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Blender file is slow, cannot properly animate or texture because of loading speed
Blender file is extremely slow, I have to make a complex scene and cannot properly animate or texture because of the low loading speed.
I'm somewhat new to blender, but i have to make a 3D animation of a 3D world where a van drives through a world where all kinda things happen.
But the problem is, the scene/ file is extremely slow, and i don't really know why it is so slow.
I have a 32 GB RAM pc, with a graphic card that has to do the job.

Hello and welcome. As it stands this question is unanswerable for lack of essential details to understand the issue. Obviously only you have access to your scene, so unless you describe it thoroughly you alone know your exact setup, settings and what steps you took to arrive where your are now. Describe in detail what the issue is, supported by accompanying screenshots with the [edit] button above. Don't post comments or ask a new question, edit your question and add more information

Try to put some objects in collections, then disable that collections. Hidden objects will not use CPU time, so that you should work efficient.


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How do I change bpy.context.object for bpy.ops?
I am trying to use bpy.ops for things like separating meshes, changing bpy.context.mode, adding modifiers and deleting meshes. However, I am unsure how to change which object bpy.ops operates on.
Here is my code
object.select_set(True)
bpy.ops.object.delete()

I have heard to avoid bpy.ops but I do not know any alternatives to my usages of bpy.ops so any suggestions on alternatives would be appreciated.
Thank You!

bpy.data.objects.remove(obj) for this specific usecase. However in general what you are looking for is an operator override. I set out to create a list of them out there maybe it will be of some help https://blender.stackexchange.com/questions/248274/a-comprehensive-list-of-operator-overrides

I don't understand operator overrides, I guess I should have clarified that. I don't know how they work

Your question asks how to provide parameters to operators that are not part of the context, the answer is to use an operator override. If you don't want or cannot learn how to use them, I'm afraid you can't do what you want, sorry. If you want to know how they work, I provided you with a keyword to search the internet for resources and a link to the official docs. Apart from that I'm afraid your problem can't be solved

This is also a good resource https://blender.stackexchange.com/questions/6101/poll-failed-context-incorrect-example-bpy-ops-view3d-background-image-add

Oh wait, I think I get it now. Thank you.

@Gorgious et al, note that operator overrides are deprecated in 3.2 and scheduled to be removed in 3.3, to be replace by calls to [bpy.context.temp_override()[(https://docs.blender.org/api/current/bpy.types.Context.html#bpy.types.Context.temp_override)

How does it work for mesh operators, is it similar to object ones?

Here is a more complete answer to your question, some of which has already been provided to you in comments by Gorgious.

It is good to avoid bpy.ops where there is an alternative; because of performance issues.
In the case of your example, there are three solutions:

Not using bpy.ops as described by Gorgious: bpy.data.objects.remove(obj) This solution is preferred for performance reasons as it uses the relavent low level function.
Using bpy.ops: bpy.context.view_layer.objects.active = obj; bpy.ops.object.delete()
This solution sets the active object to your object and then deletes it.
Provide bpy.ops with an alternative context.

Before Blender 3.2 you provided an alternative context by using a context override as described in this answer, as mentioned by Gorgious.
But context overrides are deprecated in Blender 3.2 and scheduled to be removed in blender 3.3, being replaced by temp_override()

Hey Marty, thanks for elaborating on this Q&A. I just want to add I don't think it's exact to say that context overrides are deprecated. From what I understood the current syntax involving a dictionary with parameters and their values is deprecated in favor of a more streamlined syntax with temp_override, but the underlying functionality is still more or less the same. Please correct me if I'm wrong :)

@Gorgious At this level you are correct.  The exact statement from the release nodes is "Passing the context to operators as a dictionary has been deprecated as part of the inclusion of Context.temp_override which should be used instead."  But "as a dictionary" is a good definition of "context override" so I use that as a shorthand.  Thanks for keeping me honest. ;)  I'm not going to argue about whether or not temp_override's syntax is more streamlined, though.

source: Stack Exchange

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

sort: votes


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Blender render in GE?
I noticed that when you create a new scene, you have the option to change it from, for example, game engine to render. I also noticed that you can add overlay scenes, which is how I do my menu for example. Would it be possible to have sort of a cut scene in the render engine? As in, you play the game in the game engine, then you reach a certain point and you cannot move as the scene is suspended, and the overlay scene in the render engine is shown. Is it possible to do this?

No. But it sounds to me like it would be much easier to render the cutscene normally (even from another blendfile), then have the GE play back the resulting video file at the proper time.

The short answer is no that's not possible at all.
The rendering engine selector is more or less just a toggle to change some UI displays. It it not linked to a particular scene in any real way. Besides, Blender Render is hardly capable of rendering a cut scene in realtime. Additionally, Blender Render is not available in blenderplayer.
If you want to display a cutscene in-game, create it in Blender Render or Cycles or whatever first, then render it out to a video file. Finally, in the game engine, play back that video using videotexture.

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


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Blender move item rig?
I have been trying to rig a weapon, but I don't have much experience. I know how to rig characters though. I don't know about anything, and I am not asking for anyone to actually rig my weapon. I just wanted to know how to do the following rig type: a bone that basically just controls a piece of the object as if you are grabbing it. I just want my magazine come out of the weapon and back in, also, have my entire weapon push back when firing. Any help is appreciated. Thank you!

make this piece of object separated (in edit mode, to make them still be 1 object), add bone in edit mode either with add armature or shift D and weight paint the armature of the object and if u want to make the object bone parented to main bone, just add parent inside edit mode with keep offset.
i think this should help

Yeah, now that I realize, I just fell into a major brain-fart. I knew this all along, and it is very simple. Thanks though!

Create the gun and magazine separately, parent the gun to an empty 'gunEmpty' and magazine to another 'magEmpty' then parent (with offset) a third empty 'magslotEmpty' to the gunEmpty but line it up with the slot for the magazine.  Now add a "copy location" constraint to the magEmpty (copying the magslotEmpty), tweak the positions of the geometry relative to the empties, so the magazine and slot lineup nicely. Now the influence slider of the copy location constraint can be used to attach and unattach the magazine. Additionally you could add an empty to a characters hand and give the magazine a copy location constraint to attach to the hand... This also can be done with bones but empties keep it simpler.

My apologies, I didn't realise it was a game engine issue.  (I have zero game engine experience.)

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


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Cut many radially symmetric holes
I'm trying to make an animation of a cross section being "pushed" into a scientific instrument. (I.e., first you will see the outside of the instrument, and then some of the material will start disappearing until it is a cross section.) However, since I imported many of the parts from STP files (by converting them to STL files and them importing them to Blender) the meshes all have way too many vertices and the difference boolean modifier that I use to take the cross section in painfully slow.
I cannot figure out how to simplify the meshes enough so that the boolean operation will be fast (it only takes a second with one, but I have many in the final animation and it becomes incredibly slow for Blender to recalculate the boolean modifier). So, I would like to try to build the parts in blender. I have been able to build most of them by hand, but I am stuck on this one:
https://www.dropbox.com/sh/otbgk0dm3rld28k/AACOpmzAKQ9C6N63C4Di1fyFa/f0800x600nt.stl

It is a flange on the vacuum chamber. I don't need to include all of the small ridges, but I would like to make a ring with many (20) small holes symmetrically distributed about the ring. How can I do this?
Alternatively, is there another way that I can take cross sections that is faster than the boolean operator? Or, is there a way to simplify the mesh from the STL files? I tried the suggestions listed here and they reduced the vertices only by ~50% before the mesh started to look terrible.

Since you're making an animation, have you considered speeding up the process in the animation phase by decreasing the number of frames it takes for the animation to complete in the editor?

You could try the Decimate Modifier
This shows the reduced mesh from 27K to 2.7K faces:

You could also switch to smooth shading with an edge split modifier to flatten the triangles on the outer ring.

Thanks for the response. I have tried decimate, but it doesn't make the object look very nice. Any idea how to just cut the 20 holes from a ring made in blender? Thanks.

You could use the knife project tool: http://blender.stackexchange.com/questions/8050/why-does-knife-project-cut-only-one-hole-into-a-disc


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How to animate Action Clip time in 2.75?
Following the release notes relating to the changes to time and influence controls on strips, I keep running into issues with it. When I check the strip to have animated time and try to insert keyframes, I get the error message "No F-Curve to add keyframes to".
I can locate the Strip Time track in the Graph Editor for the given object, but there's no curve. Odd enough, I can add modifiers to the track and they seem to work as intended (ie. time becomes animated), but I can't find a way to control it manually.
Am I missing a step here or could this be a bug of some sort?

I think what you are looking for is the animated setting for these properties. In the NLA Editor you will find an Evaluation panel in the properties sidebar N where you can enable animated for the time and influence of the strip and add keyframes.
On my first quick look at this it does appear incomplete. When you enable these two animated settings, it appears to be keyframed but there is no f-curve, but it does then allow you to add keyframes to the values which does create an f-curve that you can then adjust in the graph editor.

This seems like the proper way to do it, but the two ways I know how to add keyframes to numeric fields (right clicking the field / autokey) both result in an error.
Can you check this screencast and spot what I'm doing wrong? https://drive.google.com/file/d/0B0ENQEs_rHwsTWxWbHJHWWQ1ZjA/view

I'd say report it as a bug, when I enable the animated checkbox the time highlights as if it is animated and I can create keyframes. First "Load Factory settings" and try in case an old startupfile is introducing your error.

Hello, I have same problem, so it is bug? I can not add keyframes to Influence?

So it looks like bug, because it works good in last developer build. But I found workaround. If you want add key to curves, you have to activate View > Show sliders in F-Curve editor. Turn on autokey and change value.


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Orange peel effect does not work
Hello I'm trying to create a car paint material like in this tutorial:

but the orange peel effect does not work even though I do everything exactly the same way.

Blend file: https://mega.nz/file/pakH1AgT#7fep0eH_AohHfx3bIFbrKgWJVZWSamx2j2-nrZQ4Fws
I'm a Mac user, maybe it's the settings
Does somebody have any idea?
thanks

Hello Kirill, could you please add some screenshots of your material setup and a Blender file so we can troubleshoot it?
https://blend-exchange.com/

I suspect that he may be working with an object (the car) which is a different size to your cube.  Try changing the Distance in the Bump node to 0.0001 and the Scale in the Noise texture to 100 and see what happens. You can also apply the scale to the cube with Ctrl-A which might help. - Those settings work in Blender 3.3.

As mentioned in the comments, it's the scale of your model (the cube). If you compare the size of the Voronoi pattern as shown in the video to your material preview you will see the difference.
Video ...

... vs Cube

To fix this, (1) apply the Scale to your object (Ctrl+A in Object mode) and (2) increase the Scale value of the Mapping node to something like 10. You can leave the Scale value of the Noise Texture node and the Voronoi node at 15 but maybe (3) increase the Distance value of the Bump node to 0.00005.
Then you have an orange peel effect (the distorted light reflection (4)) like this:

Thank you very mach, sometimes it's so simple but you can't figure it out.

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


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IndexError: bpy_prop_collection[index]: index 154 out of range, size 154

The unselected part is a normal model. Since I created the selected part myself, such errors have occurred in exporting the model. When I delete the selected part and export it again, it can be exported normally, so I think there is a problem with this part of the model I built myself, but I don't know what the problem is.
File "C:\Users\Administrator\AppData\Roaming\Blender Foundation\Blender\3.3\scripts\addons\XNALaraMesh\export_xnalara_model.py", line 68,
in getOutputFilename xpsExport() File "C:\Users\Administrator\AppData\Roaming\Blender Foundation\Blender\3.3\scripts\addons\XNALaraMesh\timing.py", line 31,
in wrap ret = f(*args) File "C:\Users\Administrator\AppData\Roaming\Blender Foundation\Blender\3.3\scripts\addons\XNALaraMesh\export_xnalara_model.py", line 114,
in xpsExport xpsMeshes = exportMeshes(selectedArmature, selectedMeshes) File "C:\Users\Administrator\AppData\Roaming\Blender Foundation\Blender\3.3\scripts\addons\XNALaraMesh\export_xnalara_model.py", line 178,
in exportMeshes meshVerts, meshFaces = getXpsVertices(selectedArmature, mesh) File "C:\Users\Administrator\AppData\Roaming\Blender Foundation\Blender\3.3\scripts\addons\XNALaraMesh\export_xnalara_model.py", line 425,
in getXpsVertices boneId, boneWeight = getBoneWeights(mesh, vertex, armature) File "C:\Users\Administrator\AppData\Roaming\Blender Foundation\Blender\3.3\scripts\addons\XNALaraMesh\export_xnalara_model.py", line 471,
in getBoneWeights boneName = mesh.vertex_groups[groupIdx].name IndexError: bpy_prop_collection[index]: index 154 out of range, size 154

you should ask the creator of add-on XNALaraMesh for that error....

The unselected part is a normal model. Since I created the selected part myself, such errors have occurred in exporting the model. When I delete the selected part and export it again, it can be exported normally, so I think there is a problem with this part of the model I built myself, but I don't know what the problem is.

If you have added the selected part, the weights for the armature might be missing (keyword "weight painting"). The weights for the bones are stored in vertex groups and the error message mentions bones & vertex groups. For a quick test select the mesh, then the armature (should be highlighted in orange=parent) and do a Ctrl+P > With Automatic Weights. Blender then tries to calculate the weights for the whole mesh. Pay attention to the status bar. If there is a "heat weighting failed..." error message then the operation failed & there's something wrong with the mesh (duplicated verts, etc)


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How do I set the origin to an object's face on a Mac?
I've just started learning Blender and I'm following an online course where the teacher is using a Windows computer, but I have a Mac.
Some commands are easy to "translate" but whenever I try to set the origin to a face by selecting the face > Ctrl+right click I get this. The new face appears wherever I click on the screen.
What's weird is that when the origin is not even near the object and I use the same hotkey, no matter where I click on the screen, the origin does move to the center of the object, but it doesn't work with faces. I've tried Ctrl+right click, Option+right click, and Cmd+right click, but none of them work.
I'm using the 2.93.5 version for now since it's the one used in the tutorial. I'm using a regular mouse, not the trackpad or the magic mouse.
So far the only solution I've found is to set the 3D cursor to the selected face, then set the origin to the 3D cursor and send the 3D cursor back to world origin but I'm looking for a quicker way to do it.

I'm sorry, I don't know what is happening in that tutorial. When I use Ctrl + right-click somewhere, I extrude the selected face (or edge or vertex) to the point where I'm clicking. I'm using Windows as well, but I cannot set the origin to a selected face with this shortcut. Maybe it would be best to tell exactly what is done in the tutorial or name the tutorial and the timestamp where this happens so we can try to investigate what's going on there.

...or do you mean placing the 3D cursor instead of the origin? But that's Shift + right-click. If you want to find out how this works in your Blender, go to Preferences > Keymap and enter "set 3d cursor" in the search field. Then you get a list of all the shortcuts for this function in the different editors.


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Motion Blur makes smoke significatively more opaque
I have a smoke simulation already baked. When I try to render the image without motion blur, it renders normally, but when I enable motion blur, the whole scene turn into smoke.
I tried everything, but I could not find a solution.
Without motion blur:

With motion blur:

Domain options:

Could you please [edit] your question to change your domain options' screenshots so to only include what's actually needed? As it is right now, the only relevant areas of your screenshots are a small tiny corner of the whole area that we can't read without opening the pictures in a new tab to zoom in. It's always better not rely on your readers having to do extra steps to read you before even being able to help you ;)

Which render engine are you using? Also the render looks like there are other smoke simulations that are seemingly fine? If so, have you compared settings across their domains and emitters?


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How to select a bunch of meshes at once
I have one mesh character, I just want to remove the hair, so I go to edit mode, move the cursor into the hair and press L, but it only selects part of the hair not the full hair, My question is, is there a way, so I can select the hair with one press, so I don't have to press L and hover on every part of it ? Thanks in advance

Try selecting the whole body or head with L and then use Ctrl-I to invert the selection. You may have to deselect various other parts such as the eyes before deleting though.

thats actually work thank you for that

You're welcome! It depends how the object was created in the first place as to how successful that method will be though.

The shortcut L calls the operator Select Linked, it additively selects the mesh under the cursor and all its linked elements. If all your hair isn't selected at once, it's because your hair isn't made out of one mesh.
You can simply move your cursor over an unselected hair mesh and hit L again, and keep going until you are done.
Alternatively, sometimes you have a Vertex Group or a material slot dedicated only to your hair. When it is the case, you can select that material slot or vertex group, and hit the Select button in Edit Mode:

If you find yourself having to often select a specific set of mesh parts that don't have a fast way to be selected, it would be smart to make a vertex group for that purpose.


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How to hide the manipulators when using?

In version 3.5, when using manipulators (move, scale, rotate), the manipulator itself remains visible. How to disable its visibility when using manipulators? (so that they do not interfere with viewing).
Thanks!

I assume you mean the gizmo that appears when you are selecting the action from the L/H Toolshelf? If you disable them how are you going to know what part to grab with the mouse to manipulate your object? To be honest I never use them I just use the normal hotkeys which means that they don't appear at all.

for example, I choose the move tool, move the object, but the manipulator moves with the object (does not disappear as in 3.0). Nothing is enabled on the top right.

It behaves exactly the same in 3.3.5 here as it does in 3.4.1 and 3.5 (and 2.93 for that matter) so it sounds as if we're looking at different manipulators! Can you edit your question and add an image of it please: https://meta.stackexchange.com/questions/75491/how-to-upload-an-image-to-a-post

https://photos.app.goo.gl/QCjMp9ktnDnx7f5c6

I see what you mean but I've no idea how you would create that effect and can't find any setting to just hide it while it's in motion. You can turn it off altogether on the top-right Viewport Gizmos menu but you can't then use it to move your object whcih seems somewhat pointless to be honest.


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Flat bones deforming mesh? How to fix?
Posing a manikin right now, and somehow one of the bones got flattened, which is deforming all the vertexes onto a single plane. How to fix?

Switch to Pose Mode, select the bones and hit ⎇ AltS to reset their scales.


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How can I make objects float inside a softbody?
Basically, I have a translucent slime softbody character. I would like to have small meshes floating inside said translucent slime softbody character. How can I accomplish this?


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Black Background on PNGs 4.2
Guys I am absolutely losing my mind trying to get this to work, I am on Blender 4.2, and I have a transparent PNG placed on a surface of a rectangular prism as a material image texture. I cannot get rid of the black background to save my life, no video on YouTube or forum response has answered this question since there always seems to be a setting that has changed and is no longer covered. Blender has apparently changed every possible route to solving, and I cannot believe it is this difficult to overlay an image on to an object in a 3D program. In photoshop this is done in 5 seconds on extruded objects with vanishing point filters - yet in a program seemingly designed for this very thing, you can't solve it with a few steps?
I need to be completely walked through this in order to understand, no shorthand if you can help it

Complete walk through would require information about what exactly you are doing and how. There is no way to know what specific look you are after since you haven't provided any info on that.

Sorry, but your question is lacking a lot of information as @MartynasŽiemys already pointed out. First of all we do not know if your transparent parts show black because you do not use the Alpha channel or if you do, you are probably in EEVEE instead of Cycles where Alpha transparency does not work out of the box but needs specific settings. Then we do not know if you want to place the image with transparency over an existing material on the same face(s) like a sticker where the original material shows through the transparent areas - this would not be possible with two separate materials.

Oh, I thought, there are no alpha blend settings in 4.2 anymore, but they are there, it seems only in Cycles. I think that's a bug, I will report it. If one is in EEVEE, there is no Settings subpanel in Viewport Display panel in material properties...

@MartynasŽiemys Yes, relax, I'm not criticising your answer. Yep, I did not think about 4.2 blend mode settings because I usually do not use EEVEE for anything. I do not doubt there is an Alpha channel, still it is possible he wants to place a second material over another on the same face which is simply not possible in Blender. I just wanted to make clear to him that if your answer was not the solution in this case, it might be helpful if he gives more information. Or in general it is helpful to get more information on how the materials are set up to rule out all possibilities.

No it seems I made a mistake. There seems to be a confusing problem with the Blend Mode settings getting hidden.

@MartynasŽiemys I guess the Blend Mode settings are getting hidden when using EEVEE since they are not used anymore and in Cycles they are still there because EEVEE is used for the Material Preview, i.e. some of the material settings for Cycles would not apply for the preview. Note however that the Blend Mode "Opaque" is still there, but you cannot select it anymore.

The settings do affect transparency in EEVEE viewport. https://projects.blender.org/blender/blender/issues/126369 Reported a bug, let's see what the devs say.

Let us continue this discussion in chat.

Use alpha channel in the image as transparency:

If you are not using Principled BSDF, you can mix other shaders with Transparent BSDF and use the alpha as factor for the Mix Shader node:

You may want to choose an appropriate Render Method(EEVEE)/Blend Mode(Cycles) in the material properties:

haha well that worked like a charm and I feel very silly ! Thanks for the help !!

Hello and welcome. This site is not a regular forum, while it's nice to say "Thanks" as a comment, it would be better instead to upvote the post that helped you. If you feel it completely solved your issue, consider marking it as accepted. This way it will mark your question as having a proper answer, reward the answer's author with points, and make the answer easier to find for the next people encountering the same issue.


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How do you simulate an LCD projector where a lamp projects a patterned light onto a surface? (cycles)(cycles)
I found an answer for Blender Internal engine at I want to make a projector show an image displayed on surfaces
But I want to accomplish something similar in Cycles.  I tried attaching a texture node to the lamp's node tree, but it seems the color pattern is based on the world coordinates and does not rotate with the spot lamp.

What is the correct node setup for a cycles lamp so that its texture rotates and moves with the lamp?

I'm beginning to think that my real problem was that my 2.78a version of blender was haunted, because switching to 2.78c solved the problem.

You can do this with a spotlight using the pretty much the same node setup as you have but with an additional mapping node to position the image.

You also need to be sure to set the spotlight light size to something small or your projected image will look blurry.

And the result.

Update:
Here's it working with your blend file, no settings changed:

You might have to go into a little more detail.  I added that mapping node, but when I rotate my lamp, the texture does not move with the spot light, so it is no improvement over my original node setup.

I can't seem to reproduce the problem...  The mapping node just fixes to orientation of the image.  The image rotates with the spotlight for me.  Could you upload a .blend?

http://pasteall.org/blend/index.php?id=47047 in case you want to see an example of a .blend with my problem.  If I alter the rotation of the lamp, the texture doesn't move with the spot.

What version of Blender are you using?  The texture rotates fine for me with your blend file.

I am using blender 2.78a

There must be something different between our environments because your blend file, on my machine with 2.78a is doing exactly what you want it to do.


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What are the valid types for the type parameter in bpy.context.scene.node_tree.nodes.new(type)?
I'm trying to use python to create nodes in the compositor.  Right now I want to create an ID Mask node, but there will eventually be others.
If I create an ID Mask node via the UI and ask the python console what is C.scene.node_tree.nodes.active.type it tells me 'ID_MASK', but if I C.scene.node_tree.nodes.new('ID_MASK') I get an error
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
RuntimeError: Error: Node type ID_MASK undefined

How do I learn the proper values for the type parameter for node_tree.nodes.new(type) ?

Since 2.68 the API doc for Nodes.new(type) states "Type of node to add (Warning: should be same as node.bl_idname, not node.type!)"
>>> [n.bl_idname for n in D.materials['Material'].node_tree.nodes]
['ShaderNodeOutputMaterial', 'ShaderNodeBsdfDiffuse', 'NodeReroute']

The correct type for this would be: 'CompositorNodeIDMask'.
Too create a new ID Mask node the line would be :  C.scene.node_tree.nodes.new('CompositorNodeIDMask')
If this is confusing, at least they have a pattern so you have 'CompositorNode'or'ShaderNode'or'TextureNode' plus the node type like 'ShaderNode'+'ObjectInfo'.
For the full list of node types see these links: shader nodes, compositor nodes and texture nodes

It turns out those links are not the FULL list.  There are things like NodeReroute too.

type(bpy.context.scene.node_tree.nodes.active)
class 'bpy.types.CompositorNodeIDMask'
import bpy
ntype = str(type(bpy.context.scene.node_tree.nodes.active))
nodetype = ntype.rsplit('.')[2][:-2]
print (nodetype)


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What are the formulas governing blender's exponential easing for animation fcurves?
I was trying to animate something that was scaling exponentially, so I created an fcurve with two keyframes and configured it for exponential easing.  It did not behave as I expected.
Consider two keyframes (frame,value): (1,1) and (11,32).
I would expect that to be interpolated as (3,2) (5,4) (7,8) (9,16) , doubling every two frames.
Instead I see (3,1.121) (5,1.484) (7,2.938) (9,8.75) .
What are the equations governing blender's exponential interpolation mode?

I expect the math you are looking for can be found here

The math used can be found here, the calculations for the parameters used can be found here.
The calculation used for exponential ease in is -
change * powf(2, 10 * (time / duration - 1)) + begin

The curve is calculated between a start keyframe (begin) and an end keyframe, time is the time elapsed since the start key and duration is the total time between start and end, change is the amount the keyed value changes between keyframes.
The commit that adds this and the other nine interpolation types to blender contains links to easings.net and robertpenner.com/easing/ as the source of the calculations.

When I reproduce that formula in a spreadsheet it matches the values I'm seeing.  It is somewhat disappointing that the span of the exponent is hardcoded to 1:1024 .

Feel free to submit a bug report that it should be improved or have alternate interpolation options added.

When I get some time I think I'll write a math paper about exploiting the fcurve handles to implement an exp(ax+b)+c+dx interpolation, or come up with another formula.

My incomplete research is documented at http://web.purplefrog.com/~thoth/math-papers/exponential-easing/exponential-easing.html .  There is considerable work to be done before it can be used as a form of easing in fcurves.


text:
In the video sequence editor, how do you incorporate a scene from another .blend file with a different aspect ratio than the current project?
I'm experimenting with the idea of making a "portfolio" animation that shows some simple scenes and adds text and screenshots of blender's UI so people can see how the animation was made.
The problem I'm having is I tried to incorporate the video from one of my animations by linking the scene into the blend file.  When I add the scene to the VSE, it shows up rendered using the aspect ratio of the VSE scene (16:9), not the aspect ratio of the original animation (1:1).

When I browse the properties of the linked scene I can see it is a 384x384 render.

I tried fiddling with "cropping" the strip, but you can't crop by a negative amount.  Size effects just resize the incorrect image.
I know I can work around this by rendering the second scene to files and adding those files as an image sequence, but I'd like to build this portfolio scene to render without needing those temporary files.

Related: http://blender.stackexchange.com/q/8517/599. What happens if you enable Image Offset?

That question is definitely related, and while its discussion is relevant to image sequences and movies, nothing on that page actually shows you how to work around the shortcomings of a strip based on a SCENE.

The same settings apply to image and movie strips as well as blender scene strips.

Ok, the Image Offset checkbox does fix the problem in the final render.  It just doesn't make it look correct in the composited preview which is why I assumed it was not a solution.


text:
Unable to change the object selection in my operator from Adjust Last Operation
I am building an add-on and here is a skeleton of the same with the relevant parts (it is fully functional, you can just copy-paste the code given below and test it yourself). I am running into issues when I try to adjust some parameters of the operator from Adjust Last Operation (or from the operator box that appears in the bottom-left corner after the operator has just run).
What this example operator does: There are 2 inputs, an object and a scale factor. The operator will scale the selected object by the given scale factor. Simple one, just for an example purpose.
Problem description: I have added an object picker in my operator UI to select an object. Once I select the object and execute the operator, if I try to change the object from the Adjust Last Operation window, the change does not take effect. I want to know how to modify this code so that I can use an object picker as well as change the selection later to re-run the operator on another object, like we can do with most operators.
Screenshots for each step:

As you can see, in spite of changing the selection to UV Sphere, the selection actually does not change, it still shows Cube and no change happens to the Sphere. However, if I change the Scale factor, it takes effect. So the way my object picker is implemented through a Pointer property, may have a problem.
Here is the fully functional code for this example:
import bpy

class Object_OT_My_Test_Op(bpy.types.Operator):
    bl_idname = "object.my_test_op"
    bl_label = "My Test Op"
    bl_options = {'REGISTER', 'UNDO'}

    scale: bpy.props.IntProperty(name="Scale", default=2, min=1, max=100)

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False  # No animation.

        layout.prop(context.scene, "my_object", text="Object")
        layout.prop(self, 'scale')

    def invoke(self, context, event):
        return_code = context.window_manager.invoke_props_dialog(self, width = 250)
        return return_code

    def execute(self, context):
        my_object = context.scene.my_object
        scale = self.scale

        if (my_object is None): # Display an error message and exit.
            self.report({'ERROR'}, "No object is selected")
            return {'CANCELLED'}

        # Add the scale factor to the selected object.
        my_object.scale = [scale, scale, scale]

        # Tell Blender that the operator finished successfully.
        return {'FINISHED'}

def register():
    bpy.utils.register_class(Object_OT_My_Test_Op)
    bpy.types.Scene.my_object = bpy.props.PointerProperty(type=bpy.types.Object)

def unregister():
    bpy.utils.unregister_class(Object_OT_My_Test_Op)
    del bpy.types.Scene.my_object

if __name__ == "__main__":
    register()

bpy.ops.object.my_test_op("INVOKE_DEFAULT")

What solution I have tried: I tried to modify this code to avoid any Pointer property. I used a String property within the operator itself to hold the selected object name. Then I displayed the object picker using prop_search() like below.
Property declaration:
object_name: bpy.props.StringProperty(name="Object", default="")

Within the draw method:
layout.prop_search(self, "object_name", context.scene, "objects")

Within the Execute method:
my_object = bpy.data.objects[object_name]

It works fine and I can also change the selection from Adjust Last Operation, but here the problem is, the eye-dropper does not show in the selection box. I need that eye-dropper, so this solution does not work for me. Also, I need a poll function to limit the selection within a specific group of objects. This is not possible with prop_search(), so I have to go with the Pointer property. Can someone please suggest how to get the Adjust Last Operation thing working correctly with a Pointer property?


text:
How to draw a perpendicular line in Blender in not original 3D Cursor position?
I'm not talking about the case when we start playing with Blender and our starting point is at the world origin (0, 0, 0). I am talking about the craziest possibilities. I am having certain hanged in nowhere face and the edge and I need to draw another edge that is perfectly perpendicular to the former. And in the perfect specified length.
Another variation of this question is the case where I have a vertex on some edge and from that vertex, I'm going to draw a perpendicular line to my edge on a certain face. Well... do I have to reposition my cursor?
Thanks for the advice! I am new to Blender!
James Prada

there are some strict rules in this forum ( i didn't make the rules, but i try to follow them...at least most of them), and one is: pls do only ask one specific question. This rule makes sense because the title is limited and cannot reflect several questions. And others won't find other/multiple questions so ...pls open another question if you have more than one question. Thank you. you may open as many questions as you want.

to make a perpendicular edge to a face you can do this:

go to edit mode and select the face

create a transform orientation for that face

select a vertex

Press E (to extrude) and z

for a "perfect length" just type in the lenght, like E Z 2

What version of blender are you using? I don't see the plus sign when I open the drop down menu for Orientation.

@AlexandreMarcati: it is at least in all Blender version >= 3.0

@AlexandreMarcati  In the header: https://imgur.com/a/v1rLzMK

Oh, found it. Thanks. I was looking at the tool Orientation drop-down.

It's surprising how rarely you will need this, IMO, even in precision modelling. Most set angles are constrained to World or Local XYZ axes, or achieved by segmentation of circles, duplicating existing parts, home-made jigs, etc. ('Thinking like a carpenter').
However, if 'drawing a perpendicular' is 'cutting a face',  then it's worth getting the hang of the constraints provided by the K Knife tool.
To be sure of your moves, it's best, first, to bring yourself to a (Numpad 5) orthographic view  straight down on the face you're cutting, by selecting the face, and hitting ShiftNumpad 7.
To raise a perpendicular from an edge...
After starting your cut, hit A, maybe repeatedly. This will toggle between screen-relative and edge-relative angle-constraint. The increment of the constraint defaults to 30°, but you can set your own increment by typing it in while the constraint is active. (You can see the angle and/or length of your cut by hitting S.)

To drop a perpendicular to a target edge...
..you can create a Custom Orientation from the target edge. (The little '+' top-right in the Transform Orientations pop-up panel from the header). IMO, if you're modelling a lot, it's worth adding that function to your Quick Menu.
With the orientation active, KX make the cut constrained to its X axis:

Similar Custom Orientation methods can be used to E extrude edges or vertices at right-angles to edges defining orientations.


text:
Floor Tile Texture Grout Setup
I am trying to make a render of a house in which the supplier gives the image texture of the tile for the Flooring.
I am trying to understand how to best go about it as for now, my efforts have almost proven to no avail.
The image texture of the tile I get has no grout.
I have tried to add that with photoshop but looks washed out.
Currently, I tried it combing a brick texture and an image texture and the results are as you see in the link.
Please see what I am currently able to achieve.
You will see there the image texture I started from as well as the outcome picture of the floor I would like to make and render.
Desired render outcome for pavement tiles

My current outcome with Brick node and image node attached to it

Here is one more image and the used tile texture.
Any advice is very helpful I have been going crazy with this trying to understand how to make this as photorealistic as possible.

Hello and welcome. Instead of having users go through links and external sites please use the builtin tools to embed images in your post. See How to upload an image to a post? or GIF

Actually, it would help to see your node setup for the floor material. Do you use a bump map, a normal map, or some displacement for the grout? And add a word or an image about the mesh topology. Is the floor just a plane or has it gaps for the grout? How does the UV map look like?


text:
Blender crashes when joining with python
I am writing a simple script that will help me automate exporting assets in Blender. One of the steps is combining objects based on their parent empty. My script works when there is only one parent and children, but once there are more parents, it crashes.
In the below example, I am getting all the objects in a collection and looping over the objects with a custom property "export" and combining all their children.
The line that is causing the crash is the last line "bpy.ops.object.join()".

You can see in the image above how I have the objects setup. Each "group" has a parent empty. If I run the script with just one "group", it works, but not with multiple as shown.
Thanks for any help
for obj in collection.all_objects:

    if "export" in obj:
        parent_name = obj.name

        bpy.ops.object.select_all(action='DESELECT')

        bpy.data.objects[obj.name].select_set(True)
        bpy.context.view_layer.objects.active = bpy.data.objects[obj.name]

        bpy.ops.object.select_grouped(type='CHILDREN_RECURSIVE')
        group_children = bpy.context.selected_objects

        bpy.context.view_layer.objects.active = bpy.data.objects[group_children[0].name]

        bpy.ops.object.join()

My Blender (3.3.0) did not crash but I would not be surprised if it would because you're doing things that you should not do.
You join objects (=remove them) while you loop over them. It's like sawing off the branch you're sitting on.
Accessing data of invalid objects can crash Blender. Even when Blender does not crash the script will not work as you might expect:
obj is  <bpy_struct, Object invalid>
Error: Python: Traceback (most recent call last):
  File "untitled.blend\Text", line 12, in <module>
ReferenceError: StructRNA of type Object has been removed

How to fix it
Better save the object name in a Python list first. This list will not change when you join objects and remove them from the collection and blend file. This way you can check if the object still exists before you process it and access its data.
Script
Here is the script with the changes and a few prints so you can see in the System Console window what happens.
import bpy

collection = bpy.context.collection

print ("------- START -------")

# create a name list of all objects in the collection
object_names = [obj.name for obj in collection.all_objects]

for objname in object_names:
    print(f"objname is {objname}, retrieving the obj")
    obj = bpy.data.objects.get(objname)
    if obj:
        print(f"- found obj, it's {obj.name}")
        if "export" in obj:
            print (f"- export flag found in {obj.name} - going to join some objects ...")
            parent_name = obj.name

            bpy.ops.object.select_all(action='DESELECT')

            bpy.data.objects[obj.name].select_set(True)
            bpy.context.view_layer.objects.active = bpy.data.objects[obj.name]

            bpy.ops.object.select_grouped(type='CHILDREN_RECURSIVE')
            group_children = bpy.context.selected_objects

            bpy.context.view_layer.objects.active = bpy.data.objects[group_children[0].name]

            bpy.ops.object.join()
            print (f"- some objects have been joined and are now gone!")
    else:
        print(f"- {objname} not found! (it got joined and no longer exists)")
print ("------- END -------")

Example collection and objects

System Console output
------- START -------
objname is Big Cube, retrieving the obj
- found obj, it's Big Cube
objname is Empty (Group A), retrieving the obj
- found obj, it's Empty (Group A)
- export flag found in Empty (Group A) - going to join some objects ...
- some objects have been joined and are now gone!!
objname is Little Cube, retrieving the obj
- found obj, it's Little Cube
objname is Empty (Group B), retrieving the obj
- found obj, it's Empty (Group B)
- export flag found in Empty (Group B) - going to join some objects ...
- some objects have been joined and are now gone!!
objname is Sphere, retrieving the obj
- Sphere not found! (it got joined and no longer exists)
objname is Torus, retrieving the obj
- Torus not found! (it got joined and no longer exists)
------- END -------

thanks! I was messing with it more and I found it to have inconsistent results and trying to access data that isn't there anymore, like you said, makes total sense.


text:
How do I make this chunk separation algorithm I've been working on?
EDIT:
Here is the .blend file:

EDIT 2:
Here is the mesh I want it to work on if you're interested.

It's being used for a game I'm making but there is a maximum mesh size which is 20.48 Blender Units (The cube is just the region showing the mesh size limit)
I've been working on an algorithm that takes a mesh which has its origin to its geometry and bisects it into cubic chunks of a specified size, selects the faces of these chunks and then separates them. After each separation, it cleans up the scene by removing meshes with dimensions of more than 2 axes of 0, and adding a solidify modifier to meshes where only one axis has a dimension of zero.
However, when assembling each of these 5 steps an error occurs and I don't understand how to debug these errors.
I have imported bpy, time and math.
Here is the code for step 1 where the mesh is bisected into cubic chunks:
select function:
def select(obj):
    if bpy.ops.object.mode_set.poll():
        bpy.ops.object.mode_set(mode='OBJECT')
    else:
        return
    verts = obj.data.vertices
    edges = obj.data.edges
    faces = obj.data.polygons
    for v in verts:
        v.select = True
    for e in edges:
        e.select = True
    for f in faces:
        f.select = True
    if bpy.ops.object.mode_set.poll():
        bpy.ops.object.mode_set(mode='EDIT')

Bisection:
bpy.context.view_layer.objects.active = obj
so = obj
#so means 'selected object'
name = so.name

start = [0,0,0]

dim = so.dimensions
loc = so.location

cell_size = size

for i in range(3):
    start[i] = math.floor((loc[i] - (dim[i]/2))/cell_size)*cell_size

if output:
    print(start, end)

x_segments = (math.ceil((end[0]-start[0]) / cell_size))
y_segments = (math.ceil((end[1]-start[1]) / cell_size))
z_segments = (math.ceil((end[2]-start[2]) / cell_size))

if output:
    print(x_segments,y_segments,z_segments)

if bpy.ops.object.mode_set.poll():
    bpy.ops.object.mode_set(mode='EDIT')
for x in range(x_segments+1):
    select(so)
    if bpy.ops.mesh.bisect.poll():
        bpy.ops.mesh.bisect(plane_co=((x*cell_size) + start[0],0,0),plane_no=(1,0,0))
for y in range(y_segments+1):
    select(so)
    if bpy.ops.mesh.bisect.poll():
        bpy.ops.mesh.bisect(0,plane_co=((y*cell_size) + start[1],0),plane_no=(0,1,0))
for z in range(z_segments+1):
    select(so)
    if bpy.ops.mesh.bisect.poll():
        bpy.ops.mesh.bisect(0,0,plane_co=((z*cell_size) + start[2]),plane_no=(0,0,1))
if output:
    print("Bisected")

For the separation I used the centre of the polygons which, due the bisection, should never be overlapping two chunks. I also utilised a dictionary of lists containing the faces to separate into a mesh.
Vector Hash function:
def VectorHash(*args):
    x,y,z = 0,0,0

    x = args[0]
    y = args[1]
    x = args[2]
    return x * 314159 + y * 232357 + z * 998873

Separation:
if bpy.ops.object.mode_set.poll():
bpy.ops.object.mode_set(mode='OBJECT')
global cells
cells = {}

vertices = so.data.vertices

polygons = so.data.polygons

for face in polygons:
    #Get global face center coordinates
    local_co = face.center
    co = so.matrix_world @ local_co

    x = co[0] // cell_size
    y = co[1] // cell_size
    z = co[2] // cell_size
    print(VectorHash(x, y, z))
    try:
        cells[str(VectorHash(x, y, z))].append(face)
    except:
        cells[str(VectorHash(x, y, z))] = list((face))

print("Cells are: ",cells)

for cell in cells.copy().values():

    if bpy.ops.object.mode_set.poll():
        bpy.ops.object.mode_set(mode='OBJECT')

    for face in polygons:
        face.select = False

    for face in cell:
        face.select = True

    if bpy.ops.object.mode_set.poll():
        bpy.ops.object.mode_set(mode='EDIT')
    try:
        selected = False
        for face in polygons:
            if face.select:
                selected = True
        if selected:
            if bpy.ops.mesh.separate.poll():
                bpy.ops.mesh.separate(type='SELECTED')
    except:
        pass
    if output:
        print("Done")
    #Get the largest object to apply the separation on again
    for obj in bpy.context.view_layer.objects:
        bpy.context.view_layer.objects.active = obj
        obj.select_set(False)
        if name in obj.name:
            chunk = True
            for dimension in obj.dimensions:
                if dimension > cell_size:
                    chunk = False
            if not chunk:
                so = obj
            bpy.context.view_layer.objects.active = so

    cleanup()

And here is the cleanup function that deletes useless meshes
def cleanup():
    for obj in bpy.data.objects:
        if obj.name == "Camera" or obj.name == "Light":
            continue
        print(obj.name,obj.dimensions)
        delete = 0
        for d in obj.dimensions:
            if d <= 0.05:
                delete = delete + 1
        verts = 0
        edges = 0
        faces = 0

    for v in obj.data.vertices:
        verts += 1
    for e in obj.data.edges:
        edges += 1
    for f in obj.data.polygons:
        faces += 1

    if faces <= 0:
        delete = True
    if delete > 1 or delete == True:
        #Get the name so as to rename the objects
        name = obj.name
        bpy.data.objects.remove(obj)

        for object in bpy.data.objects:
            if name in object.name:
                #Blender to readjust the name
                object.name = name
    elif delete == 1:
        bpy.context.view_layer.objects.active = obj
        obj.select_set(True)
        if bpy.ops.object.modifier_add.poll():
            bpy.ops.object.modifier_add(type='SOLIDIFY')

The problem is that sometimes things such as poll functions don't return true so important functions aren't executed, or collections like so.data.polygons is empty because it selected an empty mesh or didn't select one at all and I don't know what makes it work and what doesn't.
How do I assemble these in a full proof way that works without confusing to debug problems?

which blender version are you using?

I am using Blender 2.92

I can't tell all of what is going on with your code, there seems to be missing sections.
Also you didn't post the error code so I can't really tell exactly how to fix your one specific problem.
Your question however seems more about philosophical "How to Write better Python" type question, so maybe I can offer a few pointers.
I think overall you should stop polling every 5 lines in your script. Theres a rule of thumb in Python known as Easier to Ask Forgiveness than Permission which in your context just means: stop asking Blender if you CAN do a thing before doing it, just do it and if an error occurs, either write an exception or correct the code to handle that case.
Like here:
def select(obj):
    # just call this method by itself, you don't need to poll.
    # if you're in edit mode, it does what you want, if not it does nothing.
    # ask forgiveness, not permission.
    bpy.ops.object.mode_set(mode='OBJECT')
    verts = obj.data.vertices
    edges = obj.data.edges
    faces = obj.data.polygons
    for v in verts:
        v.select = True
    for e in edges:
        e.select = True
    for f in faces:
        f.select = True
    # then, again just call the method you want.
    # if it does what you expect, great.
    # if not, it should do nothing.
    # you can write a try:, except block to handle it.
    # stop using plain except clauses.
    # always find the exact error, like AttributeError, or IndexError
    # and cite that in the exception.
    # a plain except will also bypass on NameError if you forgot to import something.
    bpy.ops.object.mode_set(mode='EDIT')

Generally speaking your code is also just way too full of if statements and between that and using poll() every 5 seconds it's no wonder half your code isn't running. Try to find ways to simplify the code, find a way to get one "final answer" as to whether you should go through this or that execution statement.
Like in this function:
# extract certain functionality to a separate function that is easier to
# debug if there are issues, and easier to reuse. Clean code is easier to
# troubleshoot.

def invalid_dimensions(dims, threshold=.05):

    # Read the book `Python Cookbook by David Beazley`
    # you can find out alot of ways like this to use Python to
    # it's strengths and get the same data quicker and easier.
    # returns the number of valid dimensions for an object

    return sum([v <= threshold for v in dims])

def cleanup():

# use a list comprehension to get all the objects you want in one place,
# THEN loop through
# rather than checking every time if it's the correct object
# with some `if object.type == "CAMERA" or object.type == "EMPTY":
# branching statement.

    objs = [obj for obj in bpy.data.objects if obj.type == "MESH"]
    for obj in objs:
        bpy.context.view_layer.objects.active = obj
        print(obj.name,obj.dimensions)
        # stop doing all the weird addition stuff and find the minimum amount
        # of info to accomplish what you need.
        if invalid_dimensions(obj.dimensions) > 1 or len(obj.data.polygons) < 1:
            obj.select_set(True)
            bpy.data.objects.remove(obj)
        else:
            bpy.ops.object.modifier_add(type='SOLIDIFY')

That takes something that was 35 lines of code down to 14, including whitespace between functions. Loads easier to read and debug.
EDIT:
I wrote an addon to do this. It can be found on my GitHub page. You can use it entirely if you want, or just look at it to compare.

I've tried this but now Blender just shuts down whenever I run it.

I'm not sure what to tell you, that probably doesn't have to do with my code, that might be a bug. If you have specific problems with your script that you want solved then you should post the error Traceback and specific problems. Right now all you've done is posted almost your entire script and just asked "How do i make it work?". We can only do so much with that.

That does sound reasonable and I don't think it is an error with your code, you seem way more advanced than me so I don't believe your code would be the problem. Blender just closes, no errors, it closes the system console window too. I ironed out the bugs but then it just closed Blender and I'm not sure how to find the causation of Blender closing upon running.

I've tried with multiple windows and with live edit but it still just closes all the tabs without warning. I believe the problem may be caused by Blender no longer responding because when I first reopened Blender it showed the no longer responding message and then closed but, I cannot see an error in the code that may cause this. I could just be plain wrong however. I'm new to stack exchange so I don't know how to show the whole code without going over the character limit or editing the post itself.

I would just edit the post and share a blend file with the script packed into the project text editor. That way anyone testing can basically have a perfect copy of your test environment .

I have shared the file.

It works for me, although it does crash sometimes. I think your problem is that your script is adding a shitload of solidify modifiers to each object created. When I set the cell size to something lower I get a huge amount of solidify's and I think that is causing the script to run out of memory and crash.

Understood, I'll try adding them separately

I've commented out the cleanup calls and it doesn't crash now but the result is not as expected, I expected 8 objects to come out like cubic chunks cut out. I'm not asking for someone to do all the work for me but looking at the script do you have any idea why that may be the case. I will be very appreciative of any help please.

I edited my post. I started looking at your script, then just decided to restart from scratch and wrote an addon to do the same thing. Let me know if you have any questions about it.

Oh my God, I just really wanted to thank you. I'm so new to blender python scripting and python scripting in general and I'm so so grateful that you've been so patient over the course of a week to answer my questions and look at bugs in my code that may seem simple to you. I'm just so glad that someone like you took time out of your day to rewrite my terrible code to make an addon and I'm just so happy that you've helped me and taught me. I will most certainly use your logic and philosophy in all my future programming. So again I say, thank you.

I have installed the zip of the My Pie Menus add on but it's getting an error from your init.py file saying that Traceback (most recent call last):   File "C:\Program Files\Blender Foundation\Blender 3.2\3.2\scripts\modules\addon_utils.py", line 335, in enable     mod = __import__(module_name)   File "C:\Users\Godwin\AppData\Roaming\Blender Foundation\Blender\3.2\scripts\addons\my_pie_menus-master\__init__.py", line 33, in <module>     from my_pie_menus.resources import utils ModuleNotFoundError: No module named 'my_pie_menus'

That's because the parent file is named my_pie_menus-master/ it should be my_pie_menus, something GitHub does I guess. This repo is just for storage of my own scripts online so I haven't full configured the whole thing for someone else to use just yet. I'm no addon dev lol, Here, I made an standalone repo for the script by itself. Just go with that for now and try installing that through your preferences menu.

Dude you've so helpful thank you so much!

I'm sorry for pestering you again, I really appreciate the help but could you please explain how to install and use the addon because I've used the built-in addon installer and located the zip file and extracted the files into the addons folder for blender C:\Program Files\Blender Foundation\Blender 3.2\3.2\scripts\addons but neither methods work for either addons. Thank you very much!

I got it corrected, also added a few extras, you should be able to download the zip, double click the zipfile from the install window and it will work. The default hotkey to run it is Alt+Shift+/

We're both learning :D

:D I'll make sure to give you credit

Sorry, I know it's been a while I've been quite busy, but I would like to ask how do I make a mesh a manifold mesh or get the add on to work on non manifold meshes because I've been getting an error saying that the slice function can only work on manifold meshes. I have edited the post to link the mesh and type of meshes I would like the add on to work on. I know what a manifold mesh is but I don't know how to automatically or manually make a non manifold mesh a manifolds mesh. Any help would be appreciated.

If you click "Force Non-Manifold" in the addon popup it will override that. Manifold mesh means "clean" or "solid", "realistic geometry" in that there aren't any holes, flat planes sticking off or anything like that. You can run this on a non-manifold mesh by enabling Force Non-Manifold but the results might not be what you expect. Probably will not create perfect blocky chunks like you want, hence why I made it only work with manifold meshes by default.

Okay I understand now how to use the modifier but for some reason it only doesn't work on the meshes that I've attached. Is there a problem with the meshes that blender stops responding and then finishes with a bunch of empty mesh copies and no effect to any mesh. The meshes are in the second .blend file attached, it's imported from a .obj file but now I don't understand why these meshes in particular are so problematic. I would just like to know how to get it to work on 126 with a chunk size of 20 so I can use it for the rest of the meshes.

We should move this to chat.


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What’s the thing with Ico spheres?
I watch a lot of blender tutorials. And I see 80% of the time people rather use Ico spheres rather than UV spheres. Why is that? Is there a thing that I’m not seeing that UV spheres DONT have but Ico spheres do have?

Even geometry distribution

This article explains lots of things about topology that give you why some meshes are better than others in some regards: ArtStation - How to use Ngons

It's not always more interesting, it depends on what you want to do with your sphere, if you want to create a snowflake particle it maybe be lighter than a UV sphere because it needs less vertices


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What frees RAM without closing Blender?
How can I free RAM in Blender without closing Blender?
My computer's RAM is about 8 Gigs. I've only used EEVEE and it's already taken up 8MB of my RAM according to the bottom statistics.

By nature of RAM, it doesn't affect performance even when full at 95%. So in your case, you don't care at all if Blender uses 0.1% of it.

@Lutzi still basically i also have other applications running in the background as well, and im worried about blender crashing due to memory being too full.


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Create a complex sphere structure
I would like to make a 3d structure of an embryo, something like the one below. It's basically many cells arranged around a sphere. I can't for the life of me figure out how to make that. It doesn't have to be exactly like the one below, but the "cells" or spheres should be of different sizes and connected making a coherent structure.
I would also like to have the ability to change the sizes and numbers of the spheres quickly to make many variations of the embryo, but that's just a bonus.
Does anyone have any ideas on how to do that? Any help is appreciated.
Embryo:

something like this? https://i.sstatic.net/41RCL.png

Yes how did you manage that??

Starting from an ico sphere, with the following modifiers:

Subdivide (if needed).
Collapse (one or two times). This will add randomness to the mesh. Use triangulate option at the end (for the dual mesh below).
Make a dual mesh using geometry nodes, then extrude a bit the faces. The dual mesh will generate ngons (often hexagons and pentagons).
Subdivide again.

Perfect thank you very much, I appreciate it, will give it a go!


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Hit fx with geometry nodes
I am following a video about a hit effect with Geometry Nodes.
The hit effect shown in the video is created by a bunch of transparent planes and some particles. The one-minute video is not a tutorial, but rather a process documentation with a few keywords. The first part shows the creation of the image textures with Material Maker, then the creation of the explosion in Blender with Geometry Nodes, and finally the addition of the animated particles.
Although, I basically got stuck pretty early because of my lack of knowledge in Geometry Nodes and I'd appreciate if someone could tell me which nodes to use and why. This is what I got so far:
Geometry Nodes:

Material Shader:

There was a similar question about this video but it was closed or deleted because it was too broad. Let's focus on the middle part here:
The Creation of The Explosion With a Bunch of Planes
This effect can be created with a few Geometry Nodes and a material. In my humble opinion, it would be easier to use one or more planes for the instances. This has the advantage that you already have a UV map and can easily set the origin and the material and saves you a few nodes. It would also be easier to use an individual image texture for each "explosion variant" instead of four variants on one image. This would save you the UV vector math calculations. But well, let's stick to the video.
1. The Creation The Plane Instances
You have already done this with a Grid node. Here, it's important that you need to set the origin to the bottom center of the plane so the images are aligned properly. Use the Set Position node with offset y: 0.5 m the get the origin right.
As you have already done and as described in the documentation, you also need a Set Material node to assign the material and a Store Named Attribute node to save the generated UV map in an attribute. It's uvs in the example.
Finally, create the instances on a point cloud with a Points node and an Instance on Points node. The first node creates several points, all at the same position and the other node places the planes on the points. The origin determines the position during creation, which means that all planes are stacked in the same place.
Last but not least, add a Random Value node and connect it with the Rotation input of the Instance on Points node. Set the Min and Max to -pi and pi (Blender will replace it by 3.142). Now the planes are rotated by min -180° and max 180° in all directions.

2. The Animation of The Explosion
This is just done by increasing the Scale value of the Instance on Points input from 0 to ... however large you want it to be. I've done it with a driver. It's created automatically when you enter a value that starts with a #. Then the input box turns purple. Try #min((frame/25)**2.5, 20). It scales the planes exponentially from a very low scale to a maximum of 20. There is another driver in the material shader to control the transparency.
3. The Material Shader
Here you need assign each instance plane a random image texture. In the video an image as four variants on it, so it requires some math to shift the UVs and do the random pick.
Fading out is done by increasing the transparency in the material shader using a driver (expression is simply #frame) and two Map Range node plus a Float Curve to let it glow for a long time and then let it go out quickly.

If you want to try at home, here's the used image texture. It's a white image on transparent/white background = nothing to see.

Worked like a charm, thank you so much for your help !


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Rigging a mermaid results in Rigify error: Cannot connect to non-chain parent rig. Incorrect armature for type "chain_rig"
I'm brand new to rigging and just want to rig this mermaid simple enough to pose and render. I thought using the Rigify basic human armature and then deleting the bottom half and adding a couple bones to substitute it should work fine.
But I kept getting this error when trying to generate it. I keep seeing a similar error but about disjointed bones or something, but I don't know if mine falls under that.
If you have an answer, can you be as detailed as you can?

The bone hierarchy doesn't look right to me. The tail bones (ex-legs) should be children of the hip bone (spine.001?). But in your rig, the tail is the parent of the other bones. You can see this in the outliner. Also note that Rigify uses so-called Rig Types to define body parts (e.g. tail, leg, arm, hand, face, etc). If you have added the tail bones you need to define the Rig Type for the first bone of the chain (Pose Mode > Bone properties). Otherwise, Rigify won't create control bones for the tail.

The Rigify error is due to the fact that you have deleted the root bone "spine" and the spine bone chain (spine.001 to spine.004) now has no Rig Type. The Rig Type is normally always defined for the first bone in the chain.
The solution is simple. Just define the correct Rig Type for the first spine bone of the chain. Then add a tail bone chain and give it also a Rig Type, maybe spines.basic_tail. This type of tail can bend forwards and backwards, but not to the side.
1. You want to fix some other issues:

your mesh has flipped normals. This leads to a strange deformation as described in your other question my mesh is warping a bunch after rigging
your model is rotated by 90° around the Z-axis, so the menu View > Viewpoint > Front (Numpad 1) shows the left side, and
View > Viewpoint > Right (Numpad 3) shows the front, and so on. Due to the incorrect orientation, you cannot use the mirroring for the bones, as there is only one X-mirroring (left <-> right).Rotate the model (body, eyes and head) and the metarig by -90° around the Z-axis. Apply Ctrl+A > Rotation for all objects. Also, apply the Scale for the metarig.
make sure the model parts and the metarig is centered along the X-axis (x=0.0) and move it up a bit along the (Z-axis) so it stands on the "ground" (XY-plane). You can enter the value in the side panel to fix it.
fix the eyes. Apply the Mirror modifier for the eyes because of the wrong rotation, and the modifier doesn't work with Rigify anyway. It makes her cross-eyed.

2. Fix the Metarig for the Mermaid

the rib cage is not deformed. Make sure that it is covered by a single large spinal bone. The abdomen, on the other hand, can be curved, which is why it needs at least two, better three, small spinal bone.
I would also add back the deleted hip/pelvis bones, as these add volume to the hips and butt. You can duplicate & separate them from a new metarig, then join them with your metarig. Don't forget to rename them (pelvis.R and pelvis.L)
make sure the bone hierarchy is correct. Check a new metarig if you are unsure. The first spine bone must be the parent for the spine chain. It's also the parent of the hip bones and the tail (keep offset, not connected).
make the tail a connected chain bone (no keep offset). Make sure you bone roll is correct (0°) so the tail can bend to the front and the back. The roll value is in the side panel if you select the bone.

If you're happy with the bone layout, switch to Pose mode and define the Rig Types:

spines.basic_spine for the first spine bone
spines.basic_tail for the first tail bone

Finally make sure, the mesh objects only have 1 Armature modifier and the Subdivision Surface modifier is at the bottom of the stack.

Final notes
For a better deformation of the elbows and wrists you can add a few more loop cuts. They are a bit too low-poly to bend nicely.
In contrast the head is fairly high-poly. I guess you did this for the mouth and lips. You can bake a normal map. Then you probably don't need another level 2 Subdivision Surface modifier that generates a lot more geometry to get the same result. Just an idea to consider.
Here is the blend file with the changes for your exercises ;-)

(Blender 3.5, compressed)

Ooops! I just noticed that I've messed up the center line and seams on her back. You have to merge some vertices and mark the seam properly.


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Simple scene splits up selecting collection in Sun Position
I think this is a bonehead Blender workflow fail on the user side. Blender 3.2 on Win10.
I've created a very simple model of two houses in Blender with the hopes of being able to do some simple shadow projection forecasting using Sun Position (an add-on when enabled it appears in the World panel). I have the objects arranged in a collection, when I select the collection in the sun position panel, the scene 'blows up' in the viewport, with all the objects scattered vertically.
I tried setting child parent relationships, and I've tried locking the position of the parent object. I'm missing something silly I think (locking position to the origin, etc.). Any advice greatly appreciated.
Before sun-position

After sun-position

"when I select the collection in the sun position panel, ..." - how and where do you do this?

Sun position is an add on, when enabled, appears in the World panel: https://docs.blender.org/manual/en/latest/addons/lighting/sun_position.html

Thanks, I didn't know that add-on. Nice one. After playing around with it a bit I wonder why you put the houses in the sun's visualization collection. I don't think this is what you want. The Use Object setting defines the Sun light object. And the Use Collection is to visualize the sun in the render. For example a sphere.

Hey, that advice was exactly what I needed and I now have it working. Thanks a million!


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How to move an object and the armature together?
I have an object parented to an armature, I can pose the bones and the object moves correctly based on the bone movement, but when I just try to move the entire object to a different location in 3D space, I noticed that I actually have to manually shift-click on the object and it's armature in the Scene Collection tree so that the armature translates with the object when I press 'G' to move the entire thing to a different location in 3D space. I was assuming that if I moved an object in Object mode, that the parented armature would automatically move with the object, but is there something that I need to add or turn on so that when I simply click on the object in the 3D window, the associated armature will automatically translate along with the object? Thanks for your help.

You parented the mesh object to the armature. So the parent is the armature object, not the mesh object. And therefore it is normal that the armature object affects the mesh object, but not the other way around.
So you should move the armature object to move its children mesh object with it.
Ideally, you should even do that with a parent bone in pose mode, if this is supposed to be part of the animation.


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How do I disable in viewport when there's no button to do so?
Correct me if I'm wrong, but I heard that disabling in viewport tells blender to stop processing the disabled objects, improving performance. I don't see the button to do so.
Example from another question:

Mine:

Open the Filters popover, from there you can enable the display of that restriction toggle:


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Slope along a curve
I have a long path object that I designed in top-down view, but I want to have a downward slope over the whole thing.
Is there a quick way I could do this? Like position my first and last points where I want them on the Z axis and interpolate all other points along the curve?

To change the slope of your curve, without changing the projected view in top view, you can use the Proportional Editing tool with a Linear falloff in Projected mode. You can find it in the top middle of the viewport. Use these settings:

Select the vertex or vertices on the far end of the curve that should be at the bottom of the slope:

Go to the side view, hit G to move, Z to restrict the move along the Z-axis, and use the scroll wheel to adjust the area that is affected by the proportional editing tool. It is a grey circle around the pivot point. Try to get the circle as close to the highest part of the slope as possible without having those vertices inside the circle:

Place the slope however you like and hit enter to confirm.

I quickly made a bezier closed curve:

And Hendriks3D's solution unfortunately doesn't produce a perfect slope,

At least if the perfect slope would produce a straight line when viewed from the side... For this kind of effect you want to shrinkwrap on an actual slope plane:

Probably not what you need, but if you want the traveler who travels with a constant speed along the curve, to also lower with a constant rate (both $\vec{V}$ and its Z component are constant), then you'd use a Geometry Nodes setup like this:

(left the plane for reference)


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vertex paint with a distance
Vertex painting happens with a distance from the brush center and not immediately:

It is stabilizing of the stroke. Disable it in the tool settings.
Blender manual:

Stabilize Stroke makes the stroke lag behind the cursor and applies a
smoothed curve to the path of the cursor. This can be enabled
temporary by holding Shift while painting or permanently by clicking
the checkbox found in the header.


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How can I subdivide a shape and keep its shape?
Is it possible that I can subdivide a shape in blender to add new faces, and keep its shape. More specifically it's a rectangle and when I subdivide it the shape changes.
This is before the subdivision:

This is after:

How did you subdivide it? Did you do this in Edit mode, with a modifier or by another mean?

How did you subdivide it? If you select All in Edit mode then right-click and choose 'Subdivide' there's no way the overall shape of a cube should change.

if you've right clicked > Subdivide, look into the Operator box (panel on the bottom left), make sure that the Smoothness value is at 0

There are two options:
1. Instead of the default "Catmull-Clark", using the "Simple" mode of the Subdivision Surface modifier will retain the shape of your mesh. Since this is a modifier, you can change the parameters later down the line:

2. You can enter into Edit Mode, select the geometry you wish to subdivide, right click and select "Subdivide". You can change the parameters in the "Adjust Last Operation" menu in the bottom-left corner (shortcut: F9), but since this is an Edit Mode operation, the changes are permanent once you take another action.


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My render is coming out buggy
Good night, I'm a beginner in Blender and I finished my first render in it, but when rendering in the cloud farm (my laptop doesn't have the hardware to render) Super Renders and in Turbo Render, the final image is as shown in the first attachment.
While in Shading view it is correct, view in attachment 2.
Initially, I thought it was a bug that would happen if the HDR image had not been attached to the file, but in the Shading display the lack of it is shown in attachment 3.
Attachment 1:

Attachment 2:

Attachment 3:

I'm not familiar with render farms but the HDR image is not packed into the blend file and it's an external file. This is shown by the folder icon of the Image Texture node in screenshot 2. Now the question is, have you packed and sent the HDRI to the render farm manually? In a ZIP file for example? Is the file path correct? In case of doubt, you can tell Blender to pack all images into the blend file. Use the main menu entry File > External Data > Pack Resources for this and save the blend file. The file size should increase.

Thanks for the help, but I don't think that's it, the render farm can recreate the file and add the external files, in the case of HDRI.

hello please share your file: https://pasteall.org/blend/

The problem is in your world shader:

You should remove the three highlighted nodes.  The third one is hiding behind the mapping node on the left, and you'll have to move the mapping node to remove it.
The problem that's confusing cycles is that you have an image texture with no image connected to the volume input of the World Output node.
When you're done your world shader should look like this:

With that change, and setting the Render device to GPU Compute, this renders rather quickly on my laptop: (Shown at a reduced side to fit a StackExchange limit)


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Is there anyway I can boolean a smoothed surface without making it look deformed?

I'm trying to create some holes that are shaped as X's onto the smoothed surface, but it ends up making the surface look deformed.

You have to use an edge split modifier to make the newly created edges sharp.
If this doesn't help, try using Blender 2.8 the boolean operation got improved.

the edge split modifier worked. thank you so much.


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Principled BSDF shows values in percentage?
I must've hit a wrong key but I don't know which one: my Principled BSDF shows percentages now instead of the normal values. Can someone help me put it back? I searched online but I can't seem to find this one. English is not my main language btw.

Change this back to 'Factor'.

A link to the documentation.


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How to separate legs which are joint?

That's the cat I have made with Blender. I have a problem because its legs are joint but I want to separate them and I don't want to obtain a hole in between.
What can I do if I don't want to remake my cat from the beginning?

Hello and welcome Théo. It will be easier to find a way to help you if you upload your blend file. You can do it using this link: http://blend-exchange.giantcowfilms.com/

Select edges you want to separate and press Ctrl+E and chose Edge Split.
Then move legs apart manually by selecting faces and moving them.
Then fill inner faces F.

If you are using Mirror modifier uncheck the Merge option, move legs apart, then check Merge on again.


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export the length of edges to a text file from blender.
I am working with blender 2.78, and I want to export the edge lengths of a mesh to a file text, but I don't know how to do it with Blender.
I will explain more, I have a bunny wavefront, and I did display the edge length using the Transform panel. Then what I want to know is there a way to export those lengths in a text file for example. I searched on the net and I found that I can use the NeuroMorph Measurement Tools, I did add the tool but it seems that it exports just the area and volume but not what I want.

It is obvious that we can just compute the lengths based on coordinates of vertices and faces stored in the .obj file, and take into account the repetition of edges between tow adjacent faces (the thing that I haven't think about how to implement it yet on Matlab). But if it is possible to get it from blender directly it would be great.
It might be a simple way but I am pretty new with blender and I don't find the way.

You can use this script, tested on happy.ply for performance test (6 seconds on my laptop):
import bpy
import time

#Calc the length between 2 vertices given by vertex index
def CalcLength( obj, vertices ):
    v1 = obj.data.vertices[vertices[0]] #Get the first
    v2 = obj.data.vertices[vertices[1]] #Get the second
    return (v1.co - v2.co).length #Calculate the length from their coordinates

#In object mode
obj = bpy.context.object #selected object
#obj = bpy.data.objects['name'] #or by name

fileName = "c:\\tmp\\exemple.txt" #Your file name

file = open( fileName, 'w+' ) #Open a file (will create or erase an existing one

startTime = time.time()

try:
    #Write to the file the length of each edge
    file.write( '\n'.join([str(CalcLength(obj, e.vertices)) for e in obj.data.edges] ) )
finally:
    file.close()

executionTime = time.time() - startTime
print( executionTime )

Here is the file so you can look at the setting:

thank you so much for help, it works great. Thank you a lot.


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array dublicate rotated individually along curve
How can I make an array follow a curve AND control a tilt or rotation of the individual duplicates along the curve? I've tried out including a lattice modifier in the stack but controlling it precisely appears a bit of a struggle.
Any ideas of how to do?

I don't think you can do that (other than by tilting a subdivided curve but it's a bit tedious). In Right Click Select, an Edit modifier has been asked, it would allow to treat each instance as an independent object

Thanks:) Yet, Sorry: I cannot visualize "Right Click Select, Edit modifier has been asked". Can you please explain what it means. Which command is it? Can I find it via F3-shortkey? Kind regards, Raaskot

Right Click Select is a website where you can suggest some improvements for Blender: https://blender.community/c/rightclickselect/

Ah, I see:)
Thank you. Ill go on with a request. Kind regards, Mikael

I think your request is this one: https://blender.community/c/rightclickselect/F8gbbc/


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Why I obtain weird colors on the normal map?
I baked a normal map (from a high poly mesh to a low poly mesh)and I obtain weird colors. I obtain the same result using the Ray distance and using a cage.

When I put the high poly mesh and the low poly mesh on the same layer it looks like this (I selected the high poly and that wood end look is also from the high poly):

It looks the same on the bottom:

And the whole model:

I am refering to this areas:
(is something wrong or is just the margin):

Here is the uv map from the low poly mesh :

What is weird on the map? Also could you add a picture of the low poly UV map?

yes the colors look correct

on the uv map you can see that the ovals are surrounded by a weird color band .

@Krenk the color band is the margin around the uv isle. You can lower it if you want in the bake setting. The important point is the margin should not overlap another uv isle.

all the time I thought I was doing something wrong :))))) Thanks a lot!


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How do I accurately align the spikes of my star to the faces that they protrude from?
I'm trying to make a simple spiked star shape. I want to move the vertices in the same direction that the faces are facing, which gets complicated when I have to move across all three axes. I doubt that I can do this without using some sort of specific orientation, and I don't know much about Blender.
In short, my problem is that I have no idea what I'm doing.
I've messed around with it for at least 6 hours and the closest that I've gotten to accuracy was being able to line up the direction of the protruding lines with the tip of the pentagon in a top-down, orthographic view.

The dodecahedron was made by chandlerklebs on sketchfab

There is an included add on in blender called Extra Objects, this has a Simple Star shape ready to be use

if you want to do it "manually":

enable

Shift-A -> mesh -> math function

change to dodecahedron

TAB -> edit mode -> select edge

select -> similar -> length

x -> dissolve edges

face select mode -> select all (A) -> mesh -> split -> faces by edges

CTRL -E > extrude faces along normals

choose individual origins

S 0

Oh!!! I was told normals were a lighting trick. That's why I didn't mess with that option. They're much more simple than I thought.

This answer isn't as useful as Chris's, it's too tricksy. But the star can be made in 2 moves, from a Mesh > Math Function > Regular Solid > Dodecahedron:

X > Limited Dissolve on edges..
CtrlF (Face Menu) > Poke Faces, and adjust offset.

Offset values greater than 1 can be typed in.


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I can't texture paint due to "missing uv, textures!" error
I'm trying to paint this

But every time it errors and brings up

I can paint the picture on the left but it does not affect the object, and I cannot paint the object directly.

These are my shader node settings.

Thanks in advance!

The warning gives you already a hint what is missing. Go to UV Editing layout, and add UV mapping to this object. - I would also suggest to embedd the images into the post.

Please don't use external links for images. You can simply put them directly into the question.


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What's the easiest way to fill in the texture of this human face?

What is the easiest way to fill in this face? I tried to use the clone tool in texture but it just looks like a weird pattern on the back of her head. It doesn't have to look perfect just doesn't need all this empty space.
blend file

Here are some options that may help you:

if you have a photo from the side of the head you can project it on the model with the Stencil brush.
find a photo of a similar person and use this with the stencil brush
paint your own skin texture
combine method 1 or 2 with method 3. Use the Mix nodes to mix the textures. Additionally, you can bake an Ambient Occlusion/Cavity map in Cycles and mix it.
for a more realistic look, remove the highlights/specular and shadows from the image. Add a Roughness, and Bump map for pores. Sculpt in wrinkles with a MultRes modifier and bake a Normal map from it.

Here is a quick try:

Use Gimp or another paint program

remove the transparency (Alpha channel). The background turned (accidentally) blue in my attempt.
copy and duplicate an area of skin that has almost no shadow and no strong highlights. Fill all the missing areas with it
to get rid of the weird pattern that will be visible use a strong Filter > Blur > Gaussian Blur. Use the selection to exclude the face!
now everything looks more uniform but blurry. So add some Filter > Noise > RGB Noise and HSV Noise and blur it a little bit with Filter > Blur > Median Blur. Repeat these steps until you're happy

In Blender, load the image and use the Clone brush with about 0.5 strength to remove "seams" and bad transitions" and create nice-looking skin.
Highlights and shadows can be removed with the Blend Mode Darken only and Lighten. This works in paint programs as well as in Blender. Just pick a color that you want to match and use the paintbrush. Also, try different strength values for the brush.
For the ears, a stenciled or an UV-projected image helps a lot.

Can you send me that picture of the texture? I followed the instructions and this is what mine looks like https://imgur.com/a/xOA2Yw0

try this one: https://drive.google.com/file/d/1TAuorpmwJlTBHHNMJgEQpPaFrXYVdvHs/view?usp=sharing


text:
The size of my blend file is larger than expected (>1 GB). How can I make it smaller?

I tried a lot to decrease the file size even compressing the file, decimate method, but things didn't worked well. Even remeshed it but it created a problem of less detailing in the sculpting. Anyone knows any other method so that I can reduce the size of my file ? Due to increase in the size of my file I couldn't be able to sculpt properly. My file is hanging a lot, the screen freezes in between.

Here while I do sculpting on face area Blender gets stuck like I use crease on face, also when switching from Object mode to Sculpt mode. It does not only happen with the face part but also with the other parts. I tried compressing this file but it did not worked much.
Here the face part mesh is too large. I tried to reduce it by remeshing it but I lost the details of the face. I think the problem I am facing is due to the large mesh of my face which also increased the file size. I want a solution regarding the mesh or the file size so that I can work smoothly.

Since we have no idea what you have in your file it's almost impossible to guess! You don't have File > External Data > Automatically Pack Resources checked do you? That can increase the file size massively if you have lots of materials.

Hi. Please use a title that matches the content of the question. It should be descriptive but succinct, unique and identifying, summarizing the issue in such way that anyone searching for a similar problem is likely to find it. Use the [edit] link above, remove anything superfluous, avoid words like "this", "help", "issue with" or "question about". Remember, your title is the first thing potential visitors see, answers you get depend heavily on how insightful it is. See What is the problem of asking “How do I do this?"

Mister Duarte  the first thing is i can't write all the issues in title for more depth i have already written things in body part . second thing about mistakes before i post any questions it already ask to review question , any mistake is found during that it already says me to edit my question . If you need any more information in my body part pls tell me that i will edit for sure . things like u have written this and that will not solve my problem . I am not trying to be rude i just want solution of my problem .

john brother i do not have idea of first thing but second thing yes i have 3 material or object in my file yes you are right .

duarte for your sake i will edit and remove this , help and issue with etc but pls suggest some answer ok brother .

@thanos, we can only help you, if you provide adequate amount of information. You have not provided any information about what is in your file, you haven't told us what you are trying to achieve and provided no context at all. The title should summarize your question, but at the moment there is nothing to summarize in the body of the question. What answer do you expect? This question is not possible to answer as it is. It will just get closed as it's not clear and lacks detail. If you expect any meaningful help, you should edit it and explain the whole situation in detail.

Martynas now i think i explained my problem in better way i hope i can get solution .

Maybe you can simplify / locate the data burden by starting a clean .blend, and appending items one at a time.

robin i did,nt understand can you give a link of any video so i might understand . i did research on what you and other suggested yesterday but not found enough on internet .

It would help to see how many vertices your model has. Do you use vertex colors? Has your model a UV map? For high-res sculpted models these maps can get really big, like 100-200 MB. One thing you could try is: open a new blend file and add the collection with your model to it (File > Append ...), then save and check the file size.

Blunder vertex thing not aware but aware of uv mapping is it like unwrapping stuff if I am not wrong

That is really weird do not know how but i compressed my file again by going to file saving option by pressing ctrl shift s , afterward clicking on setting options i selected compress and saved the file . It worked this time but i did it earlier there was not much difference earlier .

as you can see 1.07gb to 437mb .


text:
boolean modifier not working properly
I'm trying to create a one-piece bunny suit. ive made the suit i just want to add a seam all around it. I created a mesh to subtract from the suit to make a seam around it.

then when I apply the boolean modifier to cut it out it destroys it

please add the boolean modifier to your blend file without applying it ...thx

Boolean is tricky to use, why don't you simply extrude this seam?

When your first question is closed for lack of details, you don't need to ask it again in a new question. You can edit the first one by adding details  (like the screenshot you've posted here) to have it re-opened again.

Yeah I thought about extruding it but I wasn't sure how to extrude it with even thickness all around. do you have any ideas?

Okay I figured it out. thank you all for you answers they gave me some hope so I messed around with it. all I had to do was click the self intersection box under the Boolean difference solver options drop down.


text:
Sculpting brush not doing what is expected
OK, so I'm relatively new to sculpting in blender (1-2 weeks of on and off work).  I'm having a problem with the clay strips sculpting tool.
Context:
I am working on a piece which has two faces that are perpendicular to each other.
Shape:

Sample of mesh:

Issue:
On one face, the sculpting tool works just fine.  On the second face, the sculpting tool appears to be only working when using the brush horizontally.  When making vertical strokes, the result is a very narrow band rather than the wider band I'd expect.

I've played around with the plane (trying view, area, X, Y and Z) and I've tried using ctrl+f to change the brush angle, but none of these options appear to have any affect.
Settings:

Does anyone have any suggestions on what the problem might be and how to fix it?

I'll have to do so when I get home this evening.  Dyntopo is not on.  The mesh is formed from a subdivision modifier which was applied before sculpting started, so has quite a few subdivisions.   The two faces I am using are identical prior to sculpting (I did one face, then copied it and rotated it then merged it as a single object).

It's likely one of 2 reasons - different density of geometry of the object (amount of vertical edge loops vs. horizontal loops per area unit) or unapplied scale (Object mode > CTrl+A).

Applying the scale fixed it.  Thanks for that, much appreciated.


text:
Render Speed Very Slow
I have what I think is a decent computer but when rendering a 1000 frame animation it take around 2-3 hours to do 4-5 frames. (Yes I have it set to GPU compute)
Details:
Computer - Intel i7 6th gen, 12gb RAM, Nividia GeForce 940m
250 Samples
1080p graphics
Are my specs too low or could it be a rendering issue with optimization? I have a complex character but it doesn’t utilize complex geometry or many different textures. I’m using the latest Blender build, and the animation includes a moving camera and rotating meshes. Any ideas about how I could make the render go faster (or if anyone has technical knowledge in that case)? Can someone tell me what render settings they usually use for larger animations?

Alright I edited it thnx.

How much time does it do one frame more exactly? What is rendered? How many polygons, is there SSS, AO, caustics, multiple light bounces (e.g. in the enclosed environment)? What is node setup? Any screenshots of the scene and setup? That configuration should work fast but it might be perfectly fine if it doesn't - there aren't just enough details

Alright I’ll get those details and edit my question as soon as possible.

Slow render times are perfectly normal. This stuff is complicated.
Still frames can take a while, and an animation is hundreds of still frames put together. Movies can take very long times to render, even on big supercomputers.

Any way to make it faster?

Yes, decrease the resolution. This will dramatically decrease render times. You can also try switching tile ordering methods for a bit more speed.

Sorry, but what are tile ordering methods? I’m a bit new to blender :). Thanks for the info b.t.w. It really helps.

Blender doesn't render the entire image at once--it does it in sections, called tiles. If you go to Performance in the render settings, you can change the order it renders them in. (It's set to Hilbert Spiral by default, but I often change it to Center. I don't know what to set it to to increase performance, though.) This is for Cycles; I don't know if you can change it in BI.

Alright, thnx. I’ll play around with it a bit :).