text:
How to add a falloff to noise textures?
I am trying to generate a custom landscape with geometry nodes on a particular shape(part of another landscape) while keeping the perimeter area so that I can merge them seamlessy.
However I can't seem to be able to do so using the edge neighbours node.
Here is my setup:

And this is the output:

Instead of there being a soft fallof there is just an abrupt angle which doesn't blend well with the original landscape.
Does anyone know how to make a more gentle falloff?
Thanks for the help!
SG

Please provide blend file to make it as easy as possible for us, who help you for free in our spare time. thx.

One way to achieve the falloff is by scaling the displacement down with the distance from an empty object. The screenshot below shows how I did that. I prefer to use an empty object to be able to move it around in 3D space and see the effect of that. You can remove it from the setup and input the coordinates of the center point of the falloff manually.

It worked! Thank you so much!

You're welcome!


text:
How to Copy Python Command (with python)
I would like to copy the python command from operators in edit mode, but the "Copy Python Command" is disabled

Is there any way to copy the python command from these operators that don't have the "Copy Python Command" feature enabled?

Ctrl+C when the tooltip is showing seems to work fine

Thanks! but i would like to do it with python

Ctrl + Shift + c when tooltip is showing.

source: Stack Exchange

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

sort: votes


text:
Is there any way to get node output socket current value with python?
I know that is possible to get the default value of any node, but is there any way to get the current output value of one node? Like in this example below:

I would like to get the output[0] current value, that would be 3 (2 + 1), through blender python API, is it possible?

I think since it's all evaluated at runtime it's not straightforward (or even possible ?) to plug into a shader tree and get evaluated values out of nodes using the python API. Obviously with this specific example it would be pretty easy, but I assume you would like to know the output of more complicated node trees

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


text:
Maintaining Import Structure for Shared Modules in Blender 4.2 Extensions
I've been developing add-ons for Blender for some time, creating shared modules among them. Each add-on has a similar internal structure, which makes it easy to update dependencies when necessary.
Example:
my_addon/
   ├── __init__.py
   └── libs/
        ├── module1
        └── module2

To access a dependency within the add-on codebase, I would use an import like this:
from my_addon.libs import module1

This method has always worked perfectly. I prefer this approach over forcing an installation via pip into Blender's Python environment because it allows me to control the versioning of each module individually for each add-on. For example, one add-on might use version 1.0 of a module, while another uses version 1.1, and I can update each add-on as needed.
The Problem with Blender 4.2:
With the introduction of the extensions system in Blender 4.2, I decided to convert my add-ons accordingly, as demonstrated on this page: Blender Extensions Guide.
After completing the conversion, I encountered the following error when attempting to install the extension:
No module named my_addon

Upon analyzing the traceback, the problem lies precisely at the line where I import the external modules located in my_addon/libs:
from my_addon.libs import module1

In the same version of Blender, installing the add-on the legacy way works perfectly.
From what I understand, this import method works in the legacy installation because:
AppData\Roaming\Blender Foundation\Blender\4.2\scripts\addons

is in the PYTHONPATH, so when installing the add-on the legacy way, the import works.
However, it seems that the installation path for extensions is not in the PYTHONPATH:
AppData\Roaming\Blender Foundation\Blender\4.2\extensions\user_default

My Question:
Is there a way to maintain the import structure for external modules as I did before Blender 4.1?
I can think of possible solutions like forcing the extensions path into the PYTHONPATH, but I would like to know if there is a more elegant solution, similar to how it worked in Blender 4.1.

Context:

Developing add-ons for Blender.
Shared modules among add-ons.
Need to maintain control over versioning of shared modules.
Transitioning from legacy add-on system to new extensions system in Blender 4.2.

Any insights or suggestions on how to resolve this issue would be greatly appreciated!

Cf https://projects.blender.org/blender/blender/issues/125582

I think this is a very bad move from the developpers. Today there is next to no incentive for non-core addon developpers to jump to extensions. but TLDR from the devtalk link try this >>> sys.path.append('/home/carbon/.config/blender/4.2/extensions/user_default')

import some_extension

You could also try putting all of the shared modules into a separate package in the startup folder. That way those just get auto-imported before the other addons register. But that's also if the way the startup folder works not also disrupted by the new extension system, I haven't actually checked.

According to the Blender 4.2 manual, extensions must be self-contained, meaning all dependencies need to be included within the extension itself.
Any attempt to access dependencies outside of this self-contained structure is considered a policy violation. Even if you forcibly add the path of extensions to sys.path, you will encounter a "Policy violation with top level module" warning in the add-on preferences for each import done this way. In my add-on's case, this resulted in more than 15 warnings, cluttering the add-on preferences.
Solution
The same page suggests that imports within the add-on module should now be done using relative imports. This approach resolved my problem since the dependencies are in the same module. (Previously, I avoided using relative imports as I found them confusing with the complexity of the internal modules.)
For other situations where dependencies are not in the same module, the page suggests these alternatives:

Bundle with Python Wheels:

This is the recommended way to bundle dependencies.

Bundle other add-ons together:

Recommended if an add-on depends on another add-on.
Ensure that both the individual and combined add-ons check for already registered types (Operators, Panels, etc.). This avoids duplication of operators and panels in the interface if the add-ons are installed as a bundle and individually.

Bundle with Vendorize:

This method bundles pure Python dependencies as a sub-module.
It avoids version conflicts but requires some setup work for each package.

I have a similar experience: from the tests I did so far on my light add-ons when I used relative paths it fixed the import issues. But I have an bigger add-on with 400 (399 to be exact) python files. Updating it is a nightmare. And the import part of the files becomes clearly unreadable and hard to maintain with relative paths.
Not to mention the "wheel packing" for the library dependencies. I rely on OpenTimelineIO, which install other libraries when being installed. Just impossible to pack.
I am strongly considering keeping this add-on as a legacy one.

@werwack were you able to find a solution with OpenTimelineIO? I'm also attempting to use this package. I seem to have the exact same problem as you.

@Grant Yep, I found one. I didn't convert my add-on to an extension, and I will not.
It's just not possible.
Relative paths for imports makes development too tricky: on a large scale add-on it's far to confusing not to know exactly where and which are the packages imported in a file.
On the wheel side: creating a wheel is very technical, often too much for scripters, it's time consuming, you cannot test them on every platform, many referenced libs require other libs (Fpdf2 requires PIL, OpenTImelineIO requires the whole world), and they keep upgrading (at least for Python version)...

I'm annoyed with all that, because the way extensions were introduced was like: "this is the only way to go now". Add-ons that didn't / couldn't be converted are seen as "stuff from the past". Even the "Install from disk" looks like a "last possibility when all previous attempts failed", whereas it should still have been presented as "the other supported way". That's the same on extension platforms and websites.
I have the feeling Blender developers don't understand the amount of work required just to maintain an add-on from one version to another and how scripting is not as low level as code


text:
Black triangles in my render
I am trying to render a terrain using Digital Elevation Model. During my render I am getting blacks spots/triangles in my render. I tried recalculating normals, applying subdivision modifier, shade smooth etc. But still I am getting black spots
The portion of my render screenshot attached,

maybe go in the Object Data > Geometry > and Clear Custom Split Normals Data?

Have you decimated your geometry?

I am very basic blender user

In the current work custom split normals data is not added

I tried decimate modifier but no use.

could you please pack your images (File > External Data > Pack All Into .blend) and share your file (copy paste the URL it will give your)? https://pasteall.org/blend/

Blend size is causing issues in uploading so I uploaded it to google drive. Please check https://drive.google.com/file/d/1UA6AKIhEteSzc3o3qE6WJOtrRotY3ySu/view?usp=sharing

Just add a subdivision modifier to your plane like this:

and you get:

I had earlier applied a subdivision modifier. So is my earlier intensity was less to resolve the issue?

Looks like …when I added the subsurf the problem was gone


text:
How to mask the area outer Image 1 to see Image 2?
I am trying to make a hillshade with Image 1 and Image 2. I am looking for a method to mask area around
Image 1
so that in the final render the Image 2 will be visible

I am trying to create a better hillshade map like this

In my mind creating a separate material would help to colour the mountain part only so that the image would look better. Also, I have mask available

There could be a better way around. I'm attaching the blend file here https://we.tl/t-Q9iLmrBg12

You might try running it through the compositor by bringing it in as an Image and trying the Dilate/Erode node.


text:
The potential of blender
I'm 12 years old and new to Blender, and from what i've heard, blender is a really powerful tool, but i was wondering if I could make things like these in the following videos with like, a LOT of practice, I really am not sure if it's this powerful:
https://www.youtube.com/watch?v=39pGLfgecXs
https://www.youtube.com/watch?v=TwzH-t81MFw
https://www.youtube.com/watch?v=QpMqgUU2H5Y
https://www.youtube.com/watch?v=xbQJkHzL4nQ
https://www.youtube.com/watch?v=qJQOgMiFduU

Hi and welcome. Sure, just take a basic modeling/sculpting course and you'll be able to do that. Please consider that this is no regular forum rather a Q&A site and your question is way too broad for this site. The answer is: yes. If a specific question comes up while modeling, come back and ask it. How this site works: https://blender.stackexchange.com/tour and please read How to ask a good question. Good luck!

I wish I had started modelling at 12... Well to be honest there was no affordable 3D software back then :) Go on and start learning!

Hi! You might have some trouble with this question, because it might be considered too general for a technical Q&A site. BUT. Blender is easily capable of making all the models in these videos, and you might get the skills faster than you think, just take it step by step. This is exactly the sort of place to come when you get stuck. Folks will be very happy to help you out.

thanks guys, thats all I wanted to know :D


text:
Weird blotchy shadows in blender cycles (denoising)
I have an interior scene with a window opening, a portal light in the window and an area light acting as sun light. I want to achieve this dramatic cinematic feeling without interior spot lights apart from the kitchen counter light. I know its hard to properly denoise these kind of scenes and im very new to blender (i have a modo and vray background)... I keep getting this blotchy shadows and i cant get rid of them nor de noise, i used to have a hdri to iluminate my scene but i changed it to an area light with no improvement, i started with 1024 samples and now im on 9000+ samples with no aparent improvement... render time is crazy high and the result is the same. Im trying to get Optix denoising to work on my gtx 1070 on a custom build i found online with no luck

This is how to use Intel Optix Denoise node in compositor.
Basically instead of using the Blender denoiser, using this node allows you to denoise a scene using low samples, and without creating splotchy/dark areas.
Downsides? This node may cause blurring in some areas, when used with very low samples.
This image is with regular denoising, rendered at 4 samples (to show effect):

This is the same scene, but using the denoise node in the compositor to denoise:
This is the original image without any denoising:

As you can see, it has a major effect on render times, and denoises well, but it can be blurry on very low quality renders.
You can enable this node by going to the compositor, and clicking "use nodes". Then add the denoise node between the image node and the output node. (You can press Shft+A to pull up a search menu for the node).
A simple connection between the image points should do the trick:

If that is too smooth, you can try connecting the image node to both the image and albedo points on the denoise node:
The node runs on your CPU, so there should be no reason why you can't get it to work.
For more info about connecting the denoise node, see this post:
How to properly connect the Denoise node in Compositor?

Thank you for your time and thoroughness in explaining how to do the things you said (im a newbie)... I re-rendered the image angrily with stupid high samples and it finally looked the way i wanted to... the noisy image was still horribly noisy but the denoised one was very good IMO... the thing is that it took 2.5h and i think that im not beign efficient with the scene, i want to know how to improve it....

lol i dont know how to upload more images but i used your node denoise method and i tried the open image intel denoiser and i cant seem to tell them aparte

lol i dont know how to upload more images but i used your node denoise method and i tried the open image intel denoiser and i cant seem to tell them aparte


text:
Remove pop-up window when running an operator
Is there anyway to remove this pop-up window when running an operator?

Hello, it is possible for add-ons if you change their respective scripts, may I ask why this panel bothers you ?

In the viewport menu just uncheck the option View → Adjust Last Operation and the popup no longer appears. You still can hit F9 to bring it back and adjust the last operation.


text:
Is there anyway to change the property input background color to red?
I'm creating an Add-on where you have to select any object type to start using it. but I would like to know if is there any way to display a red property input if no object is selected or exists.

This image is an screenshot of driver editor pop-up

Yes. Just set Layout.alert property to True in case there is no object selected:

Demo based on @batFINGERs answer to Object selection box with eyedropper.
import bpy
from bpy.props import PointerProperty

class TEST_PT_layout_panel(bpy.types.Panel):
    bl_label = "Prop Panels"
    bl_category = "Test Panel"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "scene"

    def draw(self, context):
        scene = context.scene
        layout = self.layout

        col = layout.column()
        if not scene.prop:
            col.alert = True
        else:
            col.alert = False

        col.prop(scene, "prop")

def register():
    bpy.types.Scene.prop = PointerProperty(type=bpy.types.Object)
    bpy.utils.register_class(TEST_PT_layout_panel)

def unregister():
    bpy.utils.unregister_class(TEST_PT_layout_panel)

if __name__ == "__main__":
    register()


text:
move audio strips from blender vse to audacity
I need to move audio strips from blender vse into audacity. I am just learning how to use audacity, so I would welcome explicit instructions.
The audio strips were recorded with the video, but under different circumstances, and so they need work to make them the same quality.
I am using blender 2.83, windows 10 on a pc. The strips are mp4, ffmpeg.
I have downloaded ffmpeg.

Audacity will open audio tracks from mp4, then you can save them out as mp3 or wav for importing back into Blender. The original video's audio strip can be deleted

My problem is, How do I move them into audacity? I tried dragging them, but that doesn't work. where would I find the file for each strip?

If you have not already rendered the strips to a file, do that first.
If you have, or when you do, the file will appear in the directory you selected in the Properties editor Output Properties tab in the Output section.  It will have a name like 0001-0nnn.mp4 where 'nnn' is replaced by the number of frames you have specified.
Now open Audacity.  Use the File → Open menu to navigate to the directory you specified and open the mp4 file.   Audacity will ignore the video and place the audio strips into the editor.
The shortcut to render the file is Ctrl–F12
Here are the settings you should adjust before you render.  You find them in the Properties Editor in the output tab.

From Top to Bottom:
The folder where you will find the output file.  The file will have a name like 0001-0nnn.mp4 where 'nnn' is replaced by the number of frames you output.
The file format.  Set this to FFMPeg Video.  The other settings will not show up until you do.
The container format.  Set this to MP4. The audio Code settings won't show up until you do.
The audio Codec.  Set this to mp3. The audio pane may be closed.  Click on the arrow at the left of "Audio" to open it, if it is.
To find out more about the settings you can read the Render Output Format section of the manual.
The other two settings you will probably want to adjust are the start and end frames.  Set the end frame to the length, in frames, of your VSE strips.


text:
How do I remove green background without replacing it with another background?
My objective is to produce a foreground video clip with a transparent background, that can be superimposed on any background video. I know how to remove the background using compositor, by replacing it with another background, but when I try to replace the green background with a transparent one produced in Gimp, I get a black silhouette in place of the foreground image.
I am using Blender 2.82, Windows 10 Home, working with 30 fps, rendering to ffmpeg. No audio yet, although the future plan is to have foreground with audio.
So far, I have only used Blender VSE at a basic level, and just starting with compositor. I am new to video editing, and  so step by step instruction would be very helpful.
Thanks.

Thanks so much! It worked perfectly.

Go over some tutorials first: https://www.youtube.com/playlist?list=PLjyuVPBuorqJb1AwUu-wh61cLWMBVWS3N

For this Explanation i will use a clip of an alpaca on a greenscreen from here -
https://www.videvo.net/video/alpaca-on-green-screen/3442/
Step one - setup
Open blender with the General preset

And select the Compositing workspace

Select use nodes

Step two - add nodes
Remove The render Layers node by clicking it and pressing X on the keyboard

Add a Movie Clip node by clicking the add menu

Select the sub-menu Matte

And select Keying and drag the node to left of the Composite node

Add Movie Clip Node with Add -> Input -> Movie clip

Click Open On the Movie Clip node and select the video clip
Add a Viewer node with Add -> Output -> Viewer

and place it under composite node

click the yellow circle on the movie clip node and drag the mouse to the Image input on the left of the Keying node and connect all the other nodes as in the image

you will notice the clip in the background
Click V on your keyboard a few times to zoom out or Alt+V to zoom in so that you can clearly see your video.
Step three - Keying node
Select a frame in which there is a subject on the greenscreen
By changing the frame

Click The Color Input on the keying node

Click The eyedropper icon

And Click The Green on your image if there are darker and lighter areas click somewhere in the middle

you will see the green vanish but it won't be perfect every time so we will tweak some settings
Set The Feather Distance to about 2 or 3 pixels

Then Change the Dilate/Erode to some negative number that doesn't cut away from the character

Play with settings until it looks right
Step four - render
First set the End to the last frame of your shot which you can find by changing the frame

on the right select the output properties

Make sure the file format is set to png
and RGBA

Press the select file button

select a output folder and make sure it is empty because it will fill with images
and press accept on the bottom right
Now all you have to do is render out the animation
select it from the render dropdown and wait for it to finish.

when the image Stops changing Your Done!
You can import a image sequence in most video editing software including blender and the background is removed
Step 4 - finish
close blender with the big red X on the top right when it finishes rendering

Appreciate your response. I did my best with your advice, but as a newbie, I need step-by step instructions, which nodes, what do I connect to what, etc.

ok i will add step by step instructions in a little bit including the nodes. Happy to help


text:
Is it possible to color correct individual video segments in VSE in a video without affecting the other segments?
I have a 5 minute video consisting of multiple strips--some are mp4, some are PNG image sequences. I would like to color correct individual strips, independent of the others. Most of the video has superimposed green screen foregrounds, which are mainly what need color correcting. There is no artifact.
I have tried highlighting the strip I am trying to change, and placing the cursor over it, but any changes I make affect the adjacent strip. I am using  under the Eevee render engine.
I have blender 2.8.3, Windows 10 64bit

In the Video Sequence Editor you can add Modifiers to each strip individually, such as Color Balance, Hue Correct, Curves etc.

Yes, that seems to work. Thanks.


text:
In VSE, voice and video are not synchronized in rendered video
In my 3.5 minute video, the rendered video is slightly behind the audio at the beginning. Then near the middle it is synchronized, and then gradually the video gets ahead of the audio.
I have tried rendering in various formats, with AV synch on an off, but nothing helps. I am new to video editing, so please include lots of detail in your reply. Thanks

You should provide more details: general info (version of Blender, operating system) but also specific info (extension/codec of video file, source, frame rate, ...). You can easily get this information from a program like Mediainfo; see https://mediaarea.net/en/MediaInfo)
Your problem is probably that your 3.5 minute video has variable frame rate (eg shot from a smart phone). In order to compress a video, sequences with less action (eg still images) use a smaller framerate (less frames per second). The audio however uses a constant framerate. That's the reason that the audio is drifting away from the video. A more profound explanation is found at https://www.youtube.com/watch?v=keA2Gyye-D0.
You can check the framerate with the forementioned program Mediainfo. This should show something as:

Your solution of AV synch does not help because this option only helps in previewing the movie within Blender, making sure that the audio is in sync with the video by dropping some frames while previewing, if Blender can't catch up with the frame rate. Also, changing the output formats doesn't help because the problem is with the input video file; which is probably variable framerate (check this with mediaInfo!).
The solution thus is changing the framerate from variable to constant. You can do it with a program like Handbrake. See, the forementioned video for a in-depth explanation of the procedure.

Husch, thankyou so much for your thorough explanation. I will try those things. Knowing that the problem is input and not output should be a great help.

It worked! Thanks again for your thorough explanation and the links. The video https://www.youtube.com/watch?v=keA2Gyye-D0 , and the software  https://mediaarea.net/en/MediaInfo and  were very helpful.


text:
snap 3D cursor to closest vertex in 2.8
I'd like to put the 3D cursor on a vertex with a single action rather than a series of actions.
Currently, I have to switch to edit mode then switch to vertex select then select the vertex then cursor to selected than back to object mode.
It's very tedious.
I tried to hold ctrl while placing the 3D cursor near a vertex. It did not work.
I tried the magnet, chose vertex mode but it didn't work with 3D cursor.
Any ideas?

Snap to vertex works when cursor is selected in the toolbar.

I got it now. If the magnet is active and snap to vertex is selected you need to hold and drag mouse to snap nearest vertex. If you just click it doesn't work.

With the snap tool enabled and in vertex snap mode, all you really need to do is first select the 'source' vertex, then hover your mouse cursor over the 'target' vertex, press G and left click to finalize the snap! No need to select and drag from one vertex to another. This comes in especially handy when snapping vertices that are far apart from each other!

Thanks, though the question was about how to snap the 3D cursor not another vertex.


text:
Blender blending mode and opacity not working
The opacity doesn't seem to work when I apply the Overlay blending mode to a color strip. It's either 0% or 100%. Is there any way to make the opacity more incremental? All the other strips below use Alpha Over. I'm trying to get the opacity to 50%.

and why don't you use alpha over? then opacity will work....

@Chris - I'd like to use Overlay blend mode for the colour strip and not Alpha Over. The effect is different. Do you know how to make the Overlay blend mode work with opacity?

I think it is a known (but unresolved) bug; see the bug reports https://developer.blender.org/T76376 and https://developer.blender.org/T75844.
I can confirm that it is still present in the latest alpha build 3.0.

Thanks so much for digging into this! Hopefully it will be resolved soon.


text:
Why is my shadow pass not transparent?
My shadow pass has a black background and I don't know why. I've tried using different lights and I still have the same issue. Any help will be greatly appreciated. I have the following setup:

Renderer: Cycles
Film: transparent
Light: Area

Here's my compositor:

My view:

Can you post your .blend file so we can see what the issue is?

Thanks @Lowlande52, the issue has already been resolved!

Shadow pass is made with black and white image, Alpha is a different Pass, like Shadow pass, that's why you don't have transparent included.Shadow pass is often applied with the blend mode multiply to highllight the shadow on top of an image. You don't need it but if you want a shadow pass to have transparency. you could apply the alpha from the original image with a set alpha node to your shadow

Check that alpha (RGBA) is selected in render output

The setting is already on, thanks anyway!


text:
Where is this grey camera shape coming from?
I can't seem to delete this camera shape as I don't know where it's coming from. I don't have any cameras in my scene, nothing in the shader and compositor. The shape only appears in the wire and solid mode.
How can I remove this as it's cropping objects outside the shape?

you've accidentally pressed Alt B for View Clipping Border, press Alt B again: https://docs.blender.org/manual/en/2.79/editors/3dview/navigate/clip.html

Haha thanks so much @moonboots, that did it!

That's exactly right @lemon! Thanks for sharing this :)

I accidentally selected Alt + B. Selecting Alt + B again did the trick.


text:
Adding a color effect strip to the video sequencer using Python without the operator?
I'm trying to run this code headless to avoid the context error however I can't find any information about adding a color strip without using bpy.ops. How can I convert the following code to not use the operator please?
bpy.ops.sequencer.effect_strip_add(
    type='COLOR',
    frame_start=1,
    frame_end=int(file) * filesCount,
    channel=1,
    color=(
        backgroundColor['r'] / 255,
        backgroundColor['g'] / 255,
        backgroundColor['b'] / 255
    )
)

I think it has something to do with new_effect however I can't see an option to add rgb values.

https://blender.stackexchange.com/a/101129/15543

You beat me to it @batFINGER! Thanks so much! Your solution works perfectly. I really appreciate your help again :)

@batFINGER to the rescue! The answer to my question can be found here: https://blender.stackexchange.com/a/142392/111345 for anyone else that needs it.

If so, how about upvoting the answer?

Just did, thanks for the heads up ;)

Already did upvote that one too!


text:
problem snapping on the face
I am doing the blender Guru latest Donut tutorial, I am trying to model the icing on top of the donut by proportionally editing it, with the option snap to face activated. The icing mesh keeps on snapping to the inside of the donut rather than the external part.

hello it doesn't look like the vertices are inside the donut, it's just that the donut faces protrude the icing faces

Hello and welcome. Rather than take photos of your monitor post actual screenshots instead, see How to take a screenshot. Photos are harder to read because we have to look past external interferences (like reflections, smudges or Moiré patterns) and guess if we are looking at hardware issues such as a malfunctioning display or connections, a software level issue like driver malfunction or glitch, or actual artifacts or issues with the model itself.


text:
Tissue addon. Realizing Tessellations as own separated mesh-objects
i am trying to separate the recorded Tessellations as own mesh-objects out of the a Main-tesselation (made by the tissue addon).
for achieving this i have the feeling of doing a quite complicated work around:

create tesselation with tissue addon

export tessellation as fbx

import to a new blenderfile having blenderBIM addon

separating the tesselations via sverchok / ifcsverchok

i was just wondering if there is a more straight forward way to do this separation?
may be just by python code, geometry nodes or whatever, without doing steps 02,03,04.
would be quite thankful for any advice/idea ...
thx!


text:
Are custom shortcuts broken by migrating from 3.x to 4.0?
In Blender 3.5 I made B the brush shortcut in Grease Pencil Draw mode, when I updated to Blender 4.0 the shortcut no longer works and starts a 'box selection' operation. The E shortcut for the eraser tool still works, though.
So far I've tried reinstalling, resetting all configurations and (obviously) tried re-binding the shortcut.
Anyone else getting this problem?

Some of the keymapping has changed with version 4 and Blender have provided a video detailing the changes here which might help.

If one key is bound to multiple operators, only one will run and the rest will be ignored. In your situation, I think you just need to remove or change the B key binding for the operators you don't want. To list the B key bindings, in the preference:

Click the Keymap button.
Click the Key-Binding button.
Type b in the search box.

Now, all you have to do is remove or change the bindings listed under Grease Pencil. If you want to target one mode only, you don't have to change the rest.


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Refraction BSDF shader showing as opaque for certain meshes and angles
This is a follow-up to the question I asked at Muddled results from many-reflected mirror which Mr. A gave a great answer to.
I've extended the set of polyhedra that I'm rendering, and there are certain ones where the Refraction BSDF shader used as one input into a Mix Shader (the other input is a mirror) results in opaque faces.

Here's a second view showing the same problem:

In the previously referenced post, the suggestion was to use a Refraction BSDF shader instead of a Transparent BSDF shader, and that in fact generally works better.  But it seems to cause this problem here.  If I swap the Transparent shader back in, it starts to work again - however, in general the rendering is not as good/accurate, so I don't want to go back to Transparent BSDF:

Here is the .blend file here - note that the material in question is named Two-Way Mirror Material: https://bit.ly/bad-refraction-shading
Any ideas / suggestions here?
Thanks very much!

The normals on the object in the middle are flipped. If you recalculate them in Edit Mode with Shift+N the shader works as expected. By the way, the normals are messed up on parts of the border/wireframe objects as well, it's not just as obvious since they don't use that refraction material.

Thats great, thanks very much @GordonBrinkmann.  The base meshes for these are generated through the "add_mesh_extra_objects" Blender addon.  I just put up a pull request that programmatically invokes normal correction when these objects are added to the scene.  Hopefully that will get accepted: https://projects.blender.org/blender/blender-addons/pulls/105117


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transparent object is invisible behind other invisible object
I have a model with a transparent part:

When its in front of an other transparent object (the trouser in this case) the trouser is invisible.

So what's going wrong?
Here is my Blender file: https://drive.google.com/drive/folders/10bvaUBwSa48Ei6XiOesCCupR6p8CtqT9?usp=sharing
I use eevee and the MMD add-on.

Hello I can't see the character in the shared file, could you please share the character only?

I found a solution, even if I don't understand how it works.
I changed the trouser Material>Settings>Blend Mode to Alpha Blend
and for the transparent part Material>Settings>Blend Mode to Alpha Clip


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Transparent Glass is not transparent in material preview
I'm new to Blender and this as for sure asked before, but I couldn't find someone how had the exact same problem as me. This is my material:

This is how it looks when I set the viewport to rendered (with Cycles):

And this is how it look when I set the viewport to material preview:

My question is, if it is possible to get the glass transparent in the material preview as well?

Material Preview is identical to Eevee, so you need to tweak some parameters in Eevee in order to see glass transparency, like enable the Screen Space Refraction option of the material (since 4.2 it is the Raytrace Refraction option) and in the Eevee render panel enable Screen Space Reflections and the Refraction option (since 4.2 it is the Raytracing option).

+1 but maybe as additional clarification for beginners, when using Cycles as Render Engine like in the question, the Screen Space Refraction of the material is found under Viewport Display (and it helps for accuracy to set a correct Refraction Depth value). However, to set the Screen Space Reflections and Refraction in the Render Properties you have to switch to Eevee (I'm not sure if this gets clear enough from the answer) to change these settings. And if you did not change the material before switching, those options are now under Settings, not Viewport Display.

Oh ok thanks forthe additional info


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Texture on model is not the same color as sampeled color in texture paint mode
The texture on the model looks too bright. I sampeled the color from my refernce and it looks good on the texture itself. But on the model it looks wrong. I'm following this tutorial. Maybe it is because they use Blender 4.0 and I use 3.5 and emission works differently in the different versions? Here you can find my blender file.

Its the same color, just too bright, are you using base color or just the emission?

@Emir I'm new to texturepaint so, I not sure. But I use the emission shader (instead of principle BSDF) with the texture PNG as color. The the color on the png is the same as on the refernce. Just on the model it looks wrong.


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.obj file data imported for used in Remesh Modifier
I am using Blender software to voxelized a model. Hence, I am using the block function provided in the Remesh Modifier of this software. However, I am still struggling to understand how this block function is used to import model. In my case, I am using the .obj file. When I wanted to see the type of faces that exist in the model, I unticked the wireframe option to view it.

So, it presented the model like this. I assumed that the faces that exist in the model are not triangular faces. However, when I study on the source code under dualcon_c_api.cpp, there are dealing with triangular faces.

Hence, I want to know what is the relationship between the imported model and the triangular faces. Does the Model Reader convert .obj file to triangulated faces to be processed using the Remesh Modifier function?
Thanks in advance.

I would like to ask "Close-voter" to explain the reason in a comment to help understand what is wrong with the Q. Thank you

Hai, can I have an idea about this?


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how to create rounded beveled inset
I'm just getting started (2 weeks) with blender and have succeeded in creating everything I set out to create using guides and tutorials, but I am stuck on my current challenge. I am trying to model an action figure toy mini gun.

I've tried insetting and bevelling (ctrl-b and shift-ctrl-b) but never get the required result. It is meant for 3d-printing so it should look like the final result after applying the subdivision modifier.
I tried following along with this trash can model, but without voice-over, I can't seem to get the same result. https://www.youtube.com/watch?v=IqnHiRfZ2CU
This is what I am starting from.

Any advice would be appreciated very much to continue my learning journey.

Maybe use a 16 vertex cylinder instead of 8 and inset and extrude inwards these faces:


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blender donut NEWBIE please help

anyone know how to delete the yellow and red-dotted box from the camera? I've tried ctrl+b and it still wont let me get out of it.

Do you meaning locking/unlocking the camera ? If so, for the red-dotted line, it is the check box in the panel next to the Outliner editor. Look at "View/View Lock/Lock/Camera to View". The yellow line is indicating that the Camera is the selected object. To remove it, just click on the background.

In Object Mode, Ctrl-B + drag sets a render region, which is what you appear to have, here? Ctrl-Alt-B clears it.

Welcome. 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 may easily find it. Use the [edit] link above, remove anything superfluous, avoid words like "this","issue with" or "question about". Remember, your title is the first thing potential visitors will see, answers you get depend heavily on how inviting it is. See "What is the problem of asking “How do I do this?""

thank you,teflancien it has fixed


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How to limit Simple Deform Modifiers
i had problem with my object.
I want bend my object only on top, i already try (Limits, Vertex Group on Restriction section, and Origin) but cannot solve my problem.
Maybe someone can help me solve this problem ?
Thank You Before
Problem, from top to bottom all bended

My objective

tbh i would not use a simple deform but a curve modifier...that's much easier to achieve. Is there a special reason why you wanna use the simple deform modifier? example: [1]: https://i.sstatic.net/P8mp9.gif for animation just animate the z coordinate of the curve (in my case)

You can limit the influence of the deform modifiers using vertex groups, but you need enough starting geometry to work with, so you need to subdivide the mesh and not relying on SubSurf Modifier only.
Then, as stated by Chris, this kind of modeling is better performed by a curve modifier, so to have control on the exact final shape.

Thank you for helping me.
But, why when i deform object (my object already bevel before on the corner) , the object have many line inside ?  https://i.imgur.com/VFc4dzK.png

Apply rot and scale to every object and curve before using modifiers (Ctrl A in object mode). Then check for overlapping unwanted geometry (Edit mode, select all, M to merge by distance). In curve modifier the Deform axis should be set to Z or - Z if all rot are applied.


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Is it okay to use Blender with a non-numpad laptop?
Currently, the problem is not the rendering, but more on modelling, shortcut, etc. I have a laptop with no numpad. Most YouTube tutorials use numpad for view and others shortcut. Sure, I could make the numbers area being opt to numpad mode, but it'll restrict other feature. Is it still okay to continue without any numpad configuration?

yes, the numpad is mostly used to change the view, but you can assign that to the other number keys

https://blender.stackexchange.com/questions/16308/how-to-use-numpad-on-a-keyboard-without-a-numpad/16309#16309

You can easily replace numpad numbers by just clicking on circles in the Navigation Gizmo:

Other than that, you can press F3 to search for a command, and if you use it often, you can $\color{#888}{█0}\color{green}{█}$ right-click on a command and Assign Shortcut.

I'm fine with the view stuffs. But I just want to make sure if there are no other core modelling features that requires numpad.


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Change surface's apparent color based on light depth from source
I'm trying to find a way to color the surface of objects depending on the light depth from the light source, but only in appearance to the camera. I have one light source in the scene, and I want any surface that could hit that light directly to be colored red, and look red to the camera regardless of angle, but reflect as if it was white. Then any light that is hit by that reflection to be colored green (the light bounce max is 2 so that would be the end of it). So far, I have tried using the light path node to basically make conditional sections for if if something was a camera ray, what the ray depth was, etc, but since it starts counting from the camera, I'm not sure if that would work. Is this possible with cycles?

I'm not 100% sure what you mean, but try something like this - the light is white, it makes the object with the material (the cube) appear red, but reflect white ("mirror" plane below) and any red light that would be cast as a "secondary bounce color transfer" appears green instead of red (cast on both the bottom "mirror" as well as on the white sphere). I used an emission shader for the green to make it more pronounced, but you can use diffuse as well - the effects just aren't as prominent.


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How to keep text always facing to viewport?
How to keep texts always align to viewport? I mean viewport, not a camera.
Just like this

Easiest way, parent the camera to the viewport and then the text to the camera

example https://imgur.com/a/iGcTa26

As I understood he wants to avoid moving the text outside of the viewport, while facing to cam.


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How can I preview the result of Texture Node Editor
I'm trying to use Texture Node Editor creating brushes' texture. But I can't preview the result, it's black either in brush's settings or Texture Property. Although it works well when I use the brush painting.
How can I preview the composition result? Or is there any good practice of how to use Texture Node Editor?

Hello ! AFAIK the texture node editor is pretty much deprecated and hasn't received any significant update in years. I am actually surprised it still kind of works in latest versions.

What a pity... I think Texture Node Editor has potential to become Blender Embedded PS. Furthermore to become Blender's Substance Painter..

I believe the goal is to tie everything using a system similar to geometry nodes, with procedural textures and brush assets. But it's part of a larger rework of Blender called Everything Nodes that is several years in the works and no ETA for that particular part of Blender I'm afraid.


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Mechanical Linkage Animation of CAD Assembly
Blender community,
I hope you are all well.
I am fairly new to Blender and have been experimenting with animation through imported assemblies I have created in Autodesk Inventor. It has been especially fun seeing the assemblies come to life with rendering and animation toolkits which blow Inventor out of the water. However, I am struggling to animate a linkage which is the primary feature of my current project. I have attached two pictures to this post which show the linkage in end states of operation. Pulling on the brass crossbar should pull the drum below up via the mechanical links.
First I tried to recreate the linkage using parenting, a Blender feature I am familiar with. However, I have not had much success past the first rotational joint. I believe that an armature system is required to properly animate the linkage and that it may be a required skill to animate similar mechanical linkages present in some of my other assemblies. I have been able to follow along with tutorials mainly focusing on animating a character, and have learnt about inverse kinematics. However, I am struggling to adapt the concepts to my mechanical linkage problem. I have also had a look at a few posts here focusing on mechanical linkages, although I couldn't find anything featuring a crossbar connecting two linkages. I know the problem is symmetric, so perhaps this doesn't matter.
Am I headed in the right direction, or is there another Blender feature which might be more appropriate?
If armatures are the way to go, I would be most grateful for any pointers in creating a system which could properly describe the mechanical system.
Any help is much appreciated.
Thank you and kind regards!

This setup should do what you want:

The Green bone is the main control to move the rest of them.
The Yellow bones are an IK chain that targets the green one.
The Orange bone has a copy rotation constraint to copy the first yellow bone.
The Blue bone has a copy location constraint targeting the tail of the first yellow bone (or it could target the head of the second yellow bone).
The root bone is the parent of the Green, Orange, Blue and the first Yellow bone.

You can parent the various objects in the mesh to the appropriate bone. They don't need to overlap them, you can have this single setup in the middle of the assembly. No need to duplicate it for each side.


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What happens when a vector is fed into a value slot of the add node?
I was wondering what happens when a vector is fed into a Math -> Add node. Notice that I'm asking about the Math -> Add node, not the Vector Math -> Add node.
My guess was that the node automatically works with the vector module, but I noticed that with different normal vectors the output is different.
Can somebody explain the behavior of the node in this case?

 Vector values convert to ⚫ scalar values by averaging all three components, therefore the following material should be white:

(both branches compare as equal)
⚠ At very big values the $ε = 0$ starts to fail due to floating point inaccuracies:
 (383 m cube)
Crantisz'es answer is incorrect, if it worked by converting  vector through  color to ⚫ scalar, then this material wouldn't be black (I even increased εpsilon to 0.1):

 Vector is Converted to color (and vice-versa) by simply treating XYZ as RGB (I think it's fair to say it's reinterpretation, not conversion, the values in memory don't change), however,  vector and  color convert differently to ⚫ scalars:

 vector to ⚫ scalar: $v = {1\over3} x + {1\over3} y + {1\over3} z = {x+y+z\over3}$
 color to ⚫ scalar: $v = 0.2126r + 0.7152g + 0.0722b = $ luminance(rgb)

For completeness, ⚫ scalar converts both to  vector and  color by triplicating (repeating) its value on all 3 components, which maintains luminance, and so is a reverse operation for both $➡⚫$ and ➡⚫.
Geometry Nodes
In gnoodles the same rules apply, but additionally:

⚫ Float (Scalar) values convert to  Boolean as True if they are positive ($> 0$)
 integers convert to  Boolean as False only if they are zero, otherwise True.
 Vectors convert to  boolean as False if all the components are zero, otherwise to True. You can reason about it as the length of vector being used in the logic of scalar to Boolean conversion (the length is never negative but can be $0$).
 Color is first converted to ⚫ Float (using its luminance), and then converted to  Boolean.
⚫ Float converts to  integers by truncating, which is discarding the fractional part (rounding towards zero; flooring positive values and ceiling negative values).

Thank you. I tried it out with many different vectors and, indeed, the Compare returns always true.

Vector converts to color, and the color data is converted to its gray scale equivalent
From Blender Wiki:

Some socket types can be converted to other socket types either
implicitly or explicitly. Implicit conversion can happen automatically
without the need of a conversion node.
For example, color and float sockets can both be placed into one
another. Once a socket conversion is made data may be lost and cannot
be retrieved later down the node tree. Implicit socket conversion can
sometimes change the data units as well. When plugging a Value input
node into an angle socket will default to use radians regardless of
the scene Units. This happens because the Value node has no unit while
the angle input does.
Valid conversions:
Between color and vector – in this case the using individual color
channels to store the vector.
Between color and float – the color data is converted to its gray
scale equivalent.
Color/float/vector to Shader – implicitly converts to color and gives
the result of using an Emission node.
Explicit conversion requires the use of a conversion node for example
the Shader To RGB node or the RGB to BW Node node. The Math Node node
also contains some functions to convert between degrees and radians.

This answer doesn't mention vector to scalar conversion, unless I understood correctly that you claim when converting  to ⚫, since it's not listed in "valid conversions", the actual conversion becomes  ➡  ➡ ⚫ (which is incorrect as I argue in my answer)


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Mirroring in weight painting mode is distorted
I apologize if this question seems stupid, I am a total noob in Blender.
Whenever I try to mirror the weight on a bone, it comes out all splattered and distorted. I have two screenshots of what happens.

just to rule stuff out, are your transforms all applied?

could you please share your file (at least the armature + arms)? https://pasteall.org/blend/

May you tell me how I apply all transformations? Because I'm not sure if I've already done that. Thank you.

ctrl + a and apply all transforms, then try the weight painting again

I tried going to object mode to apply the transformations, but the same error happens.


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Blender 3.2: Leaves and animation missing - sapling tree gen
I've been working on making and animating a tree in Blender, using the sapling tree generator. I created the tree, added an armature and animation, and added leaves (they're rectangles with an alpha map to create a leaf shape). I haven't done anything else very advanced with the leaf materials (just a texture and color ramp). There's also an emitter modifier for falling leaves.
When I view the animation in the viewport, all looks as expected, leaves are present, and the branches move.

However, when I go to render the animation, it's missing the leaves and animation added with sapling tree gen.

I've checked and as as far as I can tell, all of the entries in scene collection are set to render, so it's a little confusion as to why they wouldn't be present in the render.

can you share the file?

Woops, thought I did initially, it should be located here: https://blend-exchange.com/b/xeLVn0Be/

@MartyFouts i was tempted to mark this Q as dup but im wondering if it is appropriate to flag such questions as duplicate even if the question appears to not be related to the commonly occuring 'show emitter' problem?

@MartyFouts The below answer (clicking show emitter to show leaves) did solve the issue, so the answer in the link you attached would work as a solution as well

I may believe that leafs are particles, but that's wrong. Leafs are mesh, and particle system used for generating falling leafs. So that emitter may be hidden by using this checkbox in particle settings:

Thanks, that actually appears to have solved the issue of the leaves not being present, and I think with the leaves being present, I can see now that the branches are moving, I just had the animation speed and amplitude very low


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Color an object according to it's slope using blender
I would like to colour the surface of a wedge-shaped object according to the slope of its surface using blender. I tried the solution provided in Color a surface according to its slope , but unfortunately it only applies the colour ramp on the top of the object and not below (see image).
Do you have any suggestions on how to apply the colour ramp over the whole object?

The Z component of the normal ranges from -1 (down) to 1 (up). Your Color-Ramp is capturing only 0-1, and clamping outside that range.
If you want a symmetrical response about horizontal, you could use the Absolute of Z:

If you wanted the full range to fit the ramp, from -1 down to 1 up, you could use Map Range (flipped if you want Top > Bottom to correspond to Left > Right):

If you wanted to encode the angle of the normal to the vertical, from 0° up to 180° down, you could map the Arccosine of the Z component from 0 to pi radians.

awsome! Thank you for your elaborate answer.

The problem is that the Z-component of your normals is within the range [-1,1] while your ColorRamp only maps the [0,1] range. Thus the lower half of your mesh is just clamped to 0 and looks all red.
An easy fix would be to use the use two Math nodes before feeding the Z-component of your normal into your ramp. The first one adds 1.0 the second one devides by 2.0.


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Create/simulate repeating bevel on walls of room geometry
I'm super new to using blender, and i'm enjoying the experience thus far! I'm looking to create a very simple room that has a sort of beveled texture/geometry along its walls, floor, ceiling, etc. My current method of going about this is... inefficient. Thus i'm looking for better ways to achieve the same result, and i'm willing to accept a variety of options.
My first idea was to utilize normal maps in my material to give single large-scaled cubes the illusion of beveled walls, which would probably be the most efficient option, but the only useful source i found was for using an outdated version of blender. My second idea was to try to learn instancing or array modifiers to somehow achieve this, but i wasn't sure if this was the best, or most very efficient, way to construct entire rooms. My last idea was to somehow utilize the bevel modifier to somehow make it repeat along a single cube to make it looks like there are several cubes, but i don't even know if this is possible.
For reference, here's sort of what i'm looking to achieve. i made this using multiple separate cube meshes all with the bevel modifier:

Does this answer your question? How can I create procedural tiles with uniquely seeded textures for each one? [Updated]

Nah, don't use the bevel modifier or array or anything, no need for real geometry (unless you need it)
There are two approaches: One Procedural, One through PBR Materials.
Procedural Material
For your specific square tiles texture, refer to the below material setup I made:

Though remember to unwrap your mesh, by going to Edit Mode press A to select all and press U > Cube Projection to automatically get your UVs, or you can place seams. Though note that it's not necessary to add a Texture Coordinate or Mapping Node (Automatically done by pressing Ctrl + T if you have the node wrangles addon) if your generated procedural textures give you the right result. Try playing around with settings like the scale.
PBR Material
You can just take some tile PBR textures from websites like Ambient CG, where we can get CC0 textures for free. For example, try this texture, or this one. Note that you will have to UV Unwrap your object to get good results from them. You can also change the colours by adding a MixRGB or Hue/Saturation node between the colour input and in the Hue/Saturation Node, decrease the saturation and increase the brightness to get a white colour.

i decided to go with the procedural method, as i don't like the idea of downloading texture from the internet for something like this. Although while i seem to somewhat get close, it's not quite the rounded beveled edges i'm going for. The bevels are very noticeably too square and trying to apply this on a cube with different scale values lead to some faces not showing the bevels the way i want:
(left is the bevels made using the method above, right is what i'm trying to go for)
imgur link to what ended up with


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Drag and drop of media doesn't drop to current spot in timeline
Using Blender 3.2.0
I recently re-installed blender on a fresh install of windows and now when I drag and drop media, it goes to track 1, 0th keyframe when it used to go to the current time and a track where it would fit.
Why did this change and how do I fix it? I want them to drop right where my time is. I tried resetting my settings, but nothing changed.

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

But when I add going through the Add dropdown and select image / video, it will go to the right spot.


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'NoneType' object has no attribute 'ui_type' when running blender using CLI
My code runs fine when I run the script directly in blender. However if run the file headless in the terminal I get this error and the animation renders the default cube instead of my animation:
'NoneType' object has no attribute 'ui_type'

Here is my CLI command:
'/Applications/Blender.app/Contents/MacOS/Blender -b /Users/myname/Desktop/folder/videoRender.blend -a"

Blender text editor code:
import bpy, sys, os

bpy.context.area.ui_type = 'SEQUENCE_EDITOR'

#create image sequences and import screens of there are more than one file
if (len(files) == 1):

    # set duration to 300
    duration = 300

    for index in range(5):
        filesFolder = folder + "/" + str((index+1)) + '/renderedFiles/'
        bpy.ops.sequencer.image_strip_add(
            directory=filesFolder,
            files=files[1],
            show_multiview=False,
            frame_start= (filesCount * index),
            frame_end=filesCount * index,
            channel=5
        )

Been asked often before. Background mode is also known as "headless" because it loads no UI. Hence there is no context area (it's None hence the error).

Hey @batFINGER, I understand however do you know how I can change the context area in headless mode please? I can't find a solution after looking through here.

See my answer here https://blender.stackexchange.com/questions/204268/simple-python-script-to-stitch-images-into-movie-failing-with-incorrect-context  same applies to image strip... ditch the operator

Thanks so much I really appreciate your response! I'll check it out and let you know how it goes :)

Wow thanks so much @batFINGER, it works perfectly! I'll write this as an answer. Thanks again :)

Thanks to @batFINGER, his solution to ditch the operator worked! Here's the answer: Simple python script to stitch images into movie failing with incorrect context.


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Control Shift Click on Mac?
The Control+ Shift+ Click key is not working for me at all. I usually do a lot of shading in my blender, but while i was trying to make a 3D Black hole i couldn't do a certain command.Whenever i'm in shading i try to Control+Shift+Click but it does nothing, since i am on MAC, i don't know what control replaces it?I looked at all kinds of fixes for it but i couldn't seem to find what i was looking for. Does anyone have an answer?

I'm guessing you're using "Ctrl + Shift + Click" so you can preview a node quickly? This is a feature of the Node Wrangler add-on, do you have it enabled?

Have you turned on the Node Wrangler Addon??


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How do I make array move together?
I'm new to blender and I'm trying to follow a low poly flower tutorial but when it says to add an array modifier for the petals and then move them up they turn into a spiral. How do I get them to move together?

Did u move the empty?

Can you post a link to the tutorial (i it's online) we might be able to show you where the issue is.

They start moving it at 3:04 https://www.youtube.com/watch?v=VJa-6eAujoM

It's because your empty is not at the same location as your object origin, so the distance between the origin and the empty shifts the iterations. What you can do is:

Select the object
Press ShiftS > Cursor to Selected
Select your empty
Press ShiftS > Selection to Cursor

It should work.


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How to save a denoised image in composting
How do I save my denoised render in Blender's Composting tab?
Here's how I arrived at my problem...

Rendered an Image
Opened Composting
Added Denoise Node
Node worked perfectly
Attempted to save the Image
A soul-crushing defeat

Further Information
I had just rendered an image and it came out noisy, I then saved the image to my computer, so that I would have the noisy image in case anything happened.
I then decided that I wanted to do what any self-respecting human being would do, and denoise the image in Blender's 'Composting' work area.
I then added the 'Denoise' node in between my rendered image and the viewer. The image then became clear, thankfully.
However, I then searched around in vain for the 'Save Image' button.
This is where I ask you, as clear as I possibly can, "How on God's green earth do I save my now denoised image?"

Why is it so hard to just make things intuitive? Can we not have nice things? I love the software, but Christ.

Go to Image Editor ( The Paint Bucket icon )
Click on the Mountain Icon thingy ( See Below, far left ) and from the drop-down menu click on Viewer Node

Click on 'Image' then click Save As - it's near the Bucket Icon from before

Rejoice.


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Blender Extrusion doubles
If I extrude like i see in tutorials, it doubles the extrusion on the opposite side of the object. for example. Extrude a cube face and the face on the opposite side is extruded as well. New project, no mirror modification on as far as i know.
thank you in advance!

hello, maybe show some pictures or share your file?

You likely have Tool -> Options -> Symmetry turned on (X being on but Y and Z not is actually default somewhere I think). In 2.90, this stuff is by default in the right-hand sidebar of the 3D View editor. Press N to show the sidebar, then click the Tool tab...


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How can I invert any key frames to start the animation from the last key frame?
So recently I've found a cool tutorial on youtube about disintegrating a text. The text gets vanished over time. I want the same effect but I want to reveal the text out of nothing. My question is how can I make the last key frame to be the first key frame?
In case anyone want to see the video here is the link.
https://youtu.be/wm4rDDRcbDQ

Set your marker right in the middle of your frames (e.g. if you have 500 frames, set it on 250), mark all keyframes, then right click and then choose
mirror by times over current frame


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My animated Rubics Cube does not react with rigid body simulation. (Blend file attached)
I am trying to create a self-solving Rubics Cube that reacts with ground, via CGI.  Just like this video on youtube: https://youtu.be/2PGjTt4xkWM
But the problem is the animation does not seem to react with the ground. The animation appears like it is just a falling cube. So my question is, How can I make my animated Rubics cube interact with the ground with in the rigid body simulation ?
And in case you need my blend file to answer my question, then here is the blend file:

The ground must also be a passive rigid body. Is this the case?

Yes, the ground is passive as in the blend file.

is it even possible to mix animation with physics?

AFAIK no. You can either have physics or you can animate your own. But you can change this behaviour for every frame - if you want


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Glass material in eevee is not working properly
I am trying to follow a tutorial from Ducky3D.
https://youtu.be/09IQopONnoY
Here is the link for that tutorial. So my problem is, I can't see any kind of light source through the glass in eevee. Although the objects lit by those light sources are visible. In order to follow the tutorial the light source has to be visible. In this case that image is the light source . But it's not visible in eevee. Again it's visible in cycles. In the tuturial Ducky did the final render in cycles though while working he was using eevee, and that image was visible. Here are some screenshots . You might find these useful while answering,

As you can see the picture is there .(eevee)

although from the otherside that picture is not visible.(eevee)

in this case in cycles the image is visible (cycles).
I don't wanna use cycles to render this image as my pc is weak.(it took 30 minnutes to render a scene in cycles). And the scene looks much better in eevee.
So what is the problem ? What can I do to make the image visible in eevee ?

Hello, please share your glass object + your emission object, there must be something in your settings that doesn't make it work: https://pasteall.org/blend/

Okay..  Shreen space reflection - check, refraction -check, screen space refraction - check,...  So far every thing is allright. I just changed the shadow mode to none in order to let the light pass through.

In EEVEE, did you change your material's Blend Mode to something other than "opaque"?

I didn't try that yet... . But as far I know we change the blend mode to alpha hashed from opaque in case of transperant shader. Glass shader has nothing to do with it. But I will give it a try!  It could work.

Maybe try something like this for your glass shader in EEVEE:


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Help needed for airflows animations in Blender without using physics
Here are the kind of animations I would like to have a training for, in Blender.
I would like to make airflows similar to those seen in the attached images: simple airflows, airflows with arrows inside, multibranch airflows.
You can see the original animations at:

https://www.youtube.com/watch?v=L24Wf0VlTE0
timestamp: 3:18-3:27
https://www.youtube.com/watch?v=NZLbTuBDhJg&t=929s
timestamp: 10:29-11:00 and 11:40-12:06

Best Regards

Please show some screenshots of the animation. Also in order to timestamp a Youtube video you just need to add #t=3m18s at the end of the URL

For the first animation, you can mix a Diffuse node (or an Emission node) with a Transparent, with a Noise Texture as factor, then animate the Mapping location values, also select the 4D mode of the Noise so that you can keyframe its W value and change the shape of the smoke through time:

For the second, use the same setup except put a second Mix Shader with an Input > Layer Weight (Face mode) as factor with a Transparent, so that the smoke comes only on the periphery of the pipe:

Thank @moonboots for your answer. Actually I do combine Blender with Verge3D and for some reason, the animation as produced the way you generously advised is not rendered in Verge3D. Thank you again.

Ok sorry I don't know Verge3D so I can't help you  ;)


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Why are there strips of faces that are a different color from the Base Color?
My model has these small parts of it that are miscolored, and I don't know why. I think it might be related to the lighting. Does anyone know why this is, or what causes it? I'm new to Blender, and I need some help.

you seem to have duplicate vertices, can you try edit mode > mesh > merge > by distance

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

In the Material panel > Settings > Blend Mode, make sure that Opaque is selected. It may also be the normal map, make sure that the Image Texture is set to Color Space > Non-Color


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Animated Particles Loop Pausing Issue
Setup a animated particles loop found a few videos on YouTube.
Plane > Particles > No Gravity
Particle Properties 1
Frame Start -50
End  50
Particle Properties 2
Frame Start 50
End  150
but it seams to pause right at the last frame and doesn't transition without the pause.
short video of the pausing loop
https://drive.google.com/file/d/10jZ3-vRh2gZrD-3jW3PA8vMhOpNf-zAt/view?usp=sharing
Here's the file its only 6mb
https://drive.google.com/file/d/14Gsn5g4LTXED6C_WI-wNwXPDZP2u2c0P/view?usp=sharing
any help is appreciate thanks.

You've set the animation range starting at frame #0 and ending at #100. The way you've setup the particle simulation this causes frames #0 and #100 to be the same. You should start the animation at frame #1 (where it starts by default in Blender).
With start = 1 and end = 100, the animation loops fine in my opinion:

yeah ive tried that solution and that didnt resolve the loop did you load my blender file?

Yes, of course I used your file. Another difference I see in your video is that the simulation seems to run slower than on my computer. That might be caused by your hardware - or wasn't the simulation baked at the time you recorded it? Anyway, maybe the loop pauses because the playback lags a little when jumping from the last to the second frame. I can only stress what I write everytime someone asks about lagging playback performance: the viewport is not the best place to check the flow of an animation, it often doesn't reach the set playback speed and can have other issues. The best is always

to bake a simulation to make sure it's not calculated "on the go" while playing back or rendering, because this might result in slow or stuttering playback and even more weird results. And if you want to check if an animation looks good depending on its speed and if it's working seamless, you have to render it at least as a viewport animation (in the 3D viewport menu: View > Viewport Render Animation). Then it looks like the animation I've added to my answer.

Perfect thanks sorry for the late reply's I appreciate you though thank you. Just reading through this now.


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Can i convert a textured mesh to a pointcloud for rendering purpose?
I was wondering if there is any way of converting a 3d mesh model with textures into a point cloud that could be rendered as a png? Im a blender begginer so I have been trying it with geometry nodes ( mesh to points and distribute points on faces ) but the result isnt visible in material preview or rendered mode even when i aplly the material node. I have also been trying to import a textured mesh into CloudCompare but it keeps failing to load the textures.


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Rendering results in weird white markings on image
When rendering I get this weird result with white markings on it.
On the viewport on rendered preview the image looks ok.
I am pretty new to this, so just trying to learn the basics.
Thanks in advance!

You probably have an object hidden in your viewport but visible in your render...
Mark it to not be visible in the render to get rid of this:


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Grease Pencil - Change Line art color according to background color
im working on a black and white shading style.
Using grease pencil i've managed to create pretty convincing outlines on my main scene.
Im using 2 colors only black / white
What id like to do is to have a standard black outline BUT in darker scenes, almost everything gets Black so id like the line art to switch automatically to white.
What i've tried so far :

creating a new material but i can't edit the stroke color in the shader graph :(
having 2 line arts on top of each other with the white larger than the black under. does not look good unfortunatly.

here's a picture of a simple recreation
i'd like the  right part of the lineart to become white.
thank you for any suggestions !

If you upload a blend file with your question using https://blend-exchange.com/ it will help all of us with your problem. We may figure out if your problem is really what you think it is or if it is something else but more importantly, we don't have to reconstruct your entire set up.

To begin, I have to let you know that Shader Materials are different from grease pencil materials. Not only are they both incompatible to each other but, shader nodes can't be used to influence grease pencil materials.
Now for your solution, your problem can easily be resolved with the Masking feature of grease pencil layers.
Personally, I would build the cover background as an independent grease pencil object. I would then construct it with a fill material and move it behind your mesh object.

The only important aspect is to make sure the Stroke Depth Order is set to 3D Location for this cover background object so that the mesh object and its material will render in front of it. Don't forget to enable Z-pass in View Layers of the Properties tab or else, no grease pencil will remain behind a mesh.

For the separate grease pencil object that has the line art modifier attached, I created a similar fill material like the cover background but with the intended color (white) that you want to use to change your line art.

In this new grease pencil object, I created the mask layer by duplicating the cover background and joining (Object $\rightarrow$ Join) it into the new grease pencil object. This mask layer is assigned the new material (white) that I just made. I made sure this mask layer was placed over the line art and parented to the old grease pencil object that contained the cover background.

Assuming that there exists a shader material for the object that would render with the grease pencil objects, I added one as well. Upon using transformations on the cover background, your desired effect is created.

Blender 4.0.2


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How to render a video using GPU instead of CPU?
I am trying to render a video I edited in Blender. When I press Render Animation I expect it to use the GPU, but my GPU is sitting without changes at 9 watts, while my CPU usage jumps from 7 to 50 watts. (Task Manager does not show the correct percentage for GPU so I looked at the power values instead)
What I tried:
Set the Cycles Render Devices to my GPU:

And I set the Device to GPU compute in the Render Properties tab:

None of these helped. Using Windows 10 and Blender LTS 2.93, GPU is GTX 1660 SUPER.
Drivers are up to date, the GPU is working without issues in Unreal and in games.
Any ideas on how to fix this and what could be wrong?

GPU acceleration is only available for rendering 3D scenes using Cycles render engine

Is there no way to use the GPU to render videos? I thought it should work, since I am using the GPU to encode the video when recording it. Or it is just Blender not supporting this feature?

Blender doesn't have any gpu accelerated video handling features as far as I know

I see, thank you for clarifying this. I am new to Blender, so I had no idea.


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How to make light shine through masked out video?
I imported an video as an image plane into Blender.
The video shows a man walking trough the exit of a tunnel.
The exit is masked out and transparent.
I know positioned a Spotlight behind the image plane to make the light shine through the tunnel exit. The problem is, that the back of the image plane gets all illuminated, but not the masked out exit. There is no light shining through the masked out part of the video.  What am I doing wrong?

Are you in Eevee? You need to set your material settings > Blend Mode to Alpha Blend to have transparency, is it your problem here?

I set it on Alpha Hashed. Alpha Blend doesn`t make a difference. I can also see trhough the masked out part of the image plane, but when I position a light behind the image plane video, only the unmasked part illuminates but no light shining through the masked part.

Set Material Properties > Settings > Shadow Mode to Alpha Hashed or Alpha Clip depending on your needs.


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How to render only one object, that is still affected by the volumetric and lights in Eevee?
I made a background and placed an image plane, whith the keyed out footage of a musician into the scene. I now want to only render out the musician (image plane) in Eevee. I made it to render (while disable the render buttons from the other objects), but the volumetrics were gone. How to render the image plane, while keeping the volumetrics and lights, without seeing them?  I can't understand, why this is so tricky, haven't found a solution in the last two days :)

What are you trying to achieve? If I were to set up the render layers, I'd do volumetrics separately and stencil out the musician and background.

Thanks a lot. I want to composite in after effetcs, therefore I want the musician layer by itself.

If you want to color correct or do any kind of comp, mixing volumetrics and actor would be bad, because the base colors would already be inaccessible. Separate both into different layers as I suggested.

Do I need to screen blend the volumetric layer over the actor in after effects in order to have the same look as in blender?


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How do I open a new file on blender 4.0
I upgraded to the latest 4.0 version recently but now everytime I try File->New->General it just brings up the last blend file I worked on! I want a new blank file. If I had wanted the last one I worked on I would have done File->Open->Recent...
If I close blender and open it again, it just brings up the same file. This wasn't the default behaviour for previous versions, is there a setting to stop it doing this?

It sounds like you saved your precedent project as your startup file.
To fix this, go to the menu File ► Defaults ► Reset Factory Settings, this will set your current session.
To make this your default, use the menu File ► Defaults ► Save Startup File.

Yes, I had done something stupid! That fixed it. Thank you so much.


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Offset color and texture based on camera rotation
I'm trying to mimic a particular material from Super Mario Galaxy, which seems to offset both its texture and colors in an odd way depending on the camera rotation.
See below gifs:

So far, I have managed to emulate the color changing by way of vector transformation, but I'm stuck on how it seems to offset from the center of the object, and how the distortion pattern on the side also seems to change.
How would I go about emulating this material more effectively with Blender nodes?


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Backdrop does not show in layout mode, blender 3.2
I have nodes in composite with a movie as background and the active scene. But when I want to work in the scene with the backdrop there is movie. That worked in blender 2.6 without nodes, just  the video as background and working in the scene in the foreground.
The composite should do the same, but I don't get it to work.
I don't see any reference what I can do here, but I am sure it works somehow, but it is hidden somewhere in the menu structure.
Thanks
Siegfried

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

Until now (Blender 3.3) the compositor in Blender 2.8 or higher does not work in real-time (I don't know version 2.6 unfortunately). The compositor is executed after the render (F12). In the future, there will be a real-time compositor.  If you need a movie in the viewport for reference you can import it as a plane (enable the addon "Import Images As Plane) or use the Camera Background Image. Look trough the camera to see it


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blender freezes regularly, it uses 100% of one of my 4 CPUs
I use blender on 3 different machines, 2 of them with 4 CPUs and one with only 1 CPU. Although the machine with one CPU is the oldest, it is the only one where I can work with blender. The machines with 4 CPUs (using linux mint and Pop_OS) show me that they use 100 +-2% of CPU, but they do nothing, I cannot stop blender, I have to kill the process.
I have no GPU, maybe that is the problem, but that is noted in my preferences, and of course in the 4 CPU machines I don't get so far that I could render something.
My old machine uses about 40% of CPU when working, so what is happening here? I use blender 4.1, but the problem started with  earlier blender versions.
Can You help?
Thanks, Siegfried


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How to merge .stl files properly in Blender
I want to merge the .stl files properly in Blender. I am new to Blender, don't judge me. I was trying to combine them manually but I could not. Is there any way to do this like some automatic features in Blender?

What do you mean exactly with "merge"? Make all separate objects just one object where they are now? Or rotate and place them so that they fit together in the supposed places automatically? Or not just place them correctly but also merge the pieces so that they form a fully connected mesh?

As you can see it is a Gollum. I want to connect the parts properly and take just one .stl file.

There's no automatic button that will do this automagiclly you have to manually tell blender where you want to place the parts and merge them.  I think you may want to use the Boolean modifier   https://all3dp.com/2/blender-how-to-merge-objects/

I would be grateful if you mention how to manually tell the blender to place the parts. Do you mean just grabbing and putting? I was not successful at it.


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Make instances converge in geometry nodes
I'm working on a Draw Pencil tool to draw locks of hair using Geometry Nodes. Each strand is an instance juxtaposed along a Mesh Line with some degrees of randomization.

What I can't seem to figure out is how to make the ends converge to one another.

I can achieve the result by converting the object to mesh in object mode and scaling the endpoints in edit mode, but I would like to automate the process.

Maybe instead of scaling them together you could work with something like proximity in Geometry Nodes. The following tutorial by CrossMind Studio might be a bit too long and covering lots of things you don't need, but I've linked to the timestamp where the proximity is used to attract flower stems, perhaps this is helpful: 09-Geometry Proximity-Geometry Nodes (Fields) For Beginners

Thanks for the hint. I have a better grasp now of the Geometry Proximity node and Set position node. The solution I came up with is to use the initial bezier curve as target for geometry proximity, and use it to set endpoint position of the instance on points group. The result is a group of curves is then use to create a lock of hair


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How to change the way an object reflects the environment?
I would like to know if it is possible to adjust the way a mesh reflects the environment map.
I have 2 meshes on my scene. One seems to reflect the environment correctly (it's an imported mesh), the other (the one that I created) seems to distort it and the reflection image is too big.
UV are properly unwrap and face orientation is correct.
Thank you for your help!

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

Here is the file.
The only way I found to have the same reflection is to deform the mesh with a simple deform modifier.
I don't know if there is a way without modifying the mesh.
Thank you

I guess it's because the top lenses are convex, while the bottom ones are flat:

If you make them slightly convex (here with a spherical Proportional Editing on) it looks like they reflect the same:

Ok I got it! Thank you!


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Geometry Nodes: How to align instances to rotation of base plane's normals?
I'm trying to make a simple city generator and one problem I'm facing is that I want the point instances to inherit the Z rotation of the base mesh that they are spawning from.
Ideally I want to continue using the "Mesh to Points" node or something similar to maintain the grid like pattern, but when I rotate the base plane I would like the instances to rotate along with it too, since the city blocks are going to be made by hand, but I would like their innards to be populated procedurally.
In the picture below you can see a very failed attempt at this, rotating the base plane translates the instances but does not rotate them.
I tried using the "Distribute Points on Faces" node, which does output rotation info, but this does not give me the functionality that I'm looking for since they only appear to adjust if you change the slope angle of the base plane, plus I loose the grid pattern with this approach.
Can anyone please point me in the right direction? Thanks in advance!

when you say rotate the base plane, are you rotating it in Edit Mode? what's the problem with rotating the plane in Object Mode?

I tried rotating it in object mode and indeed it works, but it ended being too much manual work because each city block is differently shaped and I wanted the buildings to be aligned to each edge.

You could come up with more general solutions, (something like 'Align to previous edge'), with more nodes. But for mounting instances on squares which are arbitrarily rotated with respect their object's space, this will probably do?

Auto-axis align Z to face normal
Spin X around new Z direction to face away from square-centre
Spin a further 45 degrees about local Z

Thank you for the detailed explanation!


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Shaders: How do I make a musgrave pattern tri-planar?
I'm working on this procedural wood texture (I'm going for a stylized look) using a musgrave texture as a base. As pictured below, this works well with vertical surfaces, but when viewed from the top the pattern looks off.
Ideally, I would like the pattern to look the same from all angles, though I understand that the top side's patter will need to go either in one direction or the other.
Anyway, what does the trick here is adjusting the scale value on the "Mapping" node, but you can only make t work in two directions at once, but not all 3.
So, I tried making two Mapping nodes with the settings I wanted and combining them using the "Combine XYZ" node, but I'm not getting the results I want because when you re-combine the nodes the pattern is distorted again.
So, what I'm thinking I need to do is somehow filter one axis, then combine it with the other two, but I'm not sure how to do that, so any tips will be greatly appreciated!
THE LEFT AND RIGHT SIDES (X and Y) LOOK GOOD, THE TOP SIDE IS THE PROBLEM (Z):

Here's the shader setup:

I don't think you can do that with the Generated or Object output, but if you use the UV output you'll have your stretched texture on all axis

Use a Wave Texture on the Z-Axis attached to Object Coordinates and scaled to .1 - run it through a ColorRamp set to Constant to create a mask that isolates the "top" and "bottom" of the cube (since these are the faces that do not scale with the "sides").
Use this as a mix factor between 2 versions of your generated textures - the one that works for the "sides", and the one that works on the "top and bottom":

That works great! Thanks for the detailed explanation as well.


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An opaque object behind another object which is transparent leads to the opaque object becoming transparent
Completely new to this corner of the internet.
I'm pretty new when it comes to Blender so been following different YouTube guides in order to understand some of the basics (I made a donut, obviously).
I've watched multiple tutorials now on how to make a transparent / glass object, which I've followed and I'm pretty happy with the result of the material.
I'm using the Cycles render engine.
However, I have an object with an opaque material behind this glass material, and now the opaque object is slightly transparent when behind the transparent material.
The green material is solid, a base colour of green, with none of the options changed.
The "glass" infront of it has a subsurface of 0.5, a transmission of 1, and a base colour of white, with an IOR of 1.4

Any help would be greatly appreciated.
Many thanks!
Tom

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

I don't see how the opaque material is/seems transparent.

I understand your problem but I can't re-create it - any attempt I make to recreate your setup yields an opaque green object whether or not it is behind a glass material (yours or a simple glass BSDF). What kind of lighting are you using? Also, what shape (roughly) is the glass object in the front (cylinder, plane, etc...)?


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Subject: Recreating Blender's Dynamic Mesh Intersection Visualization

"I'm trying to access or mimic the orange boundary lines Blender generates in Object Mode to indicate overlapping mesh interactions (see the attached picture).  Ideally, I'd like to extract the precise mesh data these lines represent, or at least the logic behind their calculation, for use in scripting custom mesh cutting operations. My Goal:
Direct Data Access: If the orange lines are based on true mesh elements, how can I locate these mesh components within Blender's data structures?
Algorithmic Recreation: Alternatively, can someone shed light on potential algorithms within Blender responsible for calculating these intersection boundaries with high accuracy during interactive object manipulation?
Even Partial Clues: Any information about relevant Blender development areas or code sections dealing with similar visualizations would be incredibly helpful.
Background: I've investigated Blender's Python API in the following areas (collision detection, viewport rendering, etc.). While helpful, nothing seems to provide direct access to the  fine-grained overlap visuals in question. Could Blender be doing this as part of an internal step of its rendering process that isn't directly accessible using the public APIs?
Thanks for any insights and suggestions!"
Link to the .obj file if of any interest

No one has any suggestion? :)

Maybe mimic it with a voronoi texture?


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Sphere pinching

Hi
Im having issues with sphere pinching at the poles and I cant fix it. Does anyone have an easy fix for that, I cant figure it out.
Cheers
Alex
.

Try plugging the UV output instead of the Generated output of the Texture Coordinate node into the Vector input of the Image Texture node and see if that helps.

It makes it even worse if I do that,

I think you'll need to share your Blend file here in that case. Pack the image into the blend file before sharing it via File > External Data > Pack Resources and then share it via https://blend-exchange.com/ following the instructions there to copy the link on that page. Then edit your question here and paste the link into it.

Use Generated Texture Coordinate with Box Projection on the image texture, then turn the Blend up. There will still be "minor irregularities" around the seams, but it works well with most textures:


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Make a material appears with light
Is it possible to make a material appears based on a light position, angle and strength ? Say I have a transparent and an emission node,Id want the emission to be visible if it is hit by light and any part of my model that isn't would be transparent.
Shader Editor


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Using independently two values of two object that share the same material
I have two different objects that share exactly the same material, so same nodes. I have let's say one emission node, is it possible to get different values for both objects while still keeping the same material ?

Sure. On the material Properties panel you'll see a '2' beside the material name if two objects are sharing one material. Click on the '2' and a duplicate material will be created for the second object called 'Material.001' (or whatever). You'l now find that you have two materials  with identical node setups but different names for the two objects and you can change the settings for one without changing the other.

I am trying to do this while still keeping the same material

You can't keep the same material if you want different settings for it on different objects! That's why you're effectively creating a duplicate material for the second object.

Yeah too bad, was pretty confident there wasn't any way of doing this but still wanted to ask anyway. thx for trying to help still !

you could make a node group out of the material and plugin your desired value to the input of the node group. Yes, you would have 2 materials, but you still have the "same" material/nodegroup inside, which still can influence both materials. Maybe that helps.

You can store a per-object variable as a Pass Index, which is accessible by your material, via an Object Info Node:

Or, one way or another, you could store the variable on the object's geometry, in which case you have the option of varying the material across the object's surface, possibly in a different way, per-object:

That would be read via an Attribute node in the material. (,here, The attribute's name is for convenience only, you can call it whatever you like.)
You can assign more geometry-attributes if you need them, and combine and/or map them to influence any material settings you like.
.. so, for example, these two objects are in the same orientation, and share the same material:

Thank you so much for your help!

Yes, of course this is possible. In the following image, both spheres have the exact same material called "red light". But the emission is driven by two Attribute nodes, one which the manipulates the Hue of the given color, and one which sets the Strength on the Emission node:

The crucial thing to achieve this is, the material needs an Attribute node (or several, depending on how many individual values you want to manipulate) set to Type: > Object (in this case Instancer works too, but not always) and the Name of the attribute must reference an attribute which is added as custom property in the Object Properties, so both objects need to have these Custom Properties. In this example, the left sphere has a "hue" value" of 0.5 (leaving the original color) and a "strength" value of 0.5, the right sphere has a "hue" value of 0.15 (changing the color) and a "strength" value of 20:

By default, when you click the New button under Custom Properties, a new property is created set to Float values and a Min and Max values of 0 and 1. But clicking on the cog icon to the right lets you edit these settings, the name, the data type, the min/max range.
I've used the hue change for changing the color, you can also make properties for saturation and brightness. You can also insstead of Float use the data type Float Array, which gives the property multiple float values (3 by default), so you could use this to enter RGB values directly. In this case you have to use the Color or Vector output of the Attribute node.
The good thing with this method is, you can even use drivers to change the properties on the objects individually. If you would use drivers directly in the material, it would be one driver changing the material on all objects together, not separately.

tysm !!! combining this with Robin Betts answer basically gave me what I was looking for


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Getting rid of kelvin_cell mesh n Blender
Is it possible to reduce the meshing of the kelvin cell shown in the picture in blender to the point where i nearly have a clear cylinder?

I tried with Decimate from tools and that is the best that I have done:
From this:

I went to this:

I don't think there is a way to do it automatically, but this mesh can be mirrored 4 times, so that it lower the amount of work to do it manually.


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What is causing this artifact?
Just wondering what is cause this artifact? Using cycles. running Blender 2.8
I have built a heat sink on top of a chip. as my camera is zooming out, the opacity of the heat sink is changing to a solid look.
This only happens for two frames.

How do I fix this? I've already increase the light bounces for transparency and transmission.
your suggestions would be great.
Thank you
William

have you enabled motion blur? it looks like it can creata artifacts...

This is very specific, it would really help if you could share your .blend file.


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Is it possible to delete linked Mesh Data?

I need to get rid of every multi user block data but there is too many of it so i can't do "make single user" for every model. I want only worldspawn_16740 to stay.

Not directly. I have written a script that imports and exports meshes, when the unlinked data hits a critical amount of objects (around 50k) Blender slows down like crazy. I ended up restarting it for each cycle. All I found out - and I talked to a lot of people, even at Bcon - that's not supported. I would love to be proven wrong, though.
However you can delete them by re-loading your file. Make sure there is a 0 in front of your datablock. Every datablock that has no users (materials, images etc. as well) will be deleted on closing the file. So if you delete every object that has the according mesh attached, the datablock will be deleted next time you open the file.
I don't know what you want to achieve by using 'make single user', but selecting a couple of objects and then the one with worldspawn_16740 last, pressing CRTL L -> link object data will have the same effect as deleting the objects in regard to their meshes.
EDIT: Looks like more ppl had the same problem and as so often the devs listened. In Blender 2.8+ you can do this:

I know that doesn't help with batch setting the users to 0, but I'm just happy I found this.

Re-loading worked for me. Most of blocks disappeared and rest of them were easy to delete. Thanks a lot

You're welcome.


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Spheres appearing upon baking in particles system
Im making a tentacle-like render and I want to see whats it looking like at the center so that i may convert it to mesh later on, but there are these spheres appearing after i click bake due to which i dont have a clear view.
Is there a way we turn this off? Im really just an amateur with this though...
Here is the image:

These look like halos, which are something that the emitter particle systems release. Are you sure that you dont have an emitter system enabled? Try and give us the file using https://blend-exchange.com/

Since you have "baking in particles system" in the title of your question, I'm quite sure @Relevred is right assuming those are halos. What is your particle system supposed to do?