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How to get a smooth reflecting surface?
I tried model this Hiraishin Kunai from Naruto and this shiny blade part keeps bugging me.
How to solve this, please help.

Mesh looks like this.

I tried using only one face for that part like this.

And gave a result like below.

Thank you.

It's difficult to tell from the image what's going on. Could you maybe post some more images, or even a .blend file? The problem looks like it's caused by a triangulated mesh (blenders shading algorithms prefer quads), but without more, I can't tell for sure.

@ChristopherBennett updated the post. Please check it out.

Your problem is absolutely topology related. I see 2 things going on that are causing your shading issues. Firstly, there are triangles mixed with quads - this usually causes problems, especially around edges and areas that will be shaded smoothly - both of which are true in your case. Secondly, it seems you have formed the "blade" by moving the front faces away from the rest of the mesh. This has left non-planar (impossible shape) faces along the edges of the blade. I suggest you begin with topology looking like this: notice - all quads.

When starting with this shape, you can extrude the "blade" area instead of moving it. This will not create any non-planar faces.

From there, you can move and scale the blade section down to your desired size.

After this, it's almost done, but to make nice edges, you probably want to select the areas I've highlighted below, and inset them slightly (0.001 was good enough for me).

To make the rest of it look as clean as possible, I would also recommend adding edge loops - one around the edge of the "hilt" where it meets the front (blade containing) face, and one more along each end of the blade itself. (I put one in the center of the blade and beveled (CTRL+B) to make it into 2 lines, and then dragged until they were almost at the ends).

Here is the end result with smooth shading, and even a subdivision surface modifier.

Hope this helps.

I just saw in your photo (it's hard to tell from the angle), that your "hilt face" is angled as well, I didn't do it this way in my example, but the same methods apply, You should be able to make the necessary adaptations easily.


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coloring circle inside a circle differently in one object
I'm trying to color a 2d object that consists of 3 polygons, one is having the other two inside itself like the picture below.
I'm trying to color those differently like the reference picture on the left.
As you can see from pictures, I selected them all and uv-unwrapped into a image, then i got 3 polygons on uv editor. So i put those into corresponding colors, but things didn't go well as i expected.
If you look at the second picture, the right ear has a little problem like not fully filling the polygon, and if you look at the third picture that shows viewport in layout tab, it's overlapped by the bigger polygon.
Also when i move around the viewport, sometimes the right ear's color change back to its color but blinking rapidly.
If i'm guessing it right those faces are overlapping each other.
One might say why not move the small face a little forward so that they aren't in same y axis position, but i can't, because I should keep these as a 'single' object, and All those vertices and faces should be in same y axis so that rigid body physics can be used.

*Editted
I don't know why, but when i loaded the blender file again it shows without when rendered as image. But When I either look at it in viewport or export it as 3d model, the model has some glimmering things or stripes on eyes or ears. I still need to fix it.

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

@moonboots I uploaded it to my post.

thanks but you need to pack the images first  ;)   (File > External Data > Pack All Into Blend)

@moonboots OOps, sry i packed but forgot to save it again. Check out again please

actually I can't see the object you show on screenshot #2, there are 4 objects in your file: 2 are similar, they are meshes with thickness, there is a bezier curve object, and there is an image

added old version of my file. sry for my mistake on choosing right project file. @moonboots

Why don't you make one unique mesh with all these meshes (head, face, ears)? They are currently overlapping each other, which may give bad results...

It is called Z-fighfing https://blender.stackexchange.com/a/5442/2214 in blender ONLY Grease Pencil can handle overlapping objects in layers. Fór a mesh you would have to move inner parts forward or add a bit of thickness. Like with Solidify modifier.

@vklidu wow! I'd never know there exists a terminology for that if you didn't tell me this... Thanks. I will always keep this problem in mind, and also thanks for another good tip for greese pencil having no z fighting issue.

source: Stack Exchange

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

sort: votes


text:
I imported 3D models that was ripped from game file(model-resource), but it has black things around eyes and mouth
why is this happening?
Model file is from The Model's Resource, Nintendo model archive

*Edited after seeing comments(thanks!)
I saw your comment and reply, and watched some videos about bsdf, still I got a problem as you can see my pictures below. I somehow erased the shadows, but the eyes became too tranparent and also are looking weird.
I only changed the eyes, not the mouth at all. so the question is on eyes, at this point.

with opaque mode

with alpha blend mode

when bitmap connected to alpha is muted(opaque)

when bitmap connected to alpha is muted(opaque)

in render mode with opaque mode
**Solved, Thank you so much! :D

tip: always show nodes (shader-editor) when asking about material problems.

It seems to be a case of transparent parts rendered as black (this is not a bug, but a feature in material view)

You are in material-view mode and not render mode. When you go into render-mode it should appear correct (if nodes are setup properly).

If nodes are incorrect, It normally is the following:

Its possibly that the alpha output of the image-texture is not connected to the alpha of your principled bsdf.
Edit: As I suspected, the nodes are not properly setup. All you have to do is connect the 'Alpha' output from image texture to 'Alpha' input of Principled BSDF
Note: in the first image below, on the right side, it mistyped "Rendered View". I meant to say 'Material View/Viewport Shading mode'. Its a small mistake, I noticed late.

Hello, first of all, Thanks for your reply! I actually didn't know what a bsdf even means and, what a node named bsdf at the end does. Still, I have problem. Could you take a look and what's going on? I just edited and added some photos that might help(with render img, nodes! yay!) ( thanks for pro tip)

Yes, the mistake that you made is what I initially guessed. Don't worry, its easy to fix. Editing my answer. Please accept it after your issue is resolved.

Hey! Your instruction worked! It's working perfectly fine for every facial expressions! I think now I fully understand how this node works(not really, but I think I'm getting now).

I of course accepted it! you are such a 3d model master. Also, if you mind, may i have a short question? Everytime I get any 3d model files that were ripped out from game resource files, they are most likely messed up like this, and I am curious why it is like this. For example I have to set every body parts-which contains transparent area- to set render mode as "Alpha blend" mode, so that I can see them without disturbance. I wonder how those game modes do not have such black shadows 'In game'.

Why do I see this black stuff in blender's normal render mode, and why can I not see that in game(as in Super Smash bros. Ultimate)

Transparent parts are shown as black when transparency is not calculated. This is what happens in Material/Viewport Shading mode, not Render Mode. Render Mode shows it current i.e., invisible. This is for performance optimization.

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


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Video Editing stereo tracks
I'm editing a video that needs a stereo effect (a sound moving from right to left) and I have the audio file without the effect. I just want to have two separate audio strips from that file for each stereo  (left/right) and fade the audio in each strip to accomplish the effect, but I can't find the way to indicate which strip corresponds to which stereo.
Is it possible to do that in Blender's Video Editing?.

You could change the name of the two strips (to something like "Left Audio" and "Right Audio"), or even change the color of the sequencer strip. Or am I thinking about this wrong?

@Gliderman changing names doesn't affect the strip's audio properties, I mean you won't activate right or left channel by just changing the name. What I need is to separate the channels or making one strip that pans from left to right. Leander's answer seems to be the right way to go, but it didn't work for me. I'm still trying to make it work and if it finally does I will mark the answer as solved.

In the Video Sequence Editor, add both audio clips.
On the left audio strip, set the Pan property to -1 under the Strip settings > Sound. On the right audio strip, set the pan property to 1.
Keyframe the Volume property (hover over it and press I to set a key) from 0 to 1 to make the audio fade from mute to 100% audible.

While this may work for some cases, I'd advise you to use a audio editing software (like the freeware audacity).

Thanks for the answer. It doesn't seem to work but it may be me, maybe there is a setting somewhere where you enable stereo sound. I thought about two strips because I didn't know about the pan, but if it finally works then I will try keying pan from 1 to -1 and save one strip ;). I'll come back and mark this as solved if I finally manage to do the stereo effect with the pan parameter.

Try checking the mono box, then animating the pan. Maybe thats what you want?

Exactly, that was the problem. I had to check the mono box (kind of weir to me) and everything works with just one strip. I paned from the max to the min values of pan (2 to -2). Thank you very much.

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


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2D morphing video images
I'm trying to morph from one video to another. I've seen some tutorial of how to morph images subdividing the plane and moving vertices, but what I really want is to morph from 2D moving images (video) sequence.
Does anyone know of any add-on/pluggin that I can use to accomplish this?
I was thinking about placing a feature request, since I think that the tracking system can be used to greatly automate this task. Does anyone know the right place to do this? Do you think it is an interesting feature to ask for?
I know there are programs that can be used to accomplish this task outside blender. I'm using gtkmorph to do the task, but AFAIK I have to morph from still images, and morphing a video sequence becomes very time consuming.

@cegaton, that looks promising but how do you merge both videos tracking points and images?

Morph in what way? Some pictures or videos would do a lot to help us understand what you're after. I can think of a lot of different methods. It depends on what you're specifically trying to do. cegaton's comment is the closest to what I would do in all cases though. If that seems overwhelming, it's because it is hard to do. To do The Rolling Stones video, Michel Gondry employed his brother to help do the programming for things he could not do himself. https://youtu.be/0-jm6qb7hmA?t=20m30s

@WrayBowling regarding this question I reformulated it as http://blender.stackexchange.com/questions/38941/interpolate-two-sets-of-tracking-points according to @cegaton´s comment. I finally achieved the effect with gtkmorph check minute 3:30 in the next video https://www.youtube.com/watch?v=f8PcW7V9PSY but I would be glad to know if the updated question in the link above has an answer. Thanks.

In the future, try not to fragment your questions. In all likelihood, now one of the two questions will be closed as a duplicate.

@WrayBowling I don't think I fragmented my question. I think they are two different questions even though the goal is the same. If you think they should be closed proceed as you deem appropiate.

If I'm correct, that would require a grid warp plugin. Perhaps that can be added, but then the question is where does it become an efficient 3D software vs. a motion graphics software? So as a plugin a grid warp would be cool, but I think your comment answers your question since it is a 2D plugin. I'm sure someone can create it (and probably will), but it's suited for a 2D software.

Try image sequence import addon. This makes animated images appear on plane. See this video link here.
https://m.youtube.com/watch?v=3UOywRFIpLM&feature=youtu.be
Updated addon link: https://github.com/vicentecarro/ImageSequenceAsPlanes
First create image sequence from a video clip. With that addon, import Image sequence and all animated images appear on plane. Subdivide the plane like a lattice. Alternatively use a knife to divide plane's face. When you move vertrice or reshape the plane, the animated image distorts, useful for morphing your way. Hope that helps.
If unsatisfied, try DragonBones, a free open source software.

Hi @RitaGeraghty, thanks for your answer but the problem here is morphing points of two different planes (remember I want to morph from two videos) AND mixing images as they blend and transform.

That is going to be tricky. You can get away with Gimp's morphing GAP tool. Take screenshots of two video clips. GAP in Gimp lets you morph two photos and do image sequence of that.  After that, you can import image sequence and sandwich it between two video clips. https://youtu.be/WCiYSiHKfO0

If I can remember, I tried Gimp but rather prefered gtkmorph which is what I finally used for the job. I just thought it would be nice to have that functionality in Blender.

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


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Mapping/texturing inside of a box
I'm trying to replace the content of a box in a video, I have used the tracking system to match the movement of the video box with the interior of the one rendered in Blender, but I am running trough what seems a simple thing but I can't manage to get done.
I want the outside faces of the box to be invisible while hiding the inside of the box where the front wall of the box hides it, and the inside of the box to be rendered where visible. To do that I thought it would be as simple as making the face normals point to the inside of the box and giving a color only to the faces where normals are pointing to. But I can't manage to get that, am I going the wrong road? How can I achieve my goal?

CYCLES RENDER
To give a texture only to the inside of the box you may use a Backfacing output of the Geometry node.

Unwrap your mesh and set the nodes as pictured below. Use a Backfacing output as a factor for two materials/textures.

BLENDER RENDER
In Blender Internal you may also use the material nodes to achieve this effect.

Unwrap your mesh and give it a new material. Check the Use Shader Nodes box.

Now add two other materials- one for the inside and one for the outside of the box.

In the Node Editor window set up the nodes as pictured below.

You may also add just one material and create two others within it using nodes. Unwrap your mesh and add a new material. Check the Use Shader Nodes box.

Set up the material nodes as pictured below.

Thank you for your answer @Gonzou, couldn't it be achieved without nodes? I'm trying to stick to Blender Render instead of Cycles.

I'm afraid you'll have to use nodes in BI too to achieve this effect :). Check out my updated answer.

Great!!!! thank you very much, I'll let you see the final composite when I have it finished, it is just a box opening and smoke coming out of it (inside will be erased/replaced and smoke added with Blender's physics) :P

@YoMismo, I'm glad I helped :D. Waiting for the link with your finished project. Happy blending mate :).

I have finally finished the video. The inside of the box didn't have to be replaced since the smoke covered all the things that were inside and didn't have to be seen, so only a transparent material has been used to be able to use the box as a collision. Here is the link (don't laugh too much it is just a hobby for me & wife), skip to minute 3:27. https://www.youtube.com/watch?v=f8PcW7V9PSY

It's nice to see you and your wife have fun making movies :). Too bad I don't understand spanish. The smoke and sand simulations look very nice. BTW How you achieved the morph effect? Looks cool.

thanks :D. Regarding the morph effect, I opened two questions here trying to achieve it with Blender (http://blender.stackexchange.com/questions/38760/2d-morphing-video-images  and http://blender.stackexchange.com/questions/38941/interpolate-two-sets-of-tracking-points) but with no luck. Finally I used gtk-morph, it's a great piece of software to do exactly that, the only problem is that you can't morph videos and I had to do the job by hand (extract video to images and morph individually), it took time, but the effect looks nice. Thanks again for your kind words mate ;)


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Multiple Texture Support BGE
Is there a way to add multiple functional textures in the Game Engine. What I'd like to do is have one texture that maps the Diff and another that maps the Spec and Bump.
It always seems to override to one or the other when I have multiples placed. Is that a limitation I have to work with?

Make sure you are in GLSL mode:

Make sure each texture only affects the channels you want:

In this example I want this image to influence the specular channel, so I have unticked the Diffuse Color box and ticked the Specular Intensity checkbox.

This did it. I wasn't in GLSL mode.

There is a way to do so, just add all the textures to your object. Under textures settings at the bottom you should be able to select whether you want the texture be used for color, displacement, ... just adjust the values, eg for Bump Map turn down "color" from 1, which is default, to 0 and incrase displacement to 1 instead.

So, I've tried this, and it just picks the top texture to use as a setting for everything.

You mean the color of the top texture "dominates"? Turn the color value of this texture to zero.

Under "Influence", and you might only check the option you need :)


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How to create UVs for a number of duplicated objects
I created an object and duplicated it a number of times and arranged them in a specific order but forgot to unwrap the original object .Now I have about fifty of them without UV or texture .Is there any way to unwrap them easily and apply texture? I cannot create UVs for each of them beacause I have made some differences in each of them (like length, width ,etc ) .So is there any way of getting the work done quicker?

You could pick one object as a template and setup the material and texture.
After that select all objects which should get the material settings assigned and add the template as last object to you selected object (must be the active object).

Ctrl-L Opens the Make Links Popup

Select Materials, after that open the Popup again and select Transfer UV-Maps.

Video Tutorial on Make Links
Documentation


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How to build a quarter cylinder using python script?
I am a new Blender user and couldn't find the API for adding a quarter-cylinder object. And I also want to build the object like the picture shows. Thanks if you can help!

I'm not sure exactly what shape you want to make.
This will create an annular sector of a cylinder.

import bpy
import math

def create_cylinder_sector(
    height,
    angle_start,
    angle_end,
    inner_radius,
    outer_radius,
    inner_segments,
    outer_segments,
):
    angle_diff = angle_end - angle_start
    inner_angle_step = angle_diff / inner_segments
    outer_angle_step = angle_diff / outer_segments

    verts, faces = [], []

    # Verts: Inner arc
    if inner_radius > 0:
        for i in range(inner_segments + 1):
            angle = angle_start + inner_angle_step * i
            x = inner_radius * math.cos(angle)
            y = inner_radius * math.sin(angle)
            verts.append((x, y, 0))
            verts.append((x, y, height))
    else:
        verts.append((0, 0, 0))
        verts.append((0, 0, height))

    # Verts: Outer arc
    for i in range(outer_segments + 1):
        angle = angle_end - outer_angle_step * i
        x = outer_radius * math.cos(angle)
        y = outer_radius * math.sin(angle)
        verts.append((x, y, 0))
        verts.append((x, y, height))

    # Faces: Three sides
    for i in range(0, len(verts), 2):
        faces.append((i, i+1, i+3, i+2))
    # Faces: Fourth side
    faces.append((len(verts) - 2, len(verts) - 1, 1, 0))
    # Faces: Bottom
    faces.append([i for i in range(0, len(verts), 2)])
    # Faces: Top
    faces.append([i for i in range(len(verts) - 1, 0, -2)])

    mesh = bpy.data.meshes.new("CylinderSector")
    mesh.from_pydata(verts, [], faces)
    mesh.validate()

    ob = bpy.data.objects.new(mesh.name, mesh)
    bpy.context.scene.collection.objects.link(ob)

    return ob

# Example
create_cylinder_sector(
    height=1,
    angle_start=0.4,
    angle_end=1.8,
    inner_radius=0.5,
    outer_radius=1.5,
    inner_segments=3,
    outer_segments=6,
)

If you want a quarter like this, you can pass inner_radius=0:

create_cylinder_sector(
    height=1,
    angle_start=0,
    angle_end=math.pi/2,
    inner_radius=0,
    outer_radius=1.5,
    inner_segments=3,  # ignored when inner_radius=0
    outer_segments=9,
)

Oh, it worked! Thank you for your help!

To build a quarter cylinder using a Python script, you can follow these steps:

Import the required modules:

import matplotlib.pyplot as plt
import numpy as np
from mpl_toolkits.mplot3d import Axes3D

Define the radius of the cylinder:

r = 1

Define the height of the cylinder:

h = 1

Define the number of points to be used for the plot:

n = 100

Generate the x, y, and z coordinates for the plot using numpy:

theta = np.linspace(0, np.pi/2, n)
x = r * np.cos(theta)
y = r * np.sin(theta)
z = np.linspace(0, h, n)

Create a 3D plot using the generated coordinates:

fig = plt.figure()
ax = fig.add_subplot(111, projection='3d')
ax.plot(x, y, z)
plt.show()

This will generate a quarter-cylinder plot with the specified radius and height. You can adjust the values of r, h, and n to change the dimensions and resolution of the plot.


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Move scene objects according to camera path
So i have been trying a bit to hard to figure this one out.
I want to be able to move all objects of a scene in a way that imitates a camera path.
Here is a simple scene i created for testing.

In this setup i have the camera animated along the path.
What i would like is to have the camera stay at the world origin and move the world objects around to simulate the same effect as the camera path.
I tried a bunch of null object parenting but i cannot get anything to look right.
Hope its kinda clear :S
Thanks Alot
UPDATE
Thanks to vklidu i can now move my world to imitate the camera movement !
I would now need to do the same with the rotation.

UPDATE 2 (SOLUTION)
I was able to get it work by baking the copy location of the null of all objects to keyframe and then adding a null at the world origin that is acting as a parent of the objects null and then used a copy location on this origin null to the one on the path and i got the desired effect.

The whole point of this is to send the final animation to spark AR and inside spark ar no camera rotation is possible so it needs to be all bakes inside the object animations :(

Object Constraint Follow Path for Camera
Object Constraint Copy Z Rotation for Camera.001
Object Constraint Copy Location for Mesh objects in negative

Bright orange Camera is active for rendering.
Camera on path can be any object. Mesh Objects are parented to Empty.

Ok this is so close to what i need, would there also be a way to add rotation of the camera to the mesh objects ? So my camera stays at 0,0,0 and rotation 0,0,0 and the world is moving and rotating ? Thanks Again

i updated the question with the progress @vklidu

Got it to work, i baked the copy location to keyframe and added a null at origin of the world and made the baked mesh null a children of it and then used a copy rotation modifer to the null on the path. ! Anyway thanks hahaha

great you found a solution, I wanted to find something interactive, but I messed up with armature, like you know since object is moving you need pivot point for rotation at world center. I tried to use Pivot Constraint, but it didnt work in this hierarchy, but there has to be a way with drivers or armature ... grrr. You need someone smarter ...

I played with the pivot constraint also with no good results ! Your smart enough i found a solution because of you ! Its no big deal that a part of it is baked. Thanks Again.

Select all objects except the camera, making sure to select the plain last. Then parent all objects (except camera) to the plain. Now you only have to move the plain and everything else will move along with it except the camera which will remain at the origin.
NB I say to connect to the plain as this is visually obvious, however you could connect everything to an empty or any other object.

This part is not the issue i can parent everything to a null and more the null but i want to do it using the path for the camera if i parent all to all null and animate along the same path i dont get the desired effect.


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2.81 Dyntopo destroying geometry?
This is my first time using blender sculpting, and whenever I sculpt with dyntopo on it removes geometry instead of adding it. The bottom two lines in the picture are with dyntopo on and the top ones are with it disabled. I went in to edit mode and it was actually deleting geometry/faces, which is the opposite of what it's supposed to do.

How to upload an image to a post

When enabling dynamic topology you have to understand few options for the begginig. (As seen on image)

First option "Detail size" controls how much poligons are created when sculpting for example when "Relative detail" is selected the less the detail size is set the more polygons it will create (more detail), but if "Constant detail" is selected then the higher the detail size is it will have more polygons created (more detail).
"Refine Method" controls how geometry is handled "Subdivide Collapse" will at the same time create and destroy polygons while other options there such as "Collapse Edges" are only going to destroy geometry (destroy as reduce number of it) and "Subdivide Egdes" is going to only keep adding new geometry and that can make your PC freeze.
And finally "Detailing" this is what made your model look like it is only destroying default option "Relative detail" works like this the closer you are to your model the more detail you will have - more polygons created, but the more you are away of the model the less detail you have - and since you are using either subdivided sphere or cube it already has some polygons it looks like it is only destroying them. You can change this option to "Constant detail" and it will work the same no matter how far away or how close are you to the object.

Okay, that fixed it. I just saw the word 'detail' and assumed that a higher number meant more detail, but I probably should have been able to figure that out anyways. Thanks though!


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Flipping normals of a "complex" object using geometry nodes
Flipping normals of a "complex" object using geometry nodes
I have a "complex" object where the normals are flipped see image with the red color below.

I've tried several options but the math gets me every time.
Here's the node group I was testing with.


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Animation Nodes - Is it possible to add a texture image to a "target" Mesh Object Output node in Animation Nodes?
I'm trying to add a texture image to a "target" Mesh Object Output node and have the texture follow and warp with it when I change the compose matrix. Is this possible?
I'm using Blender 2.83 and AN 2.1.7
Node setup:

Image texture I'm trying to apply to the cylinder using the "target" Mesh Object Output node in Animation Nodes.

Thanks goes to OmarEmaraDev
In the Mesh Object Input node, there is a hidden input called Load UVs, enabling it should transfer the UV map and the texture should appear as you might expect.


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Animating a plane into a conical shape
How can I animate a plane into a conical shape.
Here's an example of what I'm trying to get from a plane

I tried using the simple deform modifier using bend which gives me a cylinder

But when I try and bend it using the simple deform modifier for a conical shape it doesn't work how can I fix this?
The top portion doesn't close all the way.

If you start with a square plane, you can use a Simple Deform/Bend then a second Simple Deform, for the second one use the Taper mode with an empty as Origin:

I made it too complicated again :)

interesting solution though

It depends what kind of transition you want.
Create a vertically-subdivided plane-mesh in the XZ of its object space, and place its origin somewhere on its bottom edge-loop. Give it a Simple Deform > Bend modifier, in the Z axis.

Its X-length will be the circumference of whatever cylinder / tapered cylinder / cone is produced after a 360 degree bend.
If you put the origin at the center of the bottom loop, the seam will be directly opposie.

You can freelyG ShiftX  move the top loop in Y and Z to produce the desired pitch / height of your cone. The cone will close to a point when the top edge is over the center of the generated circular base. You could put something there to snap to, in Y, if you liked.

As you can see, the cone is produced from a tilted plane.. if you wanted to start with a vertical plane, you could, for example, use a bone to tilt the mesh with respect to its Object space over the length of an animation, while the Bend is growing to 360.


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Importing a complex SVG to Blender from Illustrator - Problems with Fill
I'm working on a project of polyhedral lanterns designed on topography, and using Blender for my modelling ahead of prototyping. I'm designing artwork in Adobe Illustrator, a program I'm robustly familiar with, and exporting the SVGs to Blender for import.
Most of the time this works well - but every once and a while when I import the SVG the fill in Blender does not match the artwork in the SVG file.  See below images -
In Illustrator:

In Blender:

I understand that Blender may be interpreting the position of handles improperly and hence filling places that should be empty, or leaving empty places that should be filled.  Due to the complexity of the images (and the fact I want to do this many times with different images), I'm hoping for some kind of work around that keeps me from having to hunt through the many many vertices each time.
Here is a link to a google drive with the SVG: https://drive.google.com/drive/folders/1ITkPdh5p0qhy7y5YPJq4Gz57DgZDjCHS?usp=sharing
Alternatively, I can export the file as a DXF - and fill it after the fact.  But again, because of the complexity I can't figure out how I would easily fill the appropriate areas while leaving gaps.  Any advice would be welcome, and you'd help bring something like the below image into the world (the actual physical, not on the screen world).
Many thanks in advance.

Overlapping or intersecting paths, or any that have any kind of effect applied to them do not translate well to curves in blender. It would help if you make a simplified SVG and make it available for others to help you.

Thanks for the response.  I should have been more clear.  The paths have all been simplified into one single compound path.  There are no overlapping sections.
I will post a link to the svg file.  Thank you.

A link to a google drive with the file is available here: https://drive.google.com/drive/folders/1ITkPdh5p0qhy7y5YPJq4Gz57DgZDjCHS?usp=sharing

I don't think that the intricacy  of your design is the issue here but how Illustrator is combining the many different paths. It looks like there are way too many points to create the curvature of  the paths. I suspect those extra points are the result of compunding the paths. Even in segments that are straight there are many points in a straight line.

A cure to most of the problem is converting the Handle Type to Vector

but in the areas where there are still too many control points the problem persists. Maybe there are open paths somewhere? Illustrator has tools to check for open paths.

I suspect that the paths need to be simplified and streamlined before they are exported from Illustrator to avoid the problems you are facing.

Susu, Thank you very much for that.  You're probably right about the complexity of the points on the vector.  It's a result of the blend, outline, boolean operation I'm using in illustrator, I'll explore ways to simplify it.

As a workaround for the time being I found that if I coloured the open spaces, and imported that into blender I could extrude them and use a the Bool Tool to remove them from a mesh I created in blender.
As a result I imagine the problem involves both what you have shared and that being exacerbated when the svg contains both inner contours and outer contours with a lot of complexity.

Having so many points is detrimental, as the beauty of curves is that they require just a few points to describe shapes. Having more points makes them behave more like pixels or vertices in a mesh, Creating non smooth transitions.

@ari If an answer helped you upvote the it. If you feel it completely solved your problem consider marking it accepted

I had a similar issue, and what worked for me was increasing Decimal Places to 3 in the Advanced Options when saving.
I suspect this is why scaling up before exporting can work.

What helps, is scaling up your illustrator file (for instance x5 or x10). When imported in Blender you'll be able to scale your design down again, maintaining the details.
Don't forget to also simplify when possible, as @susu mentioned/

How does scaling help? Vector files are not resolution dependent like raster images

Yes, I know it sounds crazy because they are vector files, but it works.


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Why is my mantaflow liquid/fluid exploding?
I am making a liquid simulation with mantaflow in blender 2.82.
For some reason my liquid keeps exploding after sometime. I used different resolutions, lowered the inflow, expanded the domain to try too fix this. Does anyone have an explanation why this happens or how to solve this?

Giving a blender file would be usefull

Thanks for asking. I have added the blend file.
https://blend-exchange.giantcowfilms.com/b/6ZV72E32


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Why does applying rigid-body to a cell-fractured mesh cause it to explode despite collision shape set to Mesh instead of convex hull?
I have seen numerous threads on this topic which all have similar attribute as my issue but are not the exact same.
Here is what I did:

Select a cube and cell fracture it
Remove the original cube
Apply rigid body active on the fractured cubes
Animation proceeds as normal, meshes fall down as expected
When collision shape is set to Mesh, instead of Convex Hull as in 4), the fractured cubes explode in every direction

Can someone explain the logic behind this? Isn't Mesh more accurate of a setting than Convex Hull? Convex Hull if i remember correctly, uses a bounding box that only somewhat follows the shape of the mesh it is applied on
I recall reading the explosions happen when the rigid body meshes intersect each other. This is confusing however. Logically, wouldn't convex hull setting have more intersections than Mesh? Mesh would be more accurate and have less intersections, yet it is only Convex Hull that doesn't explode while Mesh does
I've tried everything. Applying scale, setting the centers of all the fractured meshes to their volume again yet nothing seems to work. Why isnt this working with Mesh and how do I get it to work with Mesh?
Link to the file : https://drive.google.com/file/d/1oUC7tagOsGEZtKJIo11IjR4yJwtTQAlF/view?usp=sharing

please provide blend file. one reason could be the sensivity ....[1]: https://i.sstatic.net/0vCsT.png

@Chris I have now edited a link to the file in the post. As for sensitivity, what I had tried before didn't quite work well, and the problems still happened

No need for a file. Convex Hull works fine for these things. Mesh usually is more accurate, but with Convex Hull you have the option to activate a Collision Margin under Sensitivity. With Mesh a Margin is activated by default and set to a default value of 0.04, and since your fractured pieces are much closer together they are rejected by each other.

@GordonBrinkmann I had tested both Mesh and Convex Hull. Convex Hull has a setting like you said called Collision Margin and Mesh has one simply called Margin. Are these both the same setting functionally?

They work the same, yes. The difference is with Convex Hull you have the option to enable the Collision Margin or leave it disabled. With Mesh you cannot disable the margin, only set it to a low value or 0.

Convex hull is not bounding box, but rather “bounding plastic wrap” as it were, and actually produces better results than mesh shape collision most of the time. For mesh shape Collision, Blender apparently has to do some special set up to detect concave areas, and a margin is necessarily put in place around the body. For a convex hull, however, the collision can be right on the surface. Since cell fracture does not produce concave mesh (I think), Convex hull is probably your best option here.

But if the margin more closely follows the shape of the mesh in the Mesh setting with Blender doing the extra setup, why is it more error prone then? And if cell fracture does not produce concave meshes, and Mesh shape collision does special setup only to concave areas, then in the case of cell fracture shouldn't Convex Hull and Mesh both behave the same?

@Hash No, because as Irepeat, having to count for concave shapes makes blender have to work a lot harder and the system is a lot less stable.

@Hash i’m not sure why this is the case, but imagine if you were trying to put plastic wrap all around an object: in order to account for the possibility of concave faces when doing that, you would have to use a lot more plastic wrap, and then poke every single place on the object to try to get it to squash in.

But in the case of cell fracture none of the shapes and meshes produced appear to be concave in shape, so why is there an issue when using Mesh here?

@Hash As I said before, when you set the shape to Mesh it automatically sets a margin of 0.04 by default, and your concave pieces are much closer together - that's why they get rejected from each other - if their distance is 0.0 for example but they have a margin of 0.04 around them, then they are inside each others collision boundaries.


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Fluid mesh is invisible
In Blender 3.0.1, my fluid simulation works as expected in all respects except that the mesh is invisible in all preview modes.
In the domain object I have mesh turned on, and in Particle Settings I have Render As set to Object and Viewport Display set to Display As Rendered.
What am I doing wrong?

result:

i gave this material to domain + inflow:

and these settings:

blend file:

be careful - i changed a few settings in your blend file. you should not keep on working with it - i had to change some things to see something like cache path, camera ...etc.

Chris! Thanks so much! It has to be the material that caused it, right? I kept all my domain settings the same and it still worked. Object rather than Halo.

You are welcome. Just changing the material didn’t work for me. But if it helped you, I am glad

If you have particles like "bubbles" turned on, make sure you have Show Emitter ticked on that Particle System (at least in the render tab)
The emitter for those particles is the mesh. So if you hide the emitter, it hides the base liquid as well.


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reflection is visible in cycles render but not in saved image
In my scene I have only two mesh objects: a reflections-only plane and an icosphere. The image renders as expected (pic 1). To be clear, this is not a viewport render. It's a cycles render of a single image.
That's why it so baffling to me that when I save the image as a PNG (pic 2) the reflection vanishes. What in the world could be going on?
RENDER

SAVED PNG FILE

PLANE MATERIAL

ICOSPHERE MATERIAL

RENDER PASSES

SCENE

Please don't make your questions depend exclusively on others
downloading the file, or reading links, just to understanding the
issue. Please use the [edit] option at the bottom of your question
(https://i.sstatic.net/lXFuK.png) and add more information on how
you set up your project.
Add images
that might help others understand your scene and settings.

Therein lies the rub, Emir. If I knew what information to include I wouldn't be asking. Nevertheless, I've added pics of the materials, some render settings, and the scene as I've described it. If you have any suggestions for what else to include, please let me know.

From your images i can assume that your problem is Color Depth, if you are saving in PNG 8 Bits, you will lose a lot of details with that transparent reflection. PNG 16 will probably let you see the reflection a bit, and openEXR 32 Bit will show you the object a lot more. try to save with 32 Bit file and see if that helps

Have you been found a solution? I have the same problem :(


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Locked from Rotating/Scaling?
I just started Blender yesterday, following this tutorial: https://www.youtube.com/watch?v=WFzIbz2FN28 and at 8:30, he's made a cylinder and scales it down to flashlight handle size by pressing "S" and moving the mouse.
For whatever reason, pressing "S" suddenly didn't allow me to scale with the mouse despite it working earlier in the tutorial.  I was able to enter the values manually to scale it, but then it came time to rotate it.  He did so with "R" as I had previously, but now it also wasn't working for me.
When I press "S" or "R", the cursor changes to look the way it should when I'd be scaling or rotating, but moving the mouse has no effect on the shape itself.  When I press "R", the cursor changes, and moving the mouse causes a "Rot: -250" for example to appear in the upper left corner if I've moved the mouse in such a way that it should have rotated -250 degrees.  The change just isn't visible on the canvas area.
As I'm new to Blender, I assume that I've inadvertently selected some sort of "Lock from Transforming" option and disallowed myself from transforming objects with the letter shortcut and mouse movement.
It's not the end of the world because I can still change the rotation by typing in the values on the right in the "Transform" window, but I'd still like to know what's wrong.
Opening a new Blender file confirms that I can transform as intended there, so it must be some option I've selected in the practice file that's preventing me.  Does anyone know what it is, or what else I might be doing wrong?
Not even clicking the "Transform" button on the left and dragging one of the axis circles works. It should have rotated but it's still just sitting straight up.

Hello :). Perhaps you enabled Transform Only Origin. Shortcut to turn it on/off is Ctrl + .

It still didn't work whether that was on or off.  I'm relatively certain it wasn't enabled.  I attached a screenshot of how using the Transform button options isn't working either.

Hello :). Hard to say without seeing the file. Just to make sure - top right corner, Options Menu, make sure it's all unchecked.


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Shade Smooth not working in the render tab (even after recalculating/merging normals)
This weird flat shading is occurring on the curved surface even after shading smooth and merging normals.
It is a model exported from Rhino as an FBX
No modifiers applied.
Viewport shading and edit mode visuals are provided below.

Check for (and discard) custom normals first, in properties/object data/geometry data/clear custom split normals data.  Custom normals will replace smooth shaded normals.  If using autosmooth, make sure your angle is sufficient-- just set it to 180.

@Nathan Tried that. Looks like it still didn't work.

Please [edit] your question and include more details, images about the object, what modifiers it has, if it has custom data, if it was imported from another software, etc...

Supply the blend file and I'll look.

Maybe mesh object has all edges marked as sharp after importing. Clear sharp operator in Edit mode is for that. Note also to include screenshots of the geometry itself, not only resulting render as it requires others to guess

You need more subdivisions on the object to appear curved.
Here's an object only with smooth shading (rendered image on the right), note that the edges and faces are visible.

Here's the same object with smooth shading and a subdivision surface modifier. The curves are smooth.

Just for comparison, here's the same object with flat shading. Compare to smooth shading only.

Click on the images to show enlarged in full screen.

It is an FBX imported from Rhino, SS is going to ruin the surface.


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Animating active object in physics simulation
I would like to pick an object from a conveyer belt.but I find difficulty in animating the active object(rigid body simulation) and assigning 'child of' constraint to the active object which in this case is the object that is to be locked,is there any possible solution to this problem.i tried to animate it by inserting key frames but the result was unrealistic. I also find  similar problems  while animating an object being kicked or thrown

You can simulate to keyframes. So you should be able to simulate your object and refine (e.g.) pause the simulation using the graph editor.

This has been prepared on the assumption that you're unfamiliar with Blender's animation and constraint handling...
(Blend file below)

When mixing animation, physics, parentage etc, a significant amount of time and trouble can be avoided by keeping things 'modular'.  i.e. get the first part working, bake it, then the second, bake that etc.
The philosophy behind this is because Blender's modifiers, physics, parentage etc, can all play havoc with each other when acting on the same model concurrently.
Strict and sometimes quite finnicky procedures can circumvent some of these interactions but only when adhered to, often to the letter, and assuming that the workarounds are even known!
The answer given here has been extended beyond what was asked for to illustrate how easy it can be to multi-switch between constraints and physics.   Picking up an object would usually require further action such as being carried off and placed somewhere else.  Mixing physics with similtaneous animation is also a relatively simple matter, but this project won't require that.
A hint - save your work with incremental filenames at every new stage!
Another -  Tick all the boxes in the baking panel.
See Below for the fine detail - re: baking frame ranges.
-==============-
The item to be picked up is the Monkey.  That is given Dynamic physics properties from frame 1 initially so it drops onto the conveyor.  When it settles the action can be baked from frame 1 up to the settling frame. (see details below)
Once baked that part of the action is set in concrete and won't change without direct intervention.  You have to manually switch off it's physics however and also delete the two physics strips left behind in the Monkey's Dopesheet entries.
With the physics gone, the Monkey can then use the conveyor as a parent (CTL-P) and that's what carries it along to the pick-up point.
Once reached, the parentage has to be switched to the pincer arm, so baking is used once again, but only for the necessary frames.  i.e. where the original parentage was introduced up to and including the parent change-over.
Two concurrent 'Child-of' constraints can do this, but in the long run, it's far far better to simply bake the action and preserve what's already working.
Once baked, the pincer arm can become the parent to both pick up and carry the Monkey.
It's lowered again and dropped gently.   Bake it again up to the drop frame.
Once baked it's free to be given physics again, where it drops, rolls, and falls off.  Bake that and your entire action is pretty much immune from future interference.
-==============-
Not one of these procedures encountered anything like the hassles that can crop up when keeping multiple constraints and physics active.
A year from now, the file can be reopened and guaranteed to perform exactly as before, working on the premise that a new version of Blender won't depart significantly from it's most basic animation handling-code.
Should any section need a change, that section only can be re-physic'd or whatever, then baked again.  (with all due care in the Dopesheet to accomodate the new action)
-===============-
Baking Frame ranges -
The initial drop onto the conveyor takes place between frames 1 to 47 and these are the frames to be baked.  Remember, if you bake an extra frame or 2 and it upsets the action, simply delete them in the Dopesheet.  (Save your work first)
The conveyor parentage, where it's carried along,  runs from frame 47 to 97.
The pincer arm parentage where it's picked up - frames 97 to 133.
Physics are applied again from frame 134 to 180 where it's rolls off and falls away.

Damn!!! This is BY FAR - the best animation i ever saw here in blend exchange! Congrats! Keep on doing such great answers!!!

Thanks @Chris .


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Texture doesn't seem to apply to this model
I'm trying to work this model:
https://opengameart.org/content/undead-male
When I open the model the textures provided are not applied. I select the face, arms and leg and go into the UV Editing tab where I add a texture. It looks like the model is unwrapped correctly on the texture, but the model still is just showing it's base color. I know I'm just doing something fundamentally wrong here.

I was able to achieve success by selecting each the body and head, respectively, and opening a Shading Editing window. From here, I checked the "Use Nodes" box, and added an image texture, mapped to the UV coordinates.


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Shade smooth not working in blender
I already tried to flip normals,merge by distance, nothing changed, also nothing is marked as sharp

hello maybe in the Object Data > Geometry Data > Clear Custom Split Normals Data, or could you please share your file?

here it is

You have faces beneath your object, so the smooth won't work correctly between the other faces, just remove them:

Also as pointed out by 3fingeredfrog, you have inverted normal, so select all in Edit mode and press ShiftN.
At last, shade smooth again in Object mode.

After dealing with the inside faces you will still find problems with "hard edges" because you you have some inverted face normals. Instead of using the "Flip normals" option use  "Calculate Outside", SHFT N.

@3fingeredfrog you're right, I saw it first but it was not enough to fix the problem, but I must not forget to point it out   ;)

it is worked. but not everywhere

@Николай Пильчук Shade Smooth again

authors: Николай Пильчук


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Object colour gradient not working
So basically I've been following a tutorial on youtube, and one of the steps is to use to 'color ramp' (below) to make a gradient on the object. My problem is that when rendered, or in the rendered preview, the object turns entirely yellow. I'll enclose some pictures below.
As far as I'm aware, there are no keyframes which make the object turn yellow, though I'm not entirely sure.
The object turns yellow in the following frames: 1-2, 4-12, 26-35, 38-113
Edit: When I change the colour type from RGB to HSV or HSL, the gradient appears. Also, when I move all the colour stops to the left side of the slider, the gradient appears, though only on the very right side of the shape, and it's way to sudden for my liking. It seems that it renders the first colour quite heavily, and then doesn't do anything else.It also may be affected by the elevation of the object. It appears as though if it is any lower or any higher than a particular level, it will turn yellow. Either that or that only on particular parts of the curve it's following, will it have the gradient. Another thing I found is that if the object is rendered in Edit Mode, then the gradient works just fine. It is only Object Mode that it stuffs up.

Any help is appreciated :)

do you have an hdri in the scene

no i don't.  I just went to world properties and set the background to black from there

Instead of playing a guess game, please edit your question and add a link to your file, so that others can help you better.

Best way to link the project?

See this to know how to upload a .blend file along with your question - https://blender.meta.stackexchange.com/questions/344/where-to-upload-blend-files-non-expiring-links

Hello :). This seems to be caused by the Bevel modifier. When you disable it, it works just fine. No idea why though.

Yeah. I've been playing around with it since, and found the same thing. Just weird that it does so.

just move the bevel modifier at the top, just figured it out

THANKYOU  SO MUCH..... you are the BEST!

Go to overlays tab

There you will find the face orientation option.

Enable it
If the object turn blue its ok.
But if it is red then go to EDIT MODE, Select allA, and then press SHIFT +  N to recalculate normals
See if that makes a difference.

The object blue btw.

Have you tried putting the colour node into the fac.

yes i have, that is the way it should have been anyway... oopsy i was messing around with it hoping something would work


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Blender 4.3's Eevee fails to raytrace transmissive objects placed behind other transmissive objects
Just shifted from Blender 3.5 to Blender 4.3. Decided to test refractions. Jumped through a lot of hoops to enable basics refractions in Eevee. Unlike 3.5's Eevee, raytracing had to be compulsorily enabled, along with raytraced transmission within material settings (along with deferred rendering via dithered render method)
Refractions fail completely when render method is set to Blended for some strange reason, even though there were no issues in prior versions. That is not the main issue however
I made a very simple scene. Glass slab, monkey in front of it. Added a glass material, enabled relevant settings, could see the monkey through the glass
I decided to place another glass slab between the first glass slab and monkey and saw that it had 0 effect?
In fact, enabling raytraced transmission on the monkey completely makes it incapable of seeing through the glass at all, regardless of what material the monkey has

Link to my file: https://www.dropbox.com/scl/fi/pcjp5vpx0wsk4wmhe0vvf/strangeGlass.blend?rlkey=c3hlwjxvxjyejyn2jz0hx0tyb&st=116lh9eq&dl=0

Render Method > Blended doesn't work with raytracing (you can hover this setting to get a description). I'm not sure I understand correctly the behavior you'd expect to get. Also, using https://blend-exchange.com/ would be great, so that we don't have to connect with a google account to download your file. Finally, we can't guess why devs make some choices over others. And keep in mind that raytracing with Eevee is a brand new feature : it may not support all features yet.

@Lutzi If I place two raytracing-transmission-enabled objects in front of each other (one red, and one blue for instance), and look from the red end, I would intuitively expect to see a purple translucent object (with refraction from the two objects of course)
However, I only see a red translucent object with refraction from just the red block. This doesn't seem to make sense?

@Lutzi I am assuming this might be due to some no of refraction bounces limit on eevee's end, but surely a limit of a single refraction has to be a bug and not an intended feature right?

As I said, I'll recommend you to go hover the setting, and you'll get your answer. It explains it. You either choose Dithered and can't have colored transparency, or Blended and can't have raytracing.

@Lutzi I am aware of that, in fact, that was how I'd noticed something was up. The problem isn't the lack of colored transparency, colored transparency more than works. It is that Dithered with raytracing doesn't allow you to trace refraction rays through more than one object at a time. I am aware that only Dithered works with raytracing, but surely only allowing a single refraction ray bounce per object is a bug right?

I really don't know :( hopefully someone used to Eevee can shade some light on that.


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Problems with compositing and Shading settings
There is a problem setting up the shadow of my CGI model that I want to add to the camera image on the compositing screen. I can’t intervene in the shadows.
In the tutorial I watched (https://youtu.be/hymtATx1QXw 23:35) I make the node settings in the Compositing tab, but the image I get does not change the shadows and the reflected image is different.
Not: I uploaded the HDRI image but there was no shadow so I put a point light. But I did not remove the HDRI image. If you say it may be related, I will throw the screenshot.

Looks like you checked the box "shadow catcher" for the robot. Try uncheck this as a start...

The other thing is to reduce the backdrop side of the floor shadow catcher to match the edge of the washing machine. This way, the shadow should match the photo real floor a little better

I looked at the shadow catcher button when the robot is selected, the button is unchecked. But when I get over it, I get a warning like this:
"cant edit this propery from a linked data block". But wasn't supposed to be checked anyway?

While only shadows should be visible on the compositing screen, I still can't see the shadows. What could be the reason for this?

Not sure without detailed inspection of your blend file...

Can you suggest other possible places in the file that I should check?

I would start with a simple example. Default Scene, single plane with cube, turn on Shadow Catcher, background transparency and see how that's going in compositing... then add the robot...

Thanks bro, I solved the problem by tampering with the node settings. With factors of multiply nodes. It was not very successful, but it is good for my first job.

Great. Glad you found out some solution. Take some time to write your own answer if you can!

I fixed it by adjusting the settings of the screen and invert nodes.


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Generate Curve from Motion Path of a Bone (to animate steering of a fork lift)
The bone in between the front wheels is following a Bezier curve (black) and the whole mesh of the forklift (all in one object) follows. I need the motion paths of the wheels (more precice of the wheel bones) as a curve!
Reason:
I want to make the wheel bones follow that curve and point in the direction of movement (for correct steering) and further make them rotate along this curve with a driver.
I want to unparent the wheel bones from the root and move them independently on their paths but in sync with the rest of the moving mesh.
Stuff thats not working:

I already tried to make the rear wheels steer by IK constraints and a driver bone which reads information of the bezier curve in front of the forklift but that does not do the job for me, since the radii of the Bezier curves I want the bone between the front wheels to follow are to narrow/ cover a too large range of radii.
I just can not bing this script to run. Perhaps somebody can explain how I do this step by step?
Btracer addon - I could'nt figure out how to follow the path of a bone which is parentet to another bone which is following another path (wheel bone)
The Motion Trails Addon isn't maintained anymore - not working on 2.8

Please help, I'm crying. The data is there in front of my eyes but blender does not allow me to use it

Related https://blender.stackexchange.com/questions/133012/line-of-bones-to-travel-and-conform-to-curve-like-train-on-a-track-snake

My good Buddy ClockMender has an excellent tutorial on this.
\

The problem getting the motion path into a curve still exists though.

The motion path is just visual, thats it.

#select the armature
lastbone = 3 #index of the last bone (3 bones then is 2)

import bpy
ob = bpy.context.object
mp = ob.pose.bones[lastbone].motion_path

if mp:
    path = bpy.data.curves.new('path','CURVE')
    curve = bpy.data.objects.new('Curve',path)
    print(curve)
    bpy.context.collection.objects.link(curve)
    path.dimensions = '3D'
    spline = path.splines.new('BEZIER')
    spline.bezier_points.add(len(mp.points)-1)

    for i,o in enumerate(spline.bezier_points):
        o.co = mp.points[i].co
        o.handle_right_type = 'AUTO'
        o.handle_left_type = 'AUTO'

Hello, thanks for your answer. Could you elaborate a bit on what exactly the script does ? Maybe add a few comments for people to understand it better. Thanks :)


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How can I calculate a 28.5 mm hole for a hyperboloid center opening when it's Z=0
How can I calculate a 28.5 mm hole for a hyperboloid center opening when it's Z is equal to 0
The arrows point to where z=0 and the 28.5mm hole should be.  (I know I could scale the object but I need to use the formula to animate other values)
I'm using animation nodes and python to animate it see attached file

import bpy
import math

def parametricfunc(uval_a, uval_b, zaxis_a, zaxis_b, num_x, num_y):

    # mesh arrays
    verts = []
    faces = []

    # mesh variables
    #num_x = 40
    #num_y = 40

    pi = math.pi
    PHI = (1+math.sqrt(5))/2 #1.61803398874989
    phi = (1+math.sqrt(5))/2-1 #0.61803398874989
    rmse_PHI = PHI * math.sqrt(0.5) # 0.707*PHI =1.144
    rmse_phi = phi * math.sqrt(0.5) # 0.707*phi
    golden_angle_rad = pi*(3-math.sqrt(5)) #2.39996322972865
    golden_angle_deg_sm = math.degrees(golden_angle_rad)  # 137.507764050038
    golden_angle_deg_bg = 360-golden_angle_deg_sm #222.492235949962

    #print("type ux=%s" % (type(frame)))

    # fill verts array
    for i in range (0, num_x):
        for j in range(0,num_y):
            # nomalize range

            u = 8*(i/num_x-1/2)
            v = 2*math.pi*(j/(num_y-1)-1/2)

            x = 2*math.sqrt(1+u*u)*math.cos(v)*(uval_a/12)
            y = 2*math.sqrt(1+u*u)*math.sin(v)*(uval_a/12)
            z = uval_b*(u)

            vert = (x,y,z)
            verts.append(vert)

    #print("type verts=%s" % (type(vert)))

    # fill faces array
    count = 0
    for i in range (0, num_y *(num_x-1)):
        if count < num_y-1:
            A = i
            B = i+1
            C = (i+num_y)+1
            D = (i+num_y)
            face = (A,B,C,D)
            faces.append(face)
            count = count + 1
        else:
            count = 0

        edges = AN.algorithms.mesh_generation.grid.quadEdges(num_x, num_y)
        polys = AN.algorithms.mesh_generation.grid.quadPolygons(num_x, num_y)
    return x, y, z, verts, A, B, C, D, faces, edges, polys

x, y, z, verts, A, B, C, D, faces, edges, polys  = parametricfunc(uval_a, uval_b, zaxis_a, zaxis_b, num_x, num_y)

Could you explain a bit more why you're calculating it like that? Do you want to change the algorithm or to find the good input values?

In general you need to find the local minimum of your hyperbola function, which correlates to a certain z (or j) in your case. Lots of examples online. Make sure the function actually places a vertex at that position.

@lemon I needed to use the parametric equation it allows for easier animation values (x,y,z) with animation nodes and python https://mathworld.wolfram.com/One-SheetedHyperboloid.html

@RickT ok, but a and c are the key values here. But you use 8, 2 and 12. So why? And what about the input uval_a? a in Wolfram explaination should be half of 28.5

@lemon I was testing to see how to do it by just starting with static values but that didn't turn out well.  uval_a is just a value that will be animatable using animation nodes.

ok but if uval_a is animated, you won't have a static value of 28.5. Have you read https://en.wikipedia.org/wiki/Hyperbola ?

@lemon the 28.5 value is just where the animation will start from.  I haven't read that link only the link I posted https://mathworld.wolfram.com/One-SheetedHyperboloid.html, is their something I should focus on?

@RickT, yes a simple way can be a simple planar hyperbola then rotate it around z. So z = (b/a) * sqrt(x**2 - a**2) with y=0. And here starting a is half of 28.5

Or parametric for this hyperbola part: x = a * sqrt(1 + u**2) and z = c * u.

@lemon Thanks! that helped a ended up being 14.26

ok, have added an answer considering the diameter as input. => uval_a / 2

If you want to input the radius here:

You can change your code by:
for i in range (0, num_x):
    for j in range(0,num_y):
        # nomalize range

        u = 8*(i/num_x-1/2)
        v = 2*math.pi*(j/(num_y-1)-1/2)

        x = math.sqrt(1+u*u)*math.cos(v)*uval_a/2
        y = math.sqrt(1+u*u)*math.sin(v)*uval_a/2
        z = uval_b*u

        vert = (x,y,z)
        verts.append(vert)

As explained here
The base equation is:
$$
\frac{x^2}{a^2} - \frac{y^2}{b^2} = 1
$$
Which gives:
$$
y = \pm \frac{b}{a} \sqrt{x^2 - a^2}
$$
When a and b are defined by:


text:
Blender big scaled fluid simulation problem
I'm in trouble with blender fluid simulation (which is very awesome!) because i want to create a big scaled water simulation with a ship leaving the water. But it's a very big ship (700m length) and i did everything i could but the water stills too big. I found nothing on the subject except fantastic animations but no tutorials.
I tried hight resolutions like 64 to 320 but the result stills the same. Also i reduced particles radius, the amount per cell (increase to 32 instead of 16), increased the mesh upres, particles upresh too to 3-5.

As you can see on the picture it's what i'm triyng to do. The ship flys to the sky with large and smal water spray and foam, but i only geta water mesh too big to be realistic.
Can you help me please?

Are you talking about Fluid simulation, or Ocean simulation?

It's only fluid. I tried hight resolution but that chnaged nothing.

You might want to look into an add-on called "Flip-Fluids". It's an advanced fluid simulator which might suit your needs. I watched a video on a "water surface breach" in blender, and the creator said in addition to Flip Fluids, they used an ocean modifier for the surface of the water, and then used a displace modifier to transfer the motion to the fluid sim. Video is here - https://www.youtube.com/watch?v=OkSwqWZt2aI

I'm actually here for the same issue with Flip Fluids lol...seems its not very scalable to large areas, I was trying to model waves along a coastline of several km long and it's just not happening

I see. I have the same conclusions. But i'll just keep this open just in case. Thanks!


text:
Cloth simulation bouncing and blowing around
I'm looking for some help to find out why this cloth simulation is bouncing around. I'm hanging the pants by hooks and no matter what settings I try, the pants bounce and fly around. I'm looking for the pants to just drop and settle.
Edit: I'm wondering if there may be something odd with the mesh that is causing self-collisions to over-react.
Blend file
Thank you for any suggestions.

Show the settings for the cloth modifier. Stiffness and Damping should help you control the movement. Read through the manual to understand what the settings do: https://docs.blender.org/manual/en/latest/physics/cloth/index.html

Thank you for the tips. I tried all the cloth presets and they seem to cause the same issues regardless. I've had good success with the cloth settings in general, but I'm wondering if there is something odd with the mesh that is causing crazy self collisions.

I have read the manual, but certainly don't understand the ramifications of every setting.

Try moving one by one, so that you understand what each of them do. If you move all of them simultaneously you will have no control.

Have you enabled Pressure , it makes things go really messy , reduce its value if you have enabled it

Pressure is not enabled.


text:
Unhook hooked cloth?
I'm dragging two corners of a piece of cloth by two hooks during a cloth simulation. I'm wondering if there is a way to release the hooks at a certain point and the have the cloth simulation continue running.
Thanks!

edit:
I'm looking to animate the hooks moving toward the conveyor and then release the hooks so the cloth continues moving along the conveyor by physics. The conveyor and cloth parts work fine, I just can't figure out a way to release the hooks.
edit: The suggested link above looks very promising to solving my issue. I'll report back after diving in.


text:
Suggestions or techniques for modeling / texturing large pile of towels
[Update]
Just wanted to post my solution on this. I ended up stitching together a repeating texture map of towels in photoshop that I applied to a displaced and sculpted sphere. Not the greatest but should be passable.
I added some cloth sim towels around the front edge for realism.

[Original]
I will also have a character grabbing smaller bunches of towels for bagging. I have worked with cloth simulations, but it seems like overkill and inefficient to build the pile towel by towel. Thank you for any help!
Richard


text:
Uvwrap Issue : Pink line appear
I'm trying to uvwraping a hair mesh that I made, but it looks like I made something wrong.
I'm making a gradient color with my hair but I see pink things on, I've already changed the size of the texture (1000 x 1000 to 5000 x 5000) but nothing changed, I still see that pink lines :
This is what im trying to do :

This is what i get when I zoom on the mesh :

Is anybody can help me on that ? Thanks

Oh and, I'm using blender 2.79b !

Hi. Please use the built-in uploader when adding images. See: https://meta.stackexchange.com/questions/75491/how-to-upload-an-image-to-a-post . Thanks.

Oh ok I'll do that !

No one know how to fix that ? :/

Please show your unwrap and wires if possible so we can better see what is going on.


text:
render on monitor
how to use blender display on my monitor 4k and enable CUDA on my MacOS preferences - system?
I just downloaded the latest blander- 2.92.0 on my MacOS, and the render time was extremely long , so I bought a monitor LG ultra fine that comes with precision 3240 and Nvidia.

This could be useful: https://www.quora.com/Do-external-monitors-have-their-own-GPU

a graphics card in the monitor won't make your rendering quicker...not at all.

if you want to use CUDA cores, you need to have an Nvidia Graphics card. If your mac has an AMD graphics card, use OpenCL in the preferences rather than CUDA. As far as I know, you cannot render on your monitor, monitor is just used to display the image that your computer outputted. Check your Mac specs, what graphics card does it have?

I contact them and you're right. I have another question, could please help me?
On blender preference , system, cycles render devices ; I have two checked boxes CUDA with Quadro RTX 3000 and  Intel Xeon W-1250  CPU @ 3.30GHz
Can I enable only the Quadro RTX 3000? when I enable both the noise is unbelievable loud.

I recommend not to check both, since your Nvidia GPU is the only one that have CUDA cores, your processor don't. I tried to render the same scene in my computer, one with only GPU enabled and the other with GPU and processor enabled in the cuda section. It turns out that rendering with GPU ony in CUDA is 3 seconds faster than checking both GPU and CPU.

Thank you so much Albert! I tried today with the dell precision 3240 with one box checked Quadro RTX 3000, took one hour to render one pic in 4K, the same pic in Mac took 5hours! One hour is still long but I though if I checked both boxes the render time would be half of the time.


text:
Object persisting in scene after endObject is called
I have a problem with objects that have their endObject method called persisting in the scene even after the next frame is called.
The game is a basic shooter where at the end of every game I need to delete all the projectiles and targets from the scene and repopulate it with new targets:
if 'restartGame' in data:
       # get current scene
       scene=bge.logic.getCurrentScene()

       # clean scene from expirable objects
       iter = 0
       not_clean = True
       while not_clean:
            # gather expirable objects
            balls = [object for object in scene.objects if 'Ball' in object.name]
            bullets = [object for object in scene.objects if object.name=='Bullet']

            # mark as expired
            for ball in balls:
                ball.endObject()
            for bullet in bullets:
                bullet.endObject()

            # wait for garbage collection
            bge.logic.NextFrame()

            # update scene
            scene=bge.logic.getCurrentScene()

            # check if expirables are gone
            balls = [object for object in scene.objects if 'Ball' in object.name]
            bullets = [object for object in scene.objects if object.name=='Bullet']

            not_clean = (len(balls)+len(bullets)>0)
            print('attempt {}: Balls = {}, bullets = {}'.format(iter, len(balls), len(bullets)))
            iter += 1

        # repopulate targets
        scene.addObject('Ball1')
        scene.addObject('Ball2')
        scene.addObject('Ball3')

Most of the time, the above code works with a single pass of the while loop. Sometimes I get a single bullet persisting. Much more rarely it seems to be impossible to delete any of the objects and I end up with, e.g., 52 bullets and 3 targets in the scene that cannot be deleted. They are not visible, but they remain in the scene and if I break the loop they accumulate.
The weird thing is that sometimes they get deleted by themselves by the time the next call to the restartGame is made. Any ideas for what might be going wrong?
The game is controlled by an outside script through socketing, which makes simply reloading the blend file hard. Any workarounds?

It emerges that the issue was that bge.logic.NextFrame() did not produce the next frame independently, but it required a manual incrementing of the simulation time. I have gotten rid of my problem by adding the following lines:
simulationTime += dT
bge.logic.setClockTime(simulationTime)

Hope this helps somebody.


text:
How to make this shader code work propertly?
This is dont-know-where-I-downloaded blend file with a Box Blur Filter 2D. It is maybe the only blur filter I found on Internet (there's another but too much simpler). It makes a very good blur effect, with two values: amount and multiplier. The more amount, the more quality of the blur (and more CPU consumption). Multiplier doesn't use more CPU, it only make the blur bigger. It's fantastic... but it has a bug.
When amount is 0, it makes no blur but the image is darken than original. With 8, the brightness appears to be similar... but it gets brighter when the value is higher. This is the code:
/* Simple Box Blur
 * Higher amount = slower
 * multipler property does not affect performance
 */

uniform sampler2D bgl_RenderedTexture;
uniform float bgl_RenderedTextureWidth;
uniform float bgl_RenderedTextureHeight;
uniform int amount;
uniform float multiplier;

vec2 pix = vec2(1.0 / bgl_RenderedTextureWidth, 1.0 / bgl_RenderedTextureHeight) * multiplier;

void main() {
    vec4 sum = vec4(0);

    int i, j;

    for(i = -amount; i <= amount; i++){
        for(j = -amount; j <= amount; j++){
            sum += texture2D(bgl_RenderedTexture, gl_TexCoord[0].st + vec2(float(i), float(j)) * pix);
    }}
    gl_FragColor = sum / pow((amount + 1) * 2, 2);
}

This is the file (also, I would like to know how write this code to thank him/her).
Note: this file works in Blender 2.76 and up.

gl_FragColor = sum / pow((amount + 1) * 2, 2);

This scaling factor isn't correct. Each loop executes amount * 2 + 1 times, not (amount + 1) * 2 times. So it should be:
gl_FragColor = sum / pow(amount * 2 + 1, 2);

Which for amount set to 0 gives a scaling factor of 1.


text:
run premade animation with script
Total newbie here,how can I run an animation when the left mouse button is pressed? (this means in-game, not in the engine itself.) I found some old tutorials but they don't work anymore. Also, how can I run my blender project?

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

I just put it for more emphasis so people know what I mean.

That emphasis isn't necessary though, a more effective tactic would be to write clear and concisely. Also is this even a question about Blender? You talk about the animation being in a game engine which is activated by a left click. I'm not entirely sure what you are trying to do.

I am trying to make it so that when I do a left click, it plays a certain animation. It may have to do with scripting or not, I have no idea.

there, I removed the "emphasis"

Hi, are you meaning to use the old BGE that was removed in version 2.8? Most here are likely going to assume you are reffering to the current version of blender unless you specify otherwise. Also just a hint..if you really need to use emphasis then you can do *this*(italic) or **this** (bold)instead of caps. :)

ok thanks! I am running version 2.83.4.


text:
Problems with particle coloring
I'm following this tutorial, and I'm having a problem specifically with these two videos. In the tutorial, when he selects the frosting of the donut after adding the sprinkles as particles, the sprinkles look like they have a selection outline around them as if they are individual objects. When I do the same thing, only some of them have the selection. Then when I try to add random color from the second video, only the ones that were selected have the color changed.

Here's my .blend file:

hello, please share your file: https://blend-exchange.giantcowfilms.com/

https://blend-exchange.giantcowfilms.com/b/KAMv9KrW


text:
How to stop rigid body objects from going out of the object when i spin it too fast
I have an animation that is a couple of fruits falling into a blender and the blade is going very fast. But the fruits are going out of the cup. Basiccaly I want the fruits to not go out of the blender but I want the blade to still affect them at the same speed. Thanks in advance
https://drive.google.com/file/d/1DMSJfsWEGqN4sZ--Bohk-HkbFnrfQ0Mx/view?usp=sharing    (ORIGINAL)
or you can use this link if not working()
EDIT:I tried increasing the steps per second but didi not work,here is that file:
https://drive.google.com/file/d/1Am6fJ9ZlgnXjnur7A5qFNkKf2z8rTPGa/view?usp=sharing (INCREASED STEP PER SECOND)
EDIT:it is going out of the side of the cup not from the top
Can you give me a good STEPS PER SECOND when you look at my file :)

sometime collisions don't work for small objects, so maybe try scaling everything up a bit?

You likely just need to increase the Steps Per Second in the Rigid Body World settings. With the steps set too small the objects will have moved through any obstacle between 'steps' and so never actually collide.

You don't mention whether the objects are simply flying out of the top of the blender or whether they are passing through the sides.
Assuming they are passing through the sides when travelling too fast, the problem is likely due to the number of Steps per Second of the simulation being too low. This results in the objects moving from one side of an obstacle to the other without actually interacting with it and the solution is to increase the Steps Per Second in the Rigid Body World settings so that they collide with the surface.
The Steps Per Second can be found within the Rigid Body World properties within the Scene properties panel :

I did that but it's still coming out(it is only now coming out of bottom, not the sides) I can send a new version with the "STEPS PER SECONDS"higher here it is: https://drive.google.com/file/d/1Am6fJ9ZlgnXjnur7A5qFNkKf2z8rTPGa/view?usp=sharing

I tried your Blend file and you’ve increased the steps to 32767 - it shouldn’t need to be that high and such high values can cause their own rounding problems that can affect the simulation. Your scene is complicated with lots of objects, none of which were colliding when I tried it. I’d suggest cutting it down or starting afresh with a much simplified scene. If the same problem occurs, can you explain how you set it up - maybe re-write your question (or create a new one) for that simplified case, explaining the setup and using pictures instead of relying on someone downloading your blend file

You might find your issue just by trying to replicate with a simpler case - or at least you’ll enable others to easily replicate it to be able to offer some help and solutions.


text:
Accessing the key_modifier property for a key binding
I would like to have multiply key bindings call the same operator. It would look something like:
type = 'ONE', key_modifier = 'W'
type = 'ONE', key_modifier = 'F'
type = 'ONE', key_modifier = 'Q'
type = 'TWO', key_modifier = 'W'
type = 'TWO', key_modifier = 'F'
type = 'TWO', key_modifier = 'Q'

and so on. I don't want to make a separate operator for each binding but the event type that is passed to invoke does not have a key_modifier property. Is there a way to access the key_modifier property somehow?
Thanks,
Denis

I found your question looking for the same issue. I found how to do it by looking at the code of Power Sequencer add-on.
After you define your shortcut you have to add a property to the keymap:
kmi = km.keymap_items.new(OPERATOR.bl_idname, 'LEFT_ARROW', 'PRESS')
setattr(kmi.properties, 'bool_property', True)

Then read that property from the operator:
class OPERATOR(Operator):
    bl_idname = "operator.id"
    bl_label = "One operator"
    bool_property: bpy.props.BoolProperty(
        name="A property", description="Does something", default=False
    )

    def execute(self, context):
        print(self.bool_property)

The operator's property you define retains its value after you call it from the shortcut, so remember to restore the property to its default value (or whatever you need) after the operator is called.


text:
Making a 3D Live Wallpaper with Blender only
What I want to do is create 3D scene animation in Blender then turn it into live wallpaper on my laptop.
I did consider Wallpaper Engine but the question is - Can I use the 3D scene where the path of recording camera took place in Blender then import the file to Wallpaper Engine to make it a live Wallpaper?
Example:
Exo Zombies Carrier Lobby Theme

Hi. If you have an answer add it in the answer box below instead of in the question. Thanks.

Ohh thank you Stranger! I'm very new to Blender and Stackexchange forums

You can record it in Blender then save it as video file to be used in Wallpaper Engine.


text:
orient 2 points to another 2 points
Please, Is there a way to orient 2 vertices of one object, to another 2 vertices of another object? For example I need to move and rotate in one step -  prism with vertices A,B to the prism with vertices C,D . Point A will be on the point C and point B on the D. I want make same direction and position in one command. Is there something in blender ?
Here it is a better example. I want to copy couple of objects from point A,B to C,D. I need to move them to exact position with exactly same rotation to the slab. Thank you!


text:
Frame Offset for Histogram/Vectorgram in VSE
I'm trying to colour match two different video clips within Blender VSE.
I've opened up two preview windows and have applied a frame offset to one of them to be able to look at two different clips at the same time.
I have tried to do the same thing for a pair of vectorscope windows, so that I can more accurately compare the colour, but they both seem to display the information for the current frame and not the offset frame, despite setting up the frame offset correctly.
Is there any way to correct this, or should I make a bug report/feature request?

What version of Blender are you using as the Frame Offset function for preview does not seem to be available in 2.8?

I'm using 2.82 on Linux. Frame offset is definitely working correctly on the preview windows but not on the histogram etc.


text:
Number changing animation with animation nodes?
How to make number changing animation with animation nodes pleae?

First we have to make two lists of texts. first list containing 5 copies of 14.5 260 and second list containing the modified text. Then we can use a switch node to switch between these two lists. The switching condition can be set using a sine node which produces flickering effect.

Here is the full node tree :

Wow, this is great! Simply out of words... Thank You so much Sir!  ALL THE BEST!

Maybe following the logic shown here you can eventually manage to do it as you like:
How to decode many words in a sequence?


text:
Can't place Voronoi texture evenly

I am trying to place the Voronoi Chebuchev grid on the modified cubes. The problem is in those light areas that randomly appear when I change the Size of the texture. Is there any other procedural way (non UV) to place this texture on the meshes more evenly? (like a projection by X and Y axes for example)
Later I'm using both: color and distance outputs of the voronoi node. So they need to match

maybe share your file so that someone understand why it doesn't work as it should?

I dont think it  doesnt work as it should. I mean, try to add any concave or convex to the standard cube and you'll get the same result. Anyways, I've added the file

someone proposes here a procedural grid texture: https://www.youtube.com/watch?v=gsZoJBeAWGc ... but maybe someone here will know how to do

it works a s it should. the problem here is that you are working with a 3D texture. you are not projecting a grid of rectangles onto your surface but your surface cuts through a 3 dimensional grid of cubes. the lighter parts appear whenever the surface hits the white boundary between the cubes in xy direction.


text:
Morph between two objects along the curve (geometry nodes)
I have two objects with the same number of vertices. I need to array them along the curve but the first object has to morph into the second one evenly during the array. So each next copy will be slightly deformed to remind the shape of the last object.
I add an example from Illustrator. But it perfectly explains the point.
Any suggestions?

can u show us anything you tried or do you expect to do everything for you?

and yes, if you are asking a geometry nodes question, i would at least expect a basis GN blend file where you prepared as far as you could do it.

Hmmm, I admit I thought the question I'm asking is kinda from the basics of GN, like building an array or so. So it wouldn't need more than pointing on the specific node or two to achieve the result. But looks like it isn't that simple after all. if it comes to the project files, then sure. Added. Take a look, please.
Two things I've managed: 1. array by the curve of only one object;
2. Morph between two forms but without an array. And I have no idea how to combine those two.

if it would be that basic - you would have found out ourself, wouldn't you? ;)

with this node setup:

you will get this:

Great ... Thanks :) ... Just a cosmetics (I would say) ... your Divide node should be feed by math +1 on upper (or -1  on lower) socket to reach final stage of Sphere.


text:
How to curl a curve?
I need to control the curve somehow so it becomes curly in one area and straight in others. It would be also useful to be able to control the radius of the curl and the quantity of the rings. It is important to preserve it as a curve with all the curves object data properties. Any thoughts?
I found an example of what I mean. In this video he controls the curveness of the hair by editing frequency, radius etc. So I need to rectreate this behavior with the regular blender curve. https://youtu.be/U1yG36I70BE

What you're looking for doesn't exist natively in Blender.  You're talking about procedurally generating the controls of a curve object.  You can do this with scripting.  It's looking like you'll be able to do it with Geometry Nodes in 3.0, based on the notes I've read.

You can hook the curve vertices to empties or bones and scale these empties and bones, you can also keyframe the radius or create empties or bones that will control the radius through drivers etc. Example with a simple hook to empties:

No, it is not what I ask. I need a more generative approach: to set for example 10 curl rings along the curve, then smooth it near the tip into a straight line and make it bigger at the start of the curve. I should not create each control point by hand in this case.


text:
Can't Bake Texture, Diffuse and Normal Just Look Blank
I have this hammer that I plan on using in a Unity game. In order to do this I need to bake the texture but I can only get blank a blank diffuse and normal. I am using Blender 3 on Windows 10. I set the rendering to cycles GPU with Optix denoiser (I have a 3070). I tried to render a 4096 px image with alpha on the diffuse and no alpha on the normal. I even set the Normal image to non-color. Here are some pictures.

Here is the actual Blender File:
https://drive.google.com/file/d/1Hqf2HG6lq6YdMj2T-c2M2ObtuPfJdsDv/view?usp=sharing
Here are the texture:
https://drive.google.com/file/d/1XHh4sbQa0iVhvGyEFf0HLhvYtJNSziYA/view?usp=sharing

Hello, it would help if you packed all the useful textures in the file itself

Oh my bad I tried to pack the textures into the file in this link: https://drive.google.com/file/d/1Fs2tTD4yTaz7SElUauCuUwkjTPttle2g/view?usp=sharing

I've duplicated the hammer, unwrap (Smart UV Project) and bake the Diffuse with the Selected to Active option, it seems to work: https://i.postimg.cc/jj6zJH34/1.jpg

it also works if I bake to itself, except I guess you need to create a new UV map (unwrap with the Smart UV Project) so that the result doesn't overlap

What! This is amazing how did you do that? Can you send me the file with the new baked texture?

Duplicate your hammer but keep it at the same place, unwrap the copy with the Smart UV Project option, delete its materials, give it a new one, in this material create an Image Texture with a new image called Bake for example (or Diffuse), select the original hammer, shift select the copy, go into the Render panel, choose Bake Type > Diffuse, enable Influence > Color only, enable the Selected to Active option, press Bake, and so on for the other textures you want. https://i.postimg.cc/kGjxj7W1/Diffuse.png

Moonboots you are a genius! It's almost completely working now. The only problem that I still have is that I baked everything except for the Hammer Head's normal. Check out these images. Notice everything is baked perfectly both the diffuse and normal except for the Hammer Head's normals. Diffuse: https://imgur.com/a/I4IOlYh Normal: https://imgur.com/a/SYy5fRw

And here's the Blender File in it's current state. https://drive.google.com/file/d/1iaMyv5D8aKdK4GLjJimRX61Q21Ijcz4c/view?usp=sharing

I can't see any bump on the hammer's head, so what normal is the low-poly supposed to bake?

The first pic is the hammer head with the old texture and the second is the hammer with the new baked texture. Notice how the new one is sleek black without any of the pac marks. First texture: https://imgur.com/a/hwfC5yf Second Baked Texture: https://imgur.com/a/AhXQhLO


text:
Geometry nodes to make branches not appear on the bottom section of tree trunk
I am porting this YouTube tutorial to the Blender 3 nodes https://www.youtube.com/watch?v=WzIdcGdGXLM. I have successfully ported mostly everything over to Blender 3 up until about the 33 minute mark. the part that I'm having trouble with is getting the branches to appear only on the top approximately 3/4 of the tree trunk. This is what the video looks like at this point:

This is what my file looks like at this point:

It's substantially the same as the video tutorial except for the fact that I can't find geometry nodes in Blender 3 to mimic the attribute math less than and point separate nodes to achieve the desired effect. Here's a Blender file with my tree simulation:
https://drive.google.com/file/d/1-O5sJqsRXosWqO739IZekhKhUQXWegXQ/view?usp=sharing
Can someone please show me how to get the branches to not populate on the lower section of the tree trunk?

The Attribute Math node is no longer necessary because the ordinary Math node now accepts fields as inputs and produces a field as output. The Point Separate node has been replaced with the more general Separate Geometry node.
Here’s an example of how the new nodes might be used together in a configuration similar to the one in the video:


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Building created with geometry nodes has sides and corners that won't line up
I have been following this tutorial for how to make a building using geometry nodes https://www.youtube.com/watch?v=o-UqgJWwQ2U. I really love it but there's one problem I see with the corners. The corners overlap 2 meshes.

This isn't a problem in Blender but if I wanted to make this instance a solid singular object and import it into a game engine like Unity or Unreal, it might cause problems. I tried to modify the nodes from the video tutorial to make it so that the corners are omitted. My corner-less version works when you do the minimum 2x2 building:

And it works when I adjust the width:

But when I adjust the depth variable, the sides get out of alignment:

Can anyone help me get the sides to scale with no corners?

This is the original non-aligned depth geometry nodes:

This is the fixed geometry nodes:


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Fire Doesn't Rise Up and It looks Fake
I'm initially used Blender 3.0.0 beta on Windows 10 but I duplicated this result on Blender 2.93.6.
I can't get a realistic fire simulation. I followed this tutorial https://www.youtube.com/watch?v=rzATaYyCf9Q but none of the setting even remotely resembled the results that the guy in the video achieved. The first big problem is that the fire didn't rise up. It looked more like a sun in outer space than a rising flame. This is the type of fire that I was hoping to achieve:

This is what mine looks like:

This is my blender file as well as the bake cache:
https://drive.google.com/file/d/1kVPGjD4tRvNFTTXCklLr7P--VP6T_dvL/view?usp=sharing
Can somebody please show me why it looks nothing like the tutorial?

The question turns out not to be tied to the version of Blender.  I've tested the file in 2.93.5, and I've done the tutorial in 2.93.5.  The problem is in how the tutorial was followed.  I have an answer, if we reopen the question.

The fire doesn't rise because your objects are much bigger than in the video (~7 m sphere vs ~1.3 m sphere). Compare the size of the turbulence force field (2 m) with your sphere's size.
The fix is easy:

scale down the sphere to about 1.3 m and apply the scale to the sphere.
scale down the domain. Make it only as big as needed. Apply the scale to the object (Ctrl+A in Object mode). The guy in the video didn't do it, but it's good practice and saves your nerves as this can cause side effects and problems when used with the physics engine.
disable the [_] Dissolve in the Domain setting

Also, in the video the contrast of the texture is set to 5, yours is still 1. I'm not sure about the effect. But double-check it.
You have set Reaction Speed to 0.2. Because of this, the flames are now a bit higher than in the video. After the correction of the size, the fire will look nice:

About The Shader
You already started to create the node setup for the shader. The flames still look different because you have not yet set the Blackbody Intensity value and Density values of the Principled Volume node to 0.
Also, check your node setup and make sure you have only one Material Output node (scroll to the right to find the 2nd one).

(Tip: If you render on GPU you might want to increase the Render Settings > Performance > Tiles to 256. The GPU works often faster with greater tiles, while the CPU is faster with smaller tiles.)