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Why do volumetrics render noisier when using GPU then when using CPU in Cycles?
Alrighty.  I've searched all over the place and even put in a couple of requests from every deity I could think of, but nothing on my issue.  So, I'm messing around with making up volumetric light cones for spotlights in Cycles for a project.  I've got all of the parts set up and in scene.  I start rendering and I get some odd results.  With GPU Compute and GPU+CPU I get wicked amounts of noise inside the cones.  As if the density of the scatter isn't high enough.  Then I try CPU only, it comes out smooth as butter.  Now I'm running a 9900k 32GB RAM and an RTX 2080 on the current stable release of 2.80.  I just can't figure it out.  I mean, I can handle just using my CPU and eating the much longer render times, but I'd much rather use the full power of my rig and get the same if not better results.  I'll put up some pics for examples of what I've got going on.

Please edit the question and give it an informative title. It's best to form it as a clear question that tells people looking through questions what your problem is about. It would improve your chances of getting a good answer sooner. So you are using the exact same render settings and switching between CPU and GPU Compute only on the official 2.80 release?

It seems I can replicate the issue with a simple scene with GTX970 and i72600K. It seems it is a bug. It should be reported to the bug tracker. If you report it, could you share the link to the report?

Looks like a difference in the sampling approach: https://mobile.twitter.com/stefan_3d/status/1123292775850680321

@Martynas Ziemys.  Yeah, sadly I was working on this until the wee hours of the morning and had a hard enough time remembering where I saved the renders.  They are the exact same settings in Official 2.80, yes.  Thank you for confirming that  it is an issue, and now that I've read what Robert Gützkow it would seem it's a known issue and I'll just have to slog through CPU rendering in any scenes that have volumetrics.  Not a huge deal really.  The same scene took 5 minutes with CPU which isn't too bad.  Thank you.

@Robert Gützkow  Thanks for posting that.  Looks like CPU it is.  I'll mess around with some settings to make it a bit more efficient.  Thankfully I think my CPU is up to the task.  Looks like I might have to dust off Twitter and look there for this stuff more often.

@RobertGützkow , could you maybe post this nicely formed as a full answer? I think this one is important to have fully answered for others to be able to find it.

@JBJB2495, I hope you don't mind me changing the title. It will be easier for others to find this.

@Marynas Ziemys  Not at all!  I appreciate that.  I totally could not figure out a way to phrase it.  That works perfectly.

The following answer is based on a Twitter thread by Stefan Werner.
Volumetric rendering on the CPU can be less noisy with fewer samples, because Cycles uses equi-angular sampling. This importance sampling technique by C. Kulla and M. Fajardo is currently not implemented for GPU rendering.
The slides from the Eurographics Symposium on Rendering 2012 may help to understand the paper.


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Why do these 2 unconnected objects rotate together?
This is what happening
Can I get help with this rotate issue? When I rotate one of them, the other one rotates too even though they don't have any connection.

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.

The objects are close together and you have Proportional Editing turned on:

Proportional editing affects many objects based on distance of the selected objects that are being transformed:

Hit  O  or toggle the button in the UI to disable it

source: Stack Exchange

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

sort: votes


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How do I hide the object the particles are on?
I'm using a hair particle system to spread objects over another but I want the object to be transparent or gone in the final render.

There is a checkbox for that in the Properties editor, Particle Properties tab, Render panel:

this didn't end up working in the final render and didn't find our till nearly an hour into the render

It definitely works. There is the same setting in Render and Viewport Display panels, maybe you set it only in Viewport Display panel.

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


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Help with Shadow compositing
Hello Blender community.
I want to make a shadow effect like in these screenshots, but my compositing skill is not enough to do this.
I want to make a fan animation for this game. I recreated the location but I can't recreate the shadow effect. I tried to change the contrast of the black through the hue node, but the contrast of the entire scene was changing, not just the shadows.
Can you tell me how I can achieve the same effect?

It's impossible to answer the question as it is currently written in a very meaningful way since you have not provided any information about what exactly you are trying to do. You should add images showing what you are working on and explain what you have tried to do as far and how that fails.

I want to make a fan animation for this game. I recreated the location but I can't recreate the shadow effect.
I tried to change the contrast of the black through the hue node, but the contrast of the entire scene was changing, not just the shadows.

Please edit the question and add all the relevant information. I doubt anyone can provide meaningful help without seeing what you have as far. It's not very helpful to describe images instead of showing them.

You can achieve a similar effect in Cycles with negative strength emission.
This effectively absorbs power from the scene, removing light intensity in the vicinity of the source, creating a darkening effect similar to the images.
You can use any object with an emission shader set to a negative value, or use a lamp object with negative strength.

Could I achieve the same effect on EEVEE ?

Only with lights, not emission meshes


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How to model form transitioning from square to oval profile?
I just picked up Blender as my first 3D modeling tool and I am already very excited about it and all the useful tutorials that are out there.
I am currently in the process of building a 3D model of a hobby project I normally carve out in wood. I have progressed significantly, but I have hit the wall on two points:

I am struggling to turn the rectangles at the back and front of my model into oval circles with diameter = inside of rectangle; and
I am looking for a function which could make my middle intersection transition into the said oval circles at the back and front.

Please also see reference pictures attached.

I have experienced with the sculpting option for item (2) but I am currently nowhere near good enough to make it look good, so I am hopeful that there is an automated option for that. I have come across some tutorials on lofting but seemingly none which resolves it for me.
I shall be grateful for any advice you may have.
Thank you.

It's a fairly well formed question, but it would benefit greatly if you shared a photo or a sketch of the object you want to model as well, because at the moment there is no way for anyone to know how exactly the desired result would look and that might stop people from attempting to answer in detail. Also keep in mind this is supposed to be one question at a time. In this case it's pretty much the same issue, but if you ask multiple questions in one, it might get closed.

The geometry you have looks like it would be pretty difficult to work with if its possible for this model I would recommend working with less geometry. Here are some approaches you could try.
The subdivision surface modifier adds a smoothing to your model. This would make the model have more spherical.
Exa:
This is a cube with a loopcut and 2nd level subdiv.
you could use a combination of this and creases. Crease options can be found in the edge menu in edit mode.
Exa:
if you had less geometry you could try and use bevels to round your corners of the rectangle. Bevel options can be found in the edge menu in edit mode.
I would recommend going through some beginner courses on modeling to get more comfortable with the tools.
Hope this gets you started in the right direction.
Cheers!

Elliot


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Glass modeling workflow?
So this might be a niche question without a good answer, but I have an awful lot of trouble modeling things that use a lot of transparent materials like environments with lots of glass. It would help me a lot to be able to see my scene without opaque glass when I am modeling it, because opaque glass gives me the wrong idea of what the space looks like. Ideally, it would be great if there was some way to make all of the glass transparent in the editor view, or even wireframed, so that I can see the forms but also see through them. It seems like the only way to do this is to render in Cycles, but that obviously isn't a good way to model. Is there any way I can configure an object layer to make some of the objects transparent in one of the normal non-rendered views? What's the ideal workflow for modeling with glass?

it would be great if there was some way to make all of the glass transparent in the editor view

I reckon what you mean to ask is a way to set objects' opacity in the viewport, independently of rendering?
When the viewport is in Solid view, the color and aspect of each object depend on the "color" setting in the solid view settings:

By default, it is set to "Material". Which can be customized for any object by going in the properties editor > Material tab > viewport display. There you can set a custom color, which supports Alpha transparency:

You have a similar set of viewport settings in each object, that is used when the solid view's color is set to Object.
If you need transparency only on specific areas of a mesh, as per defined in a texture in the material, then you need to use the material preview mode, as it's the only one that computes shaders outside the Rendered mode.
The Material view is powered by Eevee but with some limitations and handy tools for quick material previewing.
But by default, materials have their transparency rendered as opaque, but you can change the "blend" modes in the material settings panel:

In older versions of Blender, you need to set the render engine to Eevee to be able to see these settings.

that worked! blend mode was what i was looking for, i didn't realize that was opaque by default. thanks!


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How do I create dot texture to use for halftone in Blender's Compositor?
I want to create a halftone effect in the Blender's Compositor, and for that, I require a dot texture that can be easily achieved through the voronoi texture node but not through the voronoi texture that I get in the property bar in Blender.
Voronoi texture node that works for any material. I want the same effect in Blender's Compositor:

So how should I go about creating a dot texture to use in Blender's Compositor?

You cannot create this in the Compositor procedurally. You can bake the texture from the material nodes and then just use that image. It would be better to keep it 32bit EXR.

Then you can save it, load it to the Compositor and tile it there:

OK, it seems my math for aligning the dots to pixels is broken, but that  wasn't the question.


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The menu that shows up when a new mesh is added disappears when I click on it
I am not able to access the menu when we add a new mesh. It disappears when I click on it. What do I do?

Please don't use all caps in your titles - instead make them descriptive to help people understand what your question is about just by looking at it.

Did you try pressing F6 after creating an object?

Adjust Last Operation panel can be used just after some operation is performed. It does not disappear if you click on it, however it will disappear when you click somewhere else.
It is possible to bring it back by going to Edit-> Adjust Last Operation or with F9, however this is only until you perform some other operation. When you do, it becomes the new last performed operation, the previous operation then becomes completely finished and you cannot change its parameters any more.

I had the same issue as mentioned. F9 as mentioned in another anwser did also not work for me. I solved it by resetting to defaults.
File → Defaults → Load Factory Settings
I guess this problem happened using unstable builds and developers changed something, which did not work well with my configuration.
Keep in mind that doing this will reset all your Blender changes to defaults.


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How to avoid weird artifacts which only appear with ray-tracing enabled with Blender Render?
What's the cause of the weird, checkerboarding on the purple spheres and how do I remove it?

What exactly do you mean with "ray-tracing" enabled? Are you using Cycles, Eevee or Blender Internal? Do you have a texture applied?

can you include the blend file, as of right now you question is ununderstandable

@rjg Sorry, sort of floundering around here. 1) When the ray-tracing checkbox in the shading panel is checked. 2) Blender Internal. 3) No texture applied. Thanks for your help

@DrachenSeele sorry, added it now. Thanks!

This is caused by z-fighting in overlaping surfaces. Remove double geometry to resolve it.


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Is a boolean modifier needed for this problem?
I'm a Blender novice working on a project of glasses with multiple parts.
My goal is to have the bridge (blue part) cut off by the frame (red part) for a better fit.
I attempted to use the boolean modifier on the blue part, but when I set the red part as the operand, it simply disappears. I've also experimented with different settings, but the transformation doesn't occur.
Is the boolean modifier only effective with simple shapes? If so, are there alternative techniques I can explore to address this issue? Appreciate any guidance or suggestions!

The modifier should easily cope with simple shapes like that. First check that the Normals are correct by switching on Face Orientation on the Viewport Overlays menu (or pressing F3 and typing in Face Orientation). If they are correct (all blue) you could try switching to the Fast Solver option on the modifier.

Thank you! Effectivly when I turn on the fast solver it jsut work

You can use boolean for this if you want to, but if you need to fill some frame-like thing with something like glass or anything similar, you can also just do only that - fill it. If you have tidy geometry around something that forms a face or edge loop, it's convenient to select that geometry with loop selection tools or insert another edge loop, duplicate it, then separate and fill the new object. You can then extrude resulting plane or use solidify modifier to give it thickness.

What I do here:

Select the object and enter edit mode( Tab )

Insert new edge loop ( Ctrl  +  R )

Separate it from the object using Separate menu and choosing Selection from it( P  ->  S )

Exit edit mode, select the new separated object consisting of only the edge loop, enter edit mode of it(Tab  )

It still has all edges selected in edit mode, so I only need to fill it(F )

Then I extrude it (E) and move it up

I hit Numpad / to isolate selection in the viewport to be able to see it without any other objects so it's fully visible.

I would normally use bevel modifier for most things to have those bevels that give you highlights on object edges in reality and I would also bevel the newly crated loop and then extrude it inwards to form a groove for the glass, only then make the glass and move the glass edge inwards a tiny bit to prevent z-fighting(around 0.1mm maybe on glasses), because it's transparent and the groove may be visible in some cases through the glass, or at least some effects might be visible in internal reflections and refractions.

I mean something is definitely going on there at the edge.

Martynas I don't think it's the glass area that he/she is trying to boolean. It's the green-blue section that is disappearing according to his question and the images.

Nice extra tips. I have try it and it works very well ! Thank you for taking the time to explain it to me. :)

@JohnEason You seem to be right. I should have read the text more carefully and got a bit confused by the images.

@PriseHDMI My answer does not address the actual question, I would like to delete it. I assume, you already got whatever part of it that was useful to you, right?

@MartynasŽiemys No problem! If it had been me I could have given old age as an excuse... (I was 78 last week.) :^) Anyhow your suggestions seem to have been useful to the poster so I'd leave your reply in place.


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Render view works but final rendering fails with RTX 2070
So, I upgraded my Gpu from an rx 470 to an rtx 2070, everything works with the rtx 2070 except the final rendering (render view still works). I tried to reinstall Blender and all the drivers (Nvidia and Amd Chipset) and changing settings in Blender (Prefrences and Render engine) after all of that no crashing just the default empty grid.
I have reset all options and restarted the computer several times!
Specs:
Rtx 2070 (CUDA in Blender enabled)
ryzen 3600
16gb ram
Blender versions tried 2.82-2.83.1
Windows 10
Games like Rainbow 6 run fine
Thanks for helping

Does Blender throw an error message when you render? If so, what is it?

Is the rendered image empty?

Can you add a screenshot of render window, where empty grid appears?

no error, indefinitely rendering/loading. https://drive.google.com/file/d/1wG9ka2u-I5hHOhkJI7cPDw4UNQGdUyo8/view?usp=sharing


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Colour ramp that remains constant in meshes of different sizes
First ever blender post.
I am trying to make an animated graphic equaliser using some cubes and "bake sound to F-curves".
The animation is fine, but I want to colour the cube with a colour ramp (green-yellow-red transition).
I tried using Texture Coordinate->Mapping->Gradient Texture->ColorRamp method, which gives me the desired look, however, it calculates the ramp for each frame, and hence size, of animated cube, rather than giving a consistent colour across all bars, with only the tallest ones having the red...
I saw another post, where this "colour gradient exposed dependent on length" requirement was done with hair objects I guess: How to change hair color along length of strand?
Can this be done with cubes with baked animations?
cheers...

Hello, is the scale of your objects animated in your animation ?

What texture coordinate are you using, UV, generated, or object?

Also, is the origin of each of your cubes at the same place or do they each have their own origin ?

@Gorgious, Z delta scale only is animated using "Bake sound to F-curves".  Origin of object is set to 3d cursor (so it only animates in one direction, upwards.  I used this tutorial: https://www.youtube.com/watch?v=qjSSiltPMyk

@ChristopherBennett, I tried all 3 :-)  But I expected "object" to be the one to use.

@susu - trying to understand (I am very much a beginner). So, I bake the sound to an empty for the animation, how to link it to the cube for re-sizing?

You need to define common scale and coordinates that are independent of the other objects dimensions.
If you add an empty to the scene, you can use it to control the sizing, so that the gradient remains constant regardless of the dimensions of the object.
In this example 3 different cubes of different sizes have the same material.

It doesn't have to be an empty, it can be any object.

Ah! now I got it, thanks.  It works perfectly.
Wow, you guys are fast!


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The metalic look of the material looks opaque
My final renders look "opaque", "poor","doll", "boring" in comparison with my viewport shading and i don't know what to do to improve it. (I use Cycles render)
The metalic look of car with its physics and the lighting goes away in the final render... and the window is opaque black and doesn't react to light at all, al the normals are correct and i didn't use any texture for the materials, i used procedual materials with nodes, i didn't took pictures of my node trees but don't think that's the problem,(i even used blender's Glass BSDF) but i'll show you guys what i mean...

Can you see the differences between the 2 images? please any tip would do just fine! here is 3 a.m. ATM and i'll go to sleep, but tomorrow i'll read the comments! good night everyone!

It looks like there is an environment texture in your viewport options but not in your world shader

If you want things to be reflected by the surfaces you have to put something that can be reflected, Reflections don't appear by magic. Read: https://blender.stackexchange.com/questions/182376/how-do-i-make-an-environment-sphere-thing-like-blenders-preview/182394#182394 and https://blender.stackexchange.com/questions/48659/why-does-an-object-with-a-glossy-shader-render-in-black

@Bithur there is a basic HDRI in the viewport but how do i set it up in my finawl render then?

You need to setup an environment texture.
Go to our ressources in texture link and find the "HDR/JPEG Skydome Images" section. Check the links to find a HDRI environment texture and set it up in your world shader as an "environment texture" (not the usual "image texture").
in shader nodes, select world

Add an "environment texture" node and connect it to the background shader.

This is a basic world setup. Be aware that HDR images can be big files


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Shading is off and/or planes are flickering
Blender 2.83.4 Cycles.
I have an obj model that was purchased and given to me to use as a backdrop.
I'm not sure why pieces of the pipes are black.
In the rendered viewport shading- which I understand to be the closest representation to the actual rendered image as Blender has possible.

I'm not sure how to tell if it's inverted normals or improper lighting set up.  There are no image texture applied to the material, it's just straight Principled into material output.
The viewport shading menu has "Scene lights and Scene World" checked.  It also does not change anything in my viewport when I uncheck them.  The world does have an image applied but even when I disengage that from the World Output node nothing changes. If it helps though, it's a white-ish light HDRI.
I have an emitter object that I've disabled in the "viewports" and "render" areas of it's filters.  I also have two area lights that I've done the same to, so I believe I have switched off all of the lights that I've created other than the world settings.
There are also a few artifacts (I think I'm using that word correctly) in the walls; ie: a few planes are shaded slightly different as this one in this image is:

I am unclear despite my searching on how to fix this.  I have tried the merge by distance technique, decimate geometry, and also adding subdivisions.
Here is a link to download the project: https://we.tl/t-zsRWoTdIRn
If needed, this is the link to the purchased obj:  https://free3d.com/3d-model/warehouse-modern-interior-5522.html
HDRi can be found here: https://stock.adobe.com/images/full-360-degree-equirectangular-panorama-hdri-of-modern-futuristic-white-building-interior-3d-render-illustration/326519034
If anyone has the time and energy to help me figure this out, I'd very much appreciate it.

Are the "offending" planes separate objects, or just a part of the existing "wall" object? I ask because "flickering" sections are often the result of Z-fighting (2 faces sharing identical "depth"). The rendering engine can't decide  which one to place in "front" at any given moment, so it's always switching back and forth. Your "merge by distance" idea might have been on the right track, but will not work if they are separate objects.

No the wall is all one object as are the pipes.


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How to make a shadless material that would allow shadows?
I've been successful to achieve shade less material in Blender by following set up:

but is there any way we can allow these materials to cast shadows? Thanks.

Please don't use all caps in the titles of your questions. An object that has this sort of material assigned to it still casts shadows. I assume you wish to make a shadeless material that would receive flat 'shadless' shadows, is that correct?

I'm sorry for using caps. yes, i did mean shadeless materials that would be able to receive shadows. my bad

not quiet. it has shading onto itself. but looks helpful, thanks for the link!


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How does snapping work for Scale tool?
When I try using snapping for scale it works only with Increment type (when Snap button is turned off and I keep Ctrl key pressed, with Snap button turned on snapping for Scale tool doesn't work at all). My question is: is there a way of snapping to vertex, face and edge while scaling in Object or Edit mode. Why does snapping work for Move tool and doesn't work for scaling? I don't believe that it can be so.

Hi, Vitalii. I hope you don't mind my edit. I hope that makes the question a bit clearer and I did not change any of the meaning you intended. If you don't think any part of it is helpful please forgive me and use the edit link to edit the question again.

Changes have been made to improve the way snapping works.
You can now choose which type of snap affects transformations.
In the snap popover towards the bottom activate Scale to use vertex snapping while scaling objects.

Ow man thanks, people in Blender community are brilliant)


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Light Path node works weirdly for Background
For some reason, LightPath node doesn't work expectedly. When I plug in 'Is Diffuse Ray' output, I want to exclude all Diffuse rays but they stay. It works for Glossy ray and Camera ray, but why don't work for diffuse rays

Here I have added more explanation for my question above
For Glossy shader, all work exactly how expected: for Cycles engine and HDRI background I can exclude Glossy surfaces from the scene (make a mask)

But for Diffuse shader, when I use Cycle engine and HDRI I can exclude diffuse surfaces, for some reason, it doesn't work how it works for Glossy shader shown above

But when I try to use a flat colour background for Cycles, It becomes possible to exclude diffuse surfaces

or with HDRI but switch to Eevee it also works well

Okay, in the end, my simple question is why when I am using HDRI background and Cycle I can exclude Diffuse surfaces how it works well  for Glossy surfaces for instance

Using a Mix Shader node and 2 background nodes will give you better results and more flexibility than multiplying the strength of the entire world. you can also sorta "mask" it out and add whatever youd like on the 2nd background node and show one thing in the sky but for diffuse light bounces to react to another thing.

but if you absolutely need to use the node's strength, then doing it without any sort of multiply works, if u need to multiply it, then add a multiply node and/or an invert node to change the background's strength, with shouldnt be a problem with my method since the strength socket is available
EDIT: with what u said in comments, that would need to be done in the compositing of the scene. you would need to enable diffuse layers for indirect diffuse, then use that as a mask/factor for the other ndoes

this will take all light bounces coming from diffuse surfaces to the camera and use them as a factor, take note this will also affect other diffuse indirect bounces though. or, you can play around with materials and use the light path node on them and experiment a little

Hello, here is a misunderstanding, probably it is my poor explanation. My goal is to make a mask for all Diffuse objects for a scene which are lighted by background. I don't want to influence the background. Below I have added more explanation


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How to separate a face at one edge only?
Is it possible to separate faces only at one edge? My goal isn't to separate the edge entirely from the object but rather just to create a small crease in an object by moving edges from the main body (thus creating a hole). I've googled a lot and only found how to entirely split an edge, making it independent from the main body and it's not what I'm trying to do. Any advice on how I could approach this?

Hello and welcome. Please don't write in all caps in the title or body of any posts, it is the written equivalent of shouting, is harder to read and may be considered rude. Please use the [edit] button below the post to change you text into regular case.

See Lukas' answer and my comment there for the solution. Just note that the new quad faces on the border like the one on the left which is half-shaded in your sketch now is a non-planar face. You should probably select the top left and bottom right vertices and press J to split the face in two tris, and the same for the one on the other side.

There is a problem in your question: your drawing shows the faces split by more than one edge… ALT + M, and choose an option. You want to split by vertices. Keep in mind, splitting a single edge is impossible in a manifold mesh, because the edge shares vertices with other edges… Ah OK, you want a hole only on top and to add 2 faces on sides…

I think what you are looking for is called Rip Vertices.
In edit mode, while selecting an edge, press V to rip the edge from the mesh to create a hole. If you'd like to fill the created hole, use Alt+V instead.

Notice where the mouse is before ripping. The mouse's location will determine how the vertices are ripped from their nearby geometry.
See the Blender Docs for more info.

Alt+V is Rip Vertices and Fill which keeps the new and old vertices connected with faces. To get a hole just use Rip Vertices (as you mention) which is V.

@GordonBrinkmann Actually, If I'm getting OP right, they want V > (drop) > Alt-V (with constraint) > M merge by distance.. leaving a vent with triangular sides and a hole at the top? I wonder if there's  a snappier way..

@RobinBetts Maybe, I'm actually not sure what exactly is wanted. That's why I added the two different methods, V and Alt+V (and just to make clear that Rip Vertices and Rip Vertices and Fill are two different tools), since the tool name and manual link to V is given, but the shortcut in the answer is Alt+V.

@Gordon Yup, I seem to have to use both. .. haven't found a way in one move ..

@GordonBrinkmann Thanks for pointing that out!

This is exactly what I've been looking for! Thank you so much! Did not know about Rip Vertices.

This is How I would do it: just extrude the faces, edge slide the bottom back to the original surface and delete the faces where you need the holes…
E; GG; X to extrude, slide, delete…

If you don't have automerge enabled, A, M, B to select everything and merge by distance (remove doubles).


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weird gradients appearing in the final render
I m trying to render an animation sequence using cycles, but soon as i import my images "tried Tiff,Png and OpenEXR"into after effects i keep getting these wierd lines "Gradients",i want to know what is the best color management settings for a "blender to After Effect workflow".
Settings are in the pictures below:

https://blender.stackexchange.com/questions/74809/rendered-image-shows-visible-line-strokes-artefacts

https://blender.stackexchange.com/questions/184495/why-dark-vignette-looks-posterized/184497#184497

https://blender.stackexchange.com/questions/9279/how-to-make-a-dithering-effect-in-blender/9280#9280

https://blender.stackexchange.com/questions/5795/what-does-dither-do-in-cycles/5800#5800

https://blender.stackexchange.com/questions/183180/does-the-compositor-affect-image-quality

Thank u so much !


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The Armature deforms my object unevenly, no matter what rotation I try. What am I missing?
I'm trying to animate a book opening, and have tried multiple different ways, but I can't get rid of this issue. The armature closes one side of the books crooked and the other straight. I have no idea where to go from here. Help

Hello, so how did you rigged your object? Maybe share your file so that we can take a look: https://blend-exchange.giantcowfilms.com/

Here is the Blender FILE:

the rigging is not good, I don't know how you've parented but for this kind of object (non organic) you'd better parent With Empty Groups, it will create vertex groups that have the same name as the bones except that for the moment no vertices are assigned to these gorups, you are the one that is going to assign them with the Assign button under the Vertex Groups list, in properties > Object Data > Vertex Groups.


text:
problem opening files after moving them to a different folder
I moved around some of my blender files by putting them in a new folder ("failed tests") and now blender seems unable to navigate to any new files in the initial open file screen. I can open a file it has on the recent files list, but when I go to "open.." to navigate to another file, the file browser that opens up there won't let me click on any files other than whatever file I've opened last. If I go into the place where I can write the file path I can tell it to get to a specific file, but even then it's having problems with those files: it won't select anything in object mode. Any ideas what on earth is happening? I reinstalled Blender but the same thing is going on...
Edited to add: I can use the file path to get where I want to go, but I'd rather be able to double click on files in the file browser window: any idea why I can't?

Okay. After much fussing and reinstalling I deleted my user preferences and that fixed everything...

Sure, happy to. I'm on a mac. First I followed the instructions to show the hidden files on my hard drive like the ones on this link: (https://setapp.com/how-to/show-hidden-files-on-mac#:~:text=See%20hidden%20files%20on%20Mac%20via%20Finder&text=In%20Finder%2C%20open%20up%20your,2%20to%20hide%20them%20again!) . After that I went to my hard drive, then users/(my username)/ Library/ Application Support/ Blender/ 2.82/ config/ and then I dragged the preferences file to the trash and emptied it. I restarted Blender after that and everything works fine now.

There is a file called recent-files.txt that is saved where the config files are.
If you edit that with the new paths you should be fine.
For the location of the file refer to this post:
Where is the startup file stored?

Thank you. That seems to reflect the recent files, which is good, but what's odd is that I can't double click on any folders to open them in the file browser... Any idea why that's happening

Problem solved. I'm on a mac. First I followed these instructions to show the hidden files on my hard drive: in Finder, open up your Macintosh HD folder. Press Command+Shift+Dot. Your hidden files will become visible.  After that I went to my hard drive, then users/(my username)/ Library/ Application Support/ Blender/ 2.82/ config/ and then I dragged the preferences file to the trash and emptied it. I restarted Blender after that and everything works fine now.


text:
Which of Blender's bpy.props properties can store a Matrix?
In my script I am trying to store a Matrix, for example the region_3d.view_matrix of a 3D view. This returns:
Matrix(((0.04198726266622543, 0.9991182684898376, 3.666877432806359e-07, -0.32331380248069763),
        (-0.349155992269516, 0.014672632329165936, 0.9369498491287231, -0.4471516013145447),
        (0.9361235499382019, -0.03934017941355705, 0.3494640588760376, 0.5855286717414856),
        (0.0, 0.0, 0.0, 1.0)))

How can I store this in one of Blender's bpy.props properties for access later? I thought FloatVectorProperty was closest, but that was just a guess and depending on what I try it complains either that I'm providing tuples or that it only wants 3 items, not 4.

hmm, It might sound stupid but if you just need to store it for access why don't you just declare it in a python object.

@Yvain Will that survive saving and reloading the blend file?

No chance, it will actually disappear as soon as you stop the script even while remaining in blender. Unless you set your python script to  write the variable on an output text file

I haven't tested this extensively, but it looks like you can store a matrix as an "ID" property rather than a bpy.props property.  I stored a matrix like this from the Python console:
>>> C.object['matrix'] = m

where m was a 4x4 matrix
It appears that it was actually stored as an array of four arrays:
>>> C.object['matrix']
[<bpy id property array [4]>, <bpy id property array [4]>,
<bpy id property array [4]>, <bpy id property array [4]>]

I saved the file and reopened it, and the value was still intact.  It can even be typecast back to a Matrix:
>>> Matrix(C.object['matrix'])
Matrix(((0.68588, -0.31737, 0.65486, 7.48113),
        (0.72763, 0.31246, -0.61066, -6.50763),
        (-0.01081, 0.89534, 0.44524, 5.34366),
        (0.0, 0.0, 0.0, 1.0)))

(I truncated the precision of the numbers for readability).

If you choose MATRIX as subtype the property will return a mathutils.Matrix object on access. So you might define a utility function to set the attribute
import bpy
from mathutils import Matrix

def flatten(mat):
    dim = len(mat)
    return [mat[j][i] for i in range(dim)
                      for j in range(dim)]

bpy.types.Scene.matrix_property = bpy.props.FloatVectorProperty(
    name="Matrix",
    size=16,
    subtype="MATRIX")

mat = Matrix([[i + j for j in range(4)]
                     for i in range(0, 16, 4)])

scene = bpy.context.scene
scene.matrix_property = flatten(mat)

print(mat)
print(scene.matrix_property)

Took me a while to understand what flattern was doing, but I get it now. Is it strange there is no built in way to flatten a Matrix?

Just an into this, very weird indeed. Thanks @pink-vertex

If your mat is a numpy array you can use scene.matrix_property = mat.flatten("F").tolist()

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


text:
Rendering taking an eternity
Are 24 hours that I'm not sleeping, trying to figure out if I'm doing something wrong or I'm just stupid and poor.
I have this laptop: Asus ROG Strix Scar 15 G532LWS
Intel I7 10875H 2.30 16M Cache, up to 5.1 GHz, 8 cores Nvidia 2070 SUPER 8GB 16GB DDR4 SO-DIMM 3200MHz 3.0 Nvme M.2 SSD
I attach a screenshot to see what I'm trying to render.
I placed the resolution at 1280x720 50 samples Noise threshold 0.1/0.01/0.001 (no difference)
And I'm rendering a frame per 15mins
My total animation is 102 frames, so this means 25 hours for a video of 4 seconds in 720P. The animation is just the car driving straight and 3 buildings.enter image description here

It is possible that my laptop is not powerful enough to render?
I use Nvidia Studio Drivers.
What else I noticed is that the rendering in the viewport is faster
I really hope someone can give me some advice, otherwise, I think I have to renounce my passion because I can't afford a better computer.

That's perfectly normal. Welcome to computer graphics. 25 hours is still very much possible on a laptop. That's good news for you. :D

Is rendering in the viewport faster? Your first screenshot shows, you've set the viewport's Max Samples to 1024, in the second screenshot it says 6/1024 so it is not yet finished... Unfortunately you've cut out the part where we see the Max Samples for render. If you left it at the default 4096, well that takes a hell lot of time. But since you have Denoise enabled I would go much much lower. One thing I can see is, you have Motion Blur enabled. Although this might look nice, it can slow down rendering a lot and the viewport does not show it which makes it quicker as well.

1280x720 50 samples on a 2070 shouldn't take that long. More like 2mn. Is GPU render enabled? A version of your file could help.

Now that @JagJB mentions the GPU, I realized it is greyed out so you are most likely just rendering on the CPU which is much slower. And while I write my comment I see someone has already posted it as an answer ;) So check your GPU driver and settings in the preferences and try again (still, reducing the samples can quicken up your render of course and motion blur is also still slowing it down).

This is not the correct way to ask a question here. However, it seems like your GPU drivers weren't loaded correctly. This is something that I've noticed with Optix cards that happens every now and then. I can't reproduce it.
You will see that the "device" option says "GPU compute" for you except it's grayed out.

If working correctly it will look like this.

This will happen if you save a file with GPU compute and re-open it. Except the drivers aren't loaded for some reason. This is a quick fix.
Go to
Edit -> Preferences -> System and switch from Optix to something else then back to Optix.

Your GPU compute shouldn't be grayed out anymore. Try rendering again.

This reminds me of when one of the 3.x versions came out (I don't know which one), but before GPU rendering worked perfectly on my PC, but on that newer version I always had to enable it at the first start of Blender. Or to be more precise, it was greyed out like here, but going in the preferences showed it was enabled. I toggled it off and on again and it worked for the time I had Blender opened, even when opening a new project. But it was back to normal with the next Blender version shortly afterwards so I didn't bother.


text:
Cycles is crashing
I have a Lenovo 330 Ideapad. I've been using Blender 2.76 because Blender 2.79  that I used to use on another computer crashes. I have been most conformable with 2.76. As the lighting was quite bright on the normal render mode, my friend suggested switching my mode to Cycles, and I was interested, so I switched the modes, but the second I did it, my Blender crashed. I need help as I am making something for someone and I need better lighting. If there is an alternative way to change the lighting to less bright but still visible, please list it below! Thank you for taking your time!

afaik there are several Lenovo 330 Ideapad configurations out there. Please make sure to give us all the relevant information about your system by editing your question.

There can be several reasons why Blender is crashing. In order to help we'd need more information, for example any error message that is displayed. The most common reason is that you're running out of memory and your operating system's OOM killer stops the process. In order to diagnose the problem see the following link: https://blender.stackexchange.com/questions/141734/mov-file-wont-import/141735#141735


text:
How to Separate Object From Arrayed Parent
To make object scale intact I arrayed a plane around a curve and parented my object to that plane.
It worked but now I need to separate these objects from arrayed plane because I am going to animate them.
I tried to use Clear and Keep Transformation but it did not work in this case.

Maybe what you want is Ctrl A > Make Instances Real?

Hello, Hope...  is what you mean: that you have instanced your object on the plane-array, so it isn't deformed by the curve? (I know, it still uses the 'parent' mechanism, so it's a bit confusing)

@moonboots thanks

You need to CtrlA > Make Instances Real

Blender has endless details, it is free so I can not complain much that's why.

yes it's a bit confusing at the beginning, don't hesistate to take some notes


text:
Python: Why doesn't my code work?
I am on using Blender 2.8 Beta.
In this code, I am creating a particle system for the active object, and the particles are the rest of the selection.
import bpy

A = bpy.context.view_layer.objects.active
A.select_set(state=False)

def find_collection(context, item):
    collections = item.users_collection
    if len(collections) > 0:
        return collections[0]
    return context.scene.collection

def make_collection(collection_name, parent_collection):
    if collection_name in bpy.data.collections:
        return bpy.data.collections[collection_name]
    else:
        new_collection = bpy.data.collections.new(collection_name)
        parent_collection.children.link(new_collection)
        return new_collection

for o in bpy.context.selected_objects:
    o_collection = find_collection(bpy.context, o)
    new_collection = make_collection(bpy.context.active_object.name + "Particle01", o_collection)
    new_collection.objects.link(o)
    o_collection.objects.unlink(o)

bpy.ops.object.particle_system_add()
A.modifiers[len(A.modifiers)-1].name = bpy.context.active_object.name + "Particle01"
A.particle_systems[len(A.modifiers)-1].name = bpy.context.active_object.name + "Particle01"
bpy.data.particles[len(A.modifiers)-1].name = bpy.context.active_object.name + "Particle01"
bpy.data.particles[bpy.context.active_object.name + "Particle01"].type = 'HAIR'
bpy.data.particles[bpy.context.active_object.name + "Particle01"].render_type = 'COLLECTION'
bpy.data.particles[bpy.context.active_object.name + "Particle01"].instance_collection = bpy.data.collections[bpy.context.active_object.name + "Particle01"]

It works fine once, but I want to reuse my code multiple times, so after creating the first particle system, I want to create particlesystem 02, 03, 04, 05...
I found how to do this with this code, that creates a mirror modifier, and it's working great!!!
import bpy

A = bpy.context.selected_objects[0]
if "QuickMirror1" not in A.modifiers:
    bpy.ops.object.modifier_add(type='MIRROR')
    A.modifiers[len(A.modifiers)-1].name = "QuickMirror1"
    bpy.ops.object.empty_add(type='CUBE')
    bpy.ops.transform.resize(value=(0.01, 1, 1), constraint_axis=(True, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='ENABLED', proportional_edit_falloff='SMOOTH', proportional_size=0.00439353)
    E = bpy.context.selected_objects[0]
    E.name = "Mirror1"
    A.modifiers["QuickMirror1"].mirror_object = E
if "QuickMirror1" in A.modifiers:
    if "QuickMirror2" not in A.modifiers:
        bpy.ops.object.modifier_add(type='MIRROR')
        A.modifiers[len(A.modifiers)-1].name = "QuickMirror2"
        bpy.ops.object.empty_add(type='CUBE')
        bpy.ops.transform.resize(value=(0.01, 1, 1), constraint_axis=(True, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='ENABLED', proportional_edit_falloff='SMOOTH', proportional_size=0.00439353)
        E = bpy.context.selected_objects[0]
        E.name = "Mirror2"
        A.modifiers["QuickMirror2"].mirror_object = E
if "QuickMirror2" in A.modifiers:
    if "QuickMirror3" not in A.modifiers:
        bpy.ops.object.modifier_add(type='MIRROR')
        A.modifiers[len(A.modifiers)-1].name = "QuickMirror3"
        bpy.ops.object.empty_add(type='CUBE')
        bpy.ops.transform.resize(value=(0.01, 1, 1), constraint_axis=(True, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='ENABLED', proportional_edit_falloff='SMOOTH', proportional_size=0.00439353)
        E = bpy.context.selected_objects[0]
        E.name = "Mirror3"
        A.modifiers["QuickMirror3"].mirror_object = E

I use the if statements. If 01 doesn't exist, create it,
if 01 exists and 02 doesn't, create 02, if 02 exists and 03 doesn't, create 03... Repeat until you think it's necessary...
Is there maybe a better way to do this in Python? If there is, could you please explain it to me simply, I am a beginner, the code here is all I know about Python.
I was using the exact same method with this code with my auto particle:
import bpy

A = bpy.context.view_layer.objects.active
A.select_set(state=False)

def find_collection(context, item):
    collections = item.users_collection
    if len(collections) > 0:
        return collections[0]
    return context.scene.collection

def make_collection(collection_name, parent_collection):
    if collection_name in bpy.data.collections:
        return bpy.data.collections[collection_name]
    else:
        new_collection = bpy.data.collections.new(collection_name)
        parent_collection.children.link(new_collection)
        return new_collection

if bpy.context.active_object.name + "Particle01" not in A.modifiers:
    for o in bpy.context.selected_objects:
        o_collection = find_collection(bpy.context, o)
        new_collection = make_collection(bpy.context.active_object.name + "Particle01", o_collection)
        new_collection.objects.link(o)
        o_collection.objects.unlink(o)

    bpy.ops.object.particle_system_add()
    A.modifiers[len(A.modifiers)-1].name = bpy.context.active_object.name + "Particle01"
    A.particle_systems[len(A.modifiers)-1].name = bpy.context.active_object.name + "Particle01"
    bpy.data.particles[len(A.modifiers)-1].name = bpy.context.active_object.name + "Particle01"
    bpy.data.particles[bpy.context.active_object.name + "Particle01"].type = 'HAIR'
    bpy.data.particles[bpy.context.active_object.name + "Particle01"].render_type = 'COLLECTION'
    bpy.data.particles[bpy.context.active_object.name + "Particle01"].instance_collection = bpy.data.collections[bpy.context.active_object.name + "Particle01"]

if bpy.context.active_object.name + "Particle01" in A.modifiers:
    if bpy.context.active_object.name + "Particle02" not in A.modifiers:
        for o in bpy.context.selected_objects:
            o_collection = find_collection(bpy.context, o)
            new_collection = make_collection(bpy.context.active_object.name + "Particle02", o_collection)
            new_collection.objects.link(o)
            o_collection.objects.unlink(o)

        bpy.ops.object.particle_system_add()
        A.modifiers[len(A.modifiers)-1].name = bpy.context.active_object.name + "Particle02"
        A.particle_systems[len(A.modifiers)-1].name = bpy.context.active_object.name + "Particle02"
        bpy.data.particles[len(A.modifiers)-1].name = bpy.context.active_object.name + "Particle02"
        bpy.data.particles[bpy.context.active_object.name + "Particle02"].type = 'HAIR'
        bpy.data.particles[bpy.context.active_object.name + "Particle02"].render_type = 'COLLECTION'
        bpy.data.particles[bpy.context.active_object.name + "Particle02"].instance_collection = bpy.data.collections[bpy.context.active_object.name + "Particle02"]

if bpy.context.active_object.name + "Particle02" in A.modifiers:
    if bpy.context.active_object.name + "Particle03" not in A.modifiers:
        for o in bpy.context.selected_objects:
            o_collection = find_collection(bpy.context, o)
            new_collection = make_collection(bpy.context.active_object.name + "Particle03", o_collection)
            new_collection.objects.link(o)
            o_collection.objects.unlink(o)

        bpy.ops.object.particle_system_add()
        A.modifiers[len(A.modifiers)-1].name = bpy.context.active_object.name + "Particle03"
        A.particle_systems[len(A.modifiers)-1].name = bpy.context.active_object.name + "Particle03"
        bpy.data.particles[len(A.modifiers)-1].name = bpy.context.active_object.name + "Particle03"
        bpy.data.particles[bpy.context.active_object.name + "Particle03"].type = 'HAIR'
        bpy.data.particles[bpy.context.active_object.name + "Particle03"].render_type = 'COLLECTION'
        bpy.data.particles[bpy.context.active_object.name + "Particle03"].instance_collection = bpy.data.collections[bpy.context.active_object.name + "Particle03"]

But it create the three particle systems at the same time!!!
It seams so illogical to me! It worked totally fine for my mirror example, it work fine with this example too, but Blender just decided to ignore my condition for a certain reason. I can't understand why.
Could someone help me?

Selected objects are not ordered bpy.context.selected_objects[0] may be any object out of selected objects. It makes more sense to use the active object instead - bpy.context.object.  You should stop thinking about solving every possibility separately in the code. It is better to make a rule that applies to everything. Also please be more specific about your goals in questions - it's still not very clear what you want to do exactly. You will get a lot better help if people do not need to guess what you want.

Active object will not always be the first object in selected objects list and that will not always be the last or the first object that was selected. Test it if you do not believe me. You can try various ways of selecting a few objects and type C.object and C.selected_objects in the Python Console. You will see the selected_objects list order has nothing to do with the order you select objects in. While it might not be very nice or right of batFINGER to loose his temper, personally I kind of understand that. A few detailed answers were given already that you do not seem to learn from much.

Oh, and Dorian Borremans, please do follow batFINGER's advice on getting "Python for Dummies" or something similar. You can get a lot of good stuff just simply on www.python.org. You absolutely need to get yourself familiar with the basics of the language: syntax, most basic concepts like variable types, what those brackets mean and stuff like that. It is not terribly difficult and it will certainly pay off and it will not feel like a waste of time for people to dedicate their time and give you detailed examples here once they see you understand them.

Im learning and im doing my best, that's not nice of you, if you want to recommend me books or tutorials for newbies, please go ahead, but mocking beginners that's just lame.

Thanks MartinZ I will, and to be clear I didn't want to correct you in my old deleted comment like batdinger suggest, I was just not understanding your proposition, thanks for the explanation.

Rehash of my answer to mirror example

Running script 3 times on Cube
IMO Chaining ifs as in Q code is horrendously awful.
Create x1 cos it doesn't exist, then oh  x1 exists better create x2 in next if, then oh x2 exists better create x3 in next if.  Possibly could  be if, elif, elif.
Similarly to my answer to   your mirror example  Find an available name, then proceed.
Works  for any number of modifiers. Do you really want to stick to an endless if statement for 10 or 1000 modifiers?
If you don't understand something  ask a question via comments..
Prior answer edited for particle systems.
import bpy

context = bpy.context #
scene = context.scene
ob = context.object

i = 0
pref = "%s_Psys" % ob.name

# give it a name based on count of mods.
name = "%s%d" % (pref, i)
while ob.modifiers.get(name):
    i += 1
    name = "%s%d" % (pref, i)

m = ob.modifiers.new(name, type='PARTICLE_SYSTEM')
ps = m.particle_system
ps.name = name
ps.settings.name = name # bpy.data.pa..
ps.settings.type = 'HAIR'
ps.settings.render_type = 'COLLECTION'
# add collection code.
#ps.settings.collection = blah

Add in your collection code.


text:
How to run a script from outside Blender?
I made a little add-on that sync a script.py filepath to a text target inside of Blender, it's quite handy for me because I like Sublime text editor more than the Blender's native text editor.

bl_info = {
    "name" : "Script-LiveLink [BD3D]",
    "author" : "BD3D",
    "description" : "LiveLink for script",
    "blender" : (2, 80, 0),
    "location" : "Operator",
    "warning" : "",
    "category" : "Generic"
}

#pep8compliant..ect..

import bpy, os,functools
from bpy.types import Menu, Panel, Operator, PropertyGroup, Operator, AddonPreferences, PropertyGroup
from bpy.props import StringProperty, IntProperty, BoolProperty, FloatProperty, EnumProperty, PointerProperty
C = bpy.context

#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-

def execute_check(G_path,G_name): #TIMER
    if bpy.context.scene[G_name+" check"] == False:
        print(G_name + ' checking aborted')
        return None
    if bpy.context.scene[G_name] != os.path.getmtime(G_path):
        F = open(G_path)
        will_exec = False
        if "EXECUTE" in F.readline():#EXECEXEC
            will_exec = True#EXEC
        F.close()#i just lose the first line so i need to restart
        F = open(G_path)
        bpy.data.texts[G_name].clear()         #clear all text
        bpy.data.texts[G_name].write(F.read()) #paste text from G_path
        if will_exec == True:#EXEC
            #exec(bpy.data.texts[G_name].as_string()) #wont work on addon reg... i tried a lot of other exec method, i think we need bpy.ops.text.run_script()
            exec(compile(open(G_path).read(), G_path, 'exec'))
        F.close()
        bpy.context.scene[G_name] = os.path.getmtime(G_path)
    #print('check')
    return 0.5

class SCR_OT_link(bpy.types.Operator):
    bl_idname = "scr.link"
    bl_label = ""
    bl_description = ""
    index : bpy.props.IntProperty()
    def execute(self, context):
        index = self.index
        G = bpy.context.scene.SCR_OT_group
        if index == 1:
            G_path = G.path_01
            G_targ = G.target_01
        elif index ==2:
            G_path = G.path_02
            G_targ = G.target_02
        elif index ==3:
            G_path = G.path_03
            G_targ = G.target_03

        G_name = os.path.basename(G_path)
        G_targ.name = G_name
        bpy.context.scene[G_name]          = os.path.getmtime(G_path)
        bpy.context.scene[G_name+" check"] = True
        print("starting timer")
        bpy.app.timers.register(functools.partial(execute_check,G_path,G_name), first_interval=0.5)
        return {'FINISHED'}

class SCR_OT_stop_link(bpy.types.Operator):
    bl_idname = "scr.stop_link"
    bl_label = ""
    bl_description = ""

    index : bpy.props.IntProperty()
    def execute(self, context):
        index = self.index
        G = bpy.context.scene.SCR_OT_group
        if index == 1:
            G_path = G.path_01
        elif index ==2:
            G_path = G.path_02
        elif index ==3:
            G_path = G.path_03

        G_name = os.path.basename(G_path)
        bpy.context.scene[G_name+" check"] = False
        return {'FINISHED'}

#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-

class SCR_OT_group(bpy.types.PropertyGroup): #not needed, could do with one storage
    path_01   : StringProperty(name=" ",subtype='FILE_PATH',default=r"")
    target_01 : PointerProperty(type=bpy.types.Text)

    path_02   : StringProperty(name=" ",subtype='FILE_PATH',default=r"")
    target_02 : PointerProperty(type=bpy.types.Text)

    path_03   : StringProperty(name=" ",subtype='FILE_PATH',default=r"")
    target_03 : PointerProperty(type=bpy.types.Text)

class SCR_PT_panel(Panel):
    bl_space_type = 'TEXT_EDITOR'
    bl_region_type = 'UI'
    bl_category = "Text"
    bl_label = "Live-Link"

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

        row = layout.column(align=True)
        row.prop(bpy.context.scene.SCR_OT_group, "path_01",text="")
        row.prop(bpy.context.scene.SCR_OT_group, "target_01",text="")
        rowrow = row.row(align=True)
        rowrow.operator(SCR_OT_link.bl_idname, text="Start Live-Link",icon="PASTEDOWN").index       = 1
        rowrow.operator(SCR_OT_stop_link.bl_idname, text="Stop Live-Link",icon="PANEL_CLOSE").index = 1

        layout.separator()

        row = layout.column(align=True)
        row.prop(bpy.context.scene.SCR_OT_group, "path_02",text="")
        row.prop(bpy.context.scene.SCR_OT_group, "target_02",text="")
        rowrow = row.row(align=True)
        rowrow.operator(SCR_OT_link.bl_idname, text="Start Live-Link",icon="PASTEDOWN").index       = 2
        rowrow.operator(SCR_OT_stop_link.bl_idname, text="Stop Live-Link",icon="PANEL_CLOSE").index = 2

        layout.separator()

        row = layout.column(align=True)
        row.prop(bpy.context.scene.SCR_OT_group, "path_03",text="")
        row.prop(bpy.context.scene.SCR_OT_group, "target_03",text="")
        rowrow = row.row(align=True)
        rowrow.operator(SCR_OT_link.bl_idname, text="Start Live-Link",icon="PASTEDOWN").index       = 3
        rowrow.operator(SCR_OT_stop_link.bl_idname, text="Stop Live-Link",icon="PANEL_CLOSE").index = 3

        layout.separator()

        text = layout.box().column(align=True)
        text.label(text='if "EXECUTE" is in the first line of your script', icon='INFO')
        text.label(text='it will Run the script after the Sync')

#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-

sc_classes = {
    SCR_OT_group,
    SCR_PT_panel,
    SCR_OT_link,
    SCR_OT_stop_link,
}

def register():
    for cls in sc_classes:
        bpy.utils.register_class(cls)
    bpy.types.Scene.SCR_OT_group = bpy.props.PointerProperty(type=SCR_OT_group)

def unregister():
    for cls in sc_classes:
        bpy.utils.unregister_class(cls)
    del bpy.types.Scene.C_Slots_settings

if __name__ == "__main__":
    register()

I also made a function that detects if the there's "EXECUTE" in the first line of the script. if it is so, the script will automatically be executed inside of Blender. so I can execute a script from within my text editor easily.

The only problem is: scripts that require a context will not work at all.
Somehow there's no context? So here's my question:
How to run a script from outside of Blender?
Or more precisely:
How to create an artificial context?
I tried multiple script execution methods like exec(compile(open(G_path).read(), G_path, 'exec')) but it never worked... Maybe using bpy.ops.text.run_script() can resolve the problem? But again, it needs a context, and an automatic change editor to the correct text? I don't know - I'm lost...

You could maybe look into bpy.ops.script.python_file_run() See the docs. I think it should be possible to just run the script without loading it to the Text Editor. I have not tested it though.

thanks for the correction. No, python_file_run, will also give me AttributeError: 'Context' object has no attribute 'object' error, due to a context error.
And indeed i can run a exec a filepath instead of a text. but in both case it give me a context error.

@DB3D Perhaps the script you're trying to execute simply has an error?

No because be its working fine when pushing on then run script button


text:
Set origin point to the center of circle?
I try every Set Origin To and I am stuck.
I would like to move the origin point to the center of it.

If you select the circle and then press shift-s then a pie menu comes up. You can then press cursor to selection. This should put the 3d cursor in the center. If not, then your circle's origin is in the wrong spot. You can fix this bye, in object mode, press object with the circle selected. The object button is towards the top right. After you press this a dropdown will appear and you can hover over set origin, and then press origin to geometry. This will set the origin to the center of the object. Then you can repeat the step to set the 3d cursor to the selection and then the 3d cursor should be in the center of your circle. Hope this helps!

Follow every step but still don't work

I use a simple deform modifier as well

If you select the mesh in object mode there should be an orange dot. This is the origin of the mesh. Where is the orange dot?

@BenjaminRoope Take a look at the screenshot: the orange dot is slightly below the 3D cursor. As commented by Gwen, a Simple Deform modifier is used, Origin to Geometry will not work here. If you move the origin, the Simple Deform modifier will not give the same result. But I guess this is no longer relevant after three years.

In order to change the origin you could apply the Simple Deform modifier, then follow the steps in the answer by Benjamin Roope.

This is the simple destructive answer. Problem is, Gwen never stated if she wants to keep the modifier in order to be able to change something later if necessary... but I guess after almost three years this does not matter anyway.

I also think this is not a good or even complete answer.


text:
Automatic name convention renaming with Python in Blender?
I was wondering if it was possible to batch rename objects with python, while still keeping a basic naming convention intact.
Is it possible?

Explain your problem properly

If you can describe the naming convention algorithmically you can write Python code to do the renaming.  You may want to look at the old [Simple Renaming Panel] addon for an example of how to write code that does this in a generalized fashion.

I have no idea what you mean by "basic naming convention". There is no such a thing for all I know, but you can rename objects with Python in Blender any way you can possibly imagine.
For example if I wanted to name all selected objects that are in the negative x side "Left" and all objects in the positive x side "Right" I could execute this in the text editor:
import bpy

for o in bpy.context.selected_objects:
    lx = o.location.x
    o.name = "Left " * (lx<0) + "Right " * (lx>0) + o.name

It doesn't need to be this simple - you can program any naming rules and conditions you can imagine with Pyhton. If you need help with this, Blender Stack Exchange is a great place to get it - just ask a more specific question.


text:
Animation will not render in 2.83 or 2.9 despite set keyframes being set in viewport and pose mode
Here's the link to my file (don't worry about the textures): https://drive.google.com/file/d/1PyYTDLBEUdPtc7opcM9FJ6vaLi8TXXWD/view?usp=sharing
The rig isn't totally mine, it's a modified version of RoyalSkiesLLC's rig that I adapted for my own use. The problem is that in any version newer than 2.82 the rendered animation will only show whatever pose I had on my viewport timeline throughout the render. For example if I had my timeline set to frame 1 the whole rendered animation from frames 1-30 will only show my pose from frame 1. I have no idea what to make of it, I spent a long time customizing the rig, but I would have to go back to 2.82 to use it. For mor current versions (which I would like to use) may have to construct my own from scratch or through rigify or blenrig, but that would lead to even more tweaking and customization not to mention my inability to customize generated rigs to my liking. I would appreciate any help, thanks!

It rendered for me in both 2.83.4 and 2.91 from a few days ago. The only thing I changed was setting the output to png instead of ffmpeg. There does only seem to be 10 frames of animation set on the character.

Ron Jensen Odd, my original settings were PNG, but it never worked on my rig. (R 5 1600 AF, RX 580, 32 GB DDR4)

Ron Jensen Actually it seems that the wiggle bone add-on was the problem, for some demented reason. Thanks for the help!

I thought I had wigglebone. I guess it disappeared when I updated 2.83->2.83.4 Glad you found it.

There is no need to add "solved" as part of the title. Accept the answer that solves your issue instead.

Turns out, disabling the wiggle bone add-on did the trick, it was all my fault.


text:
Correct z coordinates of a walk cycle
I made a walk cycle. I use it in NLA editor. I noticed that the character is too high (3 inch above the ground ). I tried to correct this using a variety of ways:
A) I Went to the graph editor and locked every curve except the Z coordinate and then : G-Y -0.1 to lower the Z curves.
The character exploded.
B) I tried to select all the bones and add keys frames with the right altitude but it will add a crazy number of useless Keyframes.
C) I could parent the character and lower it only during the walk.
Every time I use the walk :(
Is there an efficient way to do this (outside of re-making my Walk Cycle)?
Thanks!

if this is a walk cycle, you need to select the armature, stay in Object mode, go in the Graph Editor, lock every track except Z Location and move on the Y axis. If this doesn't work maybe share your file so that we can test: https://blend-exchange.giantcowfilms.com/

Thanks. But won't lower every part of the animation, including the non walking strips ? In fact I need to lower the Walk strip only.

Thanks, but lowering the root bone in Edit mode will lower the whole character in every strip of my animation.  In fact I need to lower the Walk strip only.

Actually I meant moving the root in Pose mode, in Edit mode it would not change anything, but perhaps share your file (armature only)?


text:
Missing Ray visibility and ambient occulsion settings
I recently downloaded and installed blender 2.83.3 and couldn't find the Ray visibility, ambient occulsion, volume and settings in the World properties section.
These options were available in 2.83 but I can't seem to find them in 2.83.3, I'm wondering if I have a glitch copy

Hello :). Nothing wrong with your copy. Blender comes with Eevee render engine by default, just switch to Cycles engine and it will all be there.

I just knew, it solution will end up being something so simple

I feel so disappointed in my self right now. Thank you so much Jachym Michal I need to put in more time in learning this amazing software.

Don't feel discouraged, you can't know everything :). Welcome to Blender and good luck with your project.

Ray Visibility and Ambient Occlusion are only available when you set cycles as render engine.


text:
Render view is different from Camera Viewport and the passepartout is missing
I'm fairly new to Blender, and I might be making an obvious mistake.
I'm having problems with the camera viewport and rendering. My camera view (Numb Pad 0) and the rendering (F12) are different. The rendering is much bigger. I also miss the passepartout, although the check mark is set. The most blender stuff is in english maybe I just don't search with the right words :). In every tutorial they say the camera viewport ( Numb pad 0) is the same as the render. So I am a little bit confused and sure I have activated or deactivated something.
In another question there was a similar Problem but i couldn't comment. But there was the idea of checking clip start and End from the viewport and the camera viewport. There was a mistake but sadly it did not changed the different size of the rendering.
It would be great if you could give me some advice :)

Try to scroll out (backwards) in camera view, to see the actual frame.

Hi @brockmann , first: Thank you :). I tried this but it moved the camera. Maybe I did something wrong. When  I am in Camera view (Numbpad 0) i am pressing "G" and I am scrolling back with middle mouse. (I tried it with command + g too.)
That was a suggestion, right?
In the "normal view" its clear I moved the camera instead.

Hi @LisaPohl. My suggestion was to scroll backwards using the mouse wheel to reveal the camera bounds...

Hi @brockmann, i tried it and it is working exactly like you said with another file i did. Just this stupid little Donut-File doesn't want to work. Is there another mode here that I could have accidentally activated?

Consider sharing the file preferably using: https://blend-exchange.giantcowfilms.com/

hi @susu thank you :). "Lock to Camera View" works exactly as shown in all my other files. (Sorry, took a little time to review.) But that frame or passepatout is still missing (in this file )and I don't think I zoomed in too much. I am sure i am making some beginner mistake maybe its so obvios..

@brockmann okay, shared the link in the comment above. Sorry I'm not sure if I have to mention you or not for you to see :). So if you can find time it would be great if you could take a look.

@LisaPohl please ask only one question per post. For different questions open a new question.

I know, I already added the file to the question so everyone can take a look @LisaPohl


text:
Is my AMD Radeon R5 m335 able to render in Blender? Is this a GPU?
Im using Blender 2.78c and where I have seen in many tutorials people can select their graphics card in the User Preferences>System by clicking CUDA. I only have the option to click OpenCL and when I do it says only Hanain under it.

Please elaborate a bit. What system specs, what operating what graphics card, under what OS? With which driver version? Are they up to date?

I am using A dell (windows) computer blender 2.78 and my graphics card i

how do i see my kind of graphics card?

Try the device manager from the control panel and see if it is listed there.

If you see OpenCL it means you have AMD graphics card, those don't support CUDA for working, it's kind of their analogue. So you likely won't have CUDA but if the card is more or less new likely you won't need CUDA. GPU-Z is often used for card detection.

I believe my graphics chipset is AMD Radeon R5 M335

Mr Zak so how do i set uo my AMD graphics card? is it still posible?

Cegaton no i just found a tutrial of this on youtube and it did not work... It was those steps exactly

when i open it, it only gives me a Hanain option

And what happens if you choose Hanain option, enable Experimental features, choose Use GPU compute and try to render?

Mr Zak i dont know i will try

i did find out that my graphics card is not supoorted though

It rendered faster than it was rendering... i gues i will use this method then

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


text:
How to create a mesh fabric with ability to change color in color ramp procedurally?
I am trying to create this mesh shoe fabric material in Blender procedurally and failing. After a 2hr attempt, the closest result I got is attached below. however, I want to achieve result like the photo attached.
Any suggestions on how it might be done?
My attempt:

Goal:

Because of the very poor quality it's impossible to see the material in your provided reference image. Do you have any better images of what your goal is?

Connect the output of the second Voronoi Texture to the Height input of a Bump Node - connect that to the Normal of the BSDF. Turn the strength way down.

Please give us more details ... your title is aiming to change color - for that, delete Colorramp node and plug Voronoi output to Mix node > Factor and set Colours you like ... but your reference (goal) image is not coloured at all and is more about displacement (bump or normal) - for that follow Christopher's comment (in that case Q-title should be changed to something more relevant).

@ChristopherBennett ... just a note - even Voronoi pattern appears to be smooth in this black&white texture, used by Normal generates very sharp edges ... so it is not going to result in smooth like gumy fabric.

Do you mean this ?

yes i want something like that. any tips?

Really simple - forget the second Voronoi texture, and "soften" it's effect (heavily) with a Mix Color Node before going into the Height input of a Bump Node:
(Pardon the crude UV unwrap - just there to demonstrate the example)

To further mimic your example image, you can add "colored wear" and "dimples" by using an Ambient Occlusion node - experiment with both outputs to see what works best for you (as I am somewhat unclear of the end objective). Don't forget to enable Ambient Occlusion in the Render Properties panel (right side).

Thanks!i did exactly as you suggest but my result is totally different https://imgur.com/a/VdJVCAs

Up the scale of the Voronoi texture a bit, and bring the "mix" on the Mix Color node up really high (I usually use .98 or.99 - procedural textures are very strong - this makes it "milder"). Also, if you want the bumps to go "in" instead of "out", place an Invert Node between the Voronoi and the MixColor nodes. Also, notice that the Voronoi texture you used in your image still has the randomness set at 0.5 (not 0 like your first example).

the texture definitely got better however the mix(color) isn't really smoothening out the boxy nature of the Voronoi (I'm sure there is a better way to put it). I bumped up the scale to 250 and used the invert node as you suggested. I am not able to nail the texutre like your though.https://imgur.com/a/A3VwJJ6

You placed the invert node after the bump - it must be  in between the Voronoi and the MixColor node.


text:
Restore Blender custom settings after loading Factory Settings?
I'm working with the Blender folks to resolve an issue and because I have a lot of add-ons they would like me to go to File > Defaults > Load Factory Settings. I'm happy to do that, but how do I then restore my custom settings at a later time?
I've looked around and can't find any information on this. Thanks. Blender 3.5, Windows 11

Just make a backup of your user preferences folder. It's in %appdata%\Blender Foundation\Blender\(You can copy-paste that into Windows run menu(WinLogo + R) or file explorer's address bar). Full path is usually C:\Users\[your user name]\AppData\Roaming\Blender Foundation\Blender, but AppData folder is hidden by default in Windows. There should be folders for whatever versions of Blender you have installed. It's not a bad idea to have a backup of that in any case. So if you accidently save preferences, or have Auto-Save Preferences enabled after loading factory settings you can delete that folder and replace it with your backup.

Disabling Auto-Save Preferences might be a good idea if you often need Blender with factory settings. I do recommend having a backup in any case.

Thank you so much! :)


text:
How to create a hyperspace window effect?
I would like to create the hyperspace window from the Stargate series. I tried dynamic paint, many different textures (mostly combining gradient and noise), different texture coordinates, displacement modifiers, shape keys, pretty much everything, but I always got a lame version of it. So could anyone give me some tips how should I do it? As simple as possible.

Search for Volumetric objects. this looks the best but is not free https://blendermarket.com/products/30-awesome-procedural-volumetric-spheres--bonus-course-with-2-projects then there are https://blender.stackexchange.com/questions/15737/how-to-create-an-sci-fi-plasma-energetic-force-field-material-in-cycles https://blender.stackexchange.com/questions/121121/plasma-flare-effect


text:
How can I merge vertices into an object in Blender?
I have these vertices that I've projected onto my object the question is how can I merge them (not just join objects) into the faces so they are actually editable and the faces are altered so I can edit the object using my vertices?

By using Knife Project to do the projection?... How did you do yours?

Its just projected as i mentioned, highlited vertecies are a seperate object as of now

It looks like you projected the contour of the same object onto it's side, thus i believe the newly generated vertices should be lying on the edges of the object you want to connect them to.
Since you want to merge them, i can offer 2 ways:

Join the mesh objects and then cut the faces that you want the vertices to be merged into with the knife tool. The new generated cut gives you new vertices that should all be lying on the same edge as the vertices you want to merge, thus selecting each vertex per edge from the new cut and merging it to the vertex from the projection would result in a merged geometry with the projected vertices incorporated.
Merging the 2 mesh objects (object and the projected vertices object), then delete the faces&edges that cross the projected vertices. Afterwards just bridge the edges left and right from the vertices projected to the edge of the projected vertices. Closing the gap again and essentially merging all into one editable mesh as well.

You could depending on what is easier use both options. But since you used the contour of the object to project onto its side, i believe the second solution might be easier.

Thank you a bunch!


text:
How to move a cube with Set Position node in Geometry Nodes?
I am learning knowledge of "Field" in Geometry Node.
Now I try to move a cube from (0, 0, 0) to (2, 2, 2) by field type node.

Add cube at (0, 0, 0)
Add "position" node to get XYZ of geometry
Add "math" node to add 2 meter to XYZ
Input result of math node into "position" socket of a "set position" node
Input cube into "geometry" socket of this node.

But it doesn't work. Any suggestion to fix this?

Just in case you want to know what exactly happened there I gave a more in-depth explanation in my answer.

Hi, I hope you don't mind my edit for the title. Hopefully this is more useful for others who might be searching for something like this in the future.

You are using a Math node. It does math on scalars, shown by the grey-colored sockets.
You want to use a Vector Math node to do math on vectors, shown by blue-colored sockets.

Oh, you were quicker, but why so complicated? When you want to move all vertices uniformly, simply use the Offset in the Set Position node. You don't even need to plug something into Position, it will automatically use the positions of the vertices.

@GordonBrinkmann Yes, yours is best practice.  I am just exploring "Field Geometry Node", so choose the complicated way.

I think @GordonBrinkmann was commenting on scurest's answer, not to you! :^)

Thank you, it works! I confused vector add with scalar add.

Plugging vectors (the Position node) into a float input (the Value on the Math node) will result in the XYZ values getting averaged like this:
$$f(x, y, z) = \frac{x+y+z}{3}$$
This means, your 8 input vectors will be averaged to float values so that each of the 8 points gets a single value assigned, for example in a default cube going from bottom left $(-1,-1,-1)$ to top right $(1,1,1)$ you will now have one vertex holding a value of $-1$, three vertices with $-\frac{1}{3}$, three vertices with $\frac{1}{3}$ and one vertex with $1$.
If you would now plug them into the Position node without adding anything, the floats will be converted to vectors by assigning the same value to X, Y and Z, so your cube faces get stretched into a straight line going from a single vertex at $(-1,-1,-1)$ over three vertices at $(-\frac{1}{3},-\frac{1}{3},-\frac{1}{3})$, then three vertices at $(\frac{1}{3},\frac{1}{3},\frac{1}{3})$ and finally the last vertex at $(1,1,1)$.
Adding $2$ to the float values will result in having it added to each of the previous vector components, so the straight line will go from $1$ to $3$ with inbetween three vertices at $(\frac{5}{3},\frac{5}{3},\frac{5}{3})$ and three at $(\frac{7}{3},\frac{7}{3},\frac{7}{3})$.
To add to the vectors you have to use a Vector Math node instead of a Math node. This will take the X, Y and Z components separately and add values to them. With a Vector Math node you can also decide if you want to add different values for X, Y and Z:

The good thing about the conversion from float to vector by assigning the float to all three vector components now is, if you always want to add the same value on X, Y and Z but do not want to change the values for each channel separately, you could plug a float value into the second Vector input and would only have to change a single value:

But the best thing about the Set Position node is: you don't need to plug in a Position node, it will automatically use the positions of the vertices if left blank. And for uniformly moving all vertices, you don't need any Vector Math as you can simply use the Offset for this (and of course you could plug a float in there as well if you don't want to change three values separately):

+1 nice explanation, maybe you should also show how he can see the result by just plugging in the viewer-node and watching the spreadsheet data ;)

@Chris Yeah, maybe later for other people having a similar problem. I actually stopped expanding my answer when I saw the other was already accepted and it does not really seem to be totally unclear to the OP what happened.

Very detailed answer to show how GN work inside. Thanks for your share!


text:
Graphic symbol like in Adobe Animate
Does Blender have a built in feature or any addons for something like Adobe Animate's graphic symbol? It is like a thing where it has its own timeline inside, so for example:
I draw a man running in position then save it as a graphic symbol, now when I drop this graphic symbol in the main timeline I just need to do the tweening or in Blender it's called interpolation.

NLA strips might be close: https://blender.stackexchange.com/questions/219221/how-to-use-nonlinear-animation-nla-editor-with-grease-pencil


text:
Specify bevel on attributes 4.3
Testing rn this new attribute bevel feature in 4.3. And wanted to know, if maybe someone could figure this out. So I'd like  add support loops with bevel modidfier to edges and then add regular .5 shape bevel to exact same edge, but instead it bevels only border edges. Tried using some float and color types for attribute(color one works for all 3 loops btw, not only bordering), but still result is not what I'd like. Maybe there's some way to shrink attribute selection by edges via geonodes? I don't know, never tried them, so hope you may know

I don't think it's possible in any elegant way. I think you could duplicate the edges then create the new attribute based on their location because they will match the ones support bevel creates... Or you could grow and shrink the attribute... but that only works in some cases... I think for this to work we should wait for bevel implementation inside Geometry nodes.

Why do you need support loops if you are making another bevel anyway? Support loops are needed for subdivision surface modifier... Or to fix normals in a backwards way... You can fix normals with weighted normals modifier instead of support loops... Or is there another reason?

Such way of beveling with 0.5 profile bevel on top of support loops is just one of the ways to make bevels with, I’d say interesting continuity. So at least for such purpose. And realizing how to work with those bevels on attributes may open some new ways for creativity in terms of nondestructive modeling

Yes, but why? Why have support loops for a bevel?

Compare how profile looks like on subdivided support loops, on a regular .5 bevel and on the 75% .5 bevel weith support loops. (Try with such a setup https://prnt.sc/uTgb0ybOtLX4)

Hopefully this answer attracts attention of someone who actually knows what they are doing with geometry nodes and they provide a better answer, but one messy ugly way would be to save the edges(actual geometry) with one Geometry Nodes modifier so you can use them to create an attribute for the new edges created by support loop bevel that overlap the original ones:

 (4.3.0 Release Candidate!)

Thanks, even though it would be better to have a bevel node (it has got to happen eventually) I understand the question better and can see how the feature could be used creatively now.

Here is how I understand your question, which has three distinct parts.
a)How do storing attributes and Bevel Edge Weight work in 4.3?
b)How can I alter an edge or loopcut already created by the bevel modifier?
c)Can geo nodes control where the bevel weight is applied?
a)How do storing attributes and Bevel Edge Weight work in 4.3?
Now you can use any attribute.  Here is the traditional way:

Add the bevel modifier to an object.
Select an object,  Enter into Edit mode, select edges
Go to the Edges drop-down menu and select Bevel Edge Weight
Adjust the value on the range slider to assign a value, the selected edges will turn blue, and the Bevel_Edge_Weight attribute will be added to the list.
Change the limit method of the bevel to 'weight' and select 'Edge Bevel Weight' and all edges with values greater than 0 will be considered.

b)How can I alter an edge or loopcut already created by the bevel modifier?
By stacking modifiers- or applying it.
c)Can geo nodes control where the bevel weight is applied?
Yes, because now any attribute can be used.
In geo nodes, you do this by using the Store Named Attribute node.
For example, you could define a selection by Z-position rather than specific edges and store this as an attribute to be used by the Bevel Modifier.
This would help you select programmatically instead of manually selecting the edges.

These are two simple node trees used as examples to store attributes which will be passed on to two separate bevels.   (select by normal, and choose by position)
There are many creative ways to use this feature in 4.3.

I don't want it to be limited by vertex groups, I need it to be limited by attributes applied on edges. Limiting it on vertex groups will cause many limitation, for example appling it to 3/4 edges of a quad via vertex groups will make bevel work on all 4 edges.

I don't think you understood the question. Weight in 4.3 now lets you choose the attribute the weight is stored in. He wants to use this to have 2 different bevels but the issue is - how do you create the weight for the second bevel modifier if you want it to be on the edges that the first one creates. I guess this would also apply if done with vertex groups - how do you create a group for the middle edge loop and use it for a bevel modifier if it has to bevel middle edge loop created by previous bevel modifier?

@common_goldfish Trickier indeed. I cannot think of anything. The new bevel makes side edges inherit the attribute, but not the ones inside the bevel... It would need to be quite an elaborate mess with multiple geometry nodes modifiers and duplicated geometry as far as I understand... Maybe some geometry nodes wizards know something I don't though...

I see how passing the attribute is possible using the tree described here, but I would like more information about how what this new trick can do.

didn't try this updated version yet, but still think it's quite not what I need bcs of vertex groups. As I've said earlier, vertex groups bring limitations in cases when you want to bevel 3 out of 4 edges of a quad


text:
Error: Shadow buffer full
Since my update to Blender 4.2 I get an error message: shadow buffer full when I switch to material or render preview in both Cycles and EEVEE.
Tried it with simply just a cube and lights. No change.
I'm new in Blender to start with (work with blender since a year) and never had problems.
I'm using a Mac Pro with a 3.7GHz quad core Intel Xeon E5, 32 GB memory and a AMD FirePro D300 2 GB GPU.
Not much but for my purposes it always worked.
I have granted Blender 16 of my 32 GB memory.

Might be related: https://projects.blender.org/blender/blender/issues/121764

In Eevee, go to Render Properties > Performance > Memory > Shadow Pool
Increase the amount until the problem is solved, but generally setting it to 128MB or 256MB will solve your problem.


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Why is the viewport all red?
I recently downloaded the latest version of Blender to work on a new project and there is a little timer at the bottom of the screen. As the timer goes up the screen starts becoming red. At about 15 minutes it's completely filled making any work impossible as shown in the second image below.
I have no idea why this is happening and how to stop it. Any help or advice would be greatly appreciated.

First off, no this is not an expected behavior for native Blender. Did you download Blender from anywhere besides blender.org? What addons do you have enabled?

Did you install the non-Blender "You Are Autosave" addon or any similar thing? Seems like this error to me: https://projects.blender.org/blender/blender/issues/130868 All it wants you to do is save your file, then you can work on. Why do you install addons when you don't know what they do?

The question is not about a bug. This is apparently intended functionality of a very poorly designed add-on. I think this question should not be closed as it can be useful for people facing this issue with the exact add-on that has "Auto Save" in its name but actually does this nonsense as intended functionality.

As already commented you probably have installed this addon:
https://extensions.blender.org/add-ons/you-are-autosave/
In order to solve the problem open blender preferences, go to addons tab and search for this addon "you are autosave".
Unsinstall the addon.

could be nice to mention that it's how the addon is meant to work and explain how you are supposed to work with it. Otherwise, just saying to uninstalling it will make people think it's a bug or an unwanted addon.


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How to replace similar objects using Duplikate Linked?
I have a model of a building. I have created it in Sketchup, imported to Blender as a OBJ file. It has a lot of similar objects, like AC or windows.

I want to make this model lighter using Blender function Duplicate linked. I heard it lowers GPU load. But I have a problem to separate similar objects. For example when I use seperate by loose parts it will break AC into many pieces, It will create problem to select similar objects.
.
Is it possible to select similar objects at once and replace them  with linked duplicates?

Hello, please don't use capitals for your title. To replace several objects with a linked duplication, select all these objects, shift select the object that has the mesh you want to link, and Ctrl L > Link Object Data

Hi, Sarvar Shodiyev. I hope you don't mind my edit.

@moonboots Hi, is there easier way of selecting hundreds of similar objects? Did you read my question at all?

Not that I know  :/


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How to render a mesh as if made out of metal wireframe?
How to render a mesh as if made out of metal wireframe?

I wanna recreate this effect in blender, but i don't know how to do it.

Ico sphere + wireframe modifier + solidify modififier.

As Zion albi says you can start with an icosphere and give it a Wireframe modifier. You can also do it with the Skin modifier (in that case, to control the thickness of the branches, go in Edit mode and press CtrlA). The 2 modifiers give 2 different kinds of topology (to quickly simplify the Skin topology you can select all and press X > Limited Dissolve):


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Imported character from ROBLOX as .obj doesn't show up
I am making a Roblox graphic and whenever I open blender and delete the cube and then I tried to import my OBJ of the Roblox character, but it didn't show up.
I've been dealing with this issue for about 1-2 months now.

Whenever models don't import correctly I usually try different formats, different programs or try converting them in Noesis (Handy model conversion program).
If I can't get the model this way then I usually figure the file is completely broken and should obtain it from elsewhere.


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How to use an image as texture on top of the Principled BSDF?
I'm trying to create a node setup that allows me to use a Principled BSDF for the yellow lego plastic, but also use a .png with alpha for the face.
I can't figure out how to make that work, so my work around is to use an image texture with the face and a yellow background, as seen below.

But I'd rather use the Principled shader to control color.  Below is something I've tried unsuccessfully.

Can anyone suggest a node setup that'll allow me to use the .png WITH a Principled BSDF?


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Deforming objects along the surface of other objects
Hello I have made a chain model and I want to put some objects on it but objects must deform and cover up chain. it should be like this example

Thank you for your helps.

in your picture most of the objects don't look deform, but if you have to deform your objects you could use some modifiers like Curve

Thank you for the answer, I tried curve, shrink wrap and some other deforming solutions but I couldn't be successful.

if you're talking about materials like water, grass, road, etc... you should unwrap your meshes and use Image Textures. Then you add all the 3D items like trees, trucks, boats, etc...

No I am not talking about textures, I am talking about objects, in example objects deform around chain.

not really, what object are you talking about? It looks like the artist has just rotated a bit the 3D objects so that they stick to the surface, I don't see deformations

Have you seen containers at the port? They are deformed, not all off them but yes deformed.

By the way I found a solution. it is miratools and it works perfect. Thank you.

If you found a good solution for this, you could add an answer yourself, to explain others how you solved it, maybe with a simple example. It would be great. Later you could even accept your own answer...

Miratools aside - this is how I would approach this using shrinkwrap and lattice - https://blender.stackexchange.com/questions/95975/why-im-not-getting-thickness-with-shrinkwrap-modifier

So one of the cool things about a torus-- which is what a chain link is-- is that it unwraps really nicely.  You seam it twice and it makes a perfect square.  And any tiling texture on that square will tile on the torus.
So what I might try here is to take that knowledge and create some displacement maps for my toruses.  You could build each link's stuff as a flat scene, then render to a height map, and apply that height map as displacement to your torus.  (UV mapping the individual elements would be a different matter though.)
Another option here is to use the Textools addon, which can create flattened versions of meshes.  It rips along UV seams and then creates a flattened shapekey.  From the flattened shapekey, you can surface deform other meshes, then unflatten.

Thank you. I found an addon called miratools and it worked perfect.


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Using Clear Seam unwrapped my entire mesh again instead of the face i selected
I had nearly completed unwrapping my uv map when i accidentally selected mark seams from islands.  Now when i try to go back and remove the seams it completely reworks the entire UV map.
I go from this:

To this:

I am hoping someone can provide some guidance to help me remove the unwanted seams.
To help add some clarification, this is how i believe it is supposed to work:
First add some seams and unwrap.

Next to optimize the mesh add or remove seams:
but the uv stays the same until you unwrap again:

But if i add or remove a seam even a single seam on my mesh i end up with this:

Hope that clears things up a bit.
Thanks!

To remove seams - select them (or select all "A") then press CTRL + "E" > Clear Seam. However it looks like in the first image you used Smart UV Project to unwrap your mesh.

You are correct, most everything was done with smart project.  At some point I apparently marked a bunch of seams.  When I try to remove them using the methods described in the response it distorts my entire mesh.  I’ve tried to determine if live update is on or something similar but I’m not having much luck.

Solved!

Apparently this option appears in more than one place.  It turns out Live Unwrap was enabled in the options menu.  Turned it off and it started behaving like i wanted.  This option does look useful though.  Will have to remember it later if manually unwrapping uv's in the future.

Apparently this option appears in more than one place. For anyone else that need explicit locations on where those two places are: 1) Workspace: UV Editing/UV Editor/Header/UV/LiveUnwrap: OFF 2) Workspace: UV Editing/3D Viewport/(in Edit Mode)/SideBar("n")/Options/UVsLiveUnwrap: OFF