh.loops[loop_index].normal
        color = get_color(n, e)
        if len(human_mesh.vertex_colors) == 0:
            human_mesh.vertex_colors.new()
        human_mesh.vertex_colors.active.data[loop_index].color = color

Could you explain what you want to obtain and what is not working?

it displays the body but it is not putting the colors

I want to color each triangular section in the picture as color = ((normal.dot(sun_pos) + 1) / 2) * 255 here, normal - vn normal vector of the triangle, I want to fill it as each triangle color  = (color, color, color, 255)

ok, afaik, sun data has no "direction". What do you mean by this line?

Okay, okay how to fill each triangle randomly then ?

what do you mean by "randomly"?

Hello, Szabi .. welcome.. To avoid this question  being clobbered for being XY, I think it would be much better to illustrate / indicate the desired end effect of this code.

The task is I need to color each triangular with the formula of (vn*e+1)/2 * 255, vn is the normal vector of the face, and e is the sun position can be (0,0,1).

ok, all is not clear about what is the goal here (in my opinion).
But here are some modifications for the end of your script (with needed comments added).
Also you'll need to remove
sun.data.direction = (0, 0, 1)

because sun has no directionin its data.
def get_color(n, e):
    # blender's colors are from 0 to 1
    # so I removed "* 255"
    r = (n[0]*e+1)/2
    g = (n[1]*e+1)/2
    b = (n[2]*e+1)/2
    return (r, g, b, 1) # added "1", because vcol are rgba

# Loop through the vertices and set their colors
human_mesh = human_obj.data

# This can be done once (so outside of the loop)
if len(human_mesh.vertex_colors) == 0:
    human_mesh.vertex_colors.new()
for poly in human_mesh.polygons:
    n = poly.normal
    # as you need to use the face normal, the calculation below
    # can be done once per face
    color = get_color(n, e)
    for loop_index in range(poly.loop_start, poly.loop_start + poly.loop_total):
        #n = human_mesh.loops[loop_index].normal << this is not the face normal
        human_mesh.vertex_colors.active.data[loop_index].color = color

Using Suzanne, that gives the following result:


text:
Object hierarchy - scale does not change location
I am importing a DAE file which has objects in a hierarchy.
When I change the first object in the hierarchy's scale (reducing by a scale factor of 1000), the object becomes smaller to the size I would like.
However, when I view the XYZ location of an object lower in the hierarchy, the dimension scale change, but the location does not. Why is this?
Example:
Before doing anything. Note the Location XYZ

Original scale factor of top level object:

I have now changed the scale for the top level object to a scale of .001:

I'm selecting the object a few down the hierarchy again. As you can see the dimensions of the object changed, but the location XYZ does not change.

To be clear, you are asking why an object's location doesn't change when you scale it?

@person132 - Yes.

I am fairly certain that this would not be the expected behavior. Position and scale are two separate properties of objects, and changing one shouldn't affect the other one.

The position shouldn't change, but the decimal place should. It's currently 206m away from the previous object, when it's size is .2m.

Further to the answer of lemon below,see https://blender.stackexchange.com/a/169424/15543  So for any child object what we see in transform panel is somewhat arbitrary, and not global coordinates. The scene cursor displays global coordinates,.  To reflect changes down a hierarchy  consider apply scale ctrl-A of the base making it unit (1, 1, 1) scale for current size.  scaling  descendants,  do again for children etc, resulting in all parts having a uniform unit scale.  Some importers have a scale option to do this for us,  not dae by the looks.

@batFINGER - That would cause the objects to be uniform in size, but not the correct size. I'm working on a robot file that will reflect a real life robot. So all dimensions in Blender need to match the real world.

It's due to the parenting and an expected result.
When a child appears scaled due to its parent scale, the child own coordinates, scale or rotation won't change.
That's allow, when unparenting AltP, to have the choice between "clear parent" and "clear and keep transform".
Internally, Blender keeps the object own coordinates in matrix_basis and the resulting coordinates of its dependencies in matrix_world.
Also, moving the parented object by x unit will result in a move of its own coordinates of x unit times the inverse of the scale given by its parent. So, all is coherent.
If you want to keep parenting with scales and locations being applied, select all the parts and use CtrlA to apply, then "scale".

It seems that using the Alt + P "clear parent" and "clear and keep transform" option does correct the location XYZ scale, but it removes all hierarchy. I need to maintain hierarchy and get the correct XYZ location. Is there a way to do this?

Yes, select them all and apply scale (ctrl A then scale)


text:
4 shapes in a flag how to?
I'm a newbie here but willing to learn.
I have 4 shapes that make 1 flag.
I've "compound path" in illustrator and exported it to SVG.
The flag with the wind added on it does not hold the 4 shapes all together.

Blend file: http://www.makconcept.com/temp/4shape-flag.blend

Do you want the flag to have 'Missing' (transparent) areas, or is it supposed to be contiguous?

Thanks Robin for writing!
I've tried the continuous flag.. with a white background.... don't like it...
I really want the missing transparency to be as is... but waving like 1 real full flag :)... can this be done?

Hello and welcome. While files, images, and external videos or links may be helpful additions they should not be the only way to obtain information about your issue. Don't make understanding your question rely on downloading a file, watching a video or visiting an external site. Use the builtin tools to upload images or gifs, along with thoroughly explaining the problem in written form so it can be indexed and searched for thus helping future visitors with similar issues.

Thanks Duarte :)

@Sandra Did you read everything Duarte Farrajota Ramos wrote? Not just the first sentence, right? ;-) What about an image? A screenshot? Maybe add it right to your question next time for everyone to see? hint hint hint

@Sandra: i am sorry but i cannot download your blend file. would be great if you could upload here: https://blend-exchange.com/ (that's the "official" way to provide blend files here)

Sorry guys for not following protocol from the start. I've uploaded the file to : blend-exchange.com
Thanks

Unless you have a special reason for islands of geometry, it would be much simpler to use a texture, to mask transparency.

The cloth simulator is a simulator. Give it 4 pieces of cloth, and they will behave as 4 pieces of cloth. So you have to tell the simulator, somehow, you want the behaviour of a single rectangle.
The flag should be provided to the simulator ready to be deformed by forces, not in an already deformed state
The topology matters. The 'cloth' is modelled as (a fancy version of)  point-masses at the vertices, connected by edges interpreted as springs. A nice even density of points connected by edges of about the same length will behave more like real-world fabric.

So it would be easier to make the flag an evenly subdivided plane of one material.
Either in your 2D graphics package, or Blender, create a transparency mask at the same aspect ratio as your flag (easiest in pure black and pure white), and save it as pixels:

In an orthogonal view, UV unwrap your plane with 'Project fron View > Bounds'.
Plug the texture into the alpha channel of the flag's material, for an EEVEE render. (You will have to set the material's Blend Mode to allow transparency.)

This should give you more flexibility with your simulation.


text:
What Happened To The Hips On My Rigged Model?
I recently converted an Animal Crossing model from an SFM model to a Blender model and just imported it on Blender. But it looks like this.

The hip looks deformed and it seems to go the opposite direction of where I want it to go when I move the mesh. At the moment, there is LITERALLY nothing I can do about this. Please, help me.

Please don't write in all caps, it is the online equivalent of shouting,
is harder to read
and is considered rude.

Have you checked the weight paint?

I've found a similar rigged low-poly model. It has only a waist bone but no hip bone. https://i.sstatic.net/NbOr2.jpg

@Blunder Both the "bip_hip" groups are nothing but blue.

Oh wait, I fixed it! I just selected all the bones and cleared the transforms. My character looks back to normal now!


text:
Rendering Issues
I am having difficulty rendering my animation. The project file itself is pretty simple with the majority of verts being from a Blender Kit asset. The total amount of verts is rather low for a sene and is less than 100'000.
In a previous project I was able to render with a vert count of almost 2.3 million.
The animation in my project file is baked and when I render a single frame it works just fine. Everything renders as it should and that includes all the optimization settings as well (i.e., motion blur etc.) But if I render the animation in full it renders 1 frame and then crashes.
I have tried looking at all of my optimization settings and everything seems fine. I even shared my project file with someone else and they were able to render the animation just fine so this indicates that the file is not corrupt in any way.
Also, I have tried rendering different animations from different project files and they all seem to work just fine... I could start it all over again but I don't see the point in this. It is far more conducive to try and figure out what the problem actually is to stop it from ever happening again.

https://1drv.ms/u/s!ApRFx-cmg8aB2B035j2jAnGAwuDL?e=fxrqJG
My system hardware is the following

Razer Blade 2019 (mid)
RTX 2080 Max Q
32GB RAM
Windows 10

100,000 verts? Erm, no. It's 700,000 something for the char and you have added a Subdivision Surface modifier that bumps the count up to almost 1,3 million verts.

Is this for Eevee or Cycles? The output is called 'Eevee Car Crash Test' but the engine is actually Cycles: https://imgur.com/a/rPpI85H

Remove the Subdivision Surface modifier from the car. It has 781,255 verts. This should be enough.
Change the output format to PNG so every frame is rendered and saved to disk, and you don't lose your work when Blender crashes.
Convert the rendered image sequence in the Video Editor workspace to the final video file.
Update / Crash report:

I've done a mini render (10% size, 128 samples, CPU, NLM denoise, 64 tile size for CPU render) and Blender crashed at frame 12. I've continued the render (start frame 13) and it rendered the remaining 88 frames without a crash.
Second try (25% size, but lowered samples to 50). It stopped at frame 1. Restarted it and ... it crashed: Stack trace:
blender.exe         :0x00007FF72A19CE10  btGjkEpaPenetrationDepthSolver::calcPenDepth
blender.exe         :0x00007FF729FCAB40  RB_dworld_set_gravity
blender.exe         :0x00007FF72941DCC0  rigidbody_update_simulation
blender.exe         :0x00007FF72941B9A0  BKE_rigidbody_do_simulation
blender.exe         :0x00007FF72941C040  BKE_rigidbody_eval_simulation
blender.exe         :0x00007FF72D12AF50  std::_Func_impl_no_alloc<std::_Binder<std::_Unforced,void (__cdecl&)(Depsgraph * __ptr64,Curve * __
blender.exe         :0x00007FF72D129380  blender::deg::anonymous namespace'::evaluate_node blender.exe         :0x00007FF72D129330  blender::deg::anonymous namespace'::deg_task_run_func
tbb.dll             :0x00007FF813D651D0  tbb::interface7::internal::isolate_within_arena
blender.exe         :0x00007FF72D1AE500  tbb::internal::function_task::execute
tbb.dll             :0x00007FF813D737A0  tbb::recursive_mutex::scoped_lock::internal_try_acquire
tbb.dll             :0x00007FF813D737A0  tbb::recursive_mutex::scoped_lock::internal_try_acquire
blender.exe         :0x00007FF7296D9F80  tbb::internal::task_group_base::wait
blender.exe         :0x00007FF72D128EC0  blender::deg::deg_evaluate_on_refresh
blender.exe         :0x00007FF7293505D0  scene_graph_update_tagged
blender.exe         :0x00007FF7294EDAD0  wm_event_do_notifiers
blender.exe         :0x00007FF7294D84D0  WM_main
blender.exe         :0x00007FF7291C9C70  main
blender.exe         :0x00007FF72D6D3468  __scrt_common_main_seh
KERNEL32.DLL        :0x00007FF81EA07960  BaseThreadInitThunk
ntdll.dll           :0x00007FF82181A2D0  RtlUserThreadStart
so I had a look at the Scene Properties > Rigid Body World > Cache. There I've clicked Bake All Dynamics => 100 frames, 19kb baked. Finally, it rendered all 100 frames without a crash. I am not sure if this solved the problem or it was just a coincidence.


text:
how can i fix uv unwrapping issue?

Hi, I understand English badly but I really need some help. I added Mark Seams, applied all transformations, and for the subdivision, I've chosen UV Smooth to all but I still have this distortion after UV unwrapping and I don't know how to fix that. I tried so many methods on Youtube but no one is helping me.
Blend file:
https://drive.google.com/file/d/1cjndxOh41WYNcBUAVGa0EOwguHG2v-nK/view?usp=sharing

maybe try that: https://blender.stackexchange.com/questions/274803/uv-unwrap-skewed-from-center-outwards/274813#274813

Could you provide the Blender file pls?

@Artichoke sure, im sorry for not to do this before https://drive.google.com/file/d/1cjndxOh41WYNcBUAVGa0EOwguHG2v-nK/view?usp=sharing

https://blend-exchange.com use this site, you can upload the file in this way

You didn't apply the modifiers (you need to aplply the subdivision, bevel and mirror)  If you apply them and then you unwrapp (for example with Smart UV Project) you will find that there is no streching.

but if i apply modificators on  this way  this are changes my geometry, i mean thats was more strange in angles but if  i apply firstable subsurf after bevel and mirror thats chances my geometry, i need to apply firstable mirror after belev and subsurf


text:
Can you use 1 python script for multiple GE scenes?
I have 2 scenes, both with logic. I am trying to convert all my logic as certain logic bricks cause small delays. I noticed that if I use python scripts instead, I will end up still sending messages which will lead into small delays. Is it possible to have 1 python script in one scene that does funtions for 2 objects in 2 different scenes? In other words, I won't have to be sending messages between scenes to remove the delay. If so, how would I identify an object from a separate scene? Thanks.

IDK about different scenes, but it seems like sending a message should be pretty fast. Have you tried making the messaging faster?

@Matt and how would I do that?

It depends on a whole raft of things. Probably the most important is the payload. How are you sending the message, and what are you sending?

Can you use 1 python script for multiple GE scenes?

Yes, you can.
This has nothing to do with messages, or delays. Python is executed by a Python controller. A Python controller gets executed (as each other controller) either once or never within a single logic frame.
Messages
Messages will be transferred after the logic bricks are executed but before the next frame starts. From perspective of logic - between the frames.
That is the reason why it takes exactly one frame between sending and receiving a message.
Effect:

When you perform operations while sending a message and operations when receiving this message ... you will notify a one frame delay.
If you do not want that, you should ensure all operations (except sending the message) react on the same event -> e.g receiving the message.

... how would I identify an object from a separate scene?

You can grab the scene and read the objects it has.


text:
How to have a string work with the keyboard events in the GE?
Here's my simplified code:
import bge
from bge import logic

cont = logic.getCurrentController()
own = cont.owner
keyboard = bge.logic.keyboard
input_just_activated = bge.logic.KX_INPUT_JUST_ACTIVATED

primary_input_key = "SPACEKEY"
p = "bge.events." + primary_input_key

primary_input = keyboard.events[p]

if primary_input == input_just_activated:
    print("it worked!")

As the code suggests, I am trying to print "it worked!" into the console by keyboard input. It works when using keyboard.events[bge.events.SPACEKEY] as it is in its proper form, but when I change it to "bge.events." + primary_input_key it seems that it changes its form, making it no longer working. How can I have a string be converted to fit the game-engine's logic's keyboard input's form?

Design
You are mixing separate things. This leads to confusion, quirky design and in best case it does not work (as it is not supposed to work together).
Some things you need to know about
Keyboard events
Keyboard events consists of two attributes:

The status (pressed, released ...) and
the involved key.

Keys are no strings. Keys are hardware. Keys are identified by key-codes. Key codes are numbers (not strings).
As nobody wants you to remember all the numbers there are some constants for better understanding e.g. bge.events.SPACEKEY which is key-code 32.
So the working code would be:
p = bge.events.SPACEKEY
# which is
p = 32

I do not really understand what you are going to do. From what I see you try to create code from strings. This is possible. But not what you really want. Here you could do a "light" interpretation, by retrieving the attributes of a module:
getattr(bge.events, "SPACEKEY")

This can become handy when writing keyboard settings into a human readable file format.
Be Aware
The constants do not describe what is printed on the key. For example bge.events.YKEY is not necessarily the key with Y printed on. It describes the key-code (the number) of the key at that place.
To get the printed character on the key of your system you need to ask your OS. It can map the key-code to a string. This happens when you enter text anywhere - even in Blender.
The bad news
I have not found a way to map key-code to character through the OS keyboard mapping, neither with the BGE nor Python.

Thanks! I went with getattr(bge.events, "SPACEKEY") and it works perfectly! :)


text:
How to use python classes with BGE objects?
Pretend we have a simple class; "Hero" will be our class. Here's an example of a simple class:
class Hero:

    def __init__(self, max_health):
        self.health = max_health

    def regen(self, amount):
        if (max_health - amount) > 100:
            self.health = max_health
        else:
            self.health += amount

    def die(self):
        self.health = 0
        self.alive = False

Above is a simple class not assigned to any objects. I am a bit puzzled on how I would "assign" a class to an object. When the script reads self.health = max_health, would I change it to self["health"] = max_health? Also, how would I apply the entire class to a specific object? I can do player = Hero(100), which would make "player" be class "Hero" with 100 as the max_health, but I am not assigning this specific "player" to a BGE object. Would I call the object and assign it: main.objects["player"] = Hero (assuming I've defined "main" and "player" exists)? How can I have class attributed be connected to properties of objects, and how can I have the objects be assigned to a class?

Composition
You can assign an object (instance of a class) by referring from the game object to your instance e.g. by assigning it as value to a property.
import bge
from myClassDefinitions import MyClass

myInstance = MyClass()

owner = bge.logic.getCurrentController().owner
gameObject = owner
gameObject["myClass"] = myInstance # assign object to game object

print(gameObject["myClass"]) # get object via game object

Explanation
The game object and the instance of your class (object) are two separate objects.
After creation you assign your object (as reference) to a property of the game object. This means the game object knows how to get the object at any time later via gameObject["myClass"].
The object does not need to know the game object. If you really need you can create a cross reference (e.g. by storing a reference of the game object as attribute of the object).
Advantages

any number of objects can be assigned to the same game object
any number of game objects can refer to the same object
the property name indicates the purpose of the referred object
the property can be exchanged or even removed
allows to avoid dependencies to BGE from within your own classes (you can test it with unittest, you can use it outside the BGE)
can survive game object remove (e.g. on scene switch) when referred from outside the scene.

(this is another option)
Object replacement
The BGE allows to "replace an existing game object". It is a strange idea but allows to feel like subclassing. It is descibed in the BGE API.
Explanation
You create an instance of your class which subclasses KX_GameObject (or whatever you told your class should inherit from).
The game object in the scene will be replaced by the BGE when instantiating your class (that is why you need to deliver a game object to be replaced).
Your object inherits all attributes from the game object you delivered at instantiation.
When the game object dies your object dies too as it is the game object now.
Advantage

single class
can still use properties
feels like a class

Disadvantage

single class only
replaces the game object (any previously made references to this object become invalid)
dependency to a single game object type branch (you can't use the same inheritance for KX_Camera and KX_FontObject)
will not survive ending the game object (e.g. on scene switch).

Thanks for the answer. In the disadvantages, "single class only," does this mean that it will no longer be of bge.types.KX_GameObject? Or can it be both (hero and gameobj)? I see "single class" in both the advantages and disadvantages. Also, you say "myInstance = MyClass()," "owner = bge.logic.getCurrentController().owner," and "gameObject = owner" "gameObject["myClass"] = myInstance." This is transition -- can we not say "gameObject = MyClass()"? I see you've written "gameObject["myClass"] = myInstance," but is ["myClass"] an attribute of gameObject? =

It will still be a KX_GameObject as it inherits from it. I do not think you can apply another class (with additional behavior) ... I might be wrong as Python supports multi-inheritence. --- it is both an advantage (just one class) and an disadvantage (if you want to encapsulate into several classes).

I updated the answer to create better contrast on the two options.

you can pass the game object to your custom class object as follows:
class hero(object):
    def __init__(self, game_object):
        self.gameObject = game_object
        self.health = self.gameObject.get("health")

now you can create objects from your cusom class 'hero' in the game code
# getting all the current scene objects
scene = bge.logic.getCurrentScene()
source = scene.objects

#'superman_object_name' is your object name in blender current scene
superman = hero(source.get('superman_object_name'))

#now you can access your game property within the object
print (superman.health)

If my object had a property (logic bricks) named "health," would this work? Would I need self["health"], or is self.health fine? Thanks.

you know what, I've just discovered that inheritance is not necessary :) check out my corrected answer, I hope this is not confusing

A property remains a property with key access. self["property"] is the access method (since BGE2.49).


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Pen tool scroll
Working in grease pencil with a drawing table. Under the "tool" menu I see my "Brushes" and I use the mouse scroll wheel to scroll through the brushes. Is there a way to scroll through my brushes using my drawing pen (styles). It would be dreamy to use my styles to "tap" the brush menu and scroll through all my brushes and pick one with out putting down my pen.
In the below film, you can see a brush scroll using a wheel mouse. I want the same effect with my (styles, tablet pen)
https://capture.dropbox.com/yqxLLVVYNEpcMTJj

Hello, please provide screenshots so we have a better idea of what you're trying to achieve.


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Mask grid on rounded corners
I'm trying to create some procedurally created filter with a customizable mesh grid inside the frame. Geometry nodes are used for this purpose.
I'm still working on it, but I have no idea how hide overlapping parts at the rounded corners. Any suggestions on how I could hide/mask them?

Im not much get it how to use that raycast in my project.
In shortly, my geonode darwing every string from boundry box edge.
I controlling size and shape this filter by changing position of cube box faces.
Me using blender from short time not anything is obvious for me yet.
For now me will use some non-procedural way to hide edges by using boolean modifier.

Attaching my blend file
https://filetransfer.io/data-package/nw0154X7#link

without being able to read your node tree...pls upload your blend so we can read your node tree and don't have to rebuild everything, thx

Crantisz already gave me a good tip with "raycast". Me can update later working *.blend when me finish implementing that to my project.
For now curves that are "out" of frame. They are just dissapearing but now me know where to start ;) me should figured out this soon.

You can use ray cast to cast a ray from each instance position to check if it hits the filled curve or not: