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How to I make the water in my FLIP Fluid simulation roll off the sides of my sub?
How do I prevent the water on the sub from splashing upwards and instead roll off the sides of the sub?
I have included an image of right before everything goes wrong, what I want is for the water to roll off the sides of the animated submarine and fall back down. Instead what is actually happening is the sub raises into the air and the water acts like it's getting shoveled up, exploding up into the air. Now I have tried various work arounds to get a similar effect (like animated textures and using particles, etc.) However this is the closest I have gotten to the effect I want.
I have been working on getting the fluid in this simulation looking right for about a few weeks. However I keep running into the same issue over and over again. I've managed to make the water look realistic by cranking the resolution up to 600, I've followed tutorials online on how to make the water splash realistic by setting surface tension to Base 0.02 (90% accuracy) and enabling sheeting effects with 0.5 sheeting strength and 0.1 sheeting thickness. Which those have succeeded in making the water look right and react correctly, but nothing I have done has fixed this one glaring issue.
I am using the demo version of the FLIP fluids addon if that makes any difference, but honestly I don't think it would make a difference.
To summarize what I want to happen: I want the submarine to rise out the water, the water should fall off the sub after rising with it, the sub rises above the water and it will fly offscreen.
The problem I want to fix: The water continues to rise up instead of falling off the sub.
To be clear the first image is right before the water should start falling off the sub, the last image is the effect that keeps happening at it's most extreme, at it's least extremes it just keeps rising up and hits the ceiling when it shouldn't even come close to the top of the domain.
The 4th image shows my problem that still persists.
This edit is just to clarify some details  might not have explained correctly. The Sub is an imported object that is being controlled by a Null object which is using cached data to tell the submarine how to move and where to go. I cannot edit it or make it move at a realistic rate. So I need to know how to make the fluid move in a way that would compensate for the unrealistic speed of the, allowing the fluid to roll off the sides around frame 25.

Please show some of your settings as a Blender screen capture.  I think your question would be easier to read if you put the actual question at the top.   Consider changing your time frame and size of animation.  Moving a marble of glass  through liquid is different than  moving a beach ball.  Viscosity can be inspected as well.

Ok as a follow-up question how do I share some settings as a Blender screen capture? Also I'll edited it to have the question closer to the top. I actually have set the animation to the smallest settings it can be, at least without editing the sub. The whole scene was imported to be used in a larger project, I just need to make the fluid effect work with the scene that I've been given.

Your edit is a big improvement. You have a screen capture of a submarine.  Please show the FS Fluid Simulation settings as a screen capture.  I realize you have some of the settings as text.  I think they would be easier to understand as a screen capture.

I have added pictures of what you requested, I'm not sure if I'm getting things exactly right in what you want but I have provided more images and changed the edits. I tried working with viscosity before but I don't want this to end up looking like honey or a thick fluid. When I was baking this at a about a 150 resolution I kept getting told that it didn't look realistic, specifically because it looked too globby, so I upped the resolution to 600.  Now I'm not too sure what you mean by FS Fluid simulation settings, but I did include the settings I stated. If you need anything more let me know.

What is your time frame?  What happens if an experiment is performed and you take twice as much time?  Time might be a setting in your Fluid Simulation (FS).  I do realize FS experiments demand computer resources and time.

The time frame? It's between frame 0 and frame 101. If that's not the answer you want then how do I go about finding where the time setting may be?

Blender FS has a time setting, independent of frames rendered.  The time setting produces different outcomes. You are using something different.  As an alternative ... If you change your time of submarine motion to 200 frames then your velocity is less and water splash would be less.

As a secondary inquiry does your tool crash all the time?   .. a la mode of Blender FS.

Ok so if I were to make the timeline longer in the FLIP Fluids settings then hypothetically speaking the fluid would react differently? I'll crank down my resolution and give this a test bake to see if it works.

Also yes, it actually does crash a good bit but only at high resolutions. This tool is actually designed specifically for liquids as opposed to Blender's all purpose fluid system.

If Flip Fluids has a time setting yes that would change the outcome.  I assume it does.  You have not shown the setting or stated its absence.   It could be misleading to turn down resolution for reasons you probably know.  I clearly am  not using Flip Fluids.

Well I cannot state it's presence if I don't know if it's there, I can't state it's absence if it's inconclusive whether or not it has one. I would send a screenshot but I can't find that setting. Now I do know that cranking down the resolution can be misleading, but I don't exactly have up to 19 hours to let this thing bake half way. I just need to see if this causes things to change as you stated.

You may have seen this already. https://github.com/rlguy/Blender-FLIP-Fluids/wiki/Domain-Advanced-Settings#simulation-stability  .. the sentence starting ... Tip: for large scale simulations, such as oceans, beaches, or other slow moving bodies of water, you can often get away with a higher CFL number such as 10 or 15 without affecting results.

I don't think FLIP Fluids has a setting like that

Hi, I would not recommend enabling surface tension or sheeting effects (or viscosity as well) for this type of effect. These features or more for small-scale liquids and can cause problems like this in a large-scale effect. Sheeting is also a specialized feature that may not be suitable for all effects and can lead to this problem. See the sheeting notes here: https://github.com/rlguy/Blender-FLIP-Fluids/wiki/Domain-World-Settings#sheeting-effects
Mostly default settings should be fine for large-scale effects assuming correct world scale and realistic speeds of objects.

That's the thing, the sub is animated and moving at an unrealistic speed. Aside from that I'll try disabling the sheeting and surface tension in my next bake.

I also really want the fluid to separate and appear like realistic water. I have to make a small space seem like it's an ocean.

Ok so I disabled surface tension and sheeting effects but everything keeps flying into the sky when it needs to just slide off of the submarine.

I have yet to fix the issue, sure it doesn't explode but the fluid now just seems like one big sheet, and it continues to rise up. I'm adjusting every setting I can that was related to this but none seem to stop the fluid from rising.

Ok so after testing things out between two computers I finally found the answer. FLIP Fluids does not have a time setting, the sub is just moving unrealistically fast and can't be edited, so the solution I found?
Make the water's speed at a similar rate to the sub. In spite of the fact I have no clue how to measure the sub's speed, the best render I got was when I set the domain's speed setting to 3. (This current image is taken of a new bake to see if I can get better results.)
Simply put: if an object is moving at an unrealistic speed in order to make the fluid react realistically with the FLIP Fluids addon you will need to adjust this speed setting to be similar to the speeds that objects passing through will be moving at.


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(CLOSED) Generation has thrown an exception: list index out of range problem

So tried to generate rig for my model, and I encounter this problem
  File "..<cut>..\addons\rigify\rigs\limbs\leg.py", line 52, in find_org_bones
    for b in self.get_bone(bones.main[2]).bone.children:
IndexError: list index out of range
Error: Generation has thrown an exception: list index out of range

I don't know how to fix it, but I know that this problem pops out when you use metarig (i used basic human, not human), and you didn't delete all bones
I cannot give you the log, because I made this figure not in one session. Also, I undo the generating rig process, so if you need to generate rig to see the problem just generate it.
Here is the blend file.

You will probably need to include more info of your own. The addon you're using doesn't come packed with the .blend file. Post screenshots of the issue, what you've tried already, some before and afters, post the full stack trace error from the console, etc.

Your metarig has no foot bones. And the head and neck bones are missing. That's bad. Rigify uses so-called Rig Types. This is a chain/bunch of bones that form a leg, arm, pawn, or finger. A leg needs 5 bones. That's the problem. Maybe start over with a fresh meta rig because the next error will be the arms. If you want to create a new leg, edit the rig & delete the leg bones. Then use menu Rigify > Add Metarig Sample & choose Rig Type = limb.leg to create a new leg with all required bones.

source: Stack Exchange

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

sort: votes


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How to connect Bones

Tried Parenting, Rigify, and outright making my own rig from scratch but I can't seem to get this bot to move fluently, Would very much appreciate a point in the right direction! Got the model from open3dlab and get the feeling that all of em are like this and that I'm missing a vital step for it all to click, ya know?
Edit:
While connection fixed the problem of flying limps,
Now they're as stiff as a bored, I can get them to
move (at all some times) like this https://youtu.be/f2pTkW-1JkE?t=331
Appreciate the help,
I'm gonna need more of it.

You moved a bone and it moved with its children and associated mesh parts. Can you explain here what you expect to happen differently?

To my understanding, you are trying to pose your character. It appears that you have moved a bone and its associated mesh parts in Edit Mode before going into Pose Mode. So - what you will need to do is - while in edit mode, move the leg bone back into position AND THEN go into pose mode to begin the animation process. If i've misunderstood your issue, try attaching a gif and providing further explanation

@Gunt.r ... screen is taken from Pose mode

@L0Lock Needed the model to move like this, Instead at the moment, it's either coming apart or like a leaver on a heng. Was shooting for this https://youtu.be/f2pTkW-1JkE?t=331

@Gunt.r Did all my posing in Pose mode, I don't think it's possible to move both the mesh and bones at the same time otherwise. Or Is there?

Please ... ask one question per thread ... this site is meant to be as knowledge base so others can search questions similar to their issue. Please change title to something more descriptive so others can discover it. Thank you keep this site organised.

@vkidu oh I gotcha! Sorry about that, This is my first post here and I'm still trying to get the gist of it all like I am with animation.

Check in Edit mode if Bone is set as Connected under Bone Properties > Relations
From what is seen in your screen, the checkbox seems to be unchecked ...

Thanks for the tips though unfortunately no dice. The legs seems to be frozen in place now when I'd really like for it to move in this fashion,  https://youtu.be/f2pTkW-1JkE?t=331 Updated the question above with a visual example of what I mean.

You should ask one question per thread ... you are looking probably for IK rig (Invers Kinematics) or like your link Rigify add-on

For beginner is probably the fastest way to upload your character into Mixamo site let run through auto-rig  than download Control-Rig add-on ... or buy Auto-Rig Pro add-on

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


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Blender error: QuadRemesher doesn't work on my sculpting
This is the first time for me using this addon. Every time I try to remesh my sculpting this error appears on the screen:

Python: Traceback (most recent call last):
  File "C:\Users\Giuseppe\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\quad_remesher_1_2\qr_operators.py", line 745, in modal
    doRemeshing_Finish(self, context)
  File "C:\Users\Giuseppe\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\quad_remesher_1_2\qr_operators.py", line 636, in doRemeshing_Finish
    bpy.ops.object.mode_set(mode=current_mode)
  File "C:\Program Files\Blender Foundation\Blender 3.1\3.1\scripts\modules\bpy\ops.py", line 132, in __call__
    ret = _op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.object.mode_set.poll() Context missing active object

location: <unknown location>:-1

I tried to use the addon on another object (the Suzanne mesh) and seems it works in that case, but not in my scupt.

The error is Context missing active object. This means that you probably havent clicked on the object you need to quadremesh - or you havent selected it correctly. can you provide a gif of you trying to remesh?

Ok, I added a gif. As I said, I also tried this with the Suzanne mesh and it worked

I've seen the gif and honestly now have no clue what's gone wrong. You are doing everything properly to my understanding and as youve said, done it and had it work with suzanne. I haven't used quadRemesh personally though so this is about the extent of the help I can give

According to the QuadRemesher site, supported versions are "from Blender 2.8 to the newest version of Blender (verified with 2.93 LTS and 3.0)", so try it with 3.0. If that doesn't work you should probably contact the author, but note that contacting is currently closed until the 24th.

Thank you for the advices. I'm currently using the 3.1.0 version of Blender and I tried this addon on other meshes and it seems to work. Can't figure out what is wrong with this blendfile

I tryed to append the sculpting mesh to a new blendfile and remeshed it there. It worked! So the problem was actually the blendfile somehow

I found the solution to this problem, I have also faced this problem. The solution is that you must first select the collection that is checked by the "selectable" icon. Because quad remesh creates a new object inside the selected collection after remeshing.


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Subdivision modifier turns mesh into one dimension object
I get this strange error every time I apply the subdivision modifier.
Could you please say what can cause this? Thank you!

does this happen if you do the same thing in a new .blend file?

How do you apply it? It is disabled.

Yes! In every file and in every mesh! It only worked properly when I applied a mirror modifier under the subdivision one in one project.

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

It is applied in the second sceenshot @Crantisz No? Excuse me I'm super new in Blender...

Should be this bug with AMD graphics cards.
Go to Edit → Preferences →  Viewport → Subdivision and disable GPU subdivision.


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How to reduce pixelation of render?
Very new to blender so maybe it's a simple solution - file attached
Not sure if it's an issue with the texture or render settings
any help much appreciated!

Yep - I spose I have to sculpt it more?

Actually looked it up and applied object > shade smooth and fixed it up! thanks for articulating the problem properly for me!!

Your welcome. Transferring to answer…

Transferred from comment:
This is because the mesh is not shaded smooth, so the individual faces are reflecting light differently, like a disco ball. Confirm this by going into solid view, and seeing if the square-like divisions are still there.
To fix it, go to Object -> Shade Smooth, and the normals should now be averaged across the faces, making them appear curved as desired.


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Is it possible to render a screen material transparent?
Is it possible to make a material that won't render or is transparent in the rendered PNG? Basically, I'm wanting to replace it with videos in After effects later without having to render out a whole animation in blender.
I'd want the blue screens to be transparent in the render.

You can use the Holdout Shader. Don't forget to enable the transparent setting in the render settings → Film panel:

Wow this is exactly what I needed thank you so much!


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How can i fix these missing vertices?
This is my first time ever using blender, or any other 3D software (aka i have no idea what im doing). im following blender guru's donut tutorial on youtube (part 5: https://www.youtube.com/watch?v=G_OrMDOK-Og). I did the steps at 0:52 before i realized some vertices where missing, i think, im really not sure what happened. Here is a picture:
I tried undoing it as much as i can but i ran out of ctrl+z's. the shrinkwrap and solidify layers are applied onto the subdivision layer. The missing vertices only show up in edit mode. here is what it looks like in object mode:
since it doesnt really change how it looks on object mode, im wondering if this even poses a problem.
Edit: Nevermind I found the solution. Some vertices were accidentally hidden and i didnt realize. I unhid them and everything was back to normal. I feel silly now, thanks for those who tried to help

Use the fill tool (f) in between the vertices where you want faces.

If you look in the Modifier Options, there's an icon that looks like a little computer monitor (above the "Si" of the word simple in your image) - this turns off (toggles) the modifier visibility in the viewport - turning them off will let you see what's going on better.

Using the fill tool made it look weird and lumpy, which looks even worse in object mode.
Toggling the modifier visibility off looks about the same as it was with it toggled on. from what i can tell, theres a missing vertex in the middle. Is it possible to add a vertex in the middle and connect it to the ones around it?

@robomess Yes, you can fill in between just two opposing vertices to make an edge across the center of the gap, then loop cut it so that there is a vertex in the middle of that edge. Use the fill tool in between the center vertex and the two other vertices on either side so that there is an edge coming from each vertex into the middle. Fill in between each square of four edges to make four faces where your gap was. Do this to the other side as well. If it looks too flat, you can move the center vertex outward to make it look rounder. Be sure to shade smooth afterward.

You might want to Delete your question?

You may want to keep your question.  You mentioned the video website above.   I would suggest seeing more intro novice videos.  A video series would be good for you.  Also you can consider a Bundt cake rather than a donut.   Go Big.  Real Big.

I'm glad you found the problem, however, I'll give the same advice I always give regarding the donut tutorial - Every time you make a mistake, or things don't turn out right, close the program (no saving) and start over from the very beginning. It might seem like a pain, but the repetition will make you much faster and more comfortable with blender's systems. By the end, you'll be able to do the entire donut scene in less than 10 mins with no guidance.


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Geometry Nodes Terrain LOD system. Stiching holes on LOD borders
Currently I'm trying to develop an LOD (Level of detail) system for a terrain mesh based on geometry nodes.
I use a Separate Geometry node to split a grid into circular LOD regions and subdivide the inner regions further. This arises the problem of creating holes in the border zones of the mesh where the LODs change.

Here is my node setup:

Can any of you think of a solution to fix this problem?
Here is my final solution thanks to André Zmuda:

Many thanks!

For the sake of simplicity, I used a raycast setup to generate this example. But the concept should be transferable to your setup.

By separating the geometry, you double your edges and this creates the holes. The core of my solution are the following nodes:

After separating the geometry, I choose the border of the subdivided mesh and place all vertices of this border onto the nearest point of the rest of the mesh. This closes the holes. Afterwards I merge by distance to weld everything together.

This is awesome.


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Blender export to fbx error ,edit mode -face menu -intersect (boolean) error
My work in object mode , looking everthing fine , the you can see holes is not put on by modifiers booleam , it is put on by a option in edit mode- face menu - intersect(boolean) i dono where it is the issue or what[![picture in edit mode .picture after exporting to .Fbx file and opened in windows 3d viewer, everthing is looking worse , and on every place i used the option mentioned above and the objcet im fbx file is filled or somewhat trying to merge the vertex or anything i dono what is going on , but when i tried exporting to stl it is opening a windows 3d paint software and looking fine everything, but i want to export in fbx with all fine[![object mode image [ as mentioned above the holes are all put by option in edit mode face menu intersect boolean[image after exporting to .fbx , Image in edit mode mode looking fine ,  in object mode , many holes looking their are put on by a option in edit mode face menu intersect boolean.

Fix formatting please, you have 3 pictures collapsed into one, hard to understand what do you mean

@Crantisz editted please check now bro , and please gimme a solution iam like trapped after doing this much long work


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Fluid sim showing multicolor particles. How do I turn them off?
I'm a noob in blender and I've encountered this before but don't remember how  i fixed it. The fluid shows these multicolor heatmap like surface in viewport.

Renders the domain as a cube instead.

I would really appreciate it if it's explained what it is, why it happens and a way to turn it off. I'm using Blender 3.0.
I've googled a lot, found these tips and tried:
1 Turning off "Liquid" option in domain but that makes the entire thing disappear
2 In one forum said to turn off "velocity" under domain but can't find the option
3 Turned off "realtime" and "render" button in Particles tab but it makes the entire thing disappear again
4 Setting any option from "Rendered as" or "Viewport Display" in Particles tab doesn't fix it

Here's the blend file :

Under Fluid Properties you have to enable Mesh, to disable particles you can go to Modifier or Particle System tab and disable it by click on icon (monitor/camera).

It renders fine in blender v3.4.  I'll install 3.0 and have a looksee.  How did this "Material.001" get set up -- automatically by the menu "Object >> Quick Effects >> Liquid"?   It has no Volume output connection and seems rather primitive.   With a new blender file/session try out the Quick effects and use a material similar to what it creates ("Liquid Domain Material"), in this blend file also.  You may have to adjust/increase the Density in the "Volume Absorption" node that it creates for you, and lower the IOR in the "Glass BSDF".  Added v3.4 screenshot to my answer.

Good rendering results (not a red cube) with version 3.0 also.  Did you "Free All" (Domain cache) and then Bake All?

Ugh, I have this sort of problem all the time!
I didn't want the stupid domain box to be blocking out everything in the final render, so I set its visibility to not show in the render, and to show as wireframe in the viewport. WRONG!
The domain box is also the fluid surface after you meshify it. You do want the fluid mesh to show, right? So the domain, which appears as a box during the early part of the simulation, renders as a wavy flowy surface only after the liquid particles are meshified.
There's really three (or more) steps to simulating the fluid.
Before any of that, the fluid related objects must be set up.

one fluid domain box, set to Liquid (default is gas)
one arbitrary object (cube, sphere etc) set as Flow, either Inflow (steady source like a faucet) or Geometry (lump of fluid that will fall onto other things)
zero or more objects set as Effectors. Liquid will collide with this, flow around them.

A common mistake (from what I hear others say, anyway, I wouldn't know, heh heh [blushes]) is to forget to set some of the involved objects to "Liquid".
Once the setup is right, the full simulation is done in three steps. As a noob, learn these well by running them separately with the domain's fluid sim cache (near bottom of all the liquid sim's settings) set to "Modular".  Apparently "module" is Blender's word for step.
Also in the Cache section, turn on the check box labelled "Is Resumable" or else you'll be stuck forever at step one (Ways To Get Stuck #583).

In the Settings section, click Bake Data.  Wait a long time. Then hit spacebar or click the playback play button. If nothing appears, Resolution may be too small a number, or the Inflow/Geometry source object may be too small - it should be bigger than the tiny box in a bottom corner of the domain box. Or any of fifty other things may be haywire.

If you don't want any foam, spray or bubbles, skip this. Unfold the Particles section. Check Foam, Spray and Bubbles, whichever ones you want. Click Bake Particles. Wait. It'll go quicker than the step one computation. Up to three new particle systems will be created. Nothing new will render until you tell these particles systems how to render. If you know about that, cool. If not, find out - it's too much to squeeze into here.

Create a mesh from the liquid particles.  Unfold the Mesh section, turn on its checkbox.  The default settings are fine for non-experts.  Click the Bake Mesh button.  Wait. This too will go quicker than step one, but may be slower than step 2.  When this is done, in the 3D viewport the domain box will no longer appear. Instead you see orange blob meshes (assuming it's still selected) which, if a material had been applied to the domain box, should render as that material. Of course there are still all the usual ways to mess up a render with no lights, bad camera angle, etc.

Chances are very good I forgot to mention a few things that I had to learn the hard way after hours of fiddling with settings and visiting Blender StackExchange and other Q&A sites. I will edit this answer, or someone will, as those come to light.

The Domain system for fluid gets created (quick effects) with both a Fluid Domain and a Particle System.  You'll find both in the Modifiers panel:

In the Particle System, the default is Velocity coloring, which you can change to None or Material (instead of Velocity or Acceleration):

What I see if I use your blend file in version 3.4.  Also in 3.0.  I was sure to Free All and then Bake All in the Domain Cache:

If for some reason you want to cause other viewing problems :-) (like having a solid block displayed when you free the cache!), you can set the domain's viewport display to Textured, and set the 3DView to "Material Preview" or "Render" modes
I recommend against doing these display modes; just be patient and do some test renders or switching these back again (wire and Solid Display mode) after you've worked on the material.

Setting it to Material or None turns the surface white and still renders as a red cube. I added the image.

@0cybonysc -- that is a separate question: rendering vs. viewport.  If you search for liquid render or look at https://blender.stackexchange.com/a/181470/111042.  See comment by vklidu under your question.

I fixed the render problem by changing the "Step" value. But I turned on Liquid and Mesh, and turned off the Camera button in Particles Tab. Still doesn't fix it. (Added Image)

I added the .blend file if it helps.

@0cybonysc -- as you'll see I used your file and included some of the render output.  Comment on what you do not like.

I can't see the material in the viewport, it's either the velocity particles or something else.

@0cybonysc -- I see it if ... I added to my answer.   As you'll see I recommend a different "workflow", doing test renders.   You can search for ways to shorten render times during test renders, such as setting a Render Region area


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Geometry to Instance node is missing in my geometry nodes in Blender 3.1.2
Geometry to Instance node is missing in my geometry nodes. When i open a new file i'm able to see it but can't find with the file i'm working with.Help

Could you provide the corrupt file? This might help to reproduce your problem.

hi. I have just uploaded the .blend file. I was following a tutorial and I was tryin to correct the error at the Translate Instance node towards the end of the node.

You're opening the file with Blender 3.0, where there's no Geometry to Instance nor Merge By Distance.

You should use 3.1.


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UV Mapping onto mesh generated with Geometry Nodes
I'm struggling to place a UV map in the indicated position of this bottle. I have tried several adjustments on the mapping nodes but still not getting it right.
Anyone to assist, maybe with a trick or combination of extra nodes i have to use to have it fixed?

The bottle is created with Geometry Nodes by rotating a profile curve. It's very similar to the Screw modifier approach. For the label area, you need a UV map. I don't know if this is possible For curves it's possible to calculate a UV map and expose this from GN to the shader (https://blenderartists.org/t/can-i-create-uv-in-geometry-nodes/1343499/17). And the primitive GNs (cylinder, sphere, cube, ...) come with a UV map. (It's the "uv_map" attribute in the Face Corner domain.) Maybe you could use this or a UV map of a cylinder object and transfer it? I have no idea if that could work.

Thanks. Let me try and see if it can work.

If you don't mind extra geometry for the bottle label you can create it inside the geometry node tree with a Cylinder node and shrink-wrap it with the Raycast node.

The primitive cylinder from the Cylinder node has a UV map (uv_map) in the Face Corner domain. You can use this vector map in the material to map an image texture.

(In the example, I've reduced the number of generated geometry by deactivating the curve resampling and lowering the resolution. I'm guess you need the high poly count for the morphing effect?)

Awesome. Thank you.


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When texture painting, why do the triangles show more?

I apologise if this has a straight forward solution, however, I've looked for almost an hour, but still cannot find any solution. Whenever I try to directly paint onto the mesh it highlights the surrounding triangles.
Added the blend file:
And to clarify, this happens immediately after opening the texture paint tab, so it is not vertex painting to my knowledge.
When I paint on the 2D image directly, it does not reproduce this effect, only when I paint directly onto the mesh.
Any help is profoundly appreciated.
Thanks.

could you please share this part so that we can try?

Just for clarification, are you texture painting or vertex painting?

^ edited post and shared the file.


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How to get Value output of a Geometry node?
I'm trying to get the float value that should be coming out of the float curve node. However, no matter what I try, it always gives me a 0. You can see here what my code says and the incorrect output. The value should be like .9 , but it's not.
import bpy

print(bpy.data.node_groups["plant"].nodes["Float Curve"].outputs[0].default_value)

default_value of an output won't give you what you want.  default_value of the input (in this case CombineXYZ's Z input) that it is connected to should.

I've tried that and it still doesn't work. It gives me the Z value that I manually entered, not the 0-1 float value that comes from the Float Curve node.

import bpy
C = bpy.context

me = C.object.evaluated_get(C.evaluated_depsgraph_get()).data
field_src = me.attributes[0].data
field = [0.0] * len(field_src)

field_src.foreach_get('value', field)
print(field)

it's getting the attribute datas from the evaluated depsgraph.
if there's an error it's probably because of the data type on the field_src.foreach_get('value', field). also if the data you're looking for is wrong, change the index in the me.attributes[0].data
the only thing you need to do is to capture attribute it first

How this would change for a vector? I'm trying to get the normal.


text:
append blend file in the middle of the scene
I have an animation in a blend file.
I want to append it to a different blend file but i want it to start from the middle and not from the begging.
How do I do that?
thanks
Gil

Assuming you're talking about pure animation, one driven by keyframes alone, one way would be to load in the archived animation and remove all keyframes (in the Dopesheet) up to the frame where you want it to start.  Save that as a separate Blend file and append that into your new scene.  Move the imported keyframes to begin at the frame where they're supposed to.  The NLA editor could be another way.  I don't use it myself so I can't advise you there.

the animation is smoke animation that I would like to add in the middle of a different blend file. The smoke animation has no keyframes. I tried to change the emission  frame start but couldn't do it  because it's greyed out. when I append this file it starts from the beginning  of the other animation and not in the middle as I want

I managed to find a  solution: I created a new blender smoke file. Then baked it and rendered it to images.
Then I imported the rendered images as planes to the other blender file and offset the starting frame with alpha parameter.
The problem now is that the smoke images cast a shadow. I tried to import the images shadowless but then the images appear purple for some reason and I don't know how to fix it.

Append smoke archive to a new file and start at a later frame -
I've just done what you're after but in an older version of Blender.  The appended smoke starts at frame 40.  Hopefully your version will do the same...
I note that your "Emission" start slider is greyed out.  Are you using particles or do you mean the
--> Domain <-- Physics Smoke "CACHE" start/end sliders?
(see pic at bottom)
A straight out 'Append' should bring everything associated with the Domain and Emitter along with them.  I've not ever noticed sliders getting greyed out.
Could it be the way you're appending?  I select the file, then "Scene" and "Scene" a second time.
With it loaded, the scene menu up top is opened and the appended file is selected.  That takes you into that file where you only have to select both the Domain and Emitter before pressing CTL-C to grab them.
Return to the new file (in scene menu) and press CTL-V to dump the smoke items into that layer or 'collection'.

Here's how this one was done...
If the smoke is being created using the --> usual <-- smoke domain and emitter and both are given 'Smoke' physics, a wall of smoke will rise inside the domain from frame 1.
You can then append the Domain and Emitter (together) into the the new file.
Delete the existing 'Blendcache' folder as both a precaution and to recover HDD space.
Run the animation in the new file.  Make sure it still works.
It will start at the same frame as the original, so open up the Domain's "CACHE" tab in the physics properties and set it's  "Start & End"  frames to those required -

(You might have to save and exit Blender and also delete the new 'Blendcach' folder, then reload  to get it start at the later frame.  (I didn't have to do that)

A further thought if you can't get those sliders back - change the settings in the original smoke file and save that as another filename - append that instead.


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black strip on eyelash
When I render in cycles I get a black strip that looks like a shadow on my character's eyelashes.
It doesn't happen when I render with eevee.
How can I fix it and remove this shadow from the lower eyelashes?

Have you tried to increase the maximum of light bounces for transparency? It's in Cycles > Light Path > Max Bounces > Transparent. Try something like 16 or 24.

It Worked. Thanks!

Does this answer your question? I am getting strange shadows when using hair cards and cycles


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Generation has Thrown an Exception (no explanation aftarwards): on rig
I'm new to blender and have been trying to create a rig for a ported game model using rigify, but when I'm generating the rig I get the error "Generation has Thrown an Exception:" with no explanation behind it. Right now I'm just trying to test to see if the rig will generate but I've been unable to solve this problem, any help would be appreciated.

You have inverted normals and overlapping vertices. You need to select your object, swith to Edit mode, select all and:

ShiftN in order to recalculate the normals
Press M > Merge by Distance

You'll need to give some corrections in Weight Paint mode though.


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cycles emissive material not baking
hi i am trying to bake everything to than import in Threejs, my initial goal was to have the same looks as i have in Evee render, but Evee doesn't support baking , so i  have to go with cycles, tree material doesn't even render in cycles and when i try to bake it i just get black texture. can anyone help me out with the whole baking thing?
here is link to project

note: black are leaves of tree, and other baked parts are branches.

Does this answer your question? How can solve fogs,lights problem with Cycles?

bloom is only one aspect of the problem and ill be honest i dont know how its possible to bake it so probably i don't even need that, got to solve more important problems

You could bake the "Emission" in cycles and do some post processing to make it glow. Cycles doesn't glow by default.

i udnerstand that but i have problem baking emission aswell as you can see in first image left bottom side\

Maybe don't do "combined", do emission only? That way you will get a separate emission map.

could try that but in the end i need combined baked image

Baked Blacks
By opening your "project" file (you share with us), you use  Color Ramp node set Pink(left side) > Black(right side) that works just fine for me.
On other hand in your screen the Color Ramp node is set Black-Pink ... this setup generates black in all bake.
The problem lies in your Layer Weight node. This node can't be handled by bake as intended, because the factor is considering face normal direction (angle) pointed to camera view. For baker all faces are calculated as front view. When ColorRamp is set from Pink to Black. First color(Pink) is taken as color assigned to normal pointed to camera (front). So if you want bake pink emission, keep Pink at Left.
Just to be clear, you can't bake the gradient (pink centre with black border) since by observing a scene you'r changing dynamically point of view, it means what is black border fro one point of view are not the same black faces from another point of view.
You can set node-tree with pink at centre of object and black border to be baked, but it would be correctly seen only from specific point of view, and that is not what you are looking for.
WebGL
I don't have experience with Three.js but it use WebGL so probably it works like Sketchfab ... in this example ground and tree trunks are baked (you already know how to).Tree leaves (spheres) are just simple  Principled BSDF node with Base Color Pink, Metallic 1, Roughness 0.05, Emission Pink

Sketchfab is able to import and translate into its ecosystem. Textures should be packed and use naming convensions to be assign automatically (but can be uploaded and assign also manually. Bloom is set on Sketchfab site ...

https://skfb.ly/ovyw8

Light Strength
The light difference between Cycles and Eevee is that - Eevee doesn't support mesh light (directly), so in Eevee is your scene light just by light objects, but Cycles render is light by emissive tree material plus by light objects ... that is why cycles looks lit by light more than in Eevee.
Note: Some of your tree normals are orientated inside ... it can generate some issues. To fix the orientation, select your objects, go to edit mode, and press Shift + N to Recalculate Normals.

could you explain to me what i am supposed to do?
change color ramp from black to pink to pink to black?

@YousufChaudhry ... thanks for edit (it was rejected by Bot due my work on edit at the same time, so I added you extension now. Thanks again for enhancing :)

@Hawasaki7 I tried to explain with more details .. see if it is clear now :)

makes sense, thats what i thought about tree leaves that they were changing dynamically, but without it i was getting weird emission, too bright without showing the structure. i will try now to change settings hopefully everything works properly. thanks again

@Hawasaki7 I don't have experience with Three.js but it use WebGL so probably can be something set out of blender ... like in Sketchfab something like this with Metallic-Emission-Bloom https://skfb.ly/ovyw8

that is what i am looking for exactly. could you walk me through it?

I don't think, there is too much say ... WebGL part extended about some info, I'm not sure how much useful :)

thanks i will try  it out


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Export exploded objects from blender to unity
For a research project on object recognition, we used objects in blender and distorted them with the quick explosion effect. The explosion effect in blender works nicely. However, we need to import the objects in unity. Now it seems like a lot of the particles of the exploded objects are missing, after importing them to unity. Do you have any advice on how to fix this issue, and make the exploded objects in unity look like the objects originally created in blender? I attached an example to see the difference between blender and unity.
Any help is very much appreciated!
Best,
Anton

Fbx (default) format can't handle this. It doesn't support modifiers except armature. It seems export such objects is relatively similar to export cloth animations, so you can try some workarounds described here:
https://stackoverflow.com/questions/59994103/how-to-import-cloth-simulation-from-blender-to-unity

Thank you for being so helpful! Unfortunately, this did not work out, as we do not need the whole animation. It's basically one single frame of the animation, in which the explosion effect is sufficient to distort the object.

Ah, ok, then just apply the modifier at this frame - Ctrl+A-> apply modifiers

I would suggest you to try MeshSync with Unity and Blender. It is based on different kind of data, it works with all the Blender's modifiers I tried until now. It will generate a cache file that Unity could read once the addon is install both in Blender and Unity, and you'll be able to see exactly what you have in Blender inside Unity. Bonus : You can save it as an animation in Unity ;)


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CPU Rendering even when GPU is supposed to
I'm relatively new to blender, and I'm just starting to get the feel for things.
Right now, I'm trying to render a scene of a glass, and I'm trying to use my gpu. Whenever I try to render it, however, it uses my cpu, rather than my gpu, even when under preferences I have checked "HIP - AMD Radeon(TM) Graphics" and my cpu is unchecked. I've heard that task manager uses a different way to measure usage, and often times it shows up wrong, so I used AMD software, and in there my gpu usage did not go up, but my cpu immediately shot to 100%, indicating to me that the CPU us being used. Any Help?
System Settings: i5 - 11600K, RX 6600

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

i had the same issue and it seemed to be a bug. my fix was to open the preferences window and literally move/drag the preferences window a little, that updated the window and reflected the options i have picked including using "GPU".


text:
Transfer orientation of points to bone armature
I am trying to transfer position of 2 points into a bone, so that the bone has the same direction as the 2 points
I tried it with this initial position

this is the output after running the code

this is the code
import bpy
from mathutils import Vector, Quaternion
use_bone = bpy.data.objects['Armature'].pose.bones['Bone']

p1 = bpy.data.objects['Point.001'].location
p2 = bpy.data.objects['Point.002'].location

p_v = p2-p1

loc_h = Vector(use_bone.head)
loc_t = Vector(use_bone.tail)
loc_v = loc_t - loc_h

q = loc_v.rotation_difference(p_v)

use_bone.rotation_quaternion = use_bone.rotation_quaternion @ q

It doesnt even close to what I was expecting, anyone please help
Edit:
I tried XY comments, if the bone has random head and tail, the script doesnt work.... this is the example : initial

After run the code

I appreciate the help, just a little bit more help :)

Get the scene to test

import bpy
from mathutils import Vector

def add_empty(loc):
    bpy.ops.object.empty_add(location=loc)

def get_scene_to_test(): # clear scene and add bone
    objects = bpy.data.objects
    for obj in objects:
        objects.remove(obj)

    bpy.ops.object.armature_add(enter_editmode=True, align='WORLD', location=(1,1,1), rotation=(1,1,1))
    ob = bpy.context.object
    bone = ob.data.edit_bones[0]
    bone.head = 1,1,1
    bone.tail = 2,3,4
    bpy.ops.object.mode_set(mode='OBJECT')
    b = ob.data.bones[0]
    p0 = ob.matrix_world @ b.head_local
    p1 = ob.matrix_world @ b.tail_local
    add_empty(p0)
    add_empty(p1)

# make sure in object mode and have a active object
get_scene_to_test()

Change the head and tail position in a specific direction in world space

import bpy
from mathutils import Vector

def add_empty(loc):
    bpy.ops.object.empty_add(location=loc)

new_head_loc = Vector((3,3,3))
new_tail_loc = Vector((5,5,5))

add_empty(new_head_loc)
add_empty(new_tail_loc)

ob = bpy.data.objects["Armature"]
bpy.context.view_layer.objects.active = ob
bpy.ops.object.mode_set(mode='EDIT')
bone = ob.data.edit_bones[0]
mat = ob.matrix_world.inverted()
bone.head = mat @ new_head_loc
bone.tail = mat @ new_tail_loc

Great answer, can you give me an example if the head and/or tail not at the 0,0,0. it still confuses me. thanks for the help

I tested it can work if the head and/or tail not at the 0,0,0. Is your object has non-zero rotation or parent?

and make sure you are running in object mode.

`>>> print(p1)
<Vector (1.5247, -0.0280, 0.6231)>

print(p2)
<Vector (0.5795, 0.9002, 1.6301)>

print(bone.head)
<Vector (0.1049, 2.2131, -0.9436)>

print(bone.tail)
<Vector (0.8820, -0.0379, 1.5107)>`

This is the REST position of my bone... and location of my point
after running your script I get  this :
`>>> print(p1)
<Vector (1.5247, -0.0280, 0.6231)>

print(p2)
<Vector (0.5795, 0.9002, 1.6301)>

print(bone.head)
<Vector (0.1049, 2.2131, -0.9436)>

print(bone.tail)
<Vector (2.9421, 2.1281, 0.9637)>`

it is not close to point vector.

Try the new one and see if it's the same as me.

yes I got the same, but if I manually add the bone, and run your code, I cannot get the same result.... try add the bone manually, and run your code, do you get the expected result? I think the reason is that when you created the bone, by default it is erect perfectly at z axis, if you manually modify the z axis so that the bone is not perfectly erect, you will not get the result you are expected

I noticed this problem because edit-bones and pose-bones have different data. I will update the answer later.

You are an angle.... WOW, I will waiting for your answer, it has been 2 weeks I was working on this problem

use_bone.rotation_quaternion in your script is pose rotation, not edit mode rotation, so there have 3 transform: object transform, bone transform, bone pose transform. And Y, Z in pose transform are flipped.

CMIIW, I want to edit the pose and add keyframe later, that is why I am using pose rotation instead of edit mode rotation. your script if fine but if the initial bone is NOT fully erect, I cannot get the right transformation towards the same vector as the 2 points

This one should success for any head and tail, but not sure is it true when have bone parent and non-zero pose location.


text:
Using python to get / read the font used in Geometry Nodes String To Curves Node bug?
Getting the currently selected font
This code seems to get the first font in the list not the currently selected / used font is there a workaround or is this a bug? See image.
The Code:
import bpy
#reference the node group
geometry_node = bpy.data.node_groups['Geometry Nodes']

#reference the String to Curves node
curve_node = geometry_node.nodes['String to Curves']

#get the font
font = curve_node.font
print(font)
#get the font name
print(font.name)

Original question:
Using python to get / read the font used in Geometry Nodes String To Curves Node

It should comeback with wmcorners2 Regular but it comes back with Alien Lines symbol
Update: Response to @lemon
I have multiple string to curve nodes for testing but they aren't connected.

for me, this code is doing well. I don't have what you describe. Are you sure you have only one "string to curves" in the node tree?

@lemon I have multiple nodes for testing but they aren't connected added image above.

@Gorgious that was my original question which got answered but found a strange issue with it.  I thought I needed to ask another question since that one was answered.

connected or not they are in the node tree. loop over the nodes and get the ones that are of type 'STRING_TO_CURVES', print their name and font.

@lemon ok, so what I'm getting is that even though the nodes aren't connected to the "main" tree, python still picks it up.

@Still: what about providing your blend file, so we can check it out ourselves?

@Chris,  ok I'll get rid of the stuff not needed and show only the issue and upload it.

"python still picks it up": of course, this is why unconnected nodes are still available when you save and reload a blend file.

Thanks to @lemon and @Chris
I was cleaning the nodes up to show just the issue and getting reading to post the blend file and I had several more String To Curves nodes way off to the side (not connected) and one of them was causing the issue.  I thought if it wasn't connected to the "main" node tree Blender and python would ignore it (not the case).  If the node is there (even if it's not connected) python sees it.  I just posted this update in case the next person runs into an issue like this.  I'm still learning....


text:
Convert shader displacement to geometry in blender 4.2.3 to 3d print
Convert shader displacement to geometry in blender 4.2.3 to 3d print.
I have several equations I want to fit in different size shapes (This example is in a mesh circle)
How can convert the shader displacement equation into geometry?
Geometry nodes setup

Shader nodes setup with example equation

Image:

Image:

Blend file.

You substitute the texture coordinates and mapping with a Position node.
And the displacement by a set_position node, where the offset input will be a vector math multiplying normal_node * sine (for the circle, just a combine of 0,0,sine will be enough, but for shapes that face other ways, you will need the normal)
Scales will be wildly different, since shaders use a mapping from 0 to 1 and geometry nodes will use the real position of the vertices. So you will also need to adjust your multipliers.
In the image below, your equations will be inside the Displacement_Math area. You can basically use the exact same nodes you used in shading.

(In the last case, the "noise" needed to be 3d)

Thanks for the help but, some of the instructions didn't work
"And the displacement by a set_position node, where the offset input will be a vector math multiplying normal_node * sine (for the circle, just a combine of 0,0,sine"
A quick image would help a lot.

@Still, done...

This setup only seems to only work for noise displacement but not for converting shader displacement into geometry.

@RickT, the question has the shader displacement calculated with nodes, just use the same nodes in geometry instead. There is an area in the answer highlighted exactly to put the displacement nodes inside. (The question is: how can I convert the shader displacement "equation" in geometry)

If the shader can't be reproduced you can still bake color to texture and use that.

@DanielMöller  I've tried your nodes setup and it doesn't seem to convert shaders to geometry at least with the current setup.  "Convert shader displacement to geometry"

@MarkusvonBroady I tried baking using the baking node but it looks like a couple of steps need to be added.

@Still, it's not "bake node", it's bake texture. Then you will need to put that baked (saved image) texture replacing the noise is in my suggested setup. The hand work is similar to the handwork you need to convert the shader displacement "equation" to geometry nodes, but I think it will be harder to do than just replicating the nodes (unless you're used to baking already)

Many shader nodes can be copy/pasted into geometry nodes.


text:
Circle equation using sin and cos
I'm learning how to create plots with geometry nodes and math nodes but I'm confused why this isn't a circle that is created with 0,0 as the center axis.

You're offsetting the points from their original position, so you get
$$t\in[0,1]\mapsto\langle t + \cos 2\pi t, \sin 2\pi t \rangle$$
Use the "Position" socket of the Set Position node if you want to set the position directly.


text:
Increment face selection size using repeat node
I'm trying to increment / extrude a specific face but the sequence seems to be out of order.  I'm trying to go from smaller to larger but it's reversed.  I know I can change the X translation to (-2) but that's just a workaround (the original object is the one being translated not the newly created objects) and I'd like to do it "correctly".

It should go from smaller to larger like this  See image below

Blend file

I don't understand your question : chances are other people won't too.

@Lutzi I'm already working on the answer ;)

ok I added an image of what it should look like

You do not have to transform the original geometry in the Repeat Zone, but the extruded geometry. And each new extrusion needs to be further than the previous one.
So first of all plug the Transform Geometry node after the Extrude Mesh node. Then I pull out a value from the Repeat Zone input to which I add 1. This is a counter for the steps, the result goes into the Repeat Zone output for the next iteration (it's a pity the Repeat Zone has no iteration output as a built-in counter).
And the result will also be used to be multiplied with 2 (or whatever distance you want to transform the geometry) and plugged into the X input of a Combine XYZ node. This is plugged into the Translation of the Transform Geometry node.


text:
point cloud projection to image plane
I have a wide range of point cloud files and images in the same area（The photos are JPEG）. So both of them involve geo-referencing, so I want to project the point cloud back to the camera plane and how do I do that?
I used DJI L1 sensor to obtain a large area of point cloud (.las.pliply. PCD) and a large number of images (.jpg). Both point cloud and image have latitude and longitude coordinates, and I want to extract the corresponding point cloud of each image for the verification of photogrammetry method. I can currently import.ply in Blender with the origin at (0,0,0). But I don't know how to project the point cloud onto the image plane, because the coordinate system in Blender is not a latitude and longitude coordinate system. Here are my point cloud files and image files.https://drive.google.com/drive/folders/1dJib0Oo0sm822Pfb5xeeP1HcEWdTUMcp?usp=sharing

Can we get some images to show what exactly you are trying to accomplish. I work a lot with point clouds so I may be able to help if I get a better idea of what's going on.

I used DJI L1 sensor to obtain a large area of point cloud (.las.pliply. PCD) and a large number of images (.jpg). Both point cloud and image have latitude and longitude coordinates, and I want to extract the corresponding point cloud of each image for the verification of photogrammetry method.
I can currently import.ply in Blender with the origin at (0,0,0). But I don't know how to project the point cloud onto the image plane, because the coordinate system in Blender is not a latitude and longitude coordinate system.
Here are my point cloud files and image files.

link

@RebeccaC Hi. Could you factor those details into the question by editing it with the [edit] button, rather than post it in the comments? Thanks

If you convert that .las into CSV for me I have a script to plot them out.


text:
Why is my hair dynamics going crazy?
Here is my model, with a baked walking animation.

As you can see the hair is doing some wild things, is the scale of my model the problem?
I am using vertex groups for the hair particle systems, there is two. Left scalp and right scalp (shown below).
At 300 particles on each side, the hair freaks out with or without children.
I could really use some help on this, I have tried various things like:

Add collision modifiers
Changing the particle settings (with/without children etc)
Redoing particle systems from scratch

But I am still at a loss, so the last idea I have is that the model scale is too low for the dynamic hair to work properly.

But same thing happens when scale is at 1, no children, clothes on (they have collision modifier on).

Should I use the other method of using separated scalp as the emitter instead of the model mesh itself?
Any and all help is appreciated

David, could you possibly post a stripped-down version of your file to "blender-exchange.com"?   Only include the mesh containing the Hair PS.  It will then give you HTML that you can edit your question and paste in the link.   Long hair can be a challenge.

Try rendering without baking.   There is a known issue....  https://developer.blender.org/T98599

I've edited the question to include the skimmed-down blend file. Thank you for that. I will try a render without baking like you suggest as well.

Here is a starter towards things to consider:

increasing pin-goal Strength to 1.0 from 0 makes the biggest difference.  This has a bit to do with behavior around the root.
increasing damping from 0.5 to 8 (play with this)
Fix my incorrect change:  change B-Spline back on and set back to 6.  This is a good thing to have.
impulse clamping from 0 to 1  or higher (may or may not help depending on other Effectors you may have).  This is also important to consider in Cloth simulations where you have a complex (character) collision mesh
sometimes I find increasing Gravity Field Weight from 1 to something higher, or to play around with Vertex Mass (try 5kg instead or your 0.3 kg)

result where there's only changes on the left side Hair:

Also:

try (in Volume) changing Internal Friction from 0 to 0.5

There are (unfortunately) a lot of knobs and dials to experiment with!


text:
Why is size different in Measure than in Transform
I am designing element to 3D print. I want sizes to be equal on x and y axes, like a circle or pipe so to say. This is what one can see when I place the points, the correct and desired distance is show, but on the transform screen, you can see the size to be different. Which is really weird I think.

(Context, i created this image by doing the boolear operator between a cylinder, two pipes, and straight borders to create the holes in every 90 degrees. )
The given sizes are also not logical, because I see the pipe to be circular in the render, but it says that X is 6.77 cm and that Y is 3.84 cm. But it gets shown equal.
This is the file if you want to check it out:
What can I do, so that my object also gets shown the sizes on the transform screen, which sizes are the incorrect ones.

@DuarteFarrajotaRamos Although here was also a problem with the scale, applying it will not fully get rid of the incorrect dimensions because of the additional invisible vertex (see my answer), so the linked duplicate question provides no sufficient solution. It wouldn't make sense editing the answer there either since there is no additional vertex causing problems.

True, reopened. I was under the wrong impression Blender discarded wire geometry from object dimensions.

Related https://blender.stackexchange.com/questions/47318/why-do-the-measurements-of-this-object-seem-erroneous

The object has a single vertex a bit off the mesh - the dimensions show the size of the object's bounding box which contains this vertex. Since it is a single vertex not connected to the rest of the mesh, you can't see in Object Mode and in Edit Mode only when switching to Vertex Select.

The other thing is you didn't apply the scale. So even when you get rid of the vertex, the dimensions shown in Object Mode will not match the measurements shown in Edit Mode. Object Mode shows the real world dimensions while Edit Mode shows the edge length at original size which is when the object is scaled to 1/1/1 on XYZ. Your object is 1.05 on X/Y and 1.5 on Z.
To make the real world dimensions match the measurements, you have to apply the scale by selecting the object, then press Ctrl+A and choose Apply > Scale. This sets XYZ scale to 1 while keeping the current dimensions.

Thank you very much. It is solved.

@Flavio Maybe you want to consider accepting the answer if it solved your problem?


text:
My blender is too slow to work
I'm using Blender3.0.0
It's getting too slow to even just open a file.
I've been using Blender for editing 3D scanned objects and these objects have many vertices, I think that's why? because, until importing around 10 objects (in different saves)it was running normally.
How can I fix that?
I'm using Mac

Hello and welcome. Can you kindly tell how many vertices/faces? Since currently it's hard to tell what's the problem.

@YousufChaudhry thank you for responding I updated the image

It doesn't look like the scene is very heavy (for my device) but as your screenshot shows, you're averaging 7.1 GB of memory out of 8. That leaves very little memory for any other process, and of course, will lag in Blender. The more powerful your computer, the faster blender will be. And you've just selected one object. Imagine the load on your memory the three objects will be putting altogether, no wonder it's slow.

I think your best bet is to only edit one mesh per file, given the performance limitations of your hardware.
Remember that it's always going to be more performant to modify a mesh in Sculpt mode than in Edit mode.
400k-vert model in Sculpt mode:

Same Mesh in Edit mode:

You could also try to remesh your model then subdivide it with a Multiresolution modifier and Shrinkwrap it to your original mesh to retain the detail.
Multiresolution will adaptively display a lower res version of your model whenever you move around in the viewport (in sculpt mode only), to improve performance.

You can also set the viewport subdivisions to be lower elsewhere.

Then if you absolutely have to you can add this object to a collection, then link that collection to a master blend file if you have to render/ work with them in the same blend file.

Linked Hi Res Monkey Collection from other blend file.

I'm not entirely sure what the performance implications of this method are, vs just appending the object to the scene, I imagine it's the best case scenario though.


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Object offset makes whole screen super zoomed
It's my first day on blender and I made stack of thin cuboids. Then added an empty(sphere) to rotate it. But on using object offset whole screen is becoming super zoomed. And when I zoom back I see dark space and an infinite long cube. Plz help

Kindly attach some screenshots of what you mean. What object offset? What did you do?

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

i added screenshots

The dark space you see is because of the clip start and end in your viewport (press N and go to view, decrease the clip start and increase the clip end) and about the infinitely long tube, just decrease the count on your array modifier.


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How to copy path animation location and rotation and apply to a specific bone
I want a bone to follow a path and copy the actual location and rotation to a specific bone.
When I add a copy location to the bone the location of the bones stays on x=0 y=0 z=0. But I want it to copy the actual location it is in, like if I animated it by hand and the xyz changes.
See gif for example.
I know the cube is not a bone but this is just an example. It still doesn't copy the location to the cube.

How can I do this with objects and specific bones?
[edit] [solution]
Bake the animation select object/armature -> animation -> bake action and enable visual keying and clear Constraints. For Bake Data choose the one you are appying it to. If bone use bone if object use object.

Could you please tell where you're struggling? It seems to work fine, but maybe share your file with the bone following the path (and the one that is supposed to copy): https://pasteall.org/blend/

Hey thanks for a fast answer.
Currently the cube is following a path but not animating the actual position and rotation of the cube as keyframes
I want to have keyframes of the actual animation it is doing right now.
Fortunately I already found the solution!
I used the bake animation with visual keying enabled on the selected bone/object. Now it made keyframes of the animation! without the need of the path animation.

you can write your own answer so other could learn from your question too.

Bake the animation select your object/armature in object mode, then go to object -> animation -> bake action and enable visual keying and clear Constraints. For Bake Data choose the one you are applying it to. If it's a bone use bone if you are using an object use object.


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How do I bring back N-panel tabs wheel scroll?
I've been using Blender 3.0.1 for a long time and finally decided to upgrade to the latest version. I have imported my previous preferences, everything else seemed fine, but to my despair I've noticed that I can no longer scroll through the tabs of the N-panel with my mouse wheel as I did all the time in ver. 3.0.1 (hovering over the tabs and scrolling up and down to switch between  them accordingly). I've tried both ver. 4.0.1 and 3.6 LTS.

Did the developers get totally rid of this feature or it should just be turned on somewhere?
I have chronic finger pains, so every extra click counts and this is really a big deal for me. Thanks!

I've tried with both mouse wheel and track pad, all is working fine apparently (v4.0 under Windows 10). So there is something else for your case?

Thanks for checking! It's reassuring that it actually should work, but I can't seem to understand what could cause this problem in my case. I've got Win 10 too, I've tried reboot, reinstalling Blender to another drive, loading factory settings - nothing helps. Both wheel and track pad work in ver. 3, but none works in 3.6 and 4

I'm sorry but as I can not reproduce this issue, I can not help. In hope someone else will provide a solution...

ctrl-wheel_scroll for me. unfortunately I don't see anything in key-mappings to change this

@james_t same here. It's wheel up until 3.5.1, but In 3.6.0 onwards it's Ctrl wheel.

@L0Lock -- damn those pesky developers !  ;-)

Interesting. I'm on Windows 10 and in either 3.65 or 4.01, I don't need press Ctrl to scroll with the mouse.

@james_t oh, I didn't know about ctrl+wheel either, I thought it was going to be a mouse click each time, but this way it's a bit more tolerable. Than you!

We had this question here already, there the asker contacted and they said it is intentionally changed, not a bug and there is no option to change it. The funny thing is, there was someone who said it still worked for him without Ctrl just like @curious_1 did, now I wonder how this is possible for them when it is a deliberate change in recent versions without the option to change it back...? There was another one saying not to use Ctrl, but he misunderstood what we were talking about.

As usual, I should have read the question more closely. The OP said"scrolling up and down to switch between them". I missed the switch between part. As @james_t said and as is demonstrated here: https://projects.blender.org/blender/blender/issues/113664 to switch between tabs it's Ctrl + . One can scroll the tabs without switching between them with .


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Arm twists too much even with twist bones
I've followed a tutorial for wrist rotation, but the mesh still pinches itself when I rotate the hand :[.

Here's the tutorial I've followed:
https://www.youtube.com/watch?v=P81DGubVILA
I have no idea how to fix it. Maybe bendy bones?
Edit: .blend file:

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

I added the .blend file in the post

The topology is pretty bad, you should retopologize, that said the problem comes from bad weight, for example you have enable the Deform option of this bone when it should be deactivated:

On the opposite you have disabled the option for this bone when it should be activated:

You could simply select the armature, shift select the object, switch it to Weight Paint mode, select these 3 bones and Weights > Assign Automatic from Bones:

That works, thank you!


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Distance from the surface as an input node for volumetric materials on open meshes: distance to closest point of the mesh volumetric function
Is there any way to create a material that has a volumetric component and is defined using the closest distance to the surface?
I am particularly interested in open meshes and not just closed volumes. There is a very similar question that addresses this, but the solution only works on the inner side of closed volumes. I an interested in something that work on both sides (inner and outer from the normal) and doesn't needs the volume to be closed, for example a plane with curves like the image:

Things that I've already tried:

Using geometry nodes to calculate the proximity to the faces of the object. I wasn't able to make it work like this.
Using texture coordinates node I can only compute the distance to the center of the object but not to the mesh itself.
Tried to adapt the script from this answer, but I can't make it work with open surfaces. In this case I enclosed my mesh under a big cube and tried to compute all the points inside the cube that are at a distance < d, but I wasn't able to make this work.

All the blender options that I could find work on surfaces but not with volumes. Any idea how to address this?
One trivial option here is the solidify modifier, but since I have complex open surfaces with faces intersecting sometimes the solidify modifier does not work. That's why I want to be able to have a function distance to closest point of the mesh that don't need normals to work and just uses location of the mesh.
At the end of the day, I want to be able to control a volumetric node with this info. Basically constrain the volumetric shader (for example emission) to this region.


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Screw modifier of a curve that intersects the rotating axis produces weird faces and problematic normals
I have a curve on the XZ plane that intersects/crosses the Z axis (and its center of geometry)

I want to apply a screw modifier with only 4 steps using this curve, and the problem is that after that I have topology problems: I have intersecting faces, which is the expected since the curve intersects the rotating axis, but this generate a set of afterwards problems. See how we have weird faces at this point on the resulting mesh.

I think this is mainly because of the curves crossing it self the normals of the resulting faces are weird. For example in this image I moved one of the faces to understand the normals, and they same "face" have inner and outwards normals. I can't fix this by recalculating normals.

So at the end of the day if I want to use this object and add a modify solidifier and shadings everything works weird because of the normals problem.
So my question is, how can I revolve the original curve with the screw modifier without generating a mesh that has these topologies problems. By topology problems I mean normals that point two different directions on the same face.
I was thinking about splitting all faces and then merging them again, but I am not sure how to do this and if it actually would work.
Edit: accepted answer worked! See my answer for a follow up and a python script.

(Using Blender 3.6.8)
If modifying the curve is an option, you can use the Bisect tool to split it along the axis, then reflect the right part on the left, keeping only points along the screw axis:

Worked! check also my answer to see a python implementation.

Accepted answer by StefLAncien worked.
This is just a follow up to show that it worked and how it can be implemented in python.
Since I am implementing this on a script and I need to do it multiple times this is the code to mirror the curves at the crossing point.
def interpolate_on_crossing(x, z, crossing_point=0):
    """
    Find the crossing points of the curve with the x=0 line. Add the crossing points to the curve.
    """
    new_x = []
    new_z = []
    for i in range(len(x) - 1):

        new_x.append(x[i])
        new_z.append(z[i])
        if x[i] <= crossing_point and x[i + 1] >= crossing_point:
            new_x.append(crossing_point)
            new_z.append(z[i] + (z[i + 1] - z[i]) / (x[i + 1] - x[i]) * (0 - x[i]))
        elif x[i] >= crossing_point and x[i + 1] <= crossing_point:
            new_x.append(crossing_point)
            new_z.append(z[i] + (z[i + 1] - z[i]) / (x[i + 1] - x[i]) * (0 - x[i]))

    new_x.append(x[-1])
    new_z.append(z[-1])
    return new_x, new_z

def fix_crossing_points(curves_zx):
    non_crossing_curves_xz = []
    for c in curves_zx:
        z, x = c
        new_x, new_z = interpolate_on_crossing(x, z)
        new_x = [x * -1 if x < 0 else x for x in new_x]
        non_crossing_curves_xz.append([new_x, new_z])

    return non_crossing_curves_xz

fixed_curves = fix_crossing_points(curves_zx)

plt.figure()
ax1 = plt.subplot(1, 3, 1)
for c in curves_zx:
    plt.plot(c[1], c[0], "-o")

ax2 = plt.subplot(1, 3, 2)
for c in fixed_curves:
    plt.plot(c[0], c[1], "-o")
ax2.set_xlim(ax1.get_xlim())
ax2.set_ylim(ax1.get_ylim())

With a plot to show what it does (orange curve)
.
Finally, this is the mesh in blender after applying the script of a curve that was crossing the axis: all normals are facing the correct direction.


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Motion blur rendering not capturing time-dependent shader changes
I'm encountering an issue with motion blur rendering in Blender where time-dependent shader changes are not being captured. Here are the details:
Setup:
I'm using Blender to render an image with motion blur. The scene contains a moving cube.
Shutter time for motion blur is set to 200.

The cube has a shader with a 4D noise texture. The W input of the noise texture is connected to the #frame value to create time-dependent changes.

Expected Behavior:
The rendered image should show the motion-blurred path of the cube.
The volumetric texture of the cube should change along its path, reflecting the time-dependent shader.
Actual Behavior:
The motion-blurred path of the cube is visible in the render.
However, the volumetric texture appears static and doesn't show any changes along the path.
Rendered image using cycles:

When manually scrubbing through frames in the timeline, I can see the texture changing in every frame.

Rendering individual frames without motion blur shows the texture changing as expected.
How can I make blender to capture the changes in the shader in the rendering?

Apparently this is something that is not implemented in blender (yet).
I also tried using shutter speed of 1, and different setups, but nothing seems to be working.
I am not going to close the question in case someone has some workaround.
I also tried using the composition and vector speed, but it has the same problems...


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How to project the outline of an object when viewed from a particular angle onto another object and use that outline to cut through the object
is there any way to generate a cut throw an object (target) so that the whole projection of another object (template) fits ?
For example something like in the image: I have some 3d models (templates - animals or furniture for example) and I have some target object (a cube for example). So I want to use the whole projection of the object to cut a hole through the cube so that the template object can go from one side to the other.

Boolean modifier is the first thing that comes to my mind, but it only works with the intersection of the object, I would like to achieve something similar but with the projection.
Thanks!
Edit: I already tried knive project but for some reason when trying to use a complex mesh as the template object I have this error
"No other selected objects have wire or boundary edges to use for projection"

I'm not entirely sure what you are after, but wouldn't giving the projected mesh some depth (solidify modifier) solve that?

To get this clear... you want to project the outline of an object when viewed from a particular angle onto another object, then use that outline to cut through it?

Exactly @Psyonic!

Use Object Line Art from the Grease Pencil
This creates an outline of an object in the direction the camera is pointing.
Create a camera pointing in the direction you want:

Select the object you want the outline of and choose Add - Grease Pencil - Object Line Art

A new Line Art is created, add a shrinkwrap modifier to it and choose your target object - It helps to have everything lined up first

Next apply the modifier stack and convert it to Polygon Curve

Then convert that to mesh

You will now have a new mesh object in the exact shape of the object outline.
Sometimes it will need some cleanup as there might be overlapping edges.

Then you can use it as your cutter object

Hope this is what you were looking for...
Happy Blending

It worked! Cool. Now I need to script this, it is going to be... interesting.


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Problem with edge loop on bevelled edges
see below - I bevelled an edge (no modifier) and when I insert an edge loop, it merges some of the edges. Any idea how to solve this ? (Model ahs apply scale and no internal faces). Thanks

hello could you please share this part of your object? https://blend-exchange.com/

Sure, i went ahead a bit but same issue applies - I also can't seem to put any edge loop on the curved button too...

I think it has nothing to do with the loopcut operation but the fact that when you slide the edge the vertices will merge because of the Auto Merge option that is enabled, and the short threshold, maybe disable it or decrease the threshold:

Absolutely was this! I think because the components are so small, the default threshold is more towards bigger elements - anyway thanks so much

oops thanks Robin for the edit  ;)


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How do I move vertices in relation to pivot?
I would like to move multiples selections towards or outwards 3d cursor, or any other pivot, within orientation to View.
For example :  For example faces on top of the grass lump in blend file. All of their normals are pointing up, but I want to move them equally far in outwards direction from Cursor3D.
Can do I do this using G shortcut ?
https://blend-exchange.com/b/mjOp1XpQ/

It sounds as if Scaling with the pivot point set to the 3D cursor might be what you want, but please add an image demonstrating exactly what you need. https://meta.stackexchange.com/questions/75491/how-to-upload-an-image-to-a-post

For example faces on top of the grass lump. All of their normals are pointing up, but I want to move them equally far in outwards direction from Cursor3D

Please edit your question and insert that image into it  with an accompanying explanation as I suggested and is explained in the link rather than just putting the link into a comment! That way your question will be resubmited and everyone will see it.

edited, thank You


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Baking results are blurry
I used a subdivided plane and manually changed the positions of vertices but when i decided to bake the textures in order to import model with baked textures (for game engines) i found that the results aren't as the unbaked ones.I baked them at the resolution of 2k. I even applied the scale,rotation but it not worked. The original
The baked

This is the procedural shader

4K BAKED

Can you share your .blend file?

Unfortunately After packing the textures into the .blend file the file size is greater than 30 mb

Are you displaying this in blender or is this in some game engine?

this is in blender 3.0

I just bake texture very simply, nothing complex but the issue is still, all of my bakes looks like that

Does it go away if you raise the resolution of the bake image?

I was just about to comment the same thing as Jakemoyo: what is the resolution of your baked texture?

its was baked at 2k resolution

I edited the post and added a 4k baked image.

it is near to the procedural material but still something is missing


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Do something when an enumerator is changed
When I choose an option for one of my enumators in my script, I can tell from the "info" space that there is a command:
bpy.context.scene.extra.[name of enumerator] = '[option]'
I want to have the script do something whenever this command happens, or just whenever the enumerator is changed in general, but I don't know how.

Try to use Message Bus: https://docs.blender.org/api/current/bpy.msgbus.html

Well right now I just have: owner = bpy.types.Scene.extra
key = bpy.context.scene.extra.Enumerator_name
bpy.msgbus.subscribe_rna(key=key, owner=owner, args=(), notify=doSomething,). To be honest I have no idea what I'm doing, but it did work when I filled in owner = object() and key = bpy.context.object.location, like they did on the link that you sent. @XY

Update: I managed to make it work! I did a little bit more research and thanks to this helpful q&a: https://blender.stackexchange.com/questions/224010/using-message-bus-to-trigger-events-based-on-custom-property-changes I managed to make it work: Here is the final result: owner = bpy.types.Scene.extra
key = bpy.context.scene.path_resolve("extra.Enumerator_name", False)
bpy.msgbus.subscribe_rna(key=key, owner=owner, args=(), notify=doSomething,)

If you found an answer, please answer yourself, it will help other people with similar problems in the future.

I figured out how to do it with a "Message Bus". I put the following script under def register()::
def register():
    owner = bpy.types.Scene.extra
    key = bpy.context.scene.path_resolve("extra.Enumerator_name", False)
    bpy.msgbus.subscribe_rna(key=key, owner=owner, args=(), notify=doSomething,)

What the code does is it effects doSomething whenever the enumerator is changed. To set up doSomething, you just do the following: type "def doSomething(*args):" somewhere in your script and then put whatever it is you want to happen after that. Here are the sources I used in case you want to check it out: https://docs.blender.org/api/current/bpy.msgbus.html and Using Message Bus to trigger events based on custom property changes

Why don't you use Update? It seems to be very easy:
import bpy

def update_func(self, context):
    print("Updated: ", self.testprop)

bpy.types.Scene.testprop = bpy.props.FloatProperty(update=update_func)

bpy.context.scene.testprop = 11.0


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Select an object in a collection with Duplicate Element
Is it possible to give a collection to a Duplicate Element node and select which object we want to duplicate ? Somehow like the instance on point node.
I've tried to use the selection socket but I can't figure out how to have only separated elements.
I'm trying to modify this from @Kuboå to be able to use different objects on each curve.
Edit : I'm doing this to be able to replace the hair strands of an hair dynamics simulation (.abc files) with random hair cards (a collection). I haven't found a way to scatter randomly the cards on one hair sim, so I use multiple hair simulation.

Can you flesh out a bit to explain what you mean exactly,  by 'multiple instances in the same GN''? Many on one curve? Different on each curve?

The best would be different on each curves.
I'm trying to use hair dynamics on hair cards. For that I export the hair simulation into an abc file. Because I couldn't find a way to use different object on each hair, I use multiple particle system. Now, I'm trying to avoid to have to link each object to each particle system manually.

Hi, @Simon .. IMO there's a risk of XY, here. Personally. I think it would be better to describe what you've got as a starting state, and exactly where you want to wind up, in an edit of the question itself.


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How do you prevent the Solidify modifier from hiding the verticies in Edit mode?

I am going through the donut tutorial on Youtube. I was on part 4 but started having this weird issue with Solidify so I went back to part 3 and am still not sure what I am doing wrong.
Basically, the vertices are invisible if the Thickness and Offset parameters have the same sign like this:

You can kind of see the vertices hiding in the middle.
Here is where they are hiding:

Here is to show the problem is the same regardless what sign the offset is:

But if they have different signs then this happens:

Here is another perspective of the problem:

Things I have tried that did not work:
-Turning off proportional editing
-Selecting all vertices then flipping them with Alt+N
-Using a negative offset
-Changing the scaling
-Changing the modifier stack order
-Restarting the software

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

Hello, yes I just now added it and added a link to it at the top of my post.

I'm not sure what's your problem, it's working as expected, if you don't want to see the Solidify in Edit mode (?) then deactivate the Edit Mode option in the modifier (second square button on the top of the modifier)

It's working exactly as it should do. Set the offset to 1 and the thickness to 0.0015. As @moonboots has described Andrew turns off the modifier display at 1:05 in part 4 allowing you to see the vertices. The only thing that you haven't done in your blend file is drag the solidify modifier above the subdiv one but that won't affect the vertices.

Ok I found the problem was I have to Apply the modifier, then the vertices appear.

I went through this problem and realized that in the previous build, I had not applied the scale - follow the link with the moment he comments on the future problems of not doing this. This part of the tutorial


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Blender Donut Tutorial: Stretching the sprinkle causes a large distortion
I am on part 10 of Blender Guru's donut tutorial for Blender 3.0:
https://www.youtube.com/watch?v=bLw0HwphXO0
At 3:40 he increases the length of the sprinkle. I try to do this with the "Grab" function by pressing 'G' on the keyboard, but it ends up stretching the sprinkle vertically as well, as I show in this video:
https://www.youtube.com/watch?v=9dJhRAIlByE
Can anyone help me fix this problem? I would greatly appreciate any help!

He doesn't explain, this time, that he's moving the selection under a constraint. i.e GY, for 'move along the Y axis', not just G, for 'move'

It looks like it's the Include Non-Edited option of the Snap tool that messes up your operation (not sure what it is for though), so either disable it or disable the Snap tool.

Oh my god thank you @moonboots. I was having this exact issue and it was driving me insane! <3


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Why do low resolution textures with the "Closest" setting look discolored?
so I like making low poly models with low resolution textures, but I always have a problem when it comes to rendering. See I'm aware that you can put the texture setting to "Closest", the dithering filter disappears and makes the pixels fully visible. However, when I switch to something like like material preview mode or any of the rendering modes, all the colors look washed out and not how I originally intended them to.
Is there any possible way I could fix this?
Here are a few pictures to explain what I mean:

↑ Solid viewport with flat shading, how it's meant to look.

↑ Material preview & eevee, super bright, not at all what the colors are meant to be.

↑ Cycles and Workbench with flat shading, it's the closest to the original but the orange centre is still a little too yellow. It makes a greater difference on white textures with darker details.

Here's the texture

the emission

and the roughness

Here's the model put into blend exchange

Cycles with filmic (i'd paste the standard one but the post doesn't allow me)

Can you attach a .blend? Remember to pack the textures.

sure can, I've updated the post with the an example model and its corresponding textures.

Your blend file does not have the textures packed, you can pack the texture in menu File>External Data>Pack Resources. Screenshoot

Thanks! To get the colors to match Solid mode you'll need this. That said I don't see any color difference (definitely not from changing Closest) on my side. What do the eyeballs look like for you?

@scurest I've added what the models look with filmic, I couldn't add the last image with the standard view transform under color management, but it looks a whole lot more vibrant trust me. That being said, thank you so much for the help on this!


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Why isn't my Area Light showing up, and why is my scene not rendering?
I started using Blender a few days ago, wanting to create an animation for a logo. My basic idea involves an angled gear spinning and a light flash across a trail to an airplane, and for the most part, I've been able to get that to work. However, the area light for the light flash doesn't illuminate the trail, and I'm not sure why. I've tried setting the power to a huge amount but I still had no luck. Additionally, when I try to render the scene, I only get a blank screen. Could someone please help me figure this out? Thank you.

Here's the file:

First off, in the first image, you are in Material Preview mode which uses false (preset) lighting to better "show off" materials, but not lights. Switch to rendered preview mode (press Z in the 3D viewport and pick it from the pie menu) to see  your lights. As for the camera, make sure it is set properly (get a distance/angle you like in the 3D viewport and press Ctrl+Alt+Numpad0). Lastly, if that doesn't work, make sure the camera's end clip distance is set far enough (Press N to bring up the tool menu, then select the "View" tab on the right and change the End value).


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Bevel stops working after extruding
I'm working on creating a wooden duck-toy in Blender. I start of with a half circle, and go from there. I put on bevel and subvision on it for improved looks.
However when I extrude some parts of the object. The bevel stops working and the subvision breaks (broken artefacts that is called? I don't know).
Any ideas on why tips happens?

Hello, where doesn't the bevel work? Maybe share your file? https://blend-exchange.com/

The beveled worked fine untill I added (extruded) the square part on the top of the half circle. Before that everything was perfectly rounded, as soon as I started the extrusion, the corners became square again. I am aware of Clamp Overlap, but with Clamp Overlap off, everything turns into a visual disaster :D

As you can see by the highlights on the edges and the artifacts in the corner where you extruded the square part, the bevel is working. It is just reduced to a very thin bevel. Are you sure you didn't accidentally create duplicate geometry when you tried to extrude the square part? Like hitting E to extrude, then cancelling the extrude by right-clicking or hitting Esc and then doing it again? Cancelling the extrusion creates new geometry, it just might not be visible because it stays in the initial location. Try selecting all with A, then M > Merge > By Distance.

Clamp overlap will stop the bevel from increasing once it touches the surrounding edges. If some edges are very close to the beveled edges, it may seem like the bevel stopped working. Disabling Clamp overlap should help, but keep in mind it will now allow the beveled geometry to overlap existing geometry, which in many cases is not ideal. For more control, you can set the "bevel weight" on a per-edge basis by hitting ctrl+e or opening the transform panel in the sidebar (n) and tweaking the bevel weight slider.


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Having a problem with cloth plane texture

I can't seem to figure out why the back side of the plane has these square holes in the texture.
This is a cloth simulation.
It is a single plane with the same image texture on both sides, using backfacing in shader for the backside of the plane.
It renders fine in Cycles, but I was trying to render it with Evee.
It looks like this in the Viewport and the Render.
Thanks in advance.

Hello please pack your image and share your file, use https://blend-exchange.com/ or another platform


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Blender 3.2.2 doesn't use my Intel iRIS Xe Graphics on my laptop
In Blender 3.2.2, blender is using my CPU for rendering which is and i5 Processor. but I also have a Intel Xe graphics card, but blender isn't using it for some reason. By rendering with the CPU, its slowing my rendering times by a lot. Is there any kind of way/feature that can force Blender to use my Xe Graphics card?
I have tried searching up this problem, but there is no video or article that was helpful.
The other "duplicate" question to enable GPU rendering doesn't include the answers on how to enable GPU rendering on Intel iRIS Xe Graphics in Blender 3.2.2, there is only a section for Intel Arc GPU.

If it is not listed as supported, then it cannot be used for GPU rendering. See: https://docs.blender.org/manual/en/latest/render/cycles/gpu_rendering.html

The other duplicate question have answers. The first one which starts with "ensure GPU support" and sends you to the manual to check the current supported hardware. You would have noticed there that only Intel Arc  is supported.

Intel XE are integrated GPUs, not dedicated GPUs. They can render only via the OpenCL API, which Blender dropped sinces version 3.0. What you can try is to use the latest 2.93 LTS. But otherwise, you need to upgrade your hardware.

(Clarification: what I meant by "Intel XE are integrated GPUs, not dedicated GPUs" is that you probably won't get a huge perf boost in the first place, not that they use OpenCL because of being integrated, that's not a thing)

First, you need to setup your preferences in order to tell Blender what to use with your hardware :
go to Edit -> Preferences and go to the System tab
You'll be able to select both your CPU and GPU card + the algorithm Blender can use with your card

Then, you need to tell Blender which render engine to use, and what to do with your current scene.
You can co to the Properties panel and go to the render properties to select what you need