text:
Wrong outcome for mathematically correct circle segment 180 degrees
I am trying to program an add-on for Blender that would make a perfect circle segment.
Pure mathematics.
No bmesh or bpy.
The green vertices are my result and the blue circle is what I am after

With h1 = (h + (sqrt(a**2 - (math.cos(angle)*a)**2) - a)) you can calculate the height offset of all vertices, but the operator menu will not allow you to change the height anymore.
So verts1.append((math.cos(angle)*a, math.sin(angle)*h, 0.0)) will allow you to change height and diameter but the outcome is wrong. As sees on the screenshot above.
While verts1.append((math.cos(angle)*a, h1, 0.0)) moves all vertices up or down as you can see in this screenshot below.

My goal is to keep the lowest vertices on the X axis as in the first screenshot.
The circle is radius 1000mm (1M) and moved -500 Y.
The height of the segment is 500 and diameter is 1732mm
This is the code so far. Upon running a new "button" will appear under add --> mesh --> Segment circle
bl_info = {
    "name": "segment",
    "author": "The Bold Guy",
    "version": (1, 0),
    "blender": (2, 80, 1),
    "location": "View3D > Add > Mesh > segment",
    "description": "Adds a new Mesh Object",
    "warning": "",
    "wiki_url": "",
    "category": "Add Mesh",
}

import bpy
import bmesh
import math
import mathutils
from mathutils import Matrix
from bpy import types
from bpy.props import (
    StringProperty,
    BoolProperty,
    IntProperty,
    IntVectorProperty,
    FloatProperty,
    FloatVectorProperty,
    EnumProperty,
    PointerProperty,
)
from bpy.types import (
    Panel,
    Menu,
    Operator,
    PropertyGroup,
)
from bpy_extras.object_utils import AddObjectHelper, object_data_add
from mathutils import Vector
from math import degrees, radians, pi, tan, asin, sin, cos, acos, sqrt

def add_plane_mesh(self, context):

    mesh = bpy.data.meshes.new("Vert")

    verts = []
    edges = []
    faces = []

    h = self.height
    a = self.diam/2
    h1 = []

    for i in range(self.segments+1):
        angle = (math.pi * (i / self.segments))

        ##Calculate the offset of vertices on any given point of circle (180 degrees)
        #(math.cos(angle)*a)

        ##Calculating Height of an Arc at Any Point
        h1 = (h + (sqrt(a**2 - (math.cos(angle)*a)**2) - a))

        ##make list X,Y,Z for vertices to be added
        verts.append((math.cos(angle)*a, math.sin(angle)*h, 0.0))

    mesh.from_pydata(verts, edges, faces)

    return mesh

def add_plane_mesh1(self, context):

    return {"FINISHED"}

class OBJECT_Oval_pipe_add_object(Operator, AddObjectHelper):
    """Create a new Mesh Object"""

    bl_idname = "tools.add_segment"
    bl_label = "Add segment"
    bl_options = {"REGISTER", "UNDO", 'PRESET'}

    segments: IntProperty(
        name="Segments",
        # unit='LENGTH',
        min=1,
        default=8,
    )
    angle: IntProperty(
        name="Segments",
        # unit='LENGTH',
        min=0,
        max=360,
        default=180,
    )
    height: FloatProperty(
        attr='height', name="Height", unit="LENGTH", default=1000 / 1000 ,
    )
    diam: FloatProperty(
        attr='diam', name="length", unit="LENGTH", default=2000 / 1000,
    )

    def execute(self, context):

        object_data_add(context, add_plane_mesh(self, context), operator=self)
        return {"FINISHED"}

# Registration
def add_object_button(self, context):
    self.layout.operator(
        OBJECT_Oval_pipe_add_object.bl_idname, text="Segment Circle", icon="PLUGIN"
    )

# This allows you to right click on a button and link to documentation
def add_object_manual_map():
    url_manual_prefix = "https://docs.blender.org/manual/en/latest/"
    url_manual_mapping = (
        ("bpy.ops.mesh.add_object", "scene_layout/object/types.html"),
    )
    return url_manual_prefix, url_manual_mapping

def register():
    bpy.utils.register_class(OBJECT_Oval_pipe_add_object)
    bpy.utils.register_manual_map(add_object_manual_map)
    bpy.types.VIEW3D_MT_mesh_add.append(add_object_button)

def unregister():
    bpy.utils.unregister_class(OBJECT_Oval_pipe_add_object)
    bpy.utils.unregister_manual_map(add_object_manual_map)
    bpy.types.VIEW3D_MT_mesh_add.remove(add_object_button)

if __name__ == "__main__":
    register()

I'm not fully understanding what you want to achieve. If I'm understanding correctly, you don't want to go from $ 0 \to \pi $ but the angles between the circle origin and start/end points.

@RonJensen See the first screenshot. The lowest vertices needs to stay on the red line. That will represent the chord of the segment. Then the rest of all the vertices should represent the sagitta of the segment.  i.e. the vertices should be on the same height as the circle in the screenshot thus forming an circle segment.
I hope I made it clearer. If not please let me know and I will try to reform my question better.

IIUC the question is how to draw the part of the circle $(x, y) = (r \cos \theta, r \sin \theta - h)$ that is above the x-axis. In that case, like Ron Jensen says, you just need to calculate the angle to start and end at.

    h = self.height
    diam = abs(self.diam)
    r = diam/2

    if r == 0:
        # No circle
        return mesh
    elif h >= r:
        # Circle entirely below x-axis
        return mesh
    elif h <= -r:
        # Circle entirely above x-axis
        angle_start = -math.pi/2
        angle_end = math.pi*3/2
    else:
        # Circle partially above x-axis
        angle_start = math.asin(h/r)
        angle_end = math.pi - angle_start

    for i in range(self.segments+1):
        factor = i / self.segments
        angle = angle_start*(1 - factor) + angle_end*factor
        verts.append((math.cos(angle)*r, math.sin(angle)*r - h, 0.0))

this is what I meant.  May I ask, Is it also possible to adjust the segment start and end point angle?  lets say the start point is most right vertex (0 degrees) and end point is most left vertex (18.0 degrees) self.angle can be used to make the segment between 1 and 180 degrees

You can adjust angle_start and angle_end.


text:
bending a cylinder
How does one use the bend option in Objects > Transform > Bend (Shift + W ) in Object mode.
I'm migrating from 3DS Max, I have used the Simple Deform Modifier, works great whether I'm in Edit or Object mode.
Bend works in Edit mode but in Object mode it just flips my simple cylinder with many loops around the 3D Cursor without bending it.

Well, there are many ways to bend a cylinder. One good one is this:
1) Use the curve modifier. This is how to: Add a curve by going to add > curve > any it doesn't matter what curve you add. Select the cylinder, and go to edit mode. CTRL+R, and before selecting anything, scroll your mouse wheel so that it adds around 100-200 loop cuts around the circumference.
Now, you can adjust your curve any way in edit mode too, for it will be the basis for the deformation of the cylinder. Select the cylinder once you are done, and add a curve modifier. Set the deform curve to your curve, and move the cylinder so that it is positioned around the curve. It should be deforming currently. If you want it to keep that position forever, then apply the modifier. If you want to animate it, then don't. Here's a picture of a nicely curved cylinder using curve modifier:

source: Stack Exchange

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

sort: votes


text:
Mesh with Mirror not working in 2.81
I created an object using the mirror modifier around the global x and y axis, but since I started adding cylinders intersecting one of the mirror planes I already applied the modifier.
Now I want to edit the mesh, while still keeping symmetry in the y-direction, in which the object is still completely symmetrical. I read you can do this through Mesh --> Mirror --> Mirror Y, but when I click this and edit a vertex, nothing happens (neither for x nor z).
I am sure the geometry is exactly symmetrical as it was created with the Mirror modifier around the global axes. Strangely when I click Snap to Symmetry it says 0 already symmetrical, 0 pairs mirrored.
Can anyone tell me what's up, or if there is an alternative for what I'm trying to achieve?
It is all one object and one mesh.

Sorry for not saying hi or hello, I can't edit the post weirdly?

Hello and welcome :). Mesh > Mirror is not the best tool here. Why not just use the mirror modifier again? Just cut your object in half and add a Mirror modifier with Y axis.

Oh why didn't I think of that lol. It's pretty much my first project so I lack experience. Thanks a lot!

Don't worry about it, Blender can be overwhelming. Good luck with your project, looks good :).

Thank you! Can you guess what it is already?

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


text:
How to visual clear Reflection in freeform shape
I'm trying to visual the freeform shape that uses the mirror polished stainless steel. Something like Cloud gate

In render the reflection is too distorted because the curve shape is quite complex. I want to avoid it without changing 3D.
I tried to add normal vector to change the reflection but it didn't work.
Does anybody have idea to solve this to make a nice render?

Are you sure you're not just lacking geometry?
I trust that is a spherical HDRi to light your scene?
Can we see a wireframe or flat shaded version?
You get the hint?
Also: Normal input is for normal map, not geometry vectors.

Thank for your comment. Yes. I have a context. But I got the same result. The reflection is not clear. I attached the file here: https://drive.google.com/file/d/1PN1zVnpHi2cMJOveBXTE-eGCXy9RML-9/view?usp=sharing.

Sorry, I was a bit harsh yesterday.
In your .blend you have an empty normal map, you might want to remove that as it has no effect.
Also you had a landscape without textures, is that supposed to be reflected as gray?
And finally: What's wrong now? The reflections look a bit off, but I tried every trick in the book to fix the normals and I think this is simply the way a curved surface like that is supposed to behave.

Sorry for late reply. Yes. I think I have to play with the shape to get better result. Thank for your time.


text:
I cant sculpt with dyntopo
I'm using blender 2.8 and when I tried to sculpting there's no change in my object. In the video I watched, he was able to do it with the Ctrl key without turning on the dyntopo.
It didn't happen when I tried, so I tried to open it up. But even if I opened the dyntopo, I couldn't make any changes to the surface of the object.

Hello! Welcome to StackExchange. It would be helpful if you could show a screenshot or post the file itself. Just a random guess, but you may not have the object selected when switching to the sculpting workspace. Go to the Layout tab, select the object making sure it is highlighted in yellow, then return back to the Sculpting workspace.

Try Reading this: https://blender.stackexchange.com/questions/157741/sculpting-brushes-behaves-weird
might help you.


text:
Deleting from asset browser
why is it when I drag and drop an asset from the asset browser into the 3d port, and then I delete it, it also deletes in the asset browser.

The Asset Browser is displaying the objects that have been marked as assets. If you select Current File it displays the objects that have been marked as asset in the current file, if you select User Library it displays the objects that have been marked as asset in the file(s) that are in the folder that has been defined in the Preferences panel > File Paths > Asset Libraries > User Libraries.
If, in your current file, you delete an object that comes from Current File, it will be definitely removed from the Asset Browser.
If, in your current file, you delete an object that comes from User Library, it won't be removed from its original file (unless the current file is part of the user library folder of course), it will still appear under User Library. To definitely remove this object from User Library you need to open the file it belongs to and delete it.


text:
Light issue while exporting as gltf/glb
I have made a 3D model in blender that will be used in an web application made using three.js. I have added area lights, point lights and objects with emission inside the model to light it up but when I export it and use it in three.js the scene is completely black. After researching online, I got to know to that I can bake lights into the texture. I tried this solution but it didn't help. While exporting, I also tried ticking the punctual light checkbox but got the same result. The walls and windows seen in the model as made using Archimesh. Stairs and the first floor is made by me. The defaults textures given by archimesh are also changed. Can anyone suggest me what I can do to resolve this issue.
model as seen in blender

model as seen in web app

model without the main area light

I can only understand your query partially, and it is missing lots of background and your code as well to help you better but from what I can understand,
You want to

import area & other lights from blender model to three.js
You want your material to have emission set to it.

Actions I recommend you to do to fix the issue

Though it is stated that three.js does support area lights, you cannot import it casually by just adding it into blender, it is added into the model using THREE.RectAreaLight.
Point Lights are a different story though. You can import them but the scale that Three.js uses is different from Blender. Meaning value = 1 in blender is 10 or 100 in Three.js
For emission, you will need to keep your model as simple as possible for material choice and look up Three.js Examples of how material are added to objects.
Very Important to check out this website https://threejs.org/editor/
Lastly checkout my github page at https://dharnil-dev.github.io/dharnil-portfolio/ . You will see a Three.js Portfolio/Playground.

Please do update your question with more details.


text:
Why does my model wrinkle when I pose the Rig?
I am not sure what else to add to this question  other than I dont know why the arm on my model is bending in multiple spots after posing. I  assume it should just be bending ad where I bend the rig?
Thank you so much for any help.

Hello, maybe recalculate the normals before parenting? Or please share your file

That to me looks like what can happen when multiple bones are fighting for influence over the same vertices. If the total of deform weights on any given vertices goes over 1, you will have issues. It would help if you could post a sample file on Blend-Exchange and [edit] your post to add the provided download link.


text:
Low quality/Blurry Images and textures
Whenever I import images or textures into blender, they are super blurry and low quality. I have tried uninstalling and downloading the newest version of Blender but still nothing

Maybe because when it is imported it will be Linear by Default in the Image Texture node, instead try Closest

it works but I cant do that for referance images

Oh yes you're right, maybe you should specify that it's a Reference image

Your post shows a plane mesh with a shader, not a image reference, it's quite misleading. You do not have access to textures' interpolation from image references, so you must use plane meshes and shaders to do that.

Maybe its because you imported the image as a plane, try importing it as a reference or background.

Still doesnt work :D

All the images you tried to import got this problem?

yeah none of them work

sorry i don't really know why this happens to you


text:
How to retain speed on a "follow path" modifier even if the path is scaled up or down?
I've added "follow path" modifier to my armature and insterted keyframes so that the armature follows the path between 0-100 frames (the offset goes from 0.0 to 1.0).
Everything looks fine until I started tweaking walk animations. Because I need the offset of the follow path modifier to be 1.0 at a later frame it messes up my animations and the scale of my curve.
I've searched for 2 days straight and only found one single video about this very topic but the instructions a bit unclear for me. Right after the 1:25 mark.  Video link
Is there a better and/or easier way to do this?

Not sure this is what you want but you can use a vertex that follows the curve with a Curve modifier (and not a Follow Path constraint), and the armature has a Copy Location that forces it to follow the vertex, see here: https://blender.stackexchange.com/questions/133012/line-of-bones-to-travel-and-conform-to-curve-train-or-snake-following-path

Thanks for the reply @moonboots, your solution (most propably my implementation) yields an offset between this "helper" object and the origin of it. Tried to set a new origin to this object but to no avail. The vertices follows the path but when I apply "copy location" modifier to my armature, it only follows the origin of the helper object. Visuals; https://imgur.com/RkUeLH8


text:
Material not applied when importing assets through asset browser
I had a model of a bed and then I changed the materials on it according to my need. Then I made it into an asset, but when I try to import it in another blend file through the asset browser, the material is not applied i.e. pink/purple material in the scene. Also this error is only happening with this asset not with other assets which I downloaded with pre-defined materials already applied to them.

(1) Original bed.blend file of the bed asset.

(2) My final scene where I have imported the bed using asset browser.
Any help is much appriciated, thanks in advance.


text:
Is there a way to smoothly increase the density of points in a volume using the 'Distribute points in volume' node?
When you increase the density, the points jump about as if each new amount is a new seed. I'm looking for a way to do this so the volume is populated smoothly and controllably.
In ye olde Softimage XSI you could simply animate the emission rate on a volume emitting particles, but emission rate is un keyable in Blender, it seems.
Any help greatly appreciated. (Relative noob in Geo nodes)
Using 3.4.1
Thanks!

Ahh .. ye olde Softimage, of famed elegance and grace, long since swallowed by the gnarlèd dragon..

@RobinBetts The greatest tragedy of our time :)

You can generate maximum amount initially, and then choose from them only the desired amount.

Oh wow thanks! So how are you animating this - with the scene time?

Also, I'm trying to instance random objects from a collection. presumably I should replace your Separate Geometry node with an instance on points node?

@benz: pls click on the checkmark left of ugorek's answer, if it helped you. Thx.


text:
How do you rotate a certain face to a 90 degree angle vertically?

so, as you can see in the image, the highlighted edge is not at a 90-degree angle. I am trying to make an arch but I need that one face to go 90 degrees. I am trying to make an arch and this is 3d, the highlighted part is a face from a side view. I have made this by making a cube then extruding and rotating that one face then extruding from that face again. Please give me a solution to make that particular face at a 90-degree angle. Thank you!

It seems in your case pressing S, X, 0 keys will be good enough? Related: How do I model an arch gate made from big bricks?

why don't you draw the expected result of your arch and show us a screenshot of it.


text:
Checking if an object is visible in the camera
I am trying to write a function that will return true if an object is visible in a rendered image, and false if it's blocked by another object (or not in the frame at all).
To do so i have implemented the next function:
def is_mesh_visible(mesh_object, camera):
    # mesh_object is an Object object representing the mesh
    # camera is an Object object representing the camera
    # returns True if any part of the mesh is visible to the camera, False otherwise
    # get the dependency graph
    depsgraph = bpy.context.evaluated_depsgraph_get()
    # get the scene
    scene = bpy.context.scene
    # get the objects world matrix
    matrix_world = mesh_object.matrix_world
    # get the camera's near and far clipping distance
    near = camera.data.clip_start
    far = camera.data.clip_end
    # get the camera's view matrix and projection matrix
    view_matrix = camera.matrix_world.inverted()
    projection_matrix = camera.calc_matrix_camera(depsgraph, x=1, y=1)
    # iterate through the mesh vertices
    for vertex in mesh_object.data.vertices:
        # get the vertex's world coordinates
        vertex_world = matrix_world @ vertex.co
        # calculate the direction vector from the camera to the vertex
        direction = vertex_world - camera.location
        # cast a ray from the camera to the vertex
        result, location, normal, index, object, matrix = scene.ray_cast(depsgraph,
                                                                         camera.location,
                                                                         direction)
        # check if the ray hit anything
        if result:
            if object == mesh_object:
                # check if the ray hit the front face
                if normal.dot(direction) > 0:
                    return True

    # no part of the mesh is visible
    return False

To check the function I have positioned a camera in the positions:
location (-10,0,0.35), Rotation (90,0,-90)
I have checked my function with the next script:
def create_sphere(x, y, z, R=1/10, segments=16, rings=8, name=''):
    location = Vector((x, y, z))
    bpy.ops.mesh.primitive_uv_sphere_add(location=location, radius=R, segments=segments, ring_count=rings)
    sphere = bpy.context.active_object
    red_material = bpy.data.materials.new(name="RedMaterial")
    red_material.diffuse_color = (1, 0, 0, 1)
    sphere.data.materials.append(red_material)
    if name:
        sphere.name = name
    return sphere

camera = bpy.data.objects.get("Camera")
a = create_sphere(0.0027, 0.01, 0.31, R=1 / 10, name='a')
b = create_sphere(0.03, -0.06, 0.35, R=1 / 10, name='b')
c = create_sphere(-0.03, -0.06, 0.35, R=1 / (10+0.001) , name='c')

print("camera", camera.location)
print("a",is_mesh_visible(a, camera))
print("b",is_mesh_visible(b, camera))
print("c",is_mesh_visible(c, camera))

I am not sure if this is the correct way to do so, but the function doesn't work properly...
I would really appreciate any help in implementing this logic.
Files can be found here -
https://drive.google.com/drive/folders/1yAP5-HE48L-ov1mPekqque6tKIdCd9dc?usp=sharing

https://blender.stackexchange.com/questions/269014/list-all-occluded-objects-from-camera

related https://blender.stackexchange.com/questions/87754/ray-cast-function-not-able-to-select-all-the-vertices-in-camera-view https://blenderartists.org/t/what-does-the-camera-see/1298780/4


text:
Physics Dropping Ball Blur
Friends,
Maybe some of you have seen on a golf telecast where the putter hits the ball and all the "frames" of the ball rolling toward the hole suddenly become one, long "blur". I hope you get my drift. I'm doing something in Physics where I drop a ball at an angle and see how it bounces against the wall. Sure would be great if I could see the "path" in real time. Got the whole "world" of the 2 walls, ball, and floor set up, just need that path blur (if that's possible). Thanks so much, everyone!  Larry

hello maybe show a picture of the effect?

I assume you are talking about path tracing and object ghosting. Please edit your question and include an example image also clarify the final goal. Do you want to see the ball path or you want to include it in your render? A heads up - currently Blender does not include such overlays except the Motion Path overlay which works with keyframed objects. However there may be third party tracer add-ons that could do the job.

i think animation nodes (a great free add-on) can help you in that situation a lot:
Basically you just bake your rigid body animation.
After you baked it, just use this node setup:

So the Sphere has the baked keyframes, which are "in Blender language" fcurves. Each fcurve represents one value. So in my case, i baked location and rotation, the first fcurve (index = 0) has got the x values, index = 1 the y-values, and index = 2 has got the z values. Then i just created a very simple loop over all frames (117 in my case) which evaluate the fcurves (the nodes spits out the value, so here xyz, and combine these values to a vector and combine the vectors via the loop to a vector list. Then i can create a spline out of this list. Give that spline some bevel + shader and i think you can get what you want, maybe something like this:

Chris,  Thanks so much for your answer! That's EXACTLY what I was looking for...... unfortunately for me, who barely know the basics of Blender,  it's way over my head (what you were trying to explain). Will keep looking at it, though.  Larry


text:
How to achieve this shader parallax effect on any shaped object?
This current example is made from a composited scene. I want to try to replicate this in shader nodes, what's a shader vector mapping system to get this effect?

Try this setup:

It calculates where the camera view vector hits the parallax plane (defined with the object's center and $\vec{n}=(0,0,1)$) and uses that to derive the texture coordinates.
Note: you may want to change the usage of the part starting from Looking to Plane? for your needs. In the given setup it just points back to $(0,0)$ texture coordinates to show that the plane is not hit.
Result:

Cleanly done :)


text:
How to adjust tool via mouse after first use?
Say for Blender 3.x+ versions, while using edit mode tools such as scale, bevel, extrude, etc, a side operator menu shows that allows customization and extra control over the tool's behaviour. Now once I use that menu, say in Bevel I increase the segmentation over a cylinder, thereafter I lose mouse-control over the tool's axis. Now using the axis via the mouse will lead to another instance of Bevel instead of continuing to adjust the current operation, the operator menu works fine of course.. Is there anything to allow readjust via mouse?

No, because adjusting via mouse only works before confirming the action. The operator menu on the bottom left does not show up before confirming, so it is only to readjust what you did before, maybe if you did not get it right with the mouse or want to finetune a setting you got via mouse. It is not supposed to switch between mouse and menu adjustment. If you for example scale on X accidentally and left-click to confirm, this was the operation. Without the side menu there would be no chance to switch to Y if this was the axis you intended to scale on, you would have to undo with Ctrl+Z.

It is a bit like pressing a key for the axis to move or scale or rotate etc. or entering values for the exact distance, angle whatever... as long as you do not confirm the action, you can change these things - but after confirmation you lose this ability, it's either undo or hope there is an operator menu to help correcting it.


text:
How to color or overlay on vertices via the Python api?
For a plugin I am making, I need to highlight the vertices that the user hovers over. I could not work out this color assignment part yet. I have tried methods then found out they were obsolete. I have tried color attributes but it didnt seem to do anything.. Heres the code anyways:
import bpy
import random

obj = bpy.context.active_object
if obj.type == 'MESH':
    mesh = obj.data
    # Get the active color layer
    color_layer = mesh.color_attributes.active

    # Create a new layer if none exists
    if not color_layer:
        color_layer = mesh.color_attributes.new(name="FalloffGradient", type="FLOAT_COLOR", domain="POINT")

    colors = []
    # Example: Set random colors for each vertex
    for v in mesh.vertices:
        colors.append({'index':v.index,'color':(random.random(), random.random(), random.random()),'alpha':1.0})

    color_layer.data.foreach_set("colors",colors) # I think this is wrong since i didnt set the size first

    # Ensure changes are reflected in the viewport
    mesh.update()

    # If vertex colors aren't visible by default:
    obj.data.use_paint_mask_vertex = True

I feel this is the wrong way to do things. Would really appreciate this or any other solutions that make highlighting possible, including opacity.
Thanks!

Does this answer your question? How can I set and get the vertex color property?

It was about an overlay or color over specific vertices, namely hovered ones, this solution is a complicated workaround. I thought it was possible to edit the orange/white colors that blender has for default selections


text:
shade auto-smooth ceates holes in mesh
when I shade my object auto smooth I get holes along the edges, shade smooth does not create this problem but an edge-split with auto smooth does. The normals are facing the correct way and there is no double geometry. The issue only occurs in cycles, not in evee. Can anyone explain this to me?

I cannot recreate this effect, and actually I cannot see a reason why a shading option like Auto Smooth should make it look like there are gaps between faces. Are you sure there are no other modifiers etc. on the mesh which can create this effect? Especially since there is a difference between Cycles and Eevee I'm thinking of things like displacement in the shader which only works in Cycles and could of course pull faces away from each other when the edges are split. Maybe you should upload your file here and edit it into your question: https://blend-exchange.com

Gordon is on point, now I see it - it's the displacement in the shader, which works only in Cycles.

Thank you for your comment! I didn't have any modifiers but when I read your comment I tried disabling the displacement in the texture setup and that fixed the problem. Now I'm still confused because how is that a thing?


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Batch Render 300 Objects
so let me break down how this is set up. I have 1 camera with all the settings I want. I have 360 objects in my collection all each at 0,0,0. I need to render each of those on their own. Hiding all of them and hitting render, then hitting save as is an insane tedious process. So im looking to automate this, i can't seem to find a plugin or script to do this to save my life, ya'll got anything for me to check out?

Head over to the Scripting tab and run this little script:
import bpy
import os

# hide all meshes from rendering initially
for obj in bpy.data.objects:
    if obj.type == "MESH":
        obj.hide_render = True

outputdir = "<path/to/your/output directory>"  # replace

# batch render all objects one by one
for obj in bpy.data.objects:
    if obj.type == "MESH":
        obj.hide_render = False  # only render this mesh
        bpy.context.scene.render.filepath = os.path.join(outputdir, obj.name)
        bpy.ops.render.render(write_still = True)
        obj.hide_render = True   # hide again after being rendered

So i gave this a go and heres what error its giving me, I have no clue how to properly format code of any sort so im sure i just have something wrong

Python:   File "E:\2023 ArtWork\HDRInoBackground.blend\Text", line 9
outputdir = "<E:\2023 ArtWork\Roblox Work\News>"  # replace
^^^^^^^^^
SyntaxError: (unicode error) 'unicodeescape' codec can't decode bytes in position 28-29: malformed \N character escape

@K9Tvz because your string needs to be a raw string literal. add an r before the opening quotation mark to indicate it is a raw string, so the backslash will not escape the next character like outputdir=r"E:\2023 ArtWork\HDRInoBackground.blend\Text" or escape the backslash by using the format E:\\2023 ArtWork\\HDRInoBackground.blend\\Text or you could even use forward slashes.

I don't understand any of that BUT i did that and it seemed to of work lol so thank you!

Does the script above use my current render settings for cycle / camera?

Also this script is working great but it seems to be rendering black images of old meshes that are no longer in my scene, is there a way to clean up that old data?

try File > Cleanup > Everything


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Blender Animation - X-flipped pose don't work
When I try to paste the x flipped pose , the pose is completely distorted. I do an auto-names and reroll but it change nothing.

Hello, probably because some bones are not correctly orientate, but maybe share your file?

Hello, here the file (its wetransfer) https://we.tl/t-uQZyrPeXC7

Your opposite bones need to have the suffixe _R or .R, but for example here you have bones that are named shin.L.IK or upper_arm.L.IK, you need to change that to shin.IK.L for example, see if it fixes the problem?

ok thanks I try it

it's really much better thanks !

is it much better or has it fixed your problems?

ça a réglé le problème, merci beaucoup !

tu es le bienvenu   ;)

Your opposite bones need to have the suffixe _R or .R, but here you have bones that are named shin.L.IK (or upper_arm.L.IK), you need to change that to shin.IK.L for example.


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Copying position of points based on matching attributes
I have two sets of points. The first has defined positions, and an ID number attribute. The second set is a subset of the first's ID numbers, but doesn't have any position values. What I'm hoping for is a clean way to take the second set, have it search through the first set for the point that matches its ID, and then copy the position from that point, but I haven't been able to find a way to make that happen yet.

In this case, the first set's HIP value should match to one of the Start values in the second set, though it is possible that some of the start values will not have a match, based on filtering that's happening earlier in the node setup.

First of all, hopefully the devs will let us add this in soon
https://projects.blender.org/blender/blender/pulls/104621 .
Anyway, until then there are several ways you can do this, or at least two methods that I know of:

Sample nearest
Accumulate field
Geometry proximity (4.2+)

Preface
First let's think about what we want. We have two IDs (or keys); the one you are sampling from and the one you are transferring to. Based on these IDs matching we want to transfer an attribute from the A to B (the sampled to the sampler).
What problem could we face? I could think of two that we would need to account for:

What if there doesn't exist a match for an ID in the sampler from sampled geometry?
What if there are multiple matches for an ID in the sampler from sampled geometry?

In regards to sampling the attribute it's best to go with the index, meaning our match ID operation will produce the index of the point you want to sample.
Now to address the potential problems I mentioned above: first, we'll output a boolean value as to whether or not there is a match (true = there is a match).
Second, we could either use the first match, or (what I will do) you can have an option to specify on the sample geometry which match to sample from (first, second, third, etc...).
And just as a bonus I like to add the total number of matches.
Here is a setup for the first way - sample nearest:

and this is how the node looks:

The idea here is to use the position as the ID (or the ID as the position) and take advantage of the source position (otherwise you could just set the position of both).

We set the position of the target geometry (the sampled geo) to its ID
Then we sample the nearest position while setting the sampler geometry's position also to be its ID.

So now the nearest point should be the one with the same ID.
To solve the issue of no matches we sample the ID at that index to see if it is a true match.
And for duplicate matches we offset any duplicates in the y direction by its "local index" within its ID - using the accumulate field - and add out sort index [which is an offset to pick which match to use] to the samplers y position.
Lastly I sample the total from the accumulate field, which gives me how many duplicates there are.
One last issue is that the sort index isn't constrained by the total duplicates. For this you could sample a second time and modulo it by the total. (not recommended, because this is just too many sample nearest's for my liking)
btw  that looks like this:

Here is a setup for the second way - accumulate field:

and this is how the node looks:

The trick with this one is to combine both geometries and use the IDs as a group (for accumulate field). We take the total Index of the group excluding the sampler, which leaves us with the index of the point on the target geo that matches the one on the sampler.
From this point you could either capture the index and delete the extra (target) geo, or sample the result back to the original geo.
I went with the latter one, but both are fine.
some points to think about:

If you are gonna sample the result back to the original geo (like I did) then you need to make sure that the sampler geometry is the top input of the join geometry.
To deal with duplicate matches I added more group IDs, one for each duplicate. I did this by multiplying the "local index" per ID with the max ID and then adding that to the IDs [keys]; What this does is append these new IDs the the end of the other IDs. Then I do the same thing to the sort index except I wrap them by the total duplicate amount.
What if there doesn't exist a match? Since I take the total already, if there is no match then the total matches are 0, so I just compare that.
with the total, since I take it before I specify a sort index, so I just take it from the first point. The rest of the points are shoved into another group and ignored for this calculation - this is where I have the switch with the top integer being an arbitrary improbable (negative) number.

I have more, but that is for another day .

Geometry proximity method
Now in 4.2+ they added a group ID to the geometry proximity node so we could use that so basically circumvent the proximity part, and just use it to to get the data from the matching element.
This doesn't have some of the sort index thing like we implemented for the sample nearest, but it's mysh faster so I would take this over the other one.
One thing I use it for a lot is to transfer a boolean, which is the easiest. Just make the group ID to -1 or something and use the index and the sample ID and use the is valid output. I used this all the time, and it's very straight forward easy and fast. I even hide the extra inputs and it look really clean and like a new node .

here i used it for Instance on points based on probability:

If you want to send data across then you would set position of the geometry (input) to the data you want and set the sample position to 0, and the output position will be the data you set.

here is a sort index, but on the sources side:

You could also average the value per ID that goes into the set position. or pass the index through and use with sample index, if you needed to sample a lot of values etc. I'll leave the rest up to you.
If they add this ID option to the sample nearest node then that will basically be the same as the proposed "sample by ID" node; and I'm not sure how to feel about that. I'm still a fan of the index map node; hope we get it back to consideration ♂.

PS: A native node like this has been in blender development for some time.
There are two projects and they just got merged
There is the original by iliya which is called the 'index map' node
and there us one called Sample by Group ID by Simon Thommes.
I this the 'Index Map' design is much better and we should go with that.
I suggest, if you desire this node in blender, to join the discussion or leave and emoji or something letting the developers know you want it. It has been too long and we need the community's interest to get this node into blender sooner.

@MarkusvonBroady thanks for the spell check. my browser was acting funny and only spell checking some of the time. and the way it gets with these long answers is that you'll inevitably mistype something and then it'll be hard to find it etc...

The sample nearest method (I had trouble getting my head around the accumulate field method) worked for what I needed, but oddly enough there seems to be an issue with the first Accumulate Field node in the group, it's outputting 0 for all values, so the Exists check isn't functioning. I'm not 100% sure why, but I think there's still something fundamental about passing values into and out of groups that I'm not getting.

Ok, I'm reasonably certain I solved my issue, but it meant using the To ID field instead of the From ID in the Sample Index node to match the values. I'm guessing it has something to do with how I'm inputting the IDs to the group in the first place.

@Valbatross can you attach an image?

I've colored some vertices on a triangulated, subdivided plane, and used the same colors on some triangles. The plane, and the triangles are separate objects:

I've set the color attribute to vertex domain, and named it HIP on the plane, and Start on the triangles. Then I made this geonodes setup for the triangles:

Load the other object (grid), store original position in "Capture Attribute" and use the color HIP to set new position (if you have a scalar - single value attribute, you can just plug it to the vector and it will work too, with the value triplicated for each axis).

Move the triangles to a new position: for each vertex, read its Start attribute, treat it as a position, find the nearest vertex to this position within the just prepared geometry in p. 1. Once its index is returned, read its saved attribute (original position), and set self position to that.

Because since Blender 3.3 you need to first find the index, and then sample the actual value by index, the second sample can be done from the original geometry before the "Set Position" node. This means the Capturing doesn't even have to be done:

Duel the shmuel
Just kidding, I search for good elaborate answers to promote them with bounties, but while waiting for the 24h non-bounty period, I decided to share how I would approach generalizing the idea of sampling by attribute:

Using the above custom group, and a Suzanne mesh with Group vertex group, with a vertex on one eye with weight 0.1, a vertex on another eye 0.2 and a vertex on nose 0.3:

As you can see the non-matching nose wasn't moved, but it will if you increase the Max Distance (a.k.a. εpsilon):

I don't implement additional sorting, if multiple points satisfy the criteria (match within the $ε$), it is your job to remove the duplicates first, or, if you want to find based on multiple criteria¹, combine them in a vector, e.g. $x=$original_criterion, $y=$index. You can do this, because…
…All field attribute types are supported except RGBA color, which I imagine ignores the alpha component, but I didn't test it; this is because all attributes are treated as vectors, meaning that scalar values (float and integer) are triplicated…
…Which means the distance between $0$ scalar, and $1$ scalar isn't $1$, it's ${\sqrt3} = 1.73205080756887$. This comes from the Pythagorean Theorem for a diagonal of $xy$, and then a diagonal of that and $z$. So remember, if you want to use this node group with an accurate εpsilon for a scalar value, multiply the value by the square root of 3:

>>> Vector((1, 1, 1)).length
1.7320508075688772

>>> sqrt(3)
1.7320508075688772

>>> sqrt(sqrt(1**2 + 1**2)**2 + 1**2)
1.7320508075688774

>>> Vector((2, 2, 2)).length
3.4641016151377544

>>> 2 * sqrt(3)
3.4641016151377544

>>> sqrt(sqrt(2**2 + 2**2)**2 + 2**2)
3.464101615137755

¹ - after I slept on it, I realized I was wrong (which I would also realize if I tested it), this technique of combining XYZ can work, but only if the data is prepared in a particular way, e.g. two integer attributes can be prepared by turning another into a factorial $1\over x+2$, this way the "nearest" will always find the closest integer attribute, because even if the other attribute is the highest possible (${1\over 0+2} = {1\over 2} = 0.5$), it won't make it further away than the next closest attribute… But what if the attributes are float? They would need to be mapped based on minimum and maximum, which actually isn't that hard to do, but my answer is incomplete.


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How to apply noise to volume mesh in geometry nodes to arbitrary shape?

It turns out to transform the cube into a volume with noise. but the arbitrary form cannot be converted, it gives an error. How can I fix this?

The Volume Cube accepts a field of values for the Density input (diamond-shaped), the Mesh to Volume does not, only a single value (circle-shaped).

you could turn the mesh into an sdf which you could use in a volume cube, or there might be a node that could work in the new volume nodes that you could enable under developer extras experimental


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how can I apply the index to all objects at once?

Hi
how can I apply the index to all objects at once? I want to remove some faces from many cubes at once. Now this is happening in order 1.2,3,4, etc. I want to leave the upper and side face of all cubes at once.
Thank you))

Hi, Andrey Re. Unfortunately it's not clear what you mean exactly from what you have written as far. Could you edit the question and explain the situation in more detail providing more context? Why do you need to remove those faces? Why do you want to do it based on index? Why don't you attempt to create only needed geometry in the first place?

Hello, Andrey, Please reduce your problem to the simplest example that illustrates it, so we know exactly what you mean .. At the moment, "I want to leave the upper and side face of all cubes at once" is a little unclear.. which sides? Do you mean remove all internal faces? etc. etc.

you can't "apply an index"; what you said makes no sense.
anyway, if you want to remove the bottom faces of each cube, or rephrased — "you want to remove the faces point down", then use use normal and a compare node set to vector and direction set the input vector to 0,0,1 and the angle to 0°.


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Geometric nodes - how can I change the scale of different nodes at the same time? without losing the scale ratio between them
Geometric nodes - how can I change the scale of different nodes at the same time? without losing the scale ratio between them.

Simply use Math nodes transforming a single input:

Thank You!!!! it works))


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How can I create a formula for proportional scale in geometric nodes?

How do I create a formula so that the scale changes and immediately becomes the same?
For example:
I set the scale to 2 and in another transform I changed it to 0.5 so that it would become the original one.
4 by 0.25.
8 by 0.125.

just use multiply with 1 divided by value.

Could you describe it in more detail? Pls

if you provide blend file, i will provide the solution

https://we.tl/t-3zqXRYzcKV

Hopefully this is what you want.
So the right cube scales "normal", the left cube scales 2 times so that it keeps its size.
Please note that this will not work for scale equal to zero.

thank you very much!! It works

you are welcome


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One leg on an object consisting of two legs doesn't get textured for some reason
Only one leg gets textured, despite both being unwrapped over the texture properly, texture is baked from a procedural material. Works then it's in the material form, but doesn't when baked into an image.

Left leg isn't textured, despite the right one working properly.

Please attach the file so we can figure out what is causing the problem.

Have you assigned the good material to the leg? As Arachnoden says, please share your file


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Seams on baked normal map and inside of object is completly messed up - how to fix, why does it happen?
Baked from a high poly version to the lower poly, 1k texture. Unsure what to do about these issues.
enter image description here

File:
https://drive.google.com/file/d/1RDE3Lpq6YbyM4ixG9jt4d740EKG53WwC/view?usp=sharing


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Texture baking with cycles, 100% CPU usage, but 0% GPU for the most part
Texture baking multiple objects to one texture using Cycles with OptiX. The CPU usage is mostly 100%, and GPU 0% apart from the times when an object is finished baking, and as the next one begins the process, the CPU usage falls down to 10-20%, and GPU goes up to 80% for a moment, until falling back down again, and CPU skyrockets once more.
My GPU: NVIDIA GeForce RTX 4070 12gb VRam
CPU: AMD Ryzen 7-5800X 8 Core

Device is set to GPU Compute.
Unsure if it's supposed to be like this or not, so I'd rather ask fully.

I've watched a tutorial on Youtube which says you have to uncheck your CPU (as you did) and do not use OptiX but use CUDA instead. But the video is 3 years old. I cannot verify this at the moment because my PC here has an old GPU which is not very fast anyway. But no matter which I choose, as long as the GPU is checked in the preferences, the GPU shows it's being used in the performance monitor.

I made some comparisons, but I only have an old AMD Ryzen 7 2700X OctaCore CPU with an old GTX 1060 6GB GPU. Generally speaking, using the GPU was always faster than just CPU (of course), and GPU alone was faster than GPU + CPU with CUDA generally faster than OptiX, whereas OptiX with CPU was faster than without. As I said, this could all be dependent on my hardware.
But in all cases Blender was using the GPU when it was enabled. However, there was one discovery that I made: Your performance monitor shows "3D" on the first diagram. I had to switch it to "Cuda" - no matter if Blender was set to CUDA or OptiX - to see the full working load.
This is not a real solution if your GPU actually is not being used, but I simply cannot recreate this issue. As I said, if I switch the diagram to "Cuda", I can see it working in the performance monitor as long as I'm not switching to CPU. Have you switched to CPU intentionally to check against the baking performance with GPU? Is the baking time the same/similar? If not, your Blender will most likely use the GPU.
Another thing which will only use the CPU and always comes between switching from one object to the next is the Denoise for Render. If you have it enabled, after rendering with the GPU, the CPU will take over to denoise the baked image.

I do have denoise on, yup, will check how things go without when able to; thanks for the suggestions.


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Black area after rendering using Cycles

Please help me get rid of the black area on top, I just want a blank white background but the black area kept showing up after rendering using Cycles

Hello have you checked the Outliner for objects that are hidden in preview but enable for render?

Scale the Plane that you're using as the 'ground' up further so that it covers the whole area of the camera view or extrude the back edge of it upwards and then bevel that edge.


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Decals shrinkwrap bake black for alpha?
yo guys i have a problem , i used some decals and shrinkwrap on a object , join all of them and baked to low poly object , but the alpha is baking black , can you guys help me , and sorry for my bad english

What's your bake settings?

Not that this is relevant for your problem, but why do you invert the Alpha output with a Color Ramp instead of simply switching the shader inputs for Diffuse BSDF and Transparent BSDF?

yes my bad but it's same result :)

my bake settings , extrusion .1 , selected to active , and difuse only color not direct and inderect lights

question is did you ever tried to bake some decals . .???

Why that didn't work: You are basically baking objects overlapped like floaters, and while floaters are a thing and work well, they will override what is below. In the case of a decal with transparency, when baking everything to ONE place in the texture, that transparency of the decal will override what was below (the colour) with "transparent" (alpha) because a pixel cannot have color and be transparent at the same time, hence looking "black" in the baked texture while it'll actually look transparent if you turn on the alpha clip.
How to make it work? You basically have two ways:

Leave the decals where they are, and treat them as a different object from the same model. Here you have to make a copy of the decals as a low poly target (properly unwrapped) and can either pack everyting in one UV space and one set of textures or have a separate set of textures for the decals (if for example you want to have higher quixel density for the text). If you make a separate texture you can use it as a detail map.
On the other hand you can do away with the decals and instead create a second UV layout in the high poly base object. In this case you need to make an atlas for the decals (an image that contains all decals) and then include it on the base object's material unwrapping the different sections of the mesh where you want the decals. This time around is more difficult because instead of projecting the decal with shrinkwrap you have to fiddle with the UV's, so it's not easy if you want to relocate them later (you have to redo everything). For this you have to use the UV node to condition the UV atlas image to the second UV.

Pro & Cons:
Placement: Option2 is more difficult to place and it kind of stays on place while option 1 allows to move around the decals to easyly relocate them.
Texel density: Option 2 gives a more traditional low poly approach and will be the most "efficient" in terms of texel density in that the decals and background will occupy the same space in texture, though Option 1 allows for different texel densities between base object and decals (being able to have readable text w/out the need for a huge texture, though this becomes usefull only in certain objects like vehicles or structures where the scale between the base object and the text or small details differs greatly)
Simplicity: More than Option 1 or 2 is, having everything baked in one set of textures is probably the "simpler" traditional low poly approach. Leaving decals as separate objects with separate sets of textures/atlases/trim sheets is a more advanced mid poly technique and well used is very powerful but involves solving problems like where to include the second set of textures (like a detail map or part of a multiple texture UDim setup) and also having the decals not casting shadows or reflections over the base object. One thing (EDIT:I almost forgot is that for option 1, projecting directly in the High poly UV's you'll have to work with the unsmoothed version to avoid stretching and that can cause for your model to skyrocket in weight -and resources needed to run it- depending on how much subdivided it is, since it's easier for blender to emulate the subdivision than to actually work with more geometry.)
Hope this helps and if you have any doubt don't hesitate to ask.

thanks dude really nice and detailled answer , it been a while since a i posted , i just baked it without the "floaters" or "decals"(don't know how to call it) and added them in krita(it's photoshop for poors hahaha); and i think the easier way( not the best for sure because it lower the quality when u do it) is just to use stencil feature in blender :) but thanks dude really nice advices there , i see that you are a pro :)


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Fix a mishapen curved edge so that it is uniform
I created a curvy shape that ended up with really ugly geometry. When I tried cleaning it up, I ended up warping the curve in places and now I am really unclear on how I can fix it. I thought about chopping it in half and then mirroring it but there are no good halves to mirror. I also tried selecting edge rings and "set flow" but it left me with the situation you can see in the attached pictures. I am really out of ideas and could use whatever helpful ideas anyone one might. This is ultimately for a 3D print job.
Thanks

If this is just a cylindrical shape I think the quickest thing to do would be to just select one of the vertical edge loops, separate it, and remake the whole thing with a screw modifier or the spin tool

yes agreed. very easy fix by selecting 1 vertical edge loop then use this technique https://youtube.com/shorts/IqhQCVTRHJw?si=ympSo6JDNzQlgNBP


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Edit Mode Stuck in “X-Ray” View

While in Edit Mode, the edges of my model inside and outside are visible simultaneously; this happened after importing a model I downloaded.
I'm not in X-Ray mode in Blender, but it seems like wireframe is showing through from the behind

Did nothing in the info provided for your previous question   work? Can you share your blend file https://blend-exchange.com

maybe a Clipping issue? in the N panel pley with the values to see if it fixes the problem


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Strange hair-looking thing appears in object mode
I was sculpting a model and when I was done I noticed that there's something strange looking like a hair. At first, I thought it was just an edge and switched to edit mode to erase it. But it disappeared when I switched to edit mode. Does anybody knows to erase it?

Did you hide and unhide the model to confirm it isn't part of another object? Are there any modifiers on the object? Are you using shapekeys?

There are 6 modifiers: Armature, Two ParticleSystems, Two SurfaceDeforms, Subdivision

If you disable all of them, is the artefact still there? If no, which modifier is responsible for the problem?

Artefact is still there. nothing happened

We probably need your file to inspect it. If it disappears in Edit Mode it usually has to be something caused by a modifier. But when you say disabling them does not help, we can only make wild guesses without the file. The thing is, it does not show the orange selection outline while the rest is selected... that's strange if it is part of that object.


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Im trying to turn this black hole project to a obj with texture. But when i do it just has the circle and squares not what i have view port shading
I'm trying add my black hole to element 3d but the textures are not carrying over when I make it an obj

Hello maybe show some screenshots of your material and interface, or share your file?

https://blender.stackexchange.com/questions/57531/fbx-export-why-there-are-no-materials-or-textures


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Blender 2.90 - Some verts disappear or are unelectable when entering Weight Paint mode
I'm currently running into an issue where certain verts on my model act as if I've hidden them and continually disappear when entering weight paint mode or sculpt mode. This isn't the first time I've had this problem, and after countless run-ins with the issue have yet to find a solution.
Here's what I've done up until this point.

Duplicated an existing model I created to work on a copy.
Used the RetopoFlow plugin to create smoother versions of parts of the hand to appear more like a fingerless glove.
After I finished, I manually stitched the new RetopoFlow geo to the old geo by hand by merging verts that were close.
I entered sculpt mode to smooth out a few parts but noticed I was unable to interact with some of the verts. I could manipulate everything, except them specifically, even after clearing all masks.
Fearing the issue as I've run into this before, I entered weight painting mode and turned on Vertex Selection. Sure enough, the verts on the part I just created (hilighted in the images) were unselectable.
I went into Edit Mode and attempted to unhide all.
Unhiding all suddenly unhid and selected all the verts I was unable to manipulate, as if I'd hidden them.
Reinterring Weight Paint mode, all faces connected to the verts in question are once again unselectable and can't be manipulated. But they're not really 'gone' either, as I can still go back into edit mode and unhide them again like before. Doing this however only repeats the process and doesn't actually fix anything.

This problem will make it so I can't weight paint the hand later, speaking from previous experience.
Does anyone know why this is happening or how I can fix this? This isn't the first time I've run into this problem. It usually happens when I merge two geometries, especially if the newly merged geo was created via a plane. Is there any way I can fix this or am I just screwed?

I seem to remember that there was a bug with earlier versions of blender causing that issue. Try updating to a more modern Blender version - 3.3.10 is the earliest LTS version that is still supported as 2.93.17 LTS has now gone out of support.

The thing where they get selected after unhiding although they are not hidden is strange. Is there any duplicate geometry in this area? If it is just a bug because of an older version maybe updating helps as John suggests. Otherwise I guess it would be better if you uploaded the file (or at least the object in question) to https://blend-exchange.com and edit the link into your question.


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Missing Node Inputs
I've never really used nodes before so I'm following tutorials to learn them and for some reason my "Mesh To Volume Node" looks like this

when it should look like this

Does anybody know what's going on? I'm new to 3d modeling and just updated to blender 4.0

Hello, the best way to follow a tutorial if you're beginning is to try and install / use the same version that the tutor is using, because the interface changes pretty much every version especially regarding nodes

Okay I see thanks for the help!


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Making one simple face

I made this model and for some reason this face is made up of multiple faces is there some way I could merge them into one or get rid of the edges?

Please provide a .blend file

Try selecting All in Edit mode and then M > Merge by Distance, but as @retr0 says we'll really need to see your blend file to see exactly what you're talking about. You can share it via https://blend-exchange.com/ following the instructions there to copy the link on that page and then edit your question here and paste the link into it

If you're talking about the initial large face, the diagonal edges are created when you cut holes in it as Blender won't allow a hole in the middle of a face without connecting edges. They won't be visible in rendered view.

Hello if you do a hole (like a window) you'll always need edges that connect the inner edges with the outer edges it this is what you're talking about

Oh I figured It out I wanted to remove the lines so it'd be easy to Uv map but I Uv mapped it with them and had no problem. Thanks for the help though!


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Creating believable build lights
I was wondering how I could create believable building lights. Currently I have plane's with emission shaders that I scattered inside the building but it looks off and doesn't render correctly. Is there a way I could either improve my window light method or a better one?
Currently have:

render:


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Armature exports broken
Hello I created this model (Each arm and leg is separate armature) For some reason it exporting it and importing it turns into this:
Model being export:

Model Imported:

for some reason some hands are detached even though they should have a constraint extra bones are added and some Ik's don't work. Does anybody know how to fix this?

Hello, could you please share the imported version?

Are you sure that you need several armatures? Actually the hand is detached because the arm has location keyframe that put it away from the hand, if you want to put the hand at the tip of the arm then keyframe the hand at the correct location? This is a quick fix but I guess it would be better to have only one armature

I have it under multiple armatures because parented even the claw and arm together with deform it, so I rather constrained them to each other would there be a better solution? I really appreciate the help

I don't really understand what you mean, if you have no particular reason to have several armatures, then use one only (join all these armatures into one)

I see what you mean now, this works thanks!


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Making noise animation loop smoothly
I made a camera shake with a noise modifier but it doesn't loop very well. I would upload a video but I can't so I'll try to give as much information as I can.
Graph editor:

Noise Modifier:

Would anybody know how I could smoothly loop a noise modifier animation?

if it's only 150 frame long you could keyframe it manually instead of using a Noise modifier?


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Making linear extrapolation only start at a specific frame
I've created a walk cycle that uses linear extrapolation to continue. I want to make the walk cycle start and repeat after a specific keyframe, is this possible?

normally you have to just use the cycle modifier for all keyframes except the "root" bone (which is in mixamo the spine bone) which you have to move just linear extrapolate. did u try that? if yes, and it didn't work, pls provide blend file

Thank you, this works. Had no idea that was a thing.


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Why Is blender rig not matching up with fingures?
I made a full body rig and all of it works fine, however for some reason both hands are having issues with the figures this is how I have the rig set up
but when i move a finger bone it does this:

it seems as if each bone moves a random finger could somebody help me with this I am newer?

I think we'll need to see your Blend file. You can share it via https://blend-exchange.com/ following the instructions there to copy the link to it and then edit your question and paste the link into it.

The preferred way to assign mesh parts to individual bones is to use "weights", which are vertex groups with the same name as the bones you want to assign mesh to. But for that to work, you need to have each bone correctly named (especially mirrored bones), each vertex group to be created and with the correct name, and each vertex group to be correctly assigned to the right mesh parts. The fastest way to do the latter is to parent the mesh object to the armature object using Ctrl P > Parent to Armature "With Automatic Weights". If the previous steps were done correctly, this should work fine.

I'm not sure if I am miss understanding however I've named everything correctly and I still get the same result. I appreciate your help though!

Parent With Automatic Weights will probably fail for the hand, you probably need to do it through the Vertex Groups list and the Assign button, but first remove all these vertices from all groups

The Automatic Weights will struggle with the hands. You probably need to do it manually: First thing remove the vertices from all the vertex groups:

Then select each part and parent to the correct vertex group:

This works thank you so much!

but why would it fail though?

because the faces are too close to each other but I can't tell the technical reason why it makes things harder to calculate?


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Is there a way i could live view my render image?
I see in tons of tutorials people have tabs like these(see picture) and as they edit there scene the image changes with it. How would I achieve this?

You can right click the edges between the different panels in order to create new ones. With this new window you can then change it to be a view of the 3D scene and then go into the camera view there.

You open that window to another 3d viewport, then set it to rendered view by pressing z and selecting rendered, then check render region in output properties and continue editing in other windows.


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Ways to merge/join vertices?
I've got to models I'm trying to merge. I've got almost all of it connected, the problem is I have three vertices that I need to join to one and still keep quad topology
:
I also have a similar issue here:

Does anybody know how I can merge/join theses?

Do you need the quad topology for something specific or is it just because you heard the myth that you have to keep everything all quads no matter what? Because I cannot see any issue with your geometry apart from it not being quads.

I am experiencing shading issues because of it. I intend to triangulate the mesh if that helps.

Is this for export? Does the target renderer permit custom normals?

Yes, I'm going to export the mesh to Unity. However, I'm not sure what you mean by custom normals. Could you please elaborate?

You could simplify the topology instead, and give your object a Subdivision Surface modifier?

Or use this topology:

I'm trying to keep it under 150k tris while keeping the windows smooth and round. When I tried this (might have done something wrong), I got over a million.

How will you use your object? If this is for a video, you could use a high poly version for close-up shots, and a low-poly version for large shots?

I'm going to use it for a video game.


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Uv Island Not Straight
I'm having a lot of trouble understanding UV unwrapping and I've created my mesh and I think I've marked all the right seams but for some reason the UV Island isn't straight.

Can somebody help me understand what's going on? Also additionally I don't know if it's possible to have a island stay on the map without having to have the faces selected or showing any other parts of the model if so how would I do that?

To add to unwave's answer, you can orthogonalize the UVs with the UV Squares addon

@moonboots UV Squares worked well only if the topology is a grid. With the topology in the subject one would need some pinning and hiding trickery. https://www.youtube.com/watch?v=xXocgeouVWY Otherwise you will get overlaps and split UVs.

Oh ok.....................   ;)

Create the UVs by Projecting from View while being in the orthogonal view, pin the outer border and then unwrap again and try to use Conformal method in the F9 redo panel.
Can also just pin the borders enable Live Unwrap and straiten them manually with S+XorY+0
For buildings Cube Projection could suffice.

About the additional part: there is UV Sync Selection but it is situational.


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Making IK Bones Look like rings instead of bones
Hello I have kind of a stupid question I've never used or made an IK rig before and made one following tutorials I found online, the IK's I created with this look like bones
They work pretty well but I'd like them to look something like this:

It doesn't really effect me I'd just prefer it to look like these. It wouldn't matter if I figured out how to do this but if somebody could help I'd really apricate it.

In pose mode, in the Bone properties menu and under the viewport display pannel, you can use a custom object to change the shape of the bone. The bone widget addon helps making the worflow faster


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Converting triangles to quads
I used the knife to to cut out the windows of a plane cockpit. Now I have triangles that I've been trying to clean up.

I've gotten a few of them but the rest I can't figure out. Could somebody explain a few methods to remove triangles like these?

You could use this topology instead:

I'm sorry to ask you again, I'm not very good with blender could please explain how you got it here?

There was no real magic method unfortunately, I used the knife and dissolved some edges until I got this result


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Plane lock depending on the orthographic view you're using?
Quick Ask: Does Blender offer an adaptive axis/plane lock in orthographic views, similar to Rhino's 'project snapping to CPlane'?
Plane locking is using a command like SHIFT-Z to restrict movement to the X/Y axis. This is fine but I'm wondering if it's possible to turn this on automatically depending on the orthographic view you're currently using. For example, if you're in the top-down view, the transforms and snaps you do should not be in the Z axis.
Specifically, I'm wondering about snapping from point to point.
I'm aware of being able to click the lock icon in the properties panel in Blender which disables transform in an axis, but this is not what I'm asking about.
I do a lot of architectural modeling in Rhino, and it's a simple setting you can turn on the the options. The option is called ~"project snapping to CPlane in orthographic view".
Is this, "projected movement / snapping" possible in Blender? Thank you

Not that I know... and if you are moving vertices in Edit Mode for example you have to use Shift+Z (or Shift+X or Shift+Y, depending on which axis you want to lock) because there are no lock icons to click. Or if you don't want to use Shift+ axis you can enable the transform gizmos and use the small square to lock that axis while moving.

This is already automatic for moves without snapping.If you use 'G', 'R' os 'S' in any ortho view, without any explicit constraint, transforms will be in view-plane. You can align an ortho view to any face  with selection > Shift - Numpad 7. For snapping, you can  set Transform Orientation to 'View'. In which case the constraint will always be Shift-Z.


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How to make any object show in front the same way as a reference image but in render
I have a device with parts inside. What I would like to do is at some point show the inside part without "opening" the device, but I don't want to mess around with shaders and transparency. Is there a way to show this part kind of inside the device, but control the opacity so that it is visible from the outside? I know this can be done in compositing, but I am not familiar with compositing. Similar to the way the engine and chassis are represented in the picture.

You don't want to mess around with shaders or use the Compositor but that's the 2 solutions that seem the most obvious ^^  You should do it through the Compositor, not so complicated

Why don't you decrease the opacity of top?

Transparency is easy if you use the video editor:
Render two images, one of the part of the car you want to be transparent and one of the parts you want to reveal.
Then take those images and put them on the video\picture lines. (Go to your files to drag and drop the picture) Make sure the part of the car that turns transparent is on top!
Then find the opacity setting of the top picture and key frame it where you want the reveal to start and end, making sure to key frame the reduced amount of opacity where it ends.
If you plan to render a sequence of fancy turns with the camera, render two videos and follow the same process.

I know that's doable this way, but I really don't want to render. I also know that it is possible to have an object ID in the render pass and use compositing. When I am doing training on the device, I usually share my screen with Blender and go over the parts of the device. I wish there was a way to reference a model, it seems like it would have been of use. Sometimes I also recreate models from some CAD drawings with really bad topology (exported from SolidWorks, Autocad, etc.) and it would have been really nice to have a 3D model as a reference as well with opacity control.


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There is a way to decide witch cone is getting bigger and smaller?
I'm getting started with the geometry node and I wonder if there is a way to create some "fade effect" with this node.
I know that with the array modifier, and an empty I can make the cone progressively go from big to small, but there is a way to decide which cone is getting bigger or smaller ?
Thank u

did u try scale instances with index?

Instead of using the Curve to Points node, I would take a Resample Curve node. This way you can use Spline Parameter > Factor for the Scale. The factor will always be from 0 to 1, no matter how long you make the curve/spiral or which Length you set for resampling.
This way you know, the first cone will always be a scale of 0 and the last one full size which you have set in the cone's properties. To modify you can use Math nodes to Multiply or Add something to the factor etc., or to give it a different minimum or maximum size you can plug the factor in a Map Range node, a Color Ramp or maybe a Float Curve node for example. You can also use a Combine XYZ node if you do not want to scale the cone uniformly, but maybe the height different from the rest.
With a setup like this you can decide what the minimum and maximum size of the cone should be, and it will not change even if you change the start or end radius of the spiral or how it is resampled.
Basic setup (with a Multiply node to set the final scale instead of adjusting the cone values):

Using a Map Range node (in this case increasing the minimum size):

A Float Curve node for visual editing of the size changes:

Or with a Color Ramp you can change the size multiple times from start to finish as well:


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how customize the texture and materials of the building generated by `Buildify` from the OSM building data
I have generated a building, from an Open Street map using Blosm for Blender.
Additionally, I have also used Buildify 1.0 to generate the building textures and architecture.
And as an output, I have got the following building.

In the same way, I have to export the other various buildings, the textures generated from Buildify are similar for all the buildings, So I would like to try out the different textures and materials for some buildings.
I have to use the building structure from the OSM building data.
But with very limited knowledge about the Blender, I am not able to head start with changing the textures, and building materials.
To generate the building I have followed the following tutorials. https://youtu.be/gKZ074ISG_M?t=354
My question is how to start with changing the texture and materials of the building generated by Buildify from the OSM building data.
I have attached the blender files too.

Since Buildify appears to be a paid-for third-party addon, questions about it are really off-topic here.

sorry. It is not a paid version, it can be used in blender-osm, without pay.

It is still a third-party addon and not built into Blender. Just looking at one of the materials in the file, it appears to be created with a series of quite complex Geometry node groups so that's not something which we can help with anyway.


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How to select only one building that have been generated from Blosm for Blender
I have generated a building, from an Open Street map using Blosm for Blender.
Additionally, I have also used the Buildify 1.0 to generate the building textures and architecture.
And as an output, I have got the following buildings.

This is a data in the blender scene collection,

However, I want to select only one building to export to FBX. And I am not able to select just one building, because I have no experience with the blender tools and command.
Can anyone guide me into the steps on how can I select only one desired building from this list of buildings?

I would recommend going into edit mode with [TAB], then selecting any part of the single one building you want. Then press [CMD+L] or [Windows+L] to select linked, and it should automatically select the entire mesh. Then if you press P, you can separate the selected part of the mesh from everything else. You should be able to export that single object by itself from there.

@NascentSpace [Windows+L] locks your desktop, you mean [Ctrl+L] ;) Anyway, if there are separate parts that are not selected at all, [Ctrl+L] will not get them. I would recommend switching to Wireframe mode or enabling X-Ray to make sure hidden parts are selected, too.

@GordonBrinkmann Ah, my mistake. Thank you for that important clarification.


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Geometry Nodes: Volume to Mesh, Keep polycount constant
I am generating a mesh that morphs from one object to another via graph shown in pic.

Is there a way to keep the polycount constant on the output mesh?
Can each vertex ID remain the same?
Idea is to then output multiple meshes using this method and use them as Blend shapes ultimately.

not really. at least with this method. you are essentially remeshing the objects.

I tried shrinkwrapping the geoNode mesh with a sphere - that seems to work for simple closed shapes. But that method fails when trying to shrinkwrap any mesh that has concave features.

k. that is understandable, but it's nearly important to keep the same poly count with this method.  Is there a specific reason you need the sand number of vertices?

end goal is to create a blend shape and use it in UE or Unity via vertex animated texture or some other form of storing vertex position data. For this to work the blend shape needs to be the same model, same vertex count, same vertex id.

in that case this might not be the right method for the job


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Why is my rendered image coming out blotchy (color in some places are missing), when it is not looking so in the viewport?
I was trying to model a character (not original, modelling from an already existing character for practice). I did the unwrapping, and texture painted, saved the images also. Mapped those images to the material. This is how the model looked after all the work.

But when I rendered the image, the output was this

In both EEVEE and Cycles, this was the output. I checked the face orientation, they was no issue with them. Since I can't see this in viewport I'm not able to understand how to fix this.
This happening for the textured painted surface only, the clothes are not texture painted.

My guess is that you have original mesh hidden in hierarchy but visible in render... unhide all objects with Alt+H, is there your original model clipping through your model?

To expand my comment:
Is there an object in your hierarchy that is hidden in the viewport (closed eye) but visible in the render? (white camera icon)

If this is your case, please uncheck the camera button so that your object will not be visible in the final render. Always keep in mind that you can hide from the viewport and render separately.
If this is not the case, please show me more info or share your file with us

It worked!!!:D
There was a mesh that was hidden.
Thank you!!!! Thank you so much!


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How do I smooth/fix my glock model?
I am pretty new to Blender.
I have tried smoothing vertex and beveling but it does not look good. Is there any way I can possibly fix this?

Have you tried smooth shading? Select your model > right click > shade smooth. Then go to Properties > Object Data Properties > Normals and check Auto Smooth.

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

Thank you @Geri that seems to have done the trick. :)

Try shading it smooth by right clicking your object and selecting "shade smooth". Or, if you don't want it all to be shaded smooth, you can go into Edit mode, selecting the vertices of the part you want to shade smooth, hitting "p", and select "separate selection", and then going into object mode and shading that smooth.

Thank you too @Bently Carpenter . :)

@Tomi If you like this answer, could you please accept it, so that it won't be on the unanswered list (and so I can get some reputation?) ;)


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How can I change the default rotation of my rigged 3d character without breaking the animations?
How can I change the default rotation(pivot point) of my rigged 3d character without breaking the animations? Any advice?
I got a rig character with a lot of animations but, every time I place it in the game engine I'm working with, it's backwards and it's causing problems where coding is concerned. I don't know how to fix it in the game engine and I really don't want to make the character again from scratch just to fix this one problem.

In every rig structure there is generally a Root bone: a bone that is directly or indirectly parent of all others bones. As you identify it, you can go to edit mode, press shift A to add a new bone (I call it "extra root") and make it parent of the Root bone).
Then in pose mode you can use this new extra root to relocate, reorient and rescale the rig as a whole, without breaking any previous animation.
If you set a keyframe on the Extra root at the start of every animation, it will take effect automatically.


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Is there anyway to rip off 3D models from games like this? (Black Desert Online)
Is there anyway to rip off 3D models from games like this? (Black Desert Online)
I want to use the faces as a base for my sculptures.
Thank you guys!

I'm voting to close this question as off-topic because its not directly related to using blender.

yes but also no, specificly from black desert im not shure. But for example if you have a source engine game you need a rooting tool and a object converter just to open the mesh and since different engines use different formats (Moustly) you need to find the right ones to import models from source game in blender i need thiese 3 programs 1st to export modell as .obj file 2nd to convert textures and 3rd to find the modells


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Unable to use grease pencil in BLENDER version 3.3.1
I am new to Blender. I downloaded version 3.3.1. When I go 2D animation, add grease pencil, and try to draw, I can't see what I'm drawing. I cannot use the icons on the left (eraser, etc.). message: Draw  needs strokes in the active grease pencil object.
I may be using the wrong version or I may have forgotten to activate something.
What would be the best version to draw in 2D and make an animation?

Bienvenu! Malheureusement, pour l'instant, nous ne pouvons accepter les questions qu'en anglais. Utilisez peut-être Google Translate pour votre question et ses réponses.


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How to lock an updating object to the screen using scripts (Blender 3.5)
I wanted to create an object that automatically updates with scripts and displays on the screen in a fixed position in Blender viewport. Kind of like how 'Objectives' in the top right of the image below or the 'Activity bar' in the bottom left would work. I want it so that the particular object (e.g. the objectives) stays glued to the screen while everything else (e.g. the scene displayed in the image below) moves as normal with the viewport. Ideally, I would want to use python scripts to do all of this. I've tried searching extensively for this but haven't found a solution and I would appreciate any help!

Please describe why you need this, and what purpose it serves. That would help immensely and my heaven lead to finding a solution you did not even have on the radar.

I want to display some information incoming from another source on the screen while being able to move around the rest of my Blender model. The purpose it serves is for demoing the model.

I recommend using Blenders draw function with which you can draw on the 3d interface. See the following questions: https://blender.stackexchange.com/a/40676/92700 https://blender.stackexchange.com/a/76020/92700 And the Font Drawing API reference: https://docs.blender.org/api/current/blf.html

Thank you! I will check it out.


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How to make a precise parallel angled line (cut)
Using Blender 3.5.1, total beginner.
I found numerous posts that seemed to be asking similar things, and yet so far I have not found a direct answer to my question. I'm aware Blender is not intended for precision work, and yet I find it hard to believe it can not do what I want. I'm sure I just don't know enough yet. What I want is so simple I don't even need pictures.
Make a cube. On a vertical face draw a line (cut) from an upper corner (vertex) to the opposite lower corner. If you remove the upper part you would have a wedge. Using that angled line, I want a second parallel line a precise distance away (-z axis, same face) from the first. The end goal is that second line is to be another cut so that removing the lower section of the cube results in a ramp with a specific thickness.
The part I can not figure out is how to make that second angled cut parallel and a specific distance apart. I want to enter numbers, not use a mouse.
Also, extruding and rotating a ramp shape would not give me what I want. The reason is I want to be able to define the X,Y and Z dimensions (of the cube), and have the angle and slope length automatically generated based on the results of going 'from top to bottom'. I experimented with manually calculating the slope length based on right angle triangles and doing it that way, but it's not what I want.

Hi. Actually a picture of what you want might help. For instance, do you want the -Z axis dimension to be the thickness of the ramp you want, or do you want the thickness of the ramp to be determined perpendicular to the edge that was created?

After making that post the thought occurred to me that mentioning the Z axis might confuse some folks. You responded before I got back to my PC. :)
Throw all the description out the window and simplify the Q like this:
How can I create a parallel line and numerically specify the (perpendicular) distance between the two lines?

you should definitely add some visual aid, like a pic or video (uploaded to youtube).

Scott, I suggest that you click Edit at the bottom left of your question and do what you suggest that we do. In other words, rewrite your question with what you have said in your comment. What you want would be far more visible than someone maybe seeing it in a comment. An image would still be helpful, especially if you are wanting the parallel lines on an angle. This would make it much clearer and easier for someone to possibly help you.


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I want to express mechanical movements, but I'm having difficulty
https://www.youtube.com/watch?v=yl8PsvZtcE8
I want to depict a circular cylinder and a plate moving along a path and fitting together, like in the example video. I just can't seem to do it. Can you please provide some guidance?

what did u try? did u try curve modifier?

Please record or post image of what you have tried.

Hello and welcome. While files, images, and external videos or links may be helpful additions they should not be the only way to obtain information about your issue. Don't make understanding your question rely on downloading a file, watching a video or visiting an external site. Use the builtin tools to upload images or gifs, along with thoroughly explaining the problem in written form so it can be indexed and searched for thus helping future visitors with similar issues.

could you please tell at what minute of your video?

You could create a curve (1), a mechanic piece (2) and a subdivided plane (3) that has a Curve modifier with the curve as Curve Object:

Parent the piece to the plane, select the plane and in the Object panel > Instancing, click on Faces so that the piece is instanced on each face of the plane. Also, in the same panel, disable its visibility:

Move the plane on the correct axis (here on X):

As the object is actually made of 2 pieces, duplicate your plane, offset it a bit, create your second piece and parent it to this second plane:

Thank you very much. I'm glad I could help you resolve it.


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is it possible to save animations so that you can drop them into the timeline later?
I am currently working on my first ever proper animation, and am trying to get a hang of animation and rigging. I was wondering if it is possible to make an make an animation by keyframing an armature, and then save the animation, so that I can drop it into the timeline later. I don't know exactly when I want the animation to play, and most likely I want it to play multiple times, so being able to have it stored somewhere so that I can easily drop it into the timeline when I need it would be extremely useful. Something similar to shapekeys, with a slider I can pull to go through the animation would also work equally as well for me. Is this possible to achieve, and if so, how?

Have you looked into the NLA (Nonlinear Animation window) and how it works?

@moonboots I've never heard about that window before, but I will be sure to look into it now. Thanks

You can switch the dope sheet window to action editor, where you will then be able to save individual animations as Actions.

Those actions can then be used, re-used and edited in the NLA editor, which was mentioned in a comment before.
Working with the NLA is certainly a learning curve and way too complex to go into here. I found this tutorial very helpful in getting the hang of it.


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How can I fix this jagged shadow?
I'm trying to achieve a toon shading look with hard shadows, but when I turn off soft shadows I get a very jagged shadow around the neck, is there any way to fix this? I've tried upping the render resolution and fiddling with the light source and subdividing the mesh more, but nothing seems to work. Did I just screw up the mesh?

What's the resolution of your output image? At first sight this looks like normal anti-aliasing on a low-resolution image.. do you have any compositing going on?

I cropped the image in a photo editor which left it with low resolution, but this render was at 4K resolution and I tried another at 8k and it didnt help, but no compositing


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Subdivision not working as intended, edges not generating
Blender newbie here, attempting to model some things and experiencing issues with subdivision and with odd things generating where there shouldn't be, not sure how to describe it but hopefully videos will show what I mean.
https://drive.google.com/file/d/17yxSbMX708quhmW1K4fpA_6hY90ObYI4/view?usp=sharing
https://drive.google.com/file/d/1wOkDcvhu0unBOIQIGEppBo-MZZs7C0cD/view?usp=sharing

Hello it looks like you've selected the edges of a big ngon face? If you subdivide it will just subdivide the edges, i.e. create new vertices along these edges, not create small faces within the big face. Maybe first remove the big face and use a tool like Grid Fill to create quad faces?

Makes sense, thank you.
Next I figure out how to mark an answer...

I can make it an answer but first try the solution and tell if it works?

Next time you ask a question, try to describe the problem with words.
Something like: "I've added a vertex to an edge, and now the subdivision modifier doesn't look right"
Moreover if you want to add a split to the face use ctrl+r

It looks like what you select is not a grid of quads but a big ngon, i.e. a face with more than 4 vertices, like this for example:

If you subdivide this kind of face it will just add vertices to the edges, it won't subdivide the face itself. To create a grid made of quads, first thing select all and X (Delete) > Only Faces then CtrlF > Grid Fill:

Result (now you have quads only and it will subdivide correctly if needed):

That said we need to see the whole topology because it may not be a good idea to subdivide this part only. Also, another way to add topology is to join vertices (J) or use the Knife tool (K).


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Can't get the wavy texture to be straight
I'm trying to make grooves on my jar lid, but the lines aren't staying straight. They're curving into an arch at the end. Can someone help me fix this? I've looked everywhere for answers.

That's totally normal behaviour.
The solution for this is UV Editing:

I just added here a simply cylinder to make it clear.
The wave texture is set to Bands/x, so Blender calculates the wave according to the x coordinate. Knowing that and using your math knowledge you recognize, that Blender does this perfectly right.
So how can you change that?
You can change the x-coordinates, if you are using UV coordinates in your texture coordinate node instead of generated coordinates.
These x-coordinates (1) you can influence by uv-editing.
So make sure that your vertical faces (2) are mapping in even faces in uv editing (1). Then use the uv coordinates (3) in shader nodes and everything works as expected.

thanks!!! didn't know it was so simple. Flew didn't notice this

glad if i can help

@Henry .. don't forget to upvote, too, if you think this is a good one :)

thanks, will do!


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Cycles Renders A Black Frame At End (Render Layers is Connected to Composite)
Cycles seems to render fine for a while and then all of a sudden turns into a black frame. This only happens when rendering with cycles, evee works fine.
Ive tried everything that I found on the web. As I said in the title i've turned on Use Nodes in Compositing Render; Layers is Connected to Compositing so thats not the issue. If i cut the connection and reconnect it and render again still doesnt work. I've loaded factory settngs re installed Blender. I've turned off Scene>Post Processing>Composting. still doesnt work.

These are the settings that I used for this current render. Its the factory defaults and the tips that i've seen on the internet.
Its the default scene so nothing should be in the way.

The Resulting Render

Ive tried both the Supported and Experimental Feature set I installed and configured CUDA and it sure made the render faster but the black screen remains. I opened Blender in terminal with the --debug-all flag and the result of the render is:

This has largely been the case if i keep the render frames at 4096 and it always gets to around 1500 and then turns black if i lower the render frames it works till the last frame then like clockwork turns black.

This is what compositing looks like after the render finishes. I'm on Linux Mint and I installed blender with the system package in the Linux Mint Software Manager if that makes any difference I have a NVIDIA 970 if that might've caused the issue being on a Linux system with a NVIDIA GPU and all. Honestly have no clue, been trying to fix it for days; maybe im just not a good enough googler. if you want any more info just ask.

My fans are facing the correct direction. I figured it out though and it was in the blender settings. Denoise was on but there is no option for the Denoiser, its just blank, passes has a few options by default it was on Albedo and Normal.

When I turn off Denoiser it cycles renders fine obviously not denoised but whatever. Basically I dont have optix or the Open image denoiser installed probably cuz its not packaged in with my linux distro. You can download them online ill give it a shot. Ill edit again if it worked out.


text:
Planes are floating away or clipping
For some strange reason planes I put onto surface perpendicular to it clip and do not show in full. What can be the reason? They are clipped even more when I move camera

Blend File

https://www.dropbox.com/s/2cnlkkdi4vckgz1/forestRun.blend?dl=0 hope it works


text:
How to drive multiple shape keys based on relative camera position?
My question is basically an extension of one asked last year: Drive shape key based on relative camera orientation?
They received some great answers but the solutions seem to be only for one shape key and camera angle.
I have a NPR Toon model I've been working on and I would love to be able to associate a camera angle with a specific shape key (like in the aforementioned post), but for multiple angles and shape keys.
I'm aware of a solution using Animation Nodes (https://youtu.be/t9rVg4L8nBU), but I was hoping for a more elegant solution using drivers or python (unfortunately my knowledge of python is little).
This is what I'm hoping to learn how to achieve: https://mobile.twitter.com/MuRo_CG/status/1206902886090735616?s=20

In that example, it seems like the angle is what's driving the key, not position. The position of the camera is changing, but it seems like the angle is what's actually affecting the keys.

Oh, yes, I meant camera angle. :)