text:
Mix colors from different objects at collision (Rigid Bodies and Particles)
This will be a pretty complex question, many areas will be connected to it but it is for sure focused on one main problem. I'm not sure is it possible without heavy scripting and I didn't found anything on this topic elsewhere. So off we go.
Abstract:
I want to mix colors from different objects on collision.
Example. One cube is blue, second is yellow. Boom! Both are green.
I've made this little simulation:

Going deeper:
I think that the best option would be making material with RGB node, then, after taking color from another object mix them with MixRGB as below:

As you can see first problem is that Blender isn't mixing colors as it should, but let say it's close enough and leave it for now as is.
Second one is scenario with many objects. Using same approach will give us enormous amount of nodes - by adding another Mix and RGB. Replacing one color on the other hand doesn't give us proper mixing.
Solution for second problem could be making one RGB node from mixed values and waiting for another hit.
Wrap this up:
If there is any logic behind it, it could probably works like that:

Get RGB values of both objects.
Detect collision.
Mix values and replace existing RGB node value with new one.
Wait for another hit.

Advanced usage:
You may ask: "What you want to do with this dummy?" and my answer is:

Molecular Script from Pyroevil.
In this script there is collision system so (as far as I know about Python scripting like Jon Snow) it will be matter of adding color change thingy to this. Or I'm just delusional.
It will be great thing to mix particle collision systems colors. It could open new way to simulate fluids. If it's possible to transfer particle color values to IsoSurface in CubeSurfer or any other mesher possibilities will be endless (nooo, it's just for pouring blood to milk).
Blend file:
Here is my blend file if somebody wants to play with it (Molecular Script needed).

Using Animation Nodes
Updated for Animation Nodes 2.0!
Method with the Molecular Modifier and CubeSurfer below!!!
Another way to do this is using @Jacques Lucke's Animation Nodes addon. Here is the final result:

And here is a picture of the node setup:

This is done with a Rigid Body Simulation and Vertex Colors. After installing Animation Nodes (linked above), we can get to work.
1. Setting Up the Scene
First, we have to set up our Rigid Bodies. Add a ground plane, and under the Physics tab of the Properties Editor, click on Rigid Body and uncheck Active. For every object that we want to actively collide, click on Rigid Body, but leave Active checked.

In addition, under the Mesh tab of the Properties Editor, add a vertex color by clicking the + button under the Vertex Colors panel. Since we have to do this for every object, we can save ourselves some typing by leaving the default name, Col.

The last thing we have is give it a material. Call it whatever you want, and then create the following (Cycles) NodeTree:

This can be modified as needed, as long as the vertex color is still a part of the nodetree.
Repeat the above for all of the objects you want to mix color, giving the the same material, or just duplicate the one object. Finally, select all of the objects you want to mix colors and group them together (Ctrl + G). Don't forget to name it, either in the T panel or by hitting F6.

The scene is set up now. Let's dive into the Animation Nodes!
2. Creating the Nodetree
In the node window, click on the Animation Nodes. Add an Objects From Group node (to add a node, either press Shift + A and find the node, or press Ctrl + A to search for it). Select the Group.

The first thing we want to do is to assign random colors to each object on Frame 1. Let's create a subprogram to do that. Add a Loop Input node and name it SetRandCol. Press the + button next to New Iterator and type "Object List". Set up the following nodes:

To activate the loop, add an Invoke Subprogram node, select SetRandCol, and plug in the Object list. It should take effect immediately.

We don't want this to happen every frame, though. Just the first. Add these nodes to make it only work on Frame 1:

Cool. The next step is to calculate all of the different pairs of objects we will have to check collision against. We could do this with nodes, but it is faster to just use a short script. First, add a Get List Length node and plug in the Object list. Next, add a Script node and name it FindPairs. Press the + button to add a new script. Use the buttons to add 1 input (an integer) and 2 outputs (integer lists). Name them as follows:

In a Text Editor window, open the FindPairs script and paste the following:
obj1, obj2 = [],[]

for i in range(0,objcount):
    for j in range(i,objcount):
        if i != j:
            obj1.append(i)
            obj2.append(j)

To use the script, add an Invoke Subprogram node and select the "FindPairs" option. Plug the Get List Length node into the script node. obj1 and obj2 are all the pairs of objects (i.e. index 0 goes with index 0, etc).

The next thing to do is to create a loop that checks every pair for collision. We will do this with the Is Inside Volume node. Create a loop the same way we did the first time. Name it BVHCollide. Give it two "Integer List" iterators (named obj1 and obj2), an "Object List" parameter, and a "Float" parameter named Epsilon.

Add these nodes:

Next, we need to check for collision between the two objects. We'll use the Is Inside Volume node. After we check for collision, we'll combine our data to get a single boolean value for whether or not the two objects intersect:

The Epsilon parameter determines how far outside the loop the BVH node will look. Usually a super-low, non-zero value will work, like 0.0002. The last thing to do is to change the color of the objects. Add one more loop:

In the Advanced Node Settings dropdown of the N panel for the Expression nodes, be sure to uncheck "Correct Type":

Finally, invoke this last loop, and your simulation should work!

Blend File (requires Animation Nodes):

If you want to set the color manually, you can create this loop. Just provide it a list of colors with corresponding indices to the list of objects:

Incorporating the Molecular Modifier
Incorporating the Molecular Modifier has a similar workflow to the Rigid Body Method. Begin by setting up a Molecular simulation. Here is mine:

Here is the final result:

Node setup:

After setting up the molecular simulation, we can work on the coloring. To color the particles, we are exploiting a feature of the Molecular Modifier: since the entire simulation is baked with its own physics, the particles never rotate and therefore never use the Angular Velocity attribute. We will store our colors there. Set all of the particles to render as an Icosphere object and give the Icosphere this material:

Now lets get into Animation Nodes. Unfortunately, in Animation Nodes 2.0, the Particle datatype has been removed. The most efficient way to get around this is to create our own in Python. First, let's create an Extract Particles node. Add a Script node, and give it Particle System input and a Generic List output. Name the List ParticleList. Create a new script file and paste in this code:
ParticleList = []

for p in ParticleSystem.particles:
    ParticleList.append(p)

Next, we need a Filter Particles node. Add another Script node, and give it a Generic List input, four Boolean inputs, and a Generic List output. Name them as follows:

Here is the script:
Filtered = []

for p in Particles:
    if Unborn:
        if p.alive_state == 'UNBORN':
            Filtered.append(p)
    if Alive:
        if p.alive_state == 'ALIVE':
            Filtered.append(p)
    if Dying:
        if p.alive_state == 'DYING':
            Filtered.append(p)
    if Dead:
        if p.alive_state == 'DEAD':
            Filtered.append(p)

Last, we need a Particle Data node, to get information from the particles. Add another Script node, and give it a Generic List input, a Vector List output, a Float List output, and a Color List output. Name them as follows:

Here is the script:
Locations, Sizes, AngularVelocities = [],[],[]

for p in ParticleList:
    Locations.append(p.location)
    Sizes.append(p.size)
    AngularVelocities.append(p.angular_velocity)

For some reason, Animation Nodes doesn't like us using a Color List to store vector data, so disable Correct Output Types in the Advanced Node Settings panel of the N sidebar for the Script Node:

Now that we have that set up, we can get on to coloring the particles. For each of our particle emitters, add a Particle Systems from Object node. Add one of our ExtractParticles nodes for each Particle System:

We need a way to color the particles. Create a new Script subprogram named Color Particles. Give it two Color inputs and one Generic List input:

Code:
for p in particles:
    if color1 != color2:
        p.angular_velocity = [(color1[0]+color2[0])/2,(color1[1]+color2[1])/2,(color1[2]+color2[2])/2]

To set the initial colors for each particles system, use a FilterParticles node to get unborn particles, then the Color Particles node to set the color. Note that the two color inputs have to be different for the node to take effect:

Now, join all the particles together with a Combine List node and use a FilterParticles node to get a list of all Alive particles:

Next, we need to calculate all the different pairs of particles to check collision for. We can just use the same node we created above:

At this point, the numbers start to get really big, and unless you have an über-fast computer, you're going to start to lag. Even then, this NodeTree works better if it's only executed once a frame. If you haven't already, you should turn off Always in the Auto Execution panel of the T sidebar:

Ok. Next, let's check collision. Since everything is a perfect sphere, the math is pretty simple. The Loop node will need 2 Integer List iterators (obj1 and obj2), a Vector List parameter, a Float List parameter, a Float parameter, and a Boolean List output. Here is the NodeTree:

We can invoke it like so:

We now have a problem. We have an enormous amount of data. For my little 8000 particle simulation, there are over 2 million particle pairs that have to be checked for collision. If we also have to check if they need to have their colors modified, it would take forever. So, we should optimize the lists to only have pairs for which collision is true. Create a Script node with an  Integer List and a Boolean List input and an Integer List output:

Here is the script:
n = [i[a] for a in range(len(i)) if b[a]]

Use this Prune node on both of the obj lists:

Lastly, we need to change the color of all the colliding pairs. Since we already have a script to calculate and change the color of a pair of particles, we don't have to do much. Create this Loop:

Make sure to change the Slice Type from Index to Length. To finish, put in the Update Particles node:

Done!!!
Notes:
This will not run in real-time. For an 8000 particle simulation, it takes my (about average) computer 6-7 seconds to calculate each frame. Realize that the number of pairs increases quadratically, not linearly, so a 10000 particle simulation will take roughly four times as long as a 5000 particle simulation, depending on how many collisions there are.
Be sure to save before rendering. With both the Molecular script and Animation Nodes running, my computer froze once while rendering (I only have 8GB of RAM, though).

Blend File (requires Animation Nodes and Molecular):

Using CubeSurfer
We can even mesh our simulation and transfer the colors from the particles to the mesh. I'm using CubeSurfer to mesh my particles. It's pretty easy to pick up (controls are at the bottom of the Object panel) and there are tutorials online. Doing this will slow down the simulation a little more, but the NodeTree is pretty simple:

The two Reroutes are bringing in the list of active particles, and the locations of those particles, as labeled, from their respective nodes in the Main frame of the previous NodeTree. The object in the Object Input node is the Isosurface object created by CubeSurfer. You'll need to enable visibility for the Polygon Centers output of the Object Mesh Data node in the N panel. Here is the SetVertexCol script:
Object.data.vertex_colors.new() #Add a new vertex color, since it gets deleted at every frame change.
v_colors = Object.data.vertex_colors["Col"].data #Get the vertex color data
colors = [ParticleList[i].angular_velocity for i in Indices] #Get the colors for each face from the particles
i,j = 0,0
for f in Object.data.polygons:        #Iterate through each face
    for l in f.loop_indices:          #Iterate through each vertex
        v_colors[i].color = colors[j] #Paint vertex with color
        i += 1                        #Increment vertex
    j += 1                            #Increment face

The above code works because Vertex Color data is stored as a list of colors sorted by face, then vertex, which happens to be in the same order the Animation Nodes gets the faces.
Final Result:

It looks pretty awesome. Unfortunately, converting it to .gif form took down the quality. You can watch the full clip on YouTube here. I recommend watching in slow motion so you can see it frame by frame.

Blend File (Requires Animation Nodes, Molecular, and CubeSurfer):

Amazing, I can't wait! Thanks in advance. I'm learning AN now hard as hell, it's a pitty that there are so little resources about them.

@LukeD Agreed. There are several YouTube videos with a lot of examples you can find, along with some BlenderArtists threads.

@LukeD Updated for Animation Nodes 2.0.

@JacquesLucke Where did the Particle datatype go?

@LukeD And I finally got it working with CubeSurfer.

I'm really astonished with this method. I think it's first documented way to make fluid mixing in Blender. You should really think about making a comprehensive tutorial about it on YT. The one thing just bothers me. Why colors are "washed out" without CubeSurfer? I've tried to mix yellow with blue but it just gives me light blue color. Even if yellow particles are in 3:1 ratio. Script for Additive Color Mixing is fine, so what could be the problem?

@LukeD I'm not sure I understand your issue, but could it be that did some color correction on the IsoSurface material to make the colors brighter? The actual vertex color is a lot lighter.

@ScottMilner: WOW!!!! One of the best answers i ever saw here on Blender stack exchange!

Light code gets promising results already.I made an example with rigid body meshes instead of particles. Spherical particle will be easy to detect as well since a collision is defined by their distance.
A rigid body simulation.

The simulation after executing the script.

The code.
import bpy
import bmesh
from mathutils.bvhtree import BVHTree
import mathutils

def fat_bm(scn, obj, fatten = 0.1, remove = True):
    dp = obj.modifiers.get("intersect_disp")
    if (dp == None):
        dp = obj.modifiers.new('intersect_disp','DISPLACE')
    dp.strength = fatten;
    me = obj.to_mesh(scn, True, 'PREVIEW')
    if (remove):
        obj.modifiers.remove(dp)

    for v in me.vertices:
        v.co = obj.matrix_world * v.co
    bm = bmesh.new()
    bm.from_mesh(me)
    return bm

def get_overlaps(scn, obj1, obj2, fatten = 0.1, remove = True):

    bm_a = fat_bm(scn, obj1, fatten, remove)
    bm_b = fat_bm(scn, obj2, fatten, remove)

    tree_a = BVHTree.FromBMesh(bm_a)
    tree_b = BVHTree.FromBMesh(bm_b)

    bm_a.free()
    bm_b.free()

    overlap_pairs = tree_b.overlap(tree_a)
    return overlap_pairs

def converge_dif_color(obj1, obj2, fac = 1.0):
    a = obj1.data.materials[0].diffuse_color
    b = obj2.data.materials[0].diffuse_color
    c = mathutils.Color((0.0, 0.0, 0.0))
    sat = (a.s + b.s)/2
    val = (a.v + b.v)/2
    hue_dif = b.h - a.h
    hue = a.h + hue_dif/2
    if (hue_dif > 0.5):
        hue = b.h - ((b.h-(1+a.h))/2)
    if (hue_dif < -0.5):
        hue = a.h + (((b.h + 1)-a.h)/2)
    while (hue >= 1):
        hue -=1
    c.hsv = hue, sat, val

    obj1.data.materials[0].diffuse_color = (a * (1-fac) + c * fac)
    obj2.data.materials[0].diffuse_color = (b * (1-fac) + c * fac)

def compute_material_color(scene, objs, distance = 0.1, color_mix_per_frame = 1.0):
    # TODO check if objs have single user materials

    # TODO delete ONLY color keyframes

    for f in range(scene.frame_start, scene.frame_end + 1):
        print(f)
        scene.frame_set(f)

        for i, ob1 in enumerate(objs):
            ob2 = None
            if (i == 0):
                ob2 = objs[len(objs)-1]
            else:
                ob2 = objs[i -1]
            #print(ob1.name, ob2.name)
            if (len(get_overlaps(scene, ob1, ob2, distance)) > 0):
                converge_dif_color(ob1, ob2, color_mix_per_frame)

            for ob in objs:
                ob.data.materials[0].keyframe_insert(data_path="diffuse_color")

scene = bpy.context.scene
sel = []
for ob in scene.objects:
    if (ob.select == True):
        sel.append(ob)

compute_material_color(scene, sel, 0.3, 0.4)

To use this code, create some colliding objects, assign them unique color with different materials. Use only few objects at first, the script still has some problems. Select the objects and run the script.
Walkthrough
import bmesh
from mathutils.bvhtree import BVHTree
import mathutils

The bvhtree module in combination with an input bmesh is used to detect intersections.
def fat_bm(scn, obj, fatten = 0.1, remove = True):
    dp = obj.modifiers.get("intersect_disp")
    if (dp == None):
        dp = obj.modifiers.new('intersect_disp','DISPLACE')
    dp.strength = fatten;
    me = obj.to_mesh(scn, True, 'PREVIEW')
    if (remove):
        obj.modifiers.remove(dp)

    for v in me.vertices:
        v.co = obj.matrix_world * v.co
    bm = bmesh.new()
    bm.from_mesh(me)
    return bm

We can't detect collisions, but we can detect intersection. Lets blow up the object in question with a displacement modifier, making it fatter. Two close by object would therefore intersect. Get a mesh with modifier applied, delete the modifier and return a bmesh.
def get_overlaps(scn, obj1, obj2, fatten = 0.1, remove = True):

    bm_a = fat_bm(scn, obj1, fatten, remove)
    bm_b = fat_bm(scn, obj2, fatten, remove)

    tree_a = BVHTree.FromBMesh(bm_a)
    tree_b = BVHTree.FromBMesh(bm_b)

    bm_a.free()
    bm_b.free()

    overlap_pairs = tree_b.overlap(tree_a)
    return overlap_pairs

Using the fattened bmesh objects, check if two objects intersect using the bvhtree overlap function. Return the number of overlaps.
def converge_dif_color(obj1, obj2, fac = 1.0):
    a = obj1.data.materials[0].diffuse_color
    b = obj2.data.materials[0].diffuse_color
    c = mathutils.Color((0.0, 0.0, 0.0))
    sat = (a.s + b.s)/2
    val = (a.v + b.v)/2
    hue_dif = b.h - a.h
    hue = a.h + hue_dif/2
    if (hue_dif > 0.5):
        hue = b.h - ((b.h-(1+a.h))/2)
    if (hue_dif < -0.5):
        hue = a.h + (((b.h + 1)-a.h)/2)
    while (hue >= 1):
        hue -=1
    c.hsv = hue, sat, val

    obj1.data.materials[0].diffuse_color = (a * (1-fac) + c * fac)
    obj2.data.materials[0].diffuse_color = (b * (1-fac) + c * fac)

A very unfinished function of combining two colors. If you would add up each channel and do something like this (r1 + r2) / 2  everything will turn gray. I tried to find the closest connection in the hue circle. A factor is used so that color may change more slowly over more frames.
def compute_material_color(scene, objs, distance = 0.1, color_mix_per_frame = 1.0):
    # TODO check if objs have single user materials

    # TODO delete ONLY color keyframes

    for f in range(scene.frame_start, scene.frame_end + 1):
        print(f)
        scene.frame_set(f)

        for i, ob1 in enumerate(objs):
            ob2 = None
            if (i == 0):
                ob2 = objs[len(objs)-1]
            else:
                ob2 = objs[i -1]
            #print(ob1.name, ob2.name)
            if (len(get_overlaps(scene, ob1, ob2, distance)) > 0):
                converge_dif_color(ob1, ob2, color_mix_per_frame)

            for ob in objs:
                ob.data.materials[0].keyframe_insert(data_path="diffuse_color")

Cycle through all frames. On each frame, cycles through all objects and check if a pair has more than 0 intersections. If yes, converge their colors.
To do

clean up meshes which gets created with applied modifiers
(OR) get a more efficient method to detect collisions
converge the hsv colors more naturally
check if there are keyframes on the color channels, if yes, remove them first
adjust the keyframing for the specific setup (e.g. cycles diffuse nodes)
add iterations to the color calculation, right now we're only checking on each objects once one after the other, this produces inaccurate results when an object collides with more than one other

Useful snippets for testing.
Assign random colors
import bpy
import random

objs = bpy.context.selected_objects

for ob in objs:
    r, g, b = [random.random() for i in range(3)]
    ob.data.materials[0].diffuse_color = (r, g, b)

Delete all keyframes from the diffuse channels
import bpy

scene = bpy.context.scene
objs = bpy.context.selected_objects

for f in range(scene.frame_start, scene.frame_end + 1):
    for ob in objs:
        ob.data.materials[0].keyframe_delete(data_path="diffuse_color", index = -1, frame = f)

The required distance and mix amount get passed through all functions.
compute_material_color(scene, objs, distance, color_mix_per_frame)

The easiest solution might be using UPBGE:
Use this node setup:

and you get:

And what about changing the particles color of your two particles systems as soon as they are :
 - below a given z value ;
 - or inside a given coordinates system ?
I'm an artist, so I have no any idea of how to do this, and if such thing is only possible, but if this can help you even a little.

It's not helpful at all, if you pour both particle system to the ground first and then wait them to meet in the middle. Second thing, what if particle system is set to have random colors? And lastly, when you set uneven particle distribution color mixing will be completely different.

for an artist is not such a bad answer, at least he be right in the sense that visually it would look smooth, btw eaasy to also by particle age. so kudos


text:
Selection full object in Edit Mode
I am a new user of Blender. I have an issue with selection of an object in edit mode. Is there a way select an object in total, not only the side that is visible in preview but the full object?
Thanks!

Hit A which will select the whole object and follow some beginner tutorials on selection in Blender!!

Thank you so much for help! it worked <3

@JohnEason That appears to be an answer. Please post it as such.

Related https://blender.stackexchange.com/questions/308941/how-to-select-all-the-vertices-i-can-select-only-the-vertices-visible-in-the-cam

@TheLabCat  To be honest I don't think that requires an answer as it's a fundamental part of modelling in Blender and is one of the first things one should learn from tutorials.

@JohnEason downvote the question for lack of research if you must, but what you posted is still an answer to the question.

OP do you know about the Blender Manual?

source: Stack Exchange

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

sort: votes


text:
Light Dependent Texture
I'm very much so a beginner at certain blender concepts, especially nodes and textures. So I ask kindly for your patience. I have a model that I want to add a shiny speckled texture to all over, that only shows up in areas most saturated by light when the viewer is looking at it. I am making an avatar and I found another one with this example :

And I've just about given up with trying to research for how to do this elsewhere lol any help is much appreciated.
ive been experimenting with the textures and i have a few ideas for the texture itself, but i dont know how to get it to follow the light source/only show up the light source like in the picture provided. much thanks

We don't know what render engine you use. I'm not sure how to achieve that, but any glistering effect is tricky. It's similar to fireflies (overexposed pixels) which you usually want to minimize. I'm not saying it's impossible, though.

https://blender.stackexchange.com/questions/45358/how-to-create-a-glitter-texture/ https://blender.stackexchange.com/questions/99251/cycles-material-a-kind-of-glitter https://blender.stackexchange.com/questions/144441/suspended-glitter-in-clear-material https://blender.stackexchange.com/questions/261190/glitter-sparkle-effect-on-hair

Hello and welcome. This question seems to have been asked before in multiple forms over time, and already has various answers but you never acknowledged any of them. We are not sure if you aware of the existing posts but none of the described techniques address your particular requisites, or you simply didn't do any research at all. Could you [edit] you post and clarify how your question differs from the suggested duplicates? Otherwise could you rephrase it to focus on a particular step you are stuck with?

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


text:
Customizations to a keymap apply to all other keymaps / modifications made to one keymap affect all keymaps globally
In Blender 4.2 LTS, when one keymap configuration file is edited all the other ones reflect the change. For example, here are the four I have:

I make a single hotkey change to the "giuliop Keymap":

The same change propagates to all the other Keymap configuration files, for example, the original "Blender" (which I did not touch at all):

Why is this so? Would it be possible to have completely separate Keymap files?
For instance, one might wish to customize their own named keymap to their liking, but still preserve the original "Blender" keymap in order to switch back to it quickly and at will.
EDIT: "this is confirmed and open issue. Since there are bunch of reports for this in linked here, I would call this a bug". This was the devs answer in the blender project support website.

This doesn't sound like a normal behavior to me. I advise using the menu Help > Report a bug, and see what the devs say about it, and also post the bug report link here in the comments. In the meantime, I close the question, since bugs are out of topic on this website. IF the devs say it isn't a bug, please [edit] your question to give more details and it will queue your question for reopening.


text:
Flatten the bottom of a curved object
I am beginner in blender. Firstly, I made a circle and then changed its diameters differently to make an ellipse. After that, I created the following shape by pressing E button and change its Z dimension (fig a). I want to flatten the bottom of the object as shown below (figb). To do this, I selected vertices and faces separately (fig c, e ), then pressed S Y 0. But the result was figures d and f. can you help me?
thanks a lot

That seems fine, but there seems to be a problem with the axis settings. If the object is rotated, the directional axis might be different. Please share the blender file of the object and we will inspect it. Upload the file here. Thanks.
https://blend-exchange.com/

It is not very clear from your screenshot how the geometry of your object actually looks like. First of all I assume you made the ellipsoid by scaling a circle slightly on the Y axis in Object Mode. Then you probably have not applied the scale. Do that by pressing Ctrl+A > Apply > Scale.
Then press Tab to go into Edit Mode. I further assume you have made a mesh circle consisting of vertices, not a Bézier circle. Make sure that the Transform Pivot Point is set to Active Element and Proportional Editing is enabled. I have used the Sharp falloff, but you can switch to others that might work better.

Then select so many vertices at the bottom as wide as you want the flat side to the left and right. Make sure the vertex at the bottom center is the active one by either selecting it last if you select them individually with Shift + left-clicking or by clicking it first and then selecting the others with box or circle select. Whatever you do, it should be marked different than the others.

Now hit S Y 0 to scale the vertices in Y direction to 0 to get a flat line. A circle appears to show you the influence radius of the Proportional Editing. Use the scroll wheel of your mouse to adjust the size until you are satisfied with the result.

Maybe you can additionally adjust the position on the Y axis by moving the selecting vertices with pressing G Y, again adjusting the influence radius for a better result.

But just for clarification: this is only to get you the result shown in the screenshots. Since you did not tell what your actual goal is with this shape there might be much better solutions in regard to how you keep going on from here. For example, it looks like it should be the bottom of a vase or something, but it is not even the bottom of the object, only of the screen. You're looking at it top down right down, so it is actually the front of the object that is flattened.

Thank you for your guidance. I did the steps you mentioned. But when I press S Y 0, its result is different. how can I share the figure of my results here?

I think it would be best to share your Blend file here so that we can see exactly what your object looks like.  You can share it via https://blend-exchange.com/ following the instructions there to copy the full link on that page. Then edit your question here and paste the link into it. You can also edit your question and add extra images and text into it. (You can't add images into comments here.)

@aseman You could edit your question to give us more information. Like shwoing the whole interface so we can see what kind of object you have there etc. So far my answer is completely guesswork based on assumption what you might have done. For example I said in the beginning I assume you have made a mesh circle, not Bézier circle (a curve object), because then it will not really work with my method.

@aseman Of course your trial could not work. You do not have to do all steps literally like I did them but adjust them to your scene. Your question first showed a flat side in Y direction - that's why I told you to scale to 0 on Y based on your question. Your new images show that you selected faces in X direction. Of course you then have to scale to 0 in X direction, not Y!


text:
Constant Non-Manifold Edge issues
I am currently working on building my own shapes using flat planes - and then extruding/warping/etc afterwards. This has been a big help to my work flow but it's created an interesting set of challenges that I think are caused by a lack of fundamental understanding I have with Blender.
For whatever reason, I keep ending up with non-manifold geometry. I know this because when I: Select>Select by Type>Non-Manifold in edit mode, Several edges are highlighted. It also gives me this issue with the subdivision surface modifier where I end up with distortions in the geometry/sharp point at a singular vertex.
I end up having to go through and delete all of the geometry and rebuild it, but that just doesn't seem right to me? Again, I think there is something very fundamental about building shapes in Blender that I missing.
For the record: Normals are in line - I've merged by distance - and I have little to no 3 sided shapes or NGons.
Check out the image references for context
Non-Manifold X-Ray View
Pointy Vertex - Solid View
Non-Manifold  X-Ray View 2

It looks very far from manifold. Do you understand this concept? This is my favorite resource: Sculpteo: How to fix non-manifold geometry and there's a thread on BSE: What is non-manifold geometry? How do you produce manifold geometry? By learning modeling techniques; tutorials often focus on producing manifold geometry so that things like subdivision surface modifier or bevel or Cycles rendering work correctly.

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

It looks like there are mostly planes in your screenshots and open edges - but it's hard to decipher from the perspective and the x-ray mode. If these are planes, what makes you expect them to be manifold at all? I'm thinking similar as @MarkusvonBroady here: do you understand the concept of manifold geometry? Because if I'm not totally misinterpreting the screenshots, this is not at all manifold, not the slightest bit and it does not even seem as if it is trying to be.


text:
Force uv unwrap to obey seam
I have an extruded circle with a seam:

When I unwrap, the seem is not split. How can I force blender to split the UV map along the seam?

Can you add a screenshot of the UV editor after unwrapping?

Looks like the circle, with no split, I checked

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


text:
Stop objects from being selected
I have some reference meshes in some scenes, That are holding the shape for what I'm molding. The issue though is I keep accidentally selecting them, and it is driving me crazy :), So how can I stop these objects from being selected.

Select the object in the outliner and click the white arrow
Note that they can still be selected from the outliner, but view-port operations will ignore them.

Now, how can I have parent objects selected if the user tries to select a child object?

How do you do this in Blender 2.8?

Note: if you don't see the arrow, click "filter" on the top part of the outliner pane and select the buttons you want in "Restriction Toggles".

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


text:
Way to batch hide for render?
How can I disable rendering for a large amount of objects quickly using, say a keyboard short cut. I want it to be equivalent to clicking the camera icon in the outliner.

esc pauses, esc again will destroy.

Select the mesh, and press Ctrl+H. The mesh will still be visible in the viewport, but it will now be hidden in the render.
As you can see it is visible in the viewport render still:

However if I press F12 and render an image, it is hidden.

This works for any number of objects, just select them all, and press Ctrl+H. Notice also that Ctrl+Alt+H unhides the selected meshes from the final render.

Is there a way to tell if an object has been hidden from rendering without actually rendering the scene?

@PGmath The outliner, or go to N menu > Display > Only Render


text:
Get object data for previous frame in driver?
In blender drivers, you can access a property value on the current frame through a var. How can a value on a past/previous frame be accessed?

just a thought... have you tried 'var -1'

In a scene with an animated plane (along x-axis), and a Cube with a driver added to z-rotation the following python snippet produces the same value as the default var in the driver. Where the evaluate function takes the frame as parameter.
import bpy

for fcurve in bpy.data.objects['Cube'].animation_data.drivers:
    print(fcurve.evaluate(54))


text:
Rotation and Scale have suddenly stopped working?
I was working quickly, (making mistakes), and suddenly rotation and scale transforms stopped working. I think I hit some shortcut or button by accident. Translate still works though. I checked that the transforms weren't locked and such, to no avail. What could be the cause?

The cause is the manipulate object centers only button (Alt,):

When it is selected, scale and rotate no longer function normally.
Instead, of or rotating the mesh with the object origin, only the origin moves:


text:
How can I make a tile-able polygon background?
How can I make a tileable polygon background?

Step 1: Modeling:
Start with a flat plane. Next, add some modifiers, first a sub surf (set the division to 6 or 8 & set the mode to simple), then a displace with a default cloud texture (set the strength to taste - you may want to adjust it after the next step), and finally, a decimate modifier. Adjust the ratio until the poly-gon pattern looks right:

Next it is time to define the edge that will be tiled.
First, apply all the modifiers, and then make any adjustments to the polygons (make ones that are too small and thin etc. the right shape).
Finally, grab all the vertices along the edges you wish to tile, and delete them:

Now we will need to cut an edge. Any spot works, I pick one near the left edge. Go into top view Numpad7, Then use the kinfe tool K, locked on an axis C. Click and drag up, and then hit enter.

Now we need to split the mesh along this edge. To do this, hit V and drag to the side, so that the edge comes away. Use RMB to put it back into place. Del-select everything with A, and hover over one of the halfs and hit L to select it.
Drag it over to the other side, and fill in the seem. The two opposing edges will now be contiguous when lined up.

Step 2: Shading
See this answer for details. This answer other may also be found useful.


text:
How do I get the console on windows?
How do I get the console on windows? I opened the python console and it does nothing, and it isn't open on startup.

You go to Window>Console to open it:


text:
Move object in inches instead of feet?
Whenever I move an object in blender in unit mode(Imperial), it always make it in feet. For example, if I type G Y 12, it will move 12 feet. How can I make it move 12 inches instead?

@cegaton I tried that, It didn't work

@cgeaton No, am I doing something wrong?

@cgceaton, No I don't wan't to do that, its annoying going in & out of that pannel... Also, I have to work out based on the previous location.

I just type [3], ["]  and it moves it 3 inches.

Didn't work, I tried G - Y - 12 "

The point is, shouldn't I be able to type the vale in inches?

When performing any action (such grabbing) that has a number input during the modal operator; you must first press = or NumPad * to enable advanced input for the units.
By default the number input for the modal operators is set to simple, that is why typing in any units after the value does not work.
I would highly suggest everybody reads the release notes for the number input feature

Yes, I knew it has to be possilble

@GiantCowFilms Like I said I had not figured this one out scene 2.70. Thank you for giving me the incentive to learn it.


text:
What is the difference between using an attribute node and texture Coordinate for a UV map?
What is the difference between using the attribute mode vs the texture coordinate node?

related: http://blender.stackexchange.com/q/2176/599

There isn't really a difference. The attribute node has a few advantages though:

It allows the use of more than one UV map. The texture Coordinate node uses only the UV map with the camera icon selected.
It Contains the name, which can be useful for organizational purposes.

Note:
Their is also a UV map node coming into cycles, which will eliminate the need for both of theses methods.

The UV coordinate node actually uses the UV map with the camera icon selected (which is the first one by default). Also there is now a dedicated UV map node (screenshot) which makes using the attribute node for UV maps no longer necessary.


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Blender 2.76 - Stop adding underscores?
I upgraded my version of blender to 2.76, and to my horror, quickly discovered it replaces spaces in the file names with underscores. Is there a way I can turn this off?  Even a script would do!

related: http://blender.stackexchange.com/questions/39081/how-use-spaces-instead-of-underscores-in-file-names


text:
Get π in python scripted expression for a driver?
Get π in python scripted expression for a driver?

@SixthOfFour thanks... I tried math.pi, after nearly a year of javascript & php, I just couldn't believe it was as simple as pi! :D P.S. Post that as an answer


text:
Does cycles allow for negative values in color data?
I was recently working on a node setup the required for some color image data to have some negative values, as I was using the subtract node. As far as I can tell, the values stop being subtracted at 0 though, and just flatten out. I turned clamping off on all of the nodes too. Would a good (but slightly painful) work around be to separate the R, the G and the B values into value data instead of color?
Please site a manual source if possible.

It works for me..?

I think your suggestion to split the channels into value data would be better regardless of whether this might work - colors aren't meant to be negative, since such a thing doesn't really exist. It would therefore also just be more transparent if you were to separate the values. You could, I guess, work with a Point3 or Point4 value instead, if you really want to perform operations on all three or four channels at once.

@gandalf3 Yes, but this one is going through a bunch of MixRGB nodes set to various values, and is being used in the world material. I think something is chopping the values.

@GiantCowFilms without seeing the structure of your nodes, the best I can guess is that the mixRGB operation is performing an operation that requires the values to be within RGB range, being 0-255. Could you try splitting up the values / using a Point3 and see if that changes anything?

@MaVCArt I conducted a quick test, and the negative values do in fact appear to be working, something else in the node tree was throwing me off.

related: http://blender.stackexchange.com/a/26271/7777


text:
Geometry nodes : How to remove points generated outside of an other object
i would like to know how i can remove the points generated outside of the sphere (which is a separate object).
I tried to use the distance attribute but i didn't succeed.

Thanks in advance :)

Could you provide your Blender file using https://blend-exchange.com/ ? OneDrive requires logging...

I added the .blend to the post :)

(Using Blender 4.2.0)
NB: In the following GN graphs, dark pink nodes are just to simplify the view by removing instances with negative X coordinates. These are not part of the solution to remove outside points, in dark blue background.

1. The geometry of the object defining "inside" versus "outside" is recovered through an Object Info node with Transform Space set to Relative.
2. Per point, a ray is cast outwards from its Position. To do so, the Ray Direction is also set to the point Position because the origin of the object carrying the GeometryNodes modifier is (0,0,0) in the modifier frame of reference. Consequently, there is not need to subtract it from the point Position.
3. For inside points, the Raycast node returns Is Hit at True. This value is used as the selection mask input in the Instance on Points node.

This figure illustrates how to keep outside points instead.

Super merci ! :)

j'ai une nouvelle question, plus complexe je pense, qui porte sur le même fichier. Est-il possible de distribuer les points en fonction du matériaux de l'objet "Toile cosmique" ? Merci d'avance.


text:
I can't draw on the blender model
I recently started to use Blender to make models for my Roblox game. I began by simply using Blender with the idea of making some armor. Unfortunately, the draw tool stopped working after I used some tools such as the box trim and scale. I start by using the trim tool to make flat edges most of the time but even when it works, I can no longer edit that object without using Dyntopo. Even with Dyntopo on though (Dyntopo is on 2p), it still produces very odd results such as one side being indented while the other side is perfectly fine (basically meaning it's flat or the result is how I want it). Another problem with it being on is the drawn results having holes or the pieces not connecting with one another. It's happened to me a lot of times and I just keep deleting the projects and creating new ones in hope that the error doesn't pop up again but well, it does. I have no idea how to fix this and Youtube videos and websites didn't help me at all. Does anyone know a solution to this problem?

We need much more information such as images and/or a Blend file which is showing the problem. Also, what is a "box trim tool"?


text:
Selecting correct graphics card
I've installed blender on a windows machine, but launching it produces the error:

This is despite the fact that I've set blender to use my 3060,

And nvidia's software (geforce experience) says my drivers are up to date.
Is my graphics card too old? Or is there something else going on?
I also tried with the old UI (though there is a warning that windows now manages the choice of graphics card, hence above).

Did you try plugging all monitors into your graphics card like the error says?

Generally speaking this forum is more for asking a question about how to use Blender itself. Hardware oriented posts are better for the Blender Discord or BlenderArtists forums.

My mistake. I saw some other hardware posts when looking for duplicates & (erroneously) generalized. It's a laptop, so no plugging involved.

Does this answer your question? https://blender.stackexchange.com/questions/322593/unsupported-graphics-card-configuration-error/322594#322594

No it does not. You linked the same solution I explained I already tried in the original post. It just looks different because that question is using the older nvidia UI instead of managing with windows as is now advised (I did try it both ways for completeness, but no luck).


text:
Import Functionality From Other Addons?
I was wondering if there was an elegant way to import functionality from other installed add-ons. In particular, I wish to import classes these add-ons, and use them in my own code. It is not necessary to actually enable/register these add-ons.

Do you have any specific case(s) in mind?   Can for instance from io_scene_3ds import Import3DS check if it's registered Import3DS.is_registered and if not register it in your code (even change Import3DS.bl_idname) with bpy.utils.register_class(Import3DS).  Rather than classes it may be "more elegant" to from io_scene_3ds.import_3ds import load_3ds and use this directly to import. (untested)

@batFINGER All I needed to know was that you can simply do from add_dir_name import thingy. Thanks :)


text:
I see no way to denoise the shadows, nor a way to render JUST a shadow pass in 2.82 or above
Here are example images: 1 and 2 and Compositing Tab 3 Shadow Pass only 4
I see the Shadow and denoising Shadowing data in my render layers.  I understand the cryptomatte function, but not the nodes to mask out the things that are making the shadows.
I see no way to feed either into a denoise node or any way to render a pass where I can mix or alpha overlay the shadow only to control the darkness in post.
Given the denoise node, I assume that you denoise like a volume would be...just image.  If I do that with the shadow pass, it losses the alpha from the shadow catcher and it affects the whole scene.
I've tried to see how to just render the shadowcatcher and so far I've had no luck.  In fact, without the object to use to create a shadow to catch, there are no shadows.  I don't know how to use the cryptomatte to key out geo I don't want to render, I assume there's a more comp way to do it with nodes, which I don't know.
With pic 4, I can render a shadow pass (bottom left Blender discord helped with that), but it's not just the shadows, it's the geo casting the shadow too...how do I remove that?
Without denoising, the shadows are way too noisy for my taste.Without a render pass of only the shadows, no control. The Compositing Tab doesn't have my normal color correction, color matching, color grading, because cause I didn't even change the direction of the shadows, and   don't like them at the moment.
My big concern is in the layout tab, in the viewport shading section, Render Pass, there's no option to just render the shadows.  There has to be a work around.
Any direction would be appreciated.  If I have to construct my own AOV, just point the way, Cycles ain't Redshift or VRay, at least given my ignorance of all of 3 weeks transitioning over to Blender entails.
It seems I can accomplish this with render layers and three scenes and a divide node..."Cycles: Shadeless “Shadow-catcher” Material for Rendering onto Footage" If 2.82 and above behaves like 2017...

Some screenshots or illustration of what you have achieved so far and what your goal is would be helpful. It will definitely help me and surely other members to understand and help you. You can use the [Edit] link and the Embed Image button for that purpose.

Thi site has tools to add images. https://blender.meta.stackexchange.com/a/1083/92768

Try searching for "Shadow Catcher" and Blender.

There's a kid on ytube that explained the process as part of a way more complex process here: https://www.youtube.com/watch?v=qdqV4oortP0&t=14s
It's as simple as putting what you want to mask out in a collection, create another view layer, then choose "Holdout" as the view visibility of the collection.  In the comp tab, in a render layers node, under the Scene, select the view layer you want to render...done.  Freakin' done!

Suggest do not use the built-in shadow catcher. The post you found already is what you want because indirect light will be preserved. Also consider this is not a forum... so please include all relevant steps into your answer, thanks.

The easiest solution I found was to pass the alpha through a Denoise node. Here's an example.


text:
How to create vertices/edges/faces at the intersection of an object and a plane?
I have a cubic object and a bigger plane that 'cuts' it. My objective is to create a face on the cube where the plane is cutting it without removing anything from the cube mesh, so I can't use the boolean operators. Until now, I used the Knife tool, but its accuracy leaves a lot to be desired.
I tried to use both 'Mesh > Faces > Intersect' options from the bottom dropdown menu, but neither is satisfying, Intersect Knife plainly not working and Intersect Boolean removing my entire cube.
Is there a simple solution on Blender 2.77a that involves no Python scripts and no extensions whatsoever?
Thanks in advance.

Could you add a screenshot of the situation? I am usure of how the plane is oriented and what is causing misfunction in the Intersect opertator.

@Carlo I added a screenshot to my post.

Probably you are not using the Intersect command properly.
The intersecting plane should be inside the object to cut, so you must join the objects. You should also remember to pick only one part, and not the whole mesh in order to feed the operator with a correct source selection.
Here's two wrong sample of usage, followed by a good take.


text:
Want to run two scripts when I change to edit mode
Im not good at python script, but I want to run two actitons when I change to edit mode. or I want to know register any Hoykey for run this scripts?
import bpy
bpy.ops.object.editmode_toggle()
bpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE')

This is to switch to Face Selection mode at the same time as you change to the edit mode (as in Maya). I don't know how to do this.

Do you really need a script for this? TAB let's you switch between object and edit mode and once in edit mode 3 switches to face select. Did I misunderstand you and this is meant to be used in an add-on instead of your general workflow when switching to edit mode?

@rjg yeah, I used to work with my laptop so I need this script indeed....

Doesn't matter whether you're using a laptop or workstation. Once you press TAB and set the selection to Faces, the setting is stored as long you change it. Don't get your point... Can you elaborate please why do you think this is nice to have?

Not sure if this is what you are looking for (and maybe there is a way to do this without scripting).
This add-on will let you activate edit mode (with face select) by pressing ctrl + shift + Q in 3d viewport (see comment in code to change hotkey).
I have modified the Operator Simple template (Text Editor, Templates->Python):
import bpy

bl_info = {
    "name": "Set Edit Mode",
    "description": "Set edit mode with face selection",
    "category": "Object",
    "blender": (2, 80, 0),
}

def main(context):
    bpy.ops.object.mode_set(mode='EDIT')
    bpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE')

class SimpleOperator(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "object.simple_operator"
    bl_label = "Simple Object Operator"

    @classmethod
    def poll(cls, context):
        o = context.active_object
        return o is not None  and o.type == 'MESH' and \
            context.mode != 'EDIT_MESH'

    def execute(self, context):
        main(context)
        return {'FINISHED'}

keymap = None

def register():
    bpy.utils.register_class(SimpleOperator)
    c = bpy.context.window_manager.keyconfigs.addon
    if(c):
        m = c.keymaps.new(name='3D View', space_type='VIEW_3D')
        # Hotkey - ctrl + shift + Q
        i = m.keymap_items.new("object.simple_operator", 'Q', 'PRESS', \
            shift = True, ctrl = True)
        keymap = (m, i)

def unregister():
    if(keymap != None):
        keymap[0].keymap_items.remove(keymap[1])

    bpy.utils.unregister_class(SimpleOperator)

if __name__ == "__main__":
    register()

You can use bpy.msgbus to identify when mode is changing:
handle/owner is a way to identify what has been added by you.
subscribe_to is a rna path to what you want to be informed about.
Though, subscribing to bpy.context.mode does not work, it seems.
import bpy

handle = object()

def notify_test(*args):
    print( "Mode:", bpy.context.mode )

subscribe_to = bpy.types.Object, "mode"

bpy.msgbus.subscribe_rna(
    key=subscribe_to,
    owner=handle,
    args=(1, 2, 3),
    notify=notify_test,
    )

From brockmann answer here.
And initial example here.

Adding to the existing answers:
In the upcoming Blender 2.81 there is a new operator that let's you do this, which means you can have a single function call or a shortcut to switch to edit mode and enabled face select.
bpy.ops.object.mode_set_with_submode(mode='EDIT', mesh_select_mode={"FACE"})

The shortcut can be included in your keymap by setting the identifier to object.mode_set_with_submode. Set the mode to Edit Mode and enabled Face select. The tricky part is to decide what the shortcut should be.


text:
Inaccurate hole in object
I am trying to make an object that has a hole. I used the boolean modifier with a cylinder selected. But the circle around the object does not look right.
I have the smooth shader turned on and a subdivision of 2 views.
Am I doing something wrong?
Can someone show me what I'm doing wrong or a better way of doing it?
Thank you in advance.

This is what it looks like with no subdivisions.
But now I cant add a smooth shader or a sub divider to it. Is that just what will have to look like?

This is what I was able to get with no smooth shader.

Once I do smooth Shader.

"used the boolean modifier with a cylinder selected" the problem is since then. Either retopo the mesh (construct new one with the same forms atop of this one but with cleaner geometry) or undo results by boolean. When subsurfing all tiny long quads, ngons and tris become visible

I find that the Boolean Modifier works best if it is the only modifier when it is applied. Also, apply Scale to both objects (one at a time) in Object Mode.

Topology overview:

You will probably want to go with similar topology for Smooth Shading and Subdivision Surface modifer.
It's created from simple Circle.

Extruded and Scaled outwards.
Extruded bottom edge.
Tip: To streighten Edge Loop on the Z axis - press S > Z > 0
Whole shape extruded.
Bottom part extruded.

After this you will need to add Proximity Loop to have nice Bevel with Bevel Modifier.

You can control edge sharpness with Bevel Width and number of Segments.
Blend file:

This is a first class answer, explaining how typology is the source of the problem.

@Neil, Thank you. From my experience topology is a main problem for every beginner who wants to take shortcuts using boleans, ngons, tris and not thinking about proper edge flows. I have more of them here: https://blender.stackexchange.com/questions/87176/what-is-the-best-topology-for-this-odd-shape/87218#87218, https://blender.stackexchange.com/questions/75427/bending-a-ping-pong-racket/75432#75432, https://blender.stackexchange.com/questions/80097/turning-incidental-triangles-to-quads/80099#80099, https://blender.stackexchange.com/questions/78903/how-to-properly-fill/78907#78907, and more...

It looks like your boolean modifier is before your subsurf modifier. Boolean modifiers create a bunch of nasty triangles or n-gons that do not subdivide well. If you move the boolean to after the subsurf it will have nicer edges, although the shading will be bad probably. If you then enable auto-smooth normals in the object properties panel it should look much better.

I added updated image with extra comments.

If you subdivide the cylinder you can make it a lot smoother. As far as I know smooth shading doesn't apply to the mesh generated by the boolean.

I added more pictures, once without the smooth shading, and then the other with. Is this normal? I tried normalizing and it still didn't do anything.

Try enabling Auto Smooth in the normals section of the Object properties panel (the tab with the 3 vertex triangle).


text:
Link object from another blend file that is not positioned at origin
I have a blend file with multiple objects positioned side by side. This file is intended to be used as a library and I don't want to separate them in different files because they are simple variations of the same kind of object. I also created groups for every object (some of them are composed of other objects). This is something like this:

When I link an object from the previous file that is positioned at origin, it's created at the cursor position on the new file and I can rotate it around their own axis like this

But if I link another object from the previous file that is not at the origin on that file, their axis is not aligned with the object

How can I link it in a way that the linked object has the axis aligned with the object?

If you link an object, all properties of the object are in the file from wich you linked the object.(inclusive the position)If you want to keep your object movable, you can link the mesh(not the Mesh Object) of the object. Then create a new mesh-object, go to the object-Settings() of the object in the properties window and change the Mesh() to the linked Mesh.

Another option is to use the Make Local button on the linked object (in the object pane of the Properties view next to the object name) to transform it into a local Object datablock pointing at the foreign mesh datablock.

Group Ctrl+G the object by itself.
Set the cursor to the origin of the object with Space + Snap Cursor to Active.
Go to the object properties panel and choose Set offset from cursor under the group options drop down arrow.

Finally go to your other file and link the group, not the object.

It is possible that the objects in the source library .blend file have their mesh origins "outside" the mesh geometry.  If this is the case, you might want to use shift-ctrl-alt-c to set Origin to Geometry (you will have to do this while editing the source .blend).  Or if you want better control over the new origin, set the 3D cursor first, and then use the same menu to set Origin to 3D Cursor.

For the specific problem you raised, I got around this by putting each object in the library in a separate scene in the same blender file.  That way each can be at the origin point and will be linked correctly.


text:
Blender not responding while running my script
When running my script, it can take up to a few hours depending on how detailed my object is.
While blender is running my script, blender changes its status "no response" (not sure if it's the correct translated word, since I only know the german term for it which is "Keine Rückmeldung") meaning I cannot do or click anything on blender while it's running.
So my question is, is there a way to have a remaining-process-time-ish-pop-up or just a script-is-running-do-not-turn-off-blender-pop-up?

Short answer: No
See: Strange errors using ‘threading’ module
Python scripts run 'blocking', Blender will wait until finsihed. It isn't thread-safe to run python in parallel. You may be able to get around the issues with Blender crashing with python running own threads using a modal operator with timer: Blender UI Multithreading Progressbar. Also consider if a modal operator running the background is suitable for your use case (let it return {'PASS_THROUGH'}).
If your scripts run for hours, you should also investigate why they are so slow. See here what hurts performance: Python performance with Blender operators

There is a good reason the blender becomes unresponsive when a script is running. When python is computing your script and it takes a long time windows will time out the GUI update for blender. Blender is did not freeze, its just means that you cannot interact with blender at the time it is computing, the same goes for baking smoke simulation, you cannot change anything in your scene. You will just have to wait until your script is done.

Timeout Detection and Recovery of GPUs (TDR)
One of the most common stability problems in graphics occurs when a computer appears completely "frozen" while, in reality, it is processing an end-user command or operation. The end-user typically waits a few seconds and then reboots the computer. The frozen appearance of the computer typically occurs because the graphics processing unit (GPU) is busy processing intensive graphical operations, typically during game play. The GPU does not update the display screen, and the computer appears frozen.

Although blender does not run on the GPU, but rather the CPU it is still waiting for the python script to be done executing. Blender will not let you continue until your python script is done.
As far as script-is-running-do-not-turn-off-blender-pop-up, windows will not quit blender unless you click on the end process button. This is normal behaviour.

There is an end process button? And even if there is one, how can I click on it, when blender doesn't allow me to touch anything while the script is running?

In my case there is. In your case it might just say: "Blender is not responding"

As the others said, it's perfectly normal
A good way to still get feedback is to turn on the system console for Blender and make print statements along your python code, that way you can always track its progress, since the console will still be updated.


text:
Math.cos is returning wrong value?
The cos of 45 should be returning a value of: sqr(2)/2
When I checked the following:
test = math.cos(45)
it returns the value of: 0.5253
So I thought I had to convert it to degrees: test = math.degrees(math.cos(45)) but instead it returns the value of: 30.0987
I don't know what I'm doing wrong here. I just want the cos(45) to return a value of: sqr(2)/2 just as my calculator does ..

Try math.cos(math.radians(45)). Trigonometric functions need their arguments in radians, Blender also uses radians internally.


text:
Can you display multiple coordinate system at the same time?
I saw something familiar on wikipedia .
I need to display 5 coordinate systems at the same time but Blender only shows 1 coordinate system for the active object/vertex etc.

Not in the interface, no. The image on wikipedia was probably made by using duplifaces or something like that.

Thank you, I just modeled 5 objects as "coordinate systems" instead and then placed them


text:
Can NLA strips be combined by transform matrix?
When I add two action constraints to each bone in an armature, they combine as expected and as described in the wiki, that is, translations are added, rotations are "added" (whether Euler rotations or Quaternions, I have not tested Axis-angle), and scales are multiplied. To me, this seems like what it's doing is multiplying the transformation matrix of the base armature by the transformation matrices of the two action constraints.
When placing one NLA strip above another, which both operate on the same set of keys, the only options I can find for blending the two strips are Replace, Add, Subtract and Multiply.
Add works for Euler rotations and translations. It doesn't work for scales, because adding scales of, say, 1.1 and 1.1 gives 2.2, which is not what two scales of 10% each should do, so scales need to be blended using Multiply. Similarly Multiply doesn't work for Euler rotations and translations, so it looks like actions have to be split into the channels that need to be combined using add, and the channels that need to be combined using multiply.
Worse, Quaternion rotations don't seem to combine well at all with any of the blending options (except of course replace), as adding or multiplying the components of a quaternion rotation doesn't really have any relation to something an artist might want to do (and will be normalised again before they can be applied anyway). Even a single NLA strip with quaternion rotations set to add doesn't work as expected, because it appears to me that it just adds the quaternion components to the "no rotation" quaternion (1,0,0,0), which doesn't give the desired result.
So my main question is, is there another way to blend two NLA strips using the same method two Action Constraints are blended? This appears to me to be combining them by multiplying their full transformation matrices, not just adding or multiplying the components which the NLA editor appears to do.
If there isn't, I guess the work around would be to always use Euler rotations, and split every action into two actions, one that gets combined by multiplying (scales and perhaps some 1-0 switches and other properties), and one that gets combined by adding (translations and Euler rotations). Quaternion rotations will just have to be avoided.
If this is the case (and maybe I should make this a separate question?) is there any way to combine two NLA strips into a meta strip that spans more than one track? I can only see ways to combine NLA strips as a meta strip in sequence on the same track, which is of no use for recombining strips that have been split into their add and multiply components.
(Of course if there's no way to do either of these then this will of course turn into a feature request, which is not what this site is for, so I'd be very happy with just an answer of "No" or "Yes, you can do it like this...")
Thanks for your time!


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Extrude tool, add gizmo for a along axis not just normal orientation?
How can I add gizmo to extrude function so I can extrude along the axis not normal?
The yellow plus is 'normals orientation' and white line freehand.

press E to extrude then press the axis you want twice?

I use on screen keyboard only and messes up when i do.

To extrude along axis - you should do two things :
1) Click on the XYZ icon in the top left corner :

2) Drag the gizmo's part which is colored same as the axis of your choice :

That's it  :-)

perfect tested and works ty, was just what was looking for. searched everywhere

@matteh, "perfect tested and works" — Up-vote (*as an addition to "accepted" tick) would be appreciated

Tried when did but don't have enough points sorry.


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Blender4.0.2 "libpng error: IDAT: CRC error" when using bpy.data.images.load()
def blend(mat_name, file_name):
    blend_scene = bpy.data.scenes[define.SCENE_NAME_BLEND]

    get_bpy_obj('Plane').material_slots[0].material = get_bpy_mat(mat_name)
    blend_scene.render.filepath = os.path.join(define.TEMPORARY_BLENDED_TEXTURE_FOLDER_PATH, file_name)
    bpy.ops.render.render(write_still=True, use_viewport=True, scene=define.SCENE_NAME_BLEND)

def load_blended_image(image_name):
    path = os.path.join(define.TEMPORARY_BLENDED_TEXTURE_FOLDER_PATH, image_name)
    target_image = bpy.data.images.get(image_name)
    if not target_image:
        target_image = bpy.data.images.load(path, check_existing=False)
    else:
        target_image.reload()
    return target_image

blend('test_material', 'xxx.png')

#do something

load_blended_image('xxx.png')

I'm running a program in Linux with EEVEE and using background mode. When executing the core code above, an error raised like this:
Fra:0 Mem:3118.68M (Peak 3118.68M) | Time:00:00.01 | Syncing Mesh.001
Fra:0 Mem:3118.68M (Peak 3118.68M) | Time:00:00.01 | Syncing Mesh_LOD0.
libpng error: IDAT: CRC error
ImageInput::read_image() failed: PNG read error: IDAT: CRC error
PNG library error
IMB_ibImageFromMemory: unknown file-format (/root/asset_png/blended_textures/xxxx.png)
GPUTexture: Blender Texture Not Loaded!
Fra:0 Mem:3138.15M (Peak 3150.73M) | Time:00:00.30 | Rendering 1 / 16 samples
Fra:0 Mem:3135.18M (Peak 3150.73M) | Time:00:00.74 | Rendering 16 / 16 samples
Fra:0 Mem:3134.36M (Peak 3167.18M) | Time:00:00.79 | Compositing
Fra:0 Mem:3134.36M (Peak 3167.18M) | Time:00:00.79 | Compositing | Determining resolution
Fra:0 Mem:3134.36M (Peak 3167.18M) | Time:00:00.79 | Compositing | Initializing execution
Fra:0 Mem:3166.43M (Peak 3167.18M) | Time:00:00.83 | Compositing | Tile 1-32
Fra:0 Mem:3166.43M (Peak 3167.18M) | Time:00:00.83 | Compositing | Tile 2-32
Fra:0 Mem:3166.43M (Peak 3167.18M) | Time:00:00.83 | Compositing | Tile 3-32
Fra:0 Mem:3166.43M (Peak 3167.18M) | Time:00:00.83 | Compositing | Tile 4-32
Fra:0 Mem:3166.43M (Peak 3167.18M) | Time:00:00.83 | Compositing | Tile 5-32
Fra:0 Mem:3166.43M (Peak 3167.18M) | Time:00:00.84 | Compositing | Tile 6-32
Fra:0 Mem:3166.43M (Peak 3167.18M) | Time:00:00.84 | Compositing | Tile 7-32

It doesn't happen every time and seems to be caused by accessing an image immediately after it has been rendered.
Any suggestion would be helpful to me, thanks a lot!
update: Two more similiar errors appeared
Fra:0 Mem:5318.78M (Peak 5318.78M) | Time:00:00.02 | Syncing Mesh0.
Fra:0 Mem:5318.79M (Peak 5318.79M) | Time:00:00.02 | Syncing Mesh1.
libpng error: bad adaptive filter value
ImageInput::read_image() failed: PNG read error: bad adaptive filter value
PNG library error
IMB_ibImageFromMemory: unknown file-format (/root/asset_png/blended_textures/xxxxx.png)
GPUTexture: Blender Texture Not Loaded!
Fra:0 Mem:5338.58M (Peak 5350.84M) | Time:00:00.36 | Rendering 1 / 16 samples
Fra:0 Mem:5335.32M (Peak 5350.84M) | Time:00:00.93 | Rendering 16 / 16 samples
Fra:0 Mem:5334.50M (Peak 5367.32M) | Time:00:00.99 | Compositing
Fra:0 Mem:5334.50M (Peak 5367.32M) | Time:00:00.99 | Compositing | Determining resolution
Fra:0 Mem:5334.50M (Peak 5367.32M) | Time:00:00.99 | Compositing | Initializing execution
Fra:0 Mem:5366.57M (Peak 5367.32M) | Time:00:01.03 | Compositing | Tile 1-32

Traceback (most recent call last):
  File "/root/blender_render/scripts/utils.py", line 384, in start_render_pipeline
    file_paths = execute_func(rp, define.TEMPORARY_RESULTS_FOLDER_PATH, w=render_size_w)
  File "/root/blender_render/scripts/character_render_pipeline.py", line 86, in execute
    pose1_image_square = pose1_image_raw.crop((0, 0, width, height))
  File "/root/blender_render/blender_venv/lib/python3.10/site-packages/PIL/Image.py", line 1301, in crop

    self.load()
  File "/root/blender_render/blender_venv/lib/python3.10/site-packages/PIL/ImageFile.py", line 312, in load
    raise _get_oserror(err_code, encoder=False)
OSError: unrecognized data stream contents when reading image file
Fra:200 Mem:3021.68M (Peak 3021.68M) | Time:00:00.00 | Syncing Plane

Those errors occurred when loading an image from the local directory, which was saved by Blender using bpy.ops.render.render().

Are you perhaps trying to read the image before rendering is concluded, or before it has fully finished writing it to disk?

@DuarteFarrajotaRamos I tried this demo:
@persistentdef handler(dummy):      print("a")  bpy.app.handlers.render_complete.append(handler) bpy.ops.render.render(write_still=True) print("b"),
and the result show that the handler execute earlier than the code behind.


text:
Using drivers to control animation, the object becomes offset in final position
I've received some great support on this channel for using drivers to control an object from initial to final position. In a nutshell, you use keyframes to control the animation on your object > stash it in the action editor > add an empty as a controller > add an action constraint to the object > set the empty as the target and set the empty target channel eg Y location and the range it works within > the action is the animation you created already on your object and the number of frames it runs over > then you key the empty Y channel to control the animation. This works beautifully when animating a test cylinder.
I've tried this on a molecular structure in which I've animated it from an inactive (orange) to an active (white) position. See attached file. I changed the object transform to the base of the orange structure so I can rotate it and translate it from that point, then I applied all transforms to deltas to zero it out before animating it from frame 1-25. I then stashed the animation, added an empty as slider and set up the action constraint on the structure. When you move the slider, the animation of the orange structure does not match the active position I originally animated and is instead offset above it. Could this be something to do with changing the object transform and applying all transforms to deltas to zero it out please?
Also, is it possible please to have more keyframes in between the start and end keyframe to make a more complex animation, or will those be ignored?
Thank you!

Without a Blend file or any images it's impossible to answer that question! See How to upload an image to a post and How to upload a blend file

Sorry, system at work is glacial

there are several ways to achieve what you want...but for the "easiest" and quickest solution you would have to delete the white item and so we would just replace that with the orange one and then it would perfect easily. But i don't know whether that's ok for you or if there are e.g. hundreds of animation or other things on that item that you don't wanna loose....like shape keys or whatever.

one hint in common: you should not change the pivot point of two objects, if you want to have them "fit" later. You should then work with empties, which you parent your object to - and then rotate that empties. By this it is much easier to fit the two objects later on.

so the easiest way is like this: delete the white object. In empty position (x = 1) duplicate your object, apply the action constraint, delete all keyframes. Then apply the white color to it (i assume via GN - you know that tree better than me - don't forget to duplicate your gn node tree as well or connect your material to the group input) and then you have the perfect fit.

Thank you so much for all your hard work trying to find a solution. I guess I didn't make it clear that this is an animation of a molecule from an inhibited position (orange) to a position where it is active (white). So, the movement has to exactly match the final position in white and the movement has to occur from the translation point I set at the bottom. It doesn't make sense to me why the animation is not matching what I initially set up and is offset in the final position. I will try parenting the structure to an empty, as you suggest and let you know how I go. Thank you!

Hi Chris, I worked out the problem is related to import of these structures to Blender using the Molecular Nodes plugin, which adversely affects the translates of any animation and constraints you apply. The solution is to select the object and in edit mode > p > separate by loose parts. This maintains the Molecular Nodes tree, but allows you to animate as you originally described, without weird translate offsets occurring. You can also use a location and rotation constraint on the object targeting an empty in the final position and then key the influence of each from 0 to 1. Thanks so much!

first of all i recommend changing your limit constraint to that:

by this your empty really only move on x from 0 to 1.

turn of autokeying

move your empty to x=1

delete white object

select orange object. -> shift D (duplicate)

apply action constraint

in geometry nodes hit that duplicate symbol

choose your white material

in the timeline hit x to delete keyframes

result:


text:
Weird squared reflection on metal material
I want to make a good render of this tube and i use an STL file for the model. As you can see the reflections on the metal material look weird and very squared. Currently i use the EdgeSplit and Subdivision modifier to make it better. It helps a bit but i do not get it to look better than the picture below. Does one of you have a suggestion/solution how i can make these renders look more natural?
Link:

Hello, if Etienne's answer doesn't help, please share your file

Hi moonboots, I do not see where I can enter a blender file

you can use https://blend-exchange.com/ read the instructions

Thank you, i have uploaded the file

Have you tried to shade smooth the mesh ?
(when the mesh is selected in object mode,right click and shade smooth or shade smooth by angle)
Hope this helps,
Etienne

Yes i have applied the shadesmooth/autosmooth, still these reflections are there


text:
I can't find vertex after Single vert
HI I found how to use this add on from youtuber “Keelan Jon”
He shown the tutorial which look like easy and intereting,
I try to following as his step as below
Blender Character Modeling Tutorial - Stylised Character Tutorial - Blender Tutorial - YouTube 7
Min 1:30 to 3:00
Add single vert> add modifier skin> but I stucked when the single vert was not shown the all vertices. It shown only 1 or 2 as following core of if instead of vertices all each edge.
Please tell me how to fix it or the way to be as on the clip.

this is mine...
and this is what I want to be..

Hi :)  Before selecting the single vertex and extruding upwards you first have to "jump into X ray mode  using the  Alt+Z  shortcut keys". He states that at 2min 04 seconds in the video.

Before selecting the single vertex and extruding upwards you first have to "jump into X-Ray mode  using the Alt+Z shortcut keys". He states that at 2min 04 seconds in the video.
X-Ray mode enables you to select the single vertex at the centre which is hidden by the geometry created by the modifiers.
An alternative to using Alt+Z you can enable X-Ray mode by activating the little XRay button in the viewport header, top right. see screenshot below.


text:
Washed out UV texture
I have this simple UV texture and I have tried multiple ways for this, from trying changing the actual texture background and fixing it in the shader node, but nothing seems to work out.

[File Deleted]

You have a shader that looks like this:

It takes the texture and mixes it with white using the image itself as a factor. So the brighter the parts on the image the more of the image is visible on white. So the shader is doing what it's supposed to and there are no problems there, but maybe you wanted to mix the image on top of some color using its alpha as factor:

I have tried on giving the texture it self a green background, and try different mixing, and it still looked washed out, any suggestion?
The black color doesn't seem to register or something, since the font are almost black all over
I have never have this problem before even with other product I made

Yes. I suggest using my suggestion from the answer I have just written. What's wrong with mixing the image using its alpha as factor?  What result do you want?

What do you mean using it's alpha factor? sorry I'm quite new to this

It's in the sceenshot attached. You should go to the Shader Editor, and adjust the inputs of the Color Mix node so that the Alpha output of the Image node goes in to the Factor input of the Color Mix node. I can explain in more detail if you want, but I would really suggest learning these basics from some beginner tutorials - it's just easier that way. Is it more clear, or do you need further clarification? I could make a GIF...

ohh. I know about that but I don't know the name, I have put the factor to the texture image so I'll try something else, heck I might just try make a big texture image and apply it there.
Thank you

@LaLa, it works. Have a look at the screenshot. No need to experiment, just try the exact suggestion - plug the Alpha to the Factor. You can change the color to anything you want as well. If that's not what you want, then you can adjust the contrast in the image, or try something else.

wait, so sorry, I didn't see that using the alpha factor is the one that you mean, I get it now, thank you so much

Try changing alpha mode from Straight to Premultiplied on the image node as well, it seems that's the format for the alpha mask in the image.

yes, thank you I'll try that

@LaLa You should really try to do some tutorials on materials and texturing to understand the basic methods of mixing colors, textures etc. No offense, but it might really help trying to understand answers given here.


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How to Make Sweat Drip Down and Fall Off a Surface in Blender's Geometry Nodes?

I'm working on a project in Blender using Geometry Nodes, and I'm trying to achieve the following effects:
・Make a monkey object (Suzanne) sweat.
・The sweat droplets should move down the surface and fall off at the lowest points (such as the chin or ears).
Currently, I have managed to make droplets (represented by ICO spheres) move along the surface. However, I am struggling with the following issues:
How to detach the droplets from the surface and make them fall once they reach the edge using Geometry Proximity?
Any advice or examples on how to achieve this would be greatly appreciated. Thank you!
Note: I previously asked a related question on Reddit but didn't find a complete solution there.

pls read https://blender.stackexchange.com/help/how-to-ask and focus on one question. You may open as many questions as you want. thx.

I have revised my question to focus on a single issue as suggested. Thank you for the feedback!

If the point position minus the geometry proximity output position only have a Z component equal to the gravity, it means it is either hanging down the geometry, in this case you can detach it (let it fall and don't set its position to the geometry proximity output), or it is stuck on top of a perfectly flat surface, in which case you can stop the simulation.

I have to say I think the order of operations is reversed in your simulation, the droplets should first search if there is any geometry below them, and roll in the direction of the descending tangent, or stay in place if they are on a flat surface or a local hole, or apply gravity if there is no geometry below it.

Thank you for your response! Could you please provide guidance on how to determine if the point is hanging from the geometry or if there is no geometry below it, as suggested? Your assistance is greatly appreciated!


text:
Why are my characters frozen, but only 1 is moving?
1/5 of my characters move after a certain frame. Does anyone have any suggestions as to why this is happening? I have attached a link to what I am experiencing. https://youtu.be/bF6KvKw0QAw
Here is my file. https://mega.nz/file/QedyXJIT#XSi4DnKCqE4jC2i1SUECSQj8rCOTrVeCw_deTNlzCaw

Please upload your file to blend-exchange.com so it is easier for other people to help you.

Got it. It is very large though, so I will upload to mega.

Edited post with file

Now that I am looking at it more, I realise that keyframes cut off after 4144 frames. Odd.

It's simply because there are no more keyframes for these armature from the frame 4144:

I dont know what happened. I will try just simply reinstating my motion data I guess.


text:
Objects get stuck in each other
I was trying to do a simulation of money falling on the floor, and the problem is that as soon as it touches the floor, some of it gets stuck in each other

I used Collision for the floor and Cloth for the money.
I tried different settings, but the result is the same.

I'm a newbie, so I don't know what exactly I'm doing wrong

thanks for the file but I can't see what's the problem with it?

@moonboots I forgot to switch Eevee to Cycles. In Cycles mode, you may notice that the banknotes get stuck in each other

I created something similar, first of all I would recommend you increase the Quality Steps in the general Cloth settings and also the Quality under Collisions. I have set both to 25, but probably it is not necessary to go so high.
The most important step which will drastically improve the interaction between the bank notes is the following: join them all together with Ctrl+J so that they are a single object. It does not matter that they are separate meshes, when they combined to a single cloth object the enabled Self Collision will take care of the separate pieces not going through each other. Maybe not perfect, but much better than if they were separate objects, especially when they are lying on the ground.
This is my initial result - as you can see, the notes jump a little weird which I realized after rendering. That's why sometimes too many quality are not always better, I reduced them to 10 afterwards and set Impulse Clamping under Self Collisions to 0.1 for a better result.

And these are my settings just for completeness, although the main trick is the joining of meshes as I said (I marked where I have different values than you - although I forgot to mention the bend stiffness, I've set that higher too because money is not very flexible):

Thank you, it really worked

@Jill Obviously not good enough as you did not accept my answer. Sure, you can increase the distance to 0.01 m like in the other answer, but this can result in banknotes seemingly hovering above each other... if that's what you want... apart from that: when I tested the other solution with your file, the notes were still stuck in each other.

@GordonBrinkmann No, it really did help, and I clicked accept. i didn't realize you could only select one answer, I just noticed that.

@GordonBrinkmann Result

Delete the Bake, apply the scale of the bills and increase the Object Collisions distance a bit:

Result in Cycles:

File:

Maybe it works different on your computer, but when I try that the notes are still piercing through each other in Cycles:  Cycles version, while in EEVEE it depends on the viewing angle which one is visible on top: EEVEE version.

It seems to work fine in Cycles but maybe doing as you did (using one only object) gives better result

Strange, on my PC applying these changes gave more or less the same result as if I did not change anything.


text:
How to select a specific vertex in UV unwrapping?
I'm trying to UV unwrap one of my objects.
My problem is that I can't select a vertex in the UV window when it is at the edge of a Cut (Marked seam). Instead, it automatically selects the vertex on the other side of the cut.
[][1]
The red arrow indicates the vertex I selected. the blue circle indicates the vertex that gets selected.
Can someone tell me what the problem is here?

If you found the answer yourself, then write an answer with the answer your own question button.

sorry i'm new here. --> done

Just after I posted this question, I found the answer myself.
I had this Button enabled

"Keep UV and edit mode mesh in sync"


text:
"No objects or images found to bake to."
So basically, I have a building in which part of the walls are the same white plaster texture. I made those walls one object and made a single uv map from them. Now im trying to bake a diffuse and normal map for it with no luck. I have added a new image, named it diffuse and baked but always get the "No objects or images found to bake to." Any suggestions? I am really new to all this by the way. I thought possibly it could be the way my UV map is, with it all scaled up and the texture small, but that was the only way I could scale it to look right in my scene. Thank you]1

Update: I have tried fitting the UV map inside the white wall image. Baking still fails.

Are you baking with Cycles? You have to have a material with Image node inside (can be unplugged, just floating) with the image loaded into the node. The node should be selected.

@Jerryno Im using blender render. All I want to do Is bake diffuse so I can make a normal map from it in crazy bump or something. That way when I import to a game engine, everything is the right size. In the scene, the texture repeats seamlessly because the UV map is scaled up. Not sure how I can bake a map like that. or why Im getting the error thats preventing me from trying.


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Everything is white in texture and material mode
I cant see my textures in texture or material mode. Everything is white in the view port. Just recently did this start to happen. I dont even have a hemi light in the scene or any lights for that matter. I tried adding one with no luck. When Im in the rendered view port Everything shows up red. When I go into edit mode On an object I can FINALLY see its texture.
Am I doing something obviously wrong?
UPDATE: All of a sudden, Textured mode works normally with a single hemi as a light source, but material mode is still All white.

Is it possible that you applied the textures in blender render then switched to cycles? Sometimes I do that and I have the same problem.

Related - https://blender.stackexchange.com/questions/5283/how-to-show-textures-in-the-3d-view-editor. BI shows face textures (texture assigned to faces in UV/Image editor) if using Multitextured shading and material textures if using GLSL (the latter depends on lighting). White usually means there aren't any textures assigned

There are textures assigned because I can see them in texture view port using multi textured shading. GLSL is still white. In the material view port, both shading options are white. Ive never had this happen IDK what to do,

Its not even shading the mesh its just flat white

To Anyone who has this same problem, check your world ambient color. Mine got set to white somehow (I rarely use that tab) and after setting it to black everything went back to normal.


text:
Efficient video workflow without multiple renders?
I'm trying to use Blender as my primary video editor, I love the concept of imposing 3d onto videos and also being able to add effects and color correction, etc.
My problem is the workflow. I have a video with audio, I need to crop it, color correct and add text. In order to crop, I need VSE, in order to color correct, I need nodes, then I need VSE + 3D viewer for text. I don't understand how to use all of those tools without multiple renders. Right now, I crop the video, render, bring it into nodes, color correct and move from there. But soon as I import into the node editor I lose sound. I know this is probably just an ordering sort of issue or there's an obvious missing piece, but I can't figure out what it is.
To put my question succinctly:
How do I use all of Blender's video editing tools AND maintain audio without multiple renders?
Thanks!

You can do most color correction with Strip modifiers. And if you don't need 3D effects for your text, you can use Text Strips in the VSE.
There are also addons to send strips to the compositor, but it should be better to avoid them if possible.
Finally you can import your video a second time and just delete the image part of it only keeping the audio strips to solve your last problem.
You should watch the YouTube videos from Mikeycal Meyers to get a better understanding of editing videos with the VSE.


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UV Unwrap Incorrect Vertex Location
I'm having a bit of an annoying problem when unwrapping a model of mine.
The model is pyramid-like, with two sets of polygons angled away from each other connected by a rectangular band running around the middle:

The problem is when I unwrap using the standard method (U -> Unwrap), the top and bottom parts are malformed, with one edge of the tip being shorter than the other (below, left).
However, when I use standard unwrap but with the conformal method rather than angle-based, it seems to be correct (below, right).

The angle-based unwrap seems to be placing one of the vertices in the tip incorrectly but I can't seem to figure out why.  All values should be correct (scale, rotation, location) and normals are good.
I've typically been able to get good, consistent results with the angle-based method.  Is there something I'm missing this time around?
Thank you for any help in advance!

There is no "correct" or "incorrect" UV location, it all boils down to what unwrap method you used; there is no obligation that an unwrap ends up symmetrical by default. Also I see no triangles there, only to quads. How did you unwrap and what method did you use? If it is not how you want it use a different method, mark seams and/or fix it by hand

While in top or bottom view, try U->Project From View

@DuarteFarrajotaRamos Apologies, my initial posting was insufficiently detailed.  I've gone ahead and updated the main post, but to answer you here, I was using angle-based U -> Unwrap.  Switching to conformal seems to have fixed it but I'm still confused as to why angle-based isn't doing it correctly.

@sambler That would definitely work, but I'm hoping to get the correct results using the angle-based standard unwrap.

Well, I may be a bit of an idiot, but I found the issue.
The two front vertices were missing the edges that would have connected them to the edge running back to front.  Old mesh (left), new mesh (right):

When unwrapped, results were as desired:

Thank you to those who responded!


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Can't change Preview, Sculpt, Render in Multires modifier while in object mode?
I have the same exact issue as this question but I am in object mode not in edit mode so how can I fix this?
Multiresolution modifier not working

I'm new to this, first time messing with this panel following cgcookie tutorial so please go easy on me.

So what's the problem? The Subdivide button of the Multires mod doesn't appear to be greyed out, did you try to use it? Note that all the subdivisions are set to 0 so you won't see effect of the modifier as of now but you should once there's at least 1 subdivision.

@ Mr Zak Sorry I don't understand what you mean when you said "try to use it", if I click on apply the panel just disappears, when input numbers into the 3 panels(Preview,  Sculpt, and Render) then press enter they just resets back to 0.

Those numbers shouldn't be edited by hand, they are used once at least one subdivision was added. In order to add subdivision press Subdivide button. Apply is complete another story, it makes changes made with modifier real and modifier will no longer be in stack.


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Do I need to download anything else to get grease pencil working in blender 2.8 build?
I literally just unzip the zip file and grease pencil doesn't show any strokes when I draw. I watched some grease 2.0 previews and I'm very interested but it doesn't work for me right now. All settings are on default and I reset settings many times also downloaded both x64 versions to try, same result. My brush color is black nothing shows up on white background. What am I doing wrong?
Edited: Just to clarify somethings here, I'm currently using 2.8 not 2.78 build. I know you have to press D then draw, but it currently doesn't work in the 2.8 version that I've downloaded. My 2.78 grease pencil works just fine.

@cegaton uhm what??? Edited: My grease pencil works fine in 2.78, I'm talking about 2.8 build.

Yes you need to download a 2.78# officialy supported build instead, not an experimental version under heavy development. Don't expect anything about 2.8 to work reliably or at all this point.

I'm voting to close this question as off-topic because it is about a development version of Blender

@Duarte Farrajota Ramos I assumed grease pencil 2.0 is at least functional from one of Daniel M. Lara's videos because he linked a download link. I guess I am wrong.

That is the problem with development versions, the fact that it was functional some time in the past is no guarantee it is functional now. Code commits are being made all the time, things are changing, features maturing. Some things can break momentarily for a particular build or for extended periods of time without announcement. Either way there is nothing we can do here, and troubleshooting it is a waste of resources, it will be fixed eventually and working as expected for release, that is for sure.

2.8 Grease Pencil Branch is not the same as the builder.blender.org 2.8 branch builds, as you need to compile the separate gpencil branch yourself.

Thank you. I saw a download link from grease pencil channel on vimeo, and followed the link to download it. I did not see anything related to it however so I assumed its packaged with 2.8 from blender.org. See this image

That is misdirected then, as I already checked the main 2.8 on buildbot and it doesn't have the branch as an option - though I do wonder if it can be set up to build it since the build bot accepts instructions