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Blender colour through Z vertice
Hello I've read a few threads on this but i havent found anything with my specific issue. I want to try colouring my mesh based on specific Z values. So for example if its above 10 I want it to be red. At the moment I'm colouring it via the colour ramp method but as you can see in the attached image it only colours relatively. I dont know if theres a better way to edit the colour ramp to what I want? Because at the moment I dont understand why theres such a small segment of my mesh coloured orange. Or if theres a script I could use to colour it? Any help would be appreciated. Thank you

https://blender.stackexchange.com/questions/5491/how-do-i-colour-a-3d-terrain-based-on-its-height

Thanks for sharing that, i've read this therad earlier it isnt exactly what im looking for im afraid

You just need to plug a Vector math node between the Texture Coordinate and the Separate XYZ and set the operation to Scale, then play with the value. Or a math node set to multiply after the separate xyz

The Color Ramp operates in the 0-1 range.

To use a ramp to control color over the entire height of an object, no matter the size, use the Generated coordinate space.

If the actual Z height is important to what you're trying to do, you can use a Math node to divide the value coming out of Separate XYZ and bring them down to something the Color Ramp can operate on.

The same could be done with Map Range, it might be easier to control for values below 0 this way, or you could use a Mapping node to move up or down on the Z-axis.

Hey! You edited yours to copy mine.

I saw your answer pop up as I was writing and knew we were going to have to fight to the death.

well, I have felt the frustration of trying to write an answer to a question and then see someone else was already answering it. In the real world, people usually don’t have this problem. I’ll withdraw my answer.

No, I think you should leave it, that is good info

@ZargulTheWizard no need to withdraw any answers.There is no harm in having more than one answer to the same question, especially well composed ones. Maybe they go about it in a different ways or with nuanced details that make them valuable to someone. Never let your work go to waste.

Interesting related post https://meta.stackexchange.com/questions/9731/fastest-gun-in-the-west-problem

This is perfect thank you so much!

The fact is that the Color Ramp takes values from 0 to 1, but your mesh goes from like -11 Z to 6 Z. The first color stop on the ramp is green, so anything below zero on the Z axis will be green.
I recommend using a Map Range node to fix this. Set the From Min and From Max to the lowest Z position and highest Z position on the mesh, respectively, and then leave the To Min and To Max at 0 and 1. Connect the geometry Z value to the Map Range input value, and send the mapped output value into the Color Ramp node.
In the meantime, you may want to use a Vector Transform node to convert Point Vector from World to Object. That way, no matter how the position or rotation of the land may change, the texture will stay stuck to it (the Geometry position input is in the World space starting off).


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Having problems with curves 2.93.1
I'm having a problem with the modifier curve, I would like to know what I'm doing wrong, the curves is flattening and widening an object, like this:

In case I'm being a noob, sorry in advance.

please provide your blend file because you gave us nearly no information...might be because you didn't apply scale, but depends how you got this effect

That is normal. The spokes are being stretched along that axis because it is the outside of a turn. If it were the inside, they would’ve been squeezed thinner.
To make them stay the same size, I recommend using a particle system instead.

source: Stack Exchange

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

sort: votes


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Is there a node setup to control the voronoi dot-size from an greyscale- input of another source?
My goal is to have a shader-setup where i can control a Halftonepattern with an Image/ graphic  as a greyscale input. Do I miss something?

The 'Screen' Blend Mode in digital color mixing is so called because it simulates the old litho film half-toning technique. It inverts both  input colors (image & screen), multiplies them, and inverts the output. In this case, the halftone screen is provided by the 'Distance' output of regular Voronoi cells.
The 'Screen' output  can be put through a threshold as shown here, to simulate greys where only black ink is available:

Adjusting the Greater Than threshold is analogous to a brightness control, Adjusting the Mix factor, roughly speaking, contrast.
Two options are shown for the Vector input of the image.The 'Position' output of the Voronoi will sample the image exactly at the center of each dot, unlike the old printing  process. It results in perfectly circular dots. Sampling the image at every shading-point results in irregularly shaped dots:

Regular dots may be better for cleaner typography, irregular for 'newsprint' greyscale:

Edit: in response to commentary
Using the hex-tiling group discussed and downloadable here you can get a hexagonally tiled screen:

Sampling at hexagon centers gets you circular dots.
Sampling at all UV gets you broken circular dots.
Using inverted distance-from-edge as your gradient-per-cell gets you hexagonal dots.

I would really like a way to get the perfect circular dots. I'm not on a PC to check your version... can you get overlapping dots with a radius greater than half the distance between the dots or are they cropped?

Hello, @GordonBrinkmann Spotted! They are, indeed, clipped to their square tiles. The only way I can think of to get round that would be to overlay offset checkerboard grids. Or, at least, a hexagonal grid would pack. The physical  halftone screens I worked with hhrmph years ago for monochrome were hex-packed, and AFAIR, with slightly elliptical dots .. something to do with a better mapping of contrast, taking the behaviour of ink into account.

Actually I do not care if it's like ink, I just try to somehow get circular dots :D I've been experimenting with this for a while, the best way to get what I want is instantiating scaled circles on a grid in Geometry Nodes which can overlap, and although the control of sizing etc. is very good it is not very practical as a texture... the irregular Voronoi dots look at least realistic if one wants "ink" and of course due to irregularity the original image becomes a bit clearer. The cropped dots  look the worst. Or I have to keep them small enough, then it's the closest I get to the GN result.

Here are my experiments so far... the Photoshop result is just an example where it uses the overlapping dots in dark areas. There are horizontal and vertical lines visible, but that's because I disabled the default grid rotations per channel. Of course it was not possible to match everything to look totally similar, therefore the methods are too different. I've intentionally kept it at a lower resolution so that the rasterizing dots are better visible rather than trying get a good looking image. halftone experiments

@GordonBrinkmann I'll edit into this,.. no harm in a more comprehensive answer.

Changing the Mix mode to screen helps a lot to achieve what I wanted, with some extra tweeks I even get it mostly to work in a hexagonalshape, but that got me into new additional issue. See my own answer. Maybe you now how to fix that aswell?

I don't know if this is what you mean you can use a Math node and set it to 'Less than' then connect the Voronoi texture, and then with the value you can adjust the dot sizes

Edit 1
Thanks, Gordon Brinkmann for correcting me here is a halftone pattern:

Edit 2
This one works But it turns your Image into grayscale:

Right one

Left one

Now you only need to control the size for the dots individually with a greyscale texture instead of uniformly for all, because that's what the question is about, how to get the greyscale information to the dots.

Thanks, I can see the question better now

Hm, okay I hoped you had a better idea about how to create a real halftone shader... I can't find one either. This one looks okay with a gradient, but not with a real greyscale image. The problem is, a real halftone image has only circular dots, varying in size. In dark areas they may become so large that they are overlapping neighbouring dots. With a greyscale image these dots might become irregular and not strictly circular anymore or, when you rasterize the image according to the dot size, the larger dots will simply be cropped.

I'm not good at English does he mean to have his Image turned into halftone dots or what? something like a halftone filter?

Yes, that's what he is basically asking - that's why he says "halftonepattern" in his question.

Ok i will try to do it

I made it! It's a halftone effect now

No. A halftone pattern would it be if the greyscale value of the image would determine the size of a completely black dot. Like you had before with the gradient, only that this gives no clean circular dot results with a greyscale image.

I don't understand what you guys trying to do  :\

I may have found a mostly working way to make it into an hexagonal shape. I combine the comments here and a video about how to make a simple vector based-Hexagonal pattern, to get there.
I still get a random artifact per cell in the corners, maybe someone knows how to fix it? Scaling, Clamping, shifting  the white via colour-ramp doesn't do the trick, maybe I miss something or the correct parameter?
Small sidenotes:
I need to invert the image so it works correct.
For easy copying my steps the value besides 0.5 is sqrt(3)/2

Hi there.. I'm not sure if this is a self-answer, or extension to your question. If the latter, it shouldn't really be in the answer section of an SE page, perhaps you can edit your original post to make that clear. I will extend my own answer  to demonstrate hex-halftonong. Do you want circular dots or hexagonal dots?

(Still learning how to use the forum correctly), I would say its some followup to both; a next step as extension to my question, but at the same time a answer on what I got from the Answers/ comments here.
I want circular dots, but in a hexagonal pattern.

OK, done. See edit to my post.

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


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How to equaly space collection instances on a curve
I want to have a small geonodes-setup where i put any type of curve (best in 2D as well as 3D), and have some control over which objects i distribute equally and semi random on it and that those extra objects are aligned to to curve direction. what do i miss?
I also looking for a way to have non destructive way control over how beveled/ chamfered the edges are

May I recommend to look at the warning sign displayed on the Curve to Mesh nodes header ? If it reads "Input geometry has unsupported type: Mesh", it means that the GeometryNodes modifier is not attached to a Curve. This happens if a Bevel is defined for the curve. This Bevel being applied before the GN modifier, the curve is now a mesh when entering the GN modifier.

The message says "Geometry cannot be retrieved from the modifier object."
It also happens, when I open a new file, add a simple Béziercurve(without any change of settings), and in the geometry Nodes Tab adding just the "Object Info" and a "curve circle" node into a "Curve to Mesh" node

I can not reproduce this error. Could you provide your Blender file using https://blend-exchange.com/ ?

Of course:
https://blend-exchange.com/b/kdZ2dR3X/

NB: This is not related to the initial question. You have this error message because the GN modifier is attached to the same curve object you are querying with the Object Info node. It is some kind of circular dependency. Blender is confused. One way to tell the story is that the Geometry of the Group Output node is the same object as the Geometry input through the Object Info node. As advised by Gordon Brinkman, it is a better practice to attach such a GN modifier to a mesh object if the output is a mesh.

This will be a bit longer and almost a step by step tutorial (file at the end), but I wanted to show the thoughts behind the creation of this nodetree. So first of all I assume you have a curve of some kind and make a tube of it as a cable or whatever. I assume further that equal and semi random distribution means you want to distribute them evenly along the curve with just slight variations of the exact positioning.

Now I instance my bracket object on the points and align the rotation to the tangent, but here is the first problem: The curve only has two points, the start and end point.

Nothing easier as that, I could resample the curve. The original Bézier curve has a resolution of 64 to be smooth, probably resampling with 32 is still smooth enough:

Well, it is a smooth curve, but way too many instances. Yes, there are different ways to reduce them with the Selection input of the Instance on Points node, however they will limit the flexibility of having an arbitrary number of points and later randomizing them. So just resample with a low Count value, I choose only 4 to clearly show the problems with that:

Unfortunately the curve is now only 3 straight segments. The first solution of course is to use the original curve for the tube and the resampled curve only for the instances:

As you see, the problem with this is that the instances are aligned with the tangents of the straight curve segments. This could be avoided if you use a Curve to Points node instead and take the Tangent output there, however for further curve-based customizations this cannot be used here.
Instead a Sample Curve node can be used to sample the tangent of the original curve at any given point along the Spline Parameter > Factor. This would be sufficient to instance an arbitrary number of instances evenly on an arbitrary curve:

But the goal here is to also randomize the instance positions a little bit. To do that, we need a Set Position node of course to move the points. And instead of the Factor we will use the Index of the points divided by the total Count of points minus 1 (because the indices go from 0 to count-1) to create our own "custom" factor where we want to sample positions and tangents. If we do not use the custom factor, the Tangent will not work correctly. I've increased the number of instances to 7 to have more to show how it works.

So now that the setup is prepared to modify the positions it is time to randomize them. This is simply done by getting a Random Value node set to Float and adding the result to the custom factor. Choose Min/Max values and a Seed value which you like, if you only want slight deviation from the even distribution the Min/Max values should be kept low.

One thing to note: the Factor input of the Sample Curve node clamps all input values to the 0 to 1 range. Which means, no instance will ever be positioned "before" the curve or "after" the curve, no matter how low or high the values get.
As you can see above though, this randomization can also result in having no instances exactly at the start or end of the curve, if the first point gets a positive random value added and the last point a negative random value. But let's assume you would want the first instance to always be at the start of the curve and the last instance always be at the end. Of course you could change the Seed until it fits your needs or even better: you use the Endpoint Selection node to only randomize all other than the endpoints. Set Start Size and End Size to 1 and use a Boolean Math node set to Not to invert the selection. The result will be 0 for endpoints and 1 for the other inner points, multiply it with the Random Value output to only add randomization for the inner points:

Or if you want to make sure that there are never instances on the endpoints, in this case you do not need the Endpoint Selection for the randomization, but instead for the Selection of the Instance on Points node:

Below another method to limit randomization, in the following setup I plug the Index into a Math node set to Modulo 2, so only points with an odd index get randomized. I'm sure you can come up with more ideas how to select which positions should be randomized, I will not show every possible solution I can think of and it always depends on what you actually want.

Addendum: As asked in the comments, if you want to switch between having endpoints or not, you can simply use a Switch node. You can either switch between two settings inside the nodetree or connect it to the Group Input node to switch in the Modifiers tab. Here I plug the nodes that remove the endpoints in the False socket of the Switch and simply enable the True checkbox - this will set all points to "true" so they are all part of the Selection that should be instanced. For the connection to the Group Input node I renamed the socket to "Endpoints?" so switching it on gives you endpoints, switching it off removes them.
Switching inside the nodetree:

Switching in the Modifiers tab:

This is amazing, thank you for explaining every step and what it does.
I could replicate it and even found a few tweaks to make it more individual.
At the end I just have to more questions:

I want to use a switch node for the last step, so I either have objects on the endpoints or not, how can I set that up?
And for me it just works just when I use the Group input, instead of the Object Info node, even if i have a new scene, with just a BézierCurve in it. Do I miss something

(working on 4.2.3)

@vp.gestaltung For the Switch node I've added something at the end of my answer. Sorry, I do not understand what you mean it works just when use the Group Input? You have to select the curve object in the Object Info node which you want to instance on - just like in my setup. And in this Object Info node you cannot use the geometry from the original object which holds the Geometry Nodes modifier. And if you use the modifier directly on a curve object, of course you have to use the Group Input then as this provides the original geometry.

@vp.gestaltung However it is a bad idea to add a Geometry Nodes modifier on a curve object, because although it works as long as you keep everything as modifier, you cannot simply apply it if you want to convert it into real geometry - because curve objects cannot have mesh geometry (which is what you get when you apply a GN modifier). Even without applying, on a mesh object you can add for example a Wireframe modifier to make a wireframe object of the GN result - but curve object cannot have a Wireframe modifier, and there are more modifiers that are not available for curves.

You could, for example, use Poisson Disk distribution:

Imgur mirror (SE image hosting has problems)

Imgur mirror

Or you could use an "Accumulate Field" node to position your points at increasing $x$ coordinate (or omitting that step and directly sample from accumulated length on the curve), and remove/don't spawn points that have the accumulated value exceeding curve length.
Yet another option is to resample the "Starting Curve" to desired length, and then set position to a position sampled on the same curve, but with a random value added to "Spline Parameter: Length".

Just an off-topic question: you always give additional links to your images on every answer and write, "SE image hosting has problems". Do you always have problems or every now and then and just post it every time to be on the safe side? I have actually never experienced any problems seeing images (only if someone messed up the linking), just occasionally I get an error when I want to upload an image - but then I try a second time, maybe a third time and then it works.

@GordonBrinkmann not always, they return every now and then. But it's not so easy to just refresh a page, once I have problems they persist for many days.

How annoying... I looked at the link to the problem description, this is really something that never occured to me.

You need to explain what you mean by semi random

One note to "Equal Spacing" setup: yes, this works in case you have only straight curves and resample with as many points as you want instances there. The question only shows straight curves without any bending, but if bends were desired even if it was just for round corners, you will get a problem if there should be only a few instances on this curve like shown in the question. Less points for resampling will result in a low-res curve, selecting instances via index and modulo limits the versatility of how many instances you want. And does not work well for (semi-)random distribution.

I think you misinterpreted my nodes. They do work.

I think you misinterpreted my comment. I did not say they do not work, but they only distribute evenly on all points of the curve - there is no way of randomizing the position of instances. Then the question asks for "any type of curve", your nodes will not work if the curve has a lot of turns for example or just in general when you only want a few instances so you resample with a low count and the result does not quite follow the curve - as you can see here, then the curve tangent will give an incorrectly aligned rotation: wavy curve with few instances


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I want to extrude a path to a cirleshape, how can i smooth out the corners. Bevel them doesn't work

I copied the path from a set of vertices; convert it to a curve and it's all weird shaped once i extrude them.
How to bevel them, on the corners, for example for a pipe.
an smooth out sections like on the upper- left corner.
ctrl- B doesent work.

Your curve is a Poly curve. It's not very flexible. But you can convert it to a  Nurbs curve.
Edit the curve, select one vertice and set the Spline Type to NURBS. The path will become much more flexible.

Now extrude (E) the path at both ends 1x to restore the length of the ends. Then subdivide the segments to add more vertices (menu Segments > Subdivide). Move the new vertices closer to the corner to control the curve radius and to create the shape that you want.


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having trouble by using a collection as an asset, including an empty
i have a collection/ texture, where i adjust a setting in the shader with an empty (in this case the colors of an array)
every time i set both into one collection, mark them together as an asset, i got two problems:

first, i can't edit the object neither the empty (sure via right click- adjust, but it doesnt work with the colors)
once i place it out of the asset browser, i get a second empty which sets its origin at the world center

so how can I get an collection, which is still adjustable, and get rid of the second empty?
( i want multiple similar objects in the asset-file,  so its not an option just leave that one object in the center of the original file)
if you look at the pictue, the left one is the original object, 3D cursor is at center of the world and the right on is what i get from dragging it from the assetbrowser.

The collection is linked, which means that the data inside the collection  cannot be edited by default. To edit the data-blocks, you can click on the empty, press cmd+A, and select "Make Instances Real". Note that this removes the collection, so you will have to create a new collection and manually put the data-blocks back into it. I hope this helps!


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How do I limit the rotation of an texture to a fixed rotation?
My goal is to randomly rotate the texture in 90 degrees increments, i want to use the map range node, with steps, so in the future i can change it to for example 45° steps.

Could you provide your Blender file using https://blend-exchange.com/ ? And probably a stupid question, but why the Vector Rotate node is plugged in the Location input of the Mapping node ?


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Getting a mask for a shader on the opposite side of the light source
I want to make a planet shader, where I want mask out lights only on the dark side of my object reacting to light or the sun object.
Is there a way to get a shader to react, no matter where I position the light?
I don't know how to start, so this is just my initial progress.


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Distribute objects at one axis, having them overlapping but not intercecting with each other
I wand to distribute random objects around the pole/ one axis. My main issue right now is, that I want the objects inside a collection closer together, but also the mesh not intersecting with others.
I had the idea to assign vertex groups, with different weights, controlling the probability of how much objects get where I want them. How do i approach that?
also what do I need to do, that the objects aligning with the pole?
Origin is right where i need them, I applied scale at everything, what do I miss?

I would suggest generating a line with custom spacing according to the distance you want. Distribute Points on Faces will always give you an offset, corresponding to the width of the pole.

Possible a duplicate of How to string objects of a collection along an axis depending on their size, applying random rotation and scaling without overlapping? or How to position random instances one after another with Instance on Points based on the dimensions of the previous Instance WITHOUT OVERLAP?

This question is similar to: How to string objects of a collection along an axis depending on their size, applying random rotation and scaling without overlapping?. If you believe it’s different, please edit the question, make it clear how it’s different and/or how the answers on that question are not helpful for your problem.


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Is there a way to get more precice value-output without a divide math node after it?
Every so often when I setup a shader, I have this small extra setup, where I add a divide-node with a high number, after the value to get a more precise result. Even if it's simple, I wondering if there is way, to make it more elegant?
I'm aware of pressing shift while changing a parameter. I'm searching for a solution inside the node setup, because often I enter numbers directly.

you could make a group out of that two nodes....don't know whether that's more elegant ;)

When you say often you enter numbers directly, then I do not understand why you do not enter them as you need them? Your example 177.9 is only divided by 100... but even dividing by 100,000 is only 0.001779 which you could enter directly. Blender takes up to 6 decimal places (well, actually more but the next time you click in the field the value will be truncated to a value rounded to 6 decimals, see third paragraph). It might show only three in this case (0.002), but when you click in the field it will show all six.

Only when entering a number with 7 or more decimals the value will get rounded. For example putting a 0 more in front, 0.0001779 then in this case Blender does not show 0.002 but 0.000178 to indicate it was rounded to six decimals.

Although this is just half the truth. When you enter 0.0001779 it shows 0.000178, but plugging it into a Math node set to Multiply by 1,000,000 will give 177.9 as a result. So the original value is kept although displaying it rounded, however when you now click in the value field and it shows 0.000178 and hit Enter instead of Esc, the multiplied result will change to 178.0, because this works as if you now would have entered the rounded value directly.
Anyway. When entering values directly, it comes in handy that Blender accepts mathematical formulas as well. So when you want to divide some value, you do not need a Math node set to Divide - only if you want to change the numerator often or by some input while keeping the divisor. For simply entering some value, for example 177.9 divided by 1000, enter 177.9/1000 in the field and press Enter.

This is very comfortable if you want to enter values which are not so easily calculated in your head like the square root of 7 or $\pi$ divided by 3. Just enter sqrt(7) or pi/3 and hit Enter to get the value into the field.

So if you are not often using the same divisions, simply entering the values you need might be the simplest solution. If you often need to divide different values by the same divisor, the Divide node is the way to go. I think there is no more elegant solution to it (as Chris already commented, you could make it an extra node group, but then you would just switch one node for another). The only thing to make it slightly more elegant would be - when you know you're going to divide the value, why use a separate value in the first place? Instead of plugging it in the first Value socket of the Divide node, just enter the value there directly.

Summing it up, now these are three methods to get a value with a precision of 6 decimals:

Entering 0.001779 directly.
Entering 1779/1000000 (or 1.779/1000 or whichever combination of numbers suits you best)
Using a Divide node where you enter the values.

Those are the most simple methods I can think of, one might be better than the other depending on the situation as described above. I have no idea how a more elegant solution could look like (apart from specific cases like your example where you could enter the value directly into the texture's Scale field without the need of any extra nodes, but I guess this is valid for all setups where the resulting value is used to be plugged into something).


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Image Transparency doesn't work with alpha mode and alpha blend in both eevee and cycles
I followed a tutorial, where I can make custom leaves for trees. I added an image as a plane and I should switch in blend mode from opaque to alpha clip but it does not work. It looks like bevore without any change. I tried it with all rendering modes and also alpha blend and alpha clip. The image is a PNG file with a transparent BG but in blender layout mode it shows the BG black. What did I do wrong? Here is the YT tut: https://www.youtube.com/watch?v=TrfIRDw88bM

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

I was able to accidentally reproduce the problem. I was able to fix it by reloading the image.
First unlink the existing image by pressing the x next to image name.

Next reload the image by pressing Open and search your image.

You should share your blend file if this doesn't work.

https://blend-exchange.giantcowfilms.com/b/R3rxgANe   ←  Didn't work but thanks anyway.

I couldn't reproduce the problem with your file. Your image file was missing so I tried another image. I assume there might be something wrong with your png.


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Painted texture is not rendering in Cycles
I have added a jpeg file in the texture paint option (tree bark) and it automatically added the texture to my tree. But only in solid mode. If I want to take the internal rendering (no matter which -→ same problem on all) it doesn't render the bark. Only the leaves. I can see the tree trunk itself too, but in cycles it is rendered like in solid mode. I didn't use nodes. Only the external modular tree addon (nodes) Just imagine, you are in solid mode, than the trunk looks like the texture on the right side of the uploaded picture.

Can you share a screenshot of the material node tree that corresponds to the bark covered object? It could be as simple as connecting the texture to a color input socket.

There is no Texture node (you mean the principled bsdf, right?). The tree itself has no nodes, except the ones from the modular tree addon but these define only how the tree branches etc are created in the editor. But they don't have something in common with the tree texture. How you can see, I went to the Texture paint option and you can see the folder symbol on the right side of the uploaded picture and with that, i added the jpeg file, but it doesn't render in cycles.

Your Bark is loaded as a Brush texture so you can see it there in the preview window - it is loaded as if you will be painting it onto the surface of your model. to paint, you add an image to paint onto in the Texture Slots panel while in texture paint mode, and then you can paint - but it doesn't automatically connect it to the color input of your shader node, you will need to do that by going to the Shading layout and connecting the image output to the color input of your shader, likely a Principled BSDF. Disconnected, Cycles will not be able to render it.


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Blender doesn't use RAM, CPU, and GPU of PC
In the Blender Editor, it really lags (cycles and eevee). But it only uses Max. 15 % of CPU, Max. 10 % of RAM and 0 % of GPU. Why? It could be much faster. Please help

Have you copied the OpenGL DLL into the Blender directory? That results in software rendering which is very slow.

It can't find my GPU. I have no OpenGl.dll on my system.

If you are able to start Blender it recognizes your GPU, otherwise it wouldn't start at all. If you have multiple GPUs (e.g. an integrated GPU in your CPU and a dedicated GPU) you may be able to select which one is used by default for e.g. OpenGL drawing. On Windows this can be done as described in T78799.

If you want to use GPU rendering for Cycles, then you have to select the GPUs in Edit > Preferences > System. Your GPU has to meet the minimum requirements for GPU rendering to be listed. Please note that the Task Manager does not display CUDA activity by default, thus is may look like your GPU isn't busy when it actually is.


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How to set Dimensions Unit and Metric unit on the same ratio?
How you can see, on the Dimensions (metric) it says my cube is 2x2x2 but on the Scale tab it is 1x1x1. How can I set it so, that the metrics are same as dimensions?

Scale is a ratio, so it don't have units. You can think of it like the "1/24" (or whatever scale) of a scale model. There is nothing wrong to have a Scale that is different of the Dimensions.
However, if you absolutely want the Dimensions to fit the Scale, you can go in Edit mode and reduce the whole cube by a factor of 2 (S / 0.5). That's pretty much useless, because if you extrude some faces, or move them, the Dimensions won't fit the Scale anymore.


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Z-Axis or Metric Unit gives a worng size to any Object
I've found a very interesting problem in the Blender Editor and I can't figure out how to solve it. So I want to ask you.
I want my Object to be one Meter long on the Z-axis. The Problem itself is a simple mathematical thing: When I tell the editor to move my object 1 meter up (so on Z axis 1.0 m) then it moves the center point (orange) 1 meter up, on which my object is fixed. At the same time, I want that my object has a length (also on the Z-axis) of 1 meter. But how is this possible (picture)?: My center point is in the middle, so if the orange point would be on the green y axis, then it would be Z 0. But how you see, I've already set it to 1 meter. But the object is 2 meters long. Which kind of wrong relation is that? Or did I make sth wrong? The distance between the orange point and Z 0 is 1 meter. But the end of my object is again 1 meter above the orange point so it is 2 meters long even though I typed in 1 meter? Please help me out. It really confuses me.

Where have you typed 1m? "even though I typed in 1 meter"?

Try popping out the properties panel (it is a panel in the 3d view on the right, usually summoned with the N keyboard shortcut).
Set this to the Item tab, and you can set dimensions there.

You may need or want to reset the scales to 1 in all axes.  If you like the shape of your object but still want to reset the scale you can Apply Scale (ctrl-A is default shortcut for apply menu).  As you can see from the screenshot the dimensions are different from the scale and from the location.
If you set the location first, and then the dimensions, the scale will be set appropriately for you.

Thank you very much, it worked, but the main problem is still there: On the main EULER XYZ it says the right thing (0.5 m) but on de XYZ AXIS it says to 0.5 that it would be 1 meter. Strange....


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How do I make a texture gradient?
I want to make a ground for a forest. But it's boring when it's only one seemless tiled texture. So I thought i can use multiple textures, but how can I combine them? I want some gradients between each of them. A bit of dirt, a bit of grass, a bit of leaves etc. Maybe with projection painting, but then I have no hightmap of the whole ground texture. How can I handle this?

Maybe https://blender.stackexchange.com/questions/211515/how-can-i-combine-multiple-textures-so-that-they-blend-together

Scurest gives an answer with Vertex Paint, which work fine if you have enough topology, if it's not the case, as pointed out by Haarigertroll under this answer, you can use an image texture


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Volumetric lighting scene

Hello everyoane.
What settings should to apply to the light point to create in blender a scene light this?
I come with a past in Cinema 4D, there was very easy, just set the visible light to Volumetric and set the intensity, but how does this work in blender?
I have searching for an answer here, but nothing matches with what I need...
Kind Regards!

Thank you for stating your question clearly.
You need to setup a world environment mist.
The rendered light volume in Cycles doesn´t work with (noise/volumes)on the light. It works with noise /volumes on the space (Enviroment) like in the real world.
Make a cube. Assign a shader to it. Edit the shader. Delete diffuse node, CTRL+Shift A, search for principled volume. Attach it to the Material output on the VOLUME input connector.
Shift+A, select NOISE. Plug that NOISE into the DENSITY connector of the principled volume shader.
Delete all lights in the scene.
Make the world from the world property tab: black color.
Drive your camera inside the box you previously created and that you´ve assigned the principled volume shader.
Inside that box and with the camera looking through, create a ppoint light. Give it energy of 100. And continue to drop it down by half on each render test: (50, 25, 12, 7, 3.5...etc)
Until your light energy is appropiate for the effect you´re looking for.
Thank you for your consideration to vote me as the answer by clicking to the left :the icon with a check mark and upvote this answer.
BFCT_Schiller


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Soft body friction
I want to create in blender a scene like this one, attached here.
I have a past in cinema 4d, there was very easy to create this.
I tried in blender in this way:
I create a soft body sphere and a plane with collision physics. I tried to modify the "Friction settings" but nothing happen.
How works friction with collision and soft body in blender?

You have basically 2 options that influence Friction in Soft Body simulation. Make it 3.
Collision object:
Here only Damping will influence friction of the simulation. Less Damping = less friction.
Friction in these settings is only for Cloth.

Soft Body object:
In Soft Body object settings Friction is self explanatory but it seems that Mass is also influencing how friction will behave.

Thank you very much!  I really appreciate your effort


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Where is cell fracture in blender 2.8?
Where is cell fracture add on in blender 2.8 ?
it is no longer available or have another name?

I don't think it will ever be in 2.8 (I may be wrong) it is getting something way better, Fracture Modifier. However it was supposed to be in the official release of 2.8 but i think it got pushed back to 2.8.1.

CG Cookie just said there are builds with the addon here: https://blender.community/c/graphicall/. Not sure where the relevant post is though.

Check the Preferences > Addons. On my build the addon was present twice, which was indicated by an info bubble in this section (see pic below). There will be listed two paths, one of which you'll have to delete.

Oh, and I would suggest you delete the entire directory, not just the __init__.py file, to not leave a mess.


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How to create a perfect edge?
I want to create a bottle of shampoo, but I encounter some difficulty...

When I apply subdivision surface I got this mesh, how can I fix this?
Here is my blend object:
https://drive.google.com/open?id=177eO74yxTY8biekbXR2gIK2Fk5QB16HN

As this hole is supposed to help to open the bottle, I suppose you've made a mistake and that the topology is rather something like that (I've separated the plug to make it more understandable):


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How to create a perfect depth hole?
I want to create a perfect depth hole. I tried using boolean and bevel after, but doesn't work...

Here is my reference image:

Why not try using inset?

The mesh I came up with is this one. It could be more rounded but just move the supporting edges away from the corner of the hole to do that. I did not round the object as a whole in the corners but this can be done quite easily.
I started with a plane and subdivided it. I then added a loop around where the hole would be and then deleted the faces. I extruded and added some more supporting edge loops. Finally I added an edge loop inside the hole and scaled it to give the bevelled appearance.
Once completed I added a subdiv x 2

Here I added a simple bend deformer to show the flexibility of the mesh for animation etc.

This topology seems good to me:

Posting my suggestion as answer in order to show pictures:
This is another way to do it.
I inset the face, then moved the result to the adequate position.
Then extrude along Y.
Then bevel modifier, add a couple of loopcuts inside the square, apply bevel.

For this one, I did loop cuts vertically and horizontally. Then extruded the square along Y, added a loop cut inside for bevel not to go crazy, then applied bevel.


text:
How to fix this physics problem?

Hello everyone,
How to fix this physics problem, the objects pass trough to wall.
I increased the Steps per second and Solver iterations in scene settings > Rigid body world. Also, I set the shape to Mesh in rigid body settings, but nothing happen...
Many thanks!

Check your Normals to ensure they’re pointing in the right direction.

Thank you for your reply! I am a beginner in blender, with a past in cinema 4d, could you explain how to check the normals, please...

No worries - select your mesh and go into Edit mode (Tab) and then press N to open the properties panel (to the right of the 3d view). In there there should be a Mesh Display section with a Normals section. Enable ‘Display face normals as lines’ and you should see them shown on your mesh as short blue lines. Check they are pointing ‘outwards’ from each solid surface. If not, select the face and use Mesh/Face/Flip Normals to flip it to the other direction.

Also, make sure you create your objects with a realistic scale (1 blender unit is effectively 1 metre) - large objects can result in unfeasibly large forces. If you resize anything make sure you Object/Apply/Scale to set that as the object’s actual scale to ensure you get realistic simulation. You can also set the object’s mass in the Physics panel - set it to something reasonable for the density of the object being modelled (eg, a cork ball will behave differently to a brass ball).

Rich,thank you for taking your time to answer me.

Selected Answer for this is just wrong . You dont want to insure your sim is at the right scale, as Blender sims break down if you do. Its pretty common knowledge you need to sadly scale up your scene, do the water sims, and scale it all back down. The joys of open free software.

When building a physics simulation it's important to ensure it fits with 'real world' proportions and properties in order to achieve a realistic simulation.
Firstly, ensure your surface Normals are pointing in the right direction. You can view your normals in Edit mode (Tab), opening the Properties side-bar (N), scroll down to Mesh Display and enable 'Display face normals as lines'. This will display short blue lines at the centre of each face to indicate the face 'direction'. For physics collisions to correctly detect 'inside' and 'outside' you should ensure your normals are all pointing 'out'. If you need to adjust the normals there is an option to 'Flip Normals' (change the selected faces to point the other direction).
Ensure your objects are all at a 'realistic' scale in the real world - if you haven't set a specific scale on your scene (eg, Metres, Millimetres, etc.) then you can assume 1 Blender Unit (the units that your dimensions of objects are measured in) will represent 1 metre. Note that the scale is important for the physics simulation - the forces resultant from a falling 0.01m x 0.01m x 0.1m block (eg, similar size to a Jenga block) will be considerably different to a 1m x 1m x 10m wooden beam - even though the proportions are similar.
If your objects have had their 'scale' adjusted (using the Scale tool) you should ensure you 'Apply Scale' to have their new scale affect the simulation. This can be acheived by selecting the mesh in Object mode, pressing Ctrl+A and select Scale.
Finally, set the object's Mass to a realistic value for the behaviour of that object you desire. This is available in the Physics panel of the toolbar panel on the left-hand side (T) by clicking Calculate Mass. This allows you to select the material of that mesh to use in the physics simulation, such as Cork, Iron, Brass, Concrete, etc. - or set a Custom density if none of the preset ones are suitable.
Note that it can be beneficial to increase the Steps Per Second and Solver Iterations settings above their defaults (60 steps per second and 10 iterations) but care must be taken when increasing them too high as higher values result in shorter "timeslices" each time Blender evaluates a "step" in the simulation. Shorter timeslices result in much smaller forces and motions and the precision can result in rounding errors, adversely affecting the accuracy and realism of the simulation.

While these points are good advise, the simulation in the gif showing the problem possibly only needs more substeps.

@Leander True - although the question does state that steps per second and solver iterations have both been increased. As part of investigating the problem I did replicate this and increasing steps per second didn’t solve it (and increasing too far can actually adversely affect the simulation - presumably by rounding of the calculation of the progressively smaller forces for smaller steps).

That sounds insightful as well (and increasing too far can actually adversely affect the Simulation), I think it would make a good addition to the answer for people who are only experimenting with high step sizes.

Good point @Leander - I've edited the answer.

I had the same Problem and the Solution was to scale my Scene 10 Times up. It is generally known that the machine does not work correctly within the range of small sizes

Even if "generally well known"  please provide some links to verify.

Here is one ref: https://www.youtube.com/watch?v=GzZIStCGiIk

@batFINGER https://developer.blender.org/T52238 https://developer.blender.org/T50202


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How to transform this hexagonal vertices to round / circle vertices arrangement
I am wonder if is there a trick in blender to transform this "cubit" cylinder to a "circle"
cylinder?
I created the cylinder with only 16 vertices, in edit mode I subdivided for 3 times, now this is the result. I know that the right way is to apply subdivision surface, but I am wonder if it is possible to transform the hexagonal vertices to a perfect circle.

Here it the blend file:
https://drive.google.com/file/d/1Lzy8QVktv-BLOQb22_fA-mJ12VbM7H_H/view?usp=sharing

As an alternative to @moonboots
In this case you could use the free looptools plug-in (enable in preferences).
Select all the edge rings, and select circle in the looptools options list, see below
From:

To:

In future, when you subdivide a mesh like this and want it to be smooth after subdividing in edit mode, go with: select all edges, edges (dropdown menu) > subdivide > smoothness to 1
See below:

I hope this helps

A couple of alternatives to @moonboots' perfectly good answer..

The Subdivide operator has a 'Smooth' option in its F9 panel. If that had been set to 1, your cylinder would have been circular when you subdivided it.
The Cast modifier, 'Cylinder' option.  This works only in local space, and will not be affected by any rotation of an  'Object' you may select to be its transform origin. So it only works if the modified object's Z is from end to end of the cylinder, and the modifier is set to deform in X and Y. Pretty useless. You could write a better one in Geometry Nodes.
Loop Tools > Circle on all around-loops, selected.

Select all the circle edges (to make it quick, select an edge ring then Select > Select Loops > Edge Loops), choose Transform Pivot Point > Individual Origins, then AltShiftS > To Sphere and drag (go into the Operator box if you want to make sure it is at 1):


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Transparent Glass Material Eevee Blender version 4.2
I encounter difficulties in creating glass material in Blender version 4.2.
Same scene in Blender 4.1 work fine, but in version 4.2 the glass material is not still transparent...
I have attached here the file.
https://drive.google.com/file/d/1wDNRYiUxGS5DmnwyHT5I1_hUg1zbKr6M/view?usp=sharing
Please check in blender version 4.2

i can confirm that the same "effect" happens on Blender 4.3...

@Chris Oh, you guys... always using the latest releases without knowing how they work... you should watch some tutorials on what's new in new versions ;)

@GordonBrinkmann: don't be jealous! it's because we can ...but we don't know what we are doing! :D

In the Settings of the material, for transmissive materials like glass you now have to use the Render Method > Dithered and you have to enable Raytraced Transmission.

And to use Raytraced Transmission, of course _Raytracing has to be enabled in the Render Properties and the Method has to be Screen-Trace ( which you already had in your file).

i am thinking about flagging the answer as off-topic....but because i have a good day...+1 ;)

@Chris Thanks!  :D  It is actually just a coincidence that I watched a video about the changes a few days ago and saw this...


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Gradient colors ramp Shader Node - Vertical and static (animated object)
I am trying to create an animation similar with this image:

and this is what I created:

using this node:

I'd like the colors to remain in same position while the helix spring is rotating.
This is my result, but I am not satisfied, the colors should be similar with first picture and remain in same position while the helix is rotating:

Assuming this is a curve object, you can use UV coordinates.

As @Allen Simpson has commented:
If you use a single cyclic Bezier curve, given thickness with its native Bevel, (set in its  Data tab > Geometry panel,) it is automatically mapped 0->1 in U along its length.
So a node arrangement like this can set the color-ramp's range of colors along its length:

The Add and Wrap nodes are optional: changing the 'Add' value shifts the whole range along the curve.

ok, Robin, your model looks a liiiiiiiiiiiiiiiitle bit better than mine...i have to admit that! :D

@Chris.. it's a fudge. I have to confess I haven't found the way to make the connections between spirals at an exact tangent. Challenge for you :D.

me...!!??!!? i am a Blender beginner...still learning every day!!! I cannot even make this nice spirals combine each other looking nicely...i can do both spirals standalone (outer and inner), but no good idea how to connect them that it looks good.

@Chris I'm learning every day, too. My main reason for being here. External spiral: Curve > Spheric. Internal spiral: Single vert, Screw modifier, so adjustable. Eyeballed, converted to curve, joined, smoothed. Yuk. I want a nice clean mathematical way :D

so you cleverly rotated your object to hide your ugly connection? ;) :D Damn...you are so clever!!! ok...well...i should not complain about ugly ... ;)

@Chris Yup! I used to work in the film industry. Stop-motion animation on to 35mm, Important lesson ?... It's all 2D in the end. Only the pixels matter. Whatever it takes. :D

You are so right. Except…if we start doing holograms. Then they will see your bad connection!!!impressive. Any famous movies you made? Lion King? Aquaman? Avatar?

Let us continue this discussion in chat.

if your spiral is in the origin you can use this node setup:

Play with the threshold to get your desired result.
and you get this: (seen from above)

what the setup does is: it calculates the length (xx + yy) and checks whether it is inside a given range (threshold) and if it is, it takes the first colorramp, else the second.
sideview:

sorry for my bad modelling. Modelling is not my strength :(
if you don't get this to work, please provide your blend file, then i can adapt it especially to your needs.


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Dynamic Place in Blender - Live moving objects with physics Interactive rigid body
Is there an add-on or an option in Blender, to have a live objects moving with physics.
I have attached here an example with what I am looking for.

There isn't any solution yet that I'm aware of, which is why I'm currently working on an addon doing such, here's a wip preview: https://twitter.com/i/status/1610402645788839936 From which software is that coming?

This example is from Cinema 4D R26

I finally got some time to finish this, hurrah ^^!
Hope you'll like it as much as I do :)
You can find the addon here: https://fairmarket.land/product/phyx-drag
Cheers!


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PBR workflow - what am I doing wrong?
I'm going through a tutorial on UV mapping in Blender 2.8 and I need some help. Why is my material glossy/reflective? I have a roughness map connected (greyscale non color), and I also have a normal map connected (non color, into normal map node, bump node, then into normal input.
Both the normal map, and the roughness don't seem to do anything. The wooden pallet looks shiny, and completely unrealistic. Just to add to this, I thought a normal map is a RGB file? Why do I have to set it to non-color?

Non-Color means that blender will not read the image using a color transform, but will keep it as data. The main difference is that if you read as color there will be a "gamma" curve, whereas in non color the information will be linear.


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How do I check for floating vertices non connected edges?
I'm doing a very basic tutorial and trying to recreate a model which has basic geometry, figuring out the best way to use edge flow and to tie up any NGONs.
The model seemed to be behaving very odd as I was trying to make cuts to an NGON. I've only just realised I had vertices and the odd edge overlapping in the NGON from previous attempts at doing this.
I know it was just sloppy work, but is there a way of quickly checking your model for any floating vertices and/or edges?

Try this. It removes disconnected vertices and edges.


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Cycles Bake yeilding bizarre textures and wrong colors- any ideas?
I've created a building for export and use in a game engine. Here's a picture of the building in the Materials Viewer of the Viewport.  This is what I'd like it to look like once I've successfully baked the textures.

I am baking the textures into a single image file by UV Unwrapping the model, creating a new texure, and placing the image texture in each material node. Picture is below (new image texture connected to final UV map is at the top of the node viewer):

After Diffuse Baking (I'm not needing shadows and I'll do the Normal map later), I'm left with this texture:

I know it's hard to tell how bad this looks, so here's an idea of what this looks like once it's pasted on the exported object. By clicking on different faces, I can see in the UV Editor how many spots aren't rendering in the correct color (the green windows for example, largely come out tan on the baked texture.  Many faces of the red-roofed staircase on the end have a combination of red and tan textures on it).

I am rather new to Blender, but I don't even know where to start with troubleshooting this.  What am I doing wrong? I would be glad to upload the .blend file if someone can provide instructions. Thanks!

It's hard to understand what you don't like exactly about the texturing, so I assume it's the general pixelated look. Is there a reason for why you want to bake everything into one texture? Normally big objects require a different kind of texturing process. One example could be my answer here

You've probably moved on by now, but for anyone with the same question, I had a similar issue just yesterday. I never quite figured out why exactly it was happening, but I eventually got the problem to go away by cleaning up my mesh. This included

adding and connecting some vertices to break up some large planes getting stretched at weird angles
dissolving unnecessary edges and vertices
deleting entire planes that were not going to be visible in the render
separating a part that I had awkwardly extruded and probably had some weird relationships with other vertices.


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Using 2 enumproperties , at init selecting one item at index 4 select in the other list one item as same index, is it possible to have it at index 0?
I'm using the Gorgeous example as it is what I want to use and it's a great example ;)
see How to show limited enum items?
The problem when I run the script, is if I select in first list the item at index 4 and I switch to the last list, which have only one item here, the fact that the index is at 4 it won't select by default the first item of the last list, it will try to select the 5th item and because there's only one item, this item is not selected
So is it possible to do so ? at least select the first item when switching to the last list  ?
Thanks
import bpy

class HelloWorldPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Hello World Panel"
    bl_idname = "OBJECT_PT_hello"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = "Test"

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False

        col = layout.column()
        col.prop(context.scene, 'enum_type', expand=True)
        text = 'Enum 1-5' if context.scene.enum_type == "FIRST" else 'Enum 6-10'
        col.prop(context.scene, 'enum', text=text, expand=True)

enum_type = (
    ('FIRST', 'First', ''),
    ('LAST', 'Last', ''),
)

def get_enum_items(self, context):
    get_enum_items.items.clear()
    if context.scene.enum_type == "FIRST":
        get_enum_items.items = [
            ('1', '1', ''),
            ('2', '2', ''),
            ('3', '3', ''),
            ('4', '4', ''),
            ('5', '5', ''),
        ]
    elif context.scene.enum_type == "LAST":
        get_enum_items.items = [
            ('6', '6', ''),
        ]
    return get_enum_items.items

get_enum_items.items = []

def register():
    bpy.utils.register_class(HelloWorldPanel)
    bpy.types.Scene.enum = bpy.props.EnumProperty(name='Enums', items=get_enum_items)
    bpy.types.Scene.enum_type = bpy.props.EnumProperty(name='Types', items=enum_type)

if __name__ == "__main__":
    register()

Use the EnumProperty's update callback.
import bpy

class HelloWorldPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Hello World Panel"
    bl_idname = "OBJECT_PT_hello"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = "Test"

    def draw(self, context):
        layout = self.layout
        layout.use_property_split = True
        layout.use_property_decorate = False

        col = layout.column()
        col.prop(context.scene, 'enum_type', expand=True)
        text = 'Enum 1-5' if context.scene.enum_type == "FIRST" else 'Enum 6-10'
        col.prop(context.scene, 'enum', text=text, expand=True)

enum_type = (
    ('FIRST', 'First', ''),
    ('LAST', 'Last', ''),
)

items_1 = [
    ('1', '1', ''),
    ('2', '2', ''),
    ('3', '3', ''),
    ('4', '4', ''),
    ('5', '5', ''),
]

items_2 = [
    ('6', '6', ''),
    ('7', '7', ''),
]

def get_enum_items(self, context):
    if self.enum_type == "FIRST":
        return items_1
    elif self.enum_type == "LAST":
        return items_2
    else:
        raise Exception(f"Unexpected enum_type: {self.enum_type}")

def update_enum_type(self, context):

    index = self['enum']
    items = get_enum_items(self, context)

    if len(items) - 1 < index:
        self['enum'] = 0

def register():
    bpy.utils.register_class(HelloWorldPanel)
    bpy.types.Scene.enum = bpy.props.EnumProperty(name='Enums', items=get_enum_items)
    bpy.types.Scene.enum_type = bpy.props.EnumProperty(name='Types', items=enum_type, update=update_enum_type)

if __name__ == "__main__":
    register()

is there a way to access or set an item with index outside of update_enum_type ? using bpy.context.scene.enum = '6' to set the item is ok but it depends on the value. Thanks

self is bpy.context.scene in this case as you assign enum to bpy.types.Scene. So bpy.context.scene['enum'] = 0.


text:
Add offset value to driver with custom property works with UI but not using script
I have a driver on x rotation with this expression and "Use_self" ticked:
-var/.35 + self["prop"]
I have a custom property named "prop" with float
If I change the value with the UI it's working and make my mesh turn with the offset value
If I try to change the value with this script it changes the value in the property (if I'm hovering on the field otherwise it's not) but not in the 3dviewport
Looks like an update problem ?
Thanks
C = bpy.context
obj = C.object
obj["prop"] = 2.08

Update driver
Setup
import bpy

obj = bpy.context.object

obj["prop"] = 2.08

fc = obj.driver_add("rotation_euler", 0)
dr = fc.driver

dr.use_self = True
dr.expression = 'radians(self["prop"])'

when change the custom property
import bpy

def find_fc(fcs, path, index = None):
    try:
        return fcs.find(path) if index is None else fcs.find(path, index = index)
    except:
        return None

obj = bpy.context.object
obj["prop"] += 1

# update the driver
fc = find_fc(obj.animation_data.drivers, "rotation_euler", index = 0)
if fc is not None:
    dr = fc.driver
    dr.expression = dr.expression

If use self in your driver expression, make sure enable Auto Run Python Scripts

Perfect, thanks a lot XY. Do you think it's possible to offset the driver value not using custom property but with just a global variable ? I use self["prop"] in my driver expression because I don't know how to pass a global variable from my script.

Not sure. But when you close the file, the global variable disappears. The next time you open the blend file, it won't work.


text:
Boolean modifier doesn't work
I want to cut holes into my lantern for some glass, which I will then put in there as surface, with some oldish gold design. But the modifier doesn't work. Maybe it is because of the "opened mesh" how it is defined on the blender manual site:
Only Manifold meshes are guaranteed to give proper results, other cases (especially “opened” meshes, Non-manifold but without any self-intersections) will usually work well, but might give odd glitches and artifacts in some cases."
On the wireframe picture, you can see, that i began modeling with edges only (red) and stopped with edges only (green). Then I selected the 4 upper vertices (green) and filled it with CTRL+F - fill. I did the same with the 4 vertices in the red circle. Is this the reason why it doesn't work? How should I fill it else? On the two solid render pictures you can see the boolean Objects: first hidden, second unhidden. I hope you can help me with that?

The boolean modifier can be tricky, especially with increasing vertex count. Your model looks fairly regular, if there isn't a good reason, you should try to properly model those glass slots. Also if you can avoid it, don't use CRTL F, but insert the faces manually. It might seem like more work, but it will save you a lot of headache down the road.

I deleted the filled faces, and tried it again but it did not work. I've now cut out with the knife tool the surface i want to be as glass. It works now too. I will do it like this now but thanks anyways.


text:
Can blender render on multiple graphics cards?
I have a PC which has 2 CPU's in the mainboard, 40 GB RAM and 3 Graphics Cards. Can Blender render for example one frame on all gpus at the same time?
And generally: is it possible to render on cpu and gpu at the same time?

Yes.
Blender's Cycles can use multiple CPUs and GPUs for rendering. You can use both CPU and GPU devices at the same time as well.


text:
Snap vertex without deforming mesh
Summary of Problem
I would like to be able to move vertices, without deforming the surrounding mesh or edge, while snapping to another vertex or move it by a specified unit distance (Not percentage). I am doing my first archviz project and am doing a modern house that has many angles that aren't standard. This means that following the X or Y axis isn't suitable most of the time. Of course, I have done my best to conform to the grid and the axis's
Attempted solutions
In an effort not to cover things I've already investigated, I will outline what I've tried below. Many solutions are almost there but have one glaring drawback that makes it entirely unsuitable for me
Edge Loop and Slide
I have tried "Ctrl + R" to make an edge loop and then slide it, as well as "GG" to get the same end result. This isn't suitable to me as I can only specify a percentage and not the units that are being used everywhere else. You might think, why not just use math to get the same result? Because I want millimeter precision and when dealing with non-even numbers you're going to get some discrepancy. I have looked everywhere to see if there's some way to do this, but oddly it seems to not be a feature of blender. I have no idea how people do any kind of archviz work without a feature similar to this
Temporary Geometry
I have tried creating another object to act as a "ruler" to draw a straight line from the vertex I'm wanting to align to. The problem arises when I want to snap the vertice to the ruler (remember it's at an odd angle to the geometry I'm dealing with). If I was to edge slide as close as possible, there's still a slight deform that occurs when I snap to the ruler (In line with vertice, not to edge). The problem with this idea though, is the moment I want to rotate it to match an angle, it seems there is no snapping with rotation so it will be slightly misaligned no matter how hard I try.
Transform Orientations
I've figured out that you can slide vertices along the normals orientation axis's, which is very useful. I also have used the viewport view in conjunction with "Shift + Num7" to align my view with faces. This would almost be the perfect solution if used with the temporary geometry, but if I try and snap it to a vertex along the ruler, it will snap using the same orientation as is being used to move it - so it will be way off.
Knife Tool
I thought instead of moving the vertex, I could just cut it to the right position from the beginning. For some reason, I can't get the knife to snap to an existing vertice on the initial cut - only after that. I also can't specify the length of lines created so it's pretty much useless to me
Measure Tool
I thought that I could use some sort of "mark" to snap a vertice to when edge sliding, overcomming the lack of ability to specify a measurement that isn't -1, 0, 1. But no, of course when I think I'm there it seems as though the measurement disappears the moment you go to edit vertices. I hope I'm missing something here as it would be a bit ridiculous to not be able to see it in this context. Also, snapping to the measuretool seems impossible - again I hope I'm missing something because this seems like an incredibly basic feature any 3D software should have
I really hope someone can help me. I've spent easily 24 hours on this project and have achieved nothing, as I get so far and realise the misalignment is throwing everything off to an unacceptable degree. Tearing down my work over and over is just driving me insane and making me question my decision to learn Blender... but hey I guess I learn something each time I go through that process.

I agree it would be nice to be able to enter a distance value after pressing G twice.
Method 1
Select the edge your vertex is on, and press Shift Numpad 1, 3 or 7, depending on the situation.
Then set the Transform Orientation to View, press the key to move along the desired axis (X,Y or Z) and enter your distance value.
Method 2
Select the vertex you want to move. press Shift + S and choose Cursor to Selected. Then press Shift + D to duplicate, but don't move it. Then extrude it in a a direction to make a helper edge (along a main axis, close to the edge you want the vertex to move along is probably best) and while doing this, type the exact distance you would want to move your vertex.
Now go to the snapping menu and choose Snap to Edge, check the box Align Rotation to Target, and for the Affect choose Rotate.
Then as Transform Pivot Point choose 3D Cursor.
Now rotate your helper edge, and it will snap to (and align with) the edge your vertex is on. The end of the helper edge will be at right distance. Now you can snap your vertex to that point and delete the helper edge afterwards.
Be sure though, before snapping the vertex, to go back to the snapping menu and choose Snap to Vertex, and for the Affect choose Move. (unchecking the box Align Rotation to Target is not needed but does affect the way snapping responds)

Thank you!!!!! I knew it was possible somehow, just needed a smart person to steer me in the correct direction!
Indeed this is cumbersome, but heck at this stage I'm willing to do anything. Again, thank you so much!

Be aware, After posting my answer I remembered you can also change the Transform Orientation and do it even faster. And I edited my answer accordingly. (i hope you see this before starting with the cumbersome method)


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Blender Dev. Custom properties set hide or non editable
I was wondering if is a way to hide or set as non editable a custom property.
In Phyton i can use:
object[ label_property ] = value_property

I need to said... this is not for addon, maybe for a basic script or for set drivers.
I missing how to set properties of something? Thanks in advance.

This answer might have what you need, but it's not as simple: https://blender.stackexchange.com/questions/58968/hide-object-properties-with-python

@ArmoredWolf  I search a little more... and see the link than you provided. If I don't miss anything, you response is the correct. Thanks man.


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Simple Addon 50 lines - Crash blender - what I do bad?
I start to learn Python and Blender. But can't figure out what I do bad here.
The code is :

bl_info = {
    "name" : "HELLO WORLD",
    "author" : "Author",
    "blender" : (2, 80, 0), "version" : (0, 0, 1),
}

import bpy

class LODP_CM_OT_set_cam ( bpy.types.Operator ) :
    bl_idname       = "lodp_cm.set_cam"
    bl_label        = "Set camera brush"

    def execute( self : bpy.types.Operator , context : bpy.types.Context ) :
        obj  = bpy.context.active_object

        bpy.context.view_layer.objects.active = None
        bpy.context.view_layer.objects.active = obj

        mod : bpy.types.DynamicPaintModifier = obj.modifiers.new( "Dynamic Paint", "DYNAMIC_PAINT" )
        mod.ui_type = "BRUSH"

        # CRITICAL ERROR -  EXCEPTION_ACCESS_VIOLATION - 0x00007FF73793DDB0
        bpy.ops.dpaint.type_toggle( type="BRUSH" )
        # CRITICAL ERROR -  EXCEPTION_ACCESS_VIOLATION - 0x00007FF73793DDB0

        return {"FINISHED"}
# end class LODP_CM_OT_set_cam

class LODP_CM_PT_main ( bpy.types.Panel ) :
    bl_label        = "HELLO WORLD PANEL"
    bl_idname       = "LODP_PT_main"
    bl_space_type   = 'PROPERTIES'
    bl_region_type  = 'WINDOW'
    bl_context      = "scene"

    def draw(self, context):
        layout = self.layout
        layout.operator( LODP_CM_OT_set_cam.bl_idname )
#

classes = [ LODP_CM_OT_set_cam, LODP_CM_PT_main, ]

def register():
    global classes
    for klass in classes : bpy.utils.register_class( klass )
#
def unregister():
    global classes
    for klass in classes : bpy.utils.unregister_class( klass )
    classes.clear()
#
if not __package__ : register()

representative gif :

After trying to get the code of the error or something,
get : EXCEPTION_ACCESS_VIOLATION - 0x00007FF73793DDB0, exit code 11
Is a mistake, bug, bad syntaxis, another thing? , but since I'm a newcomer, I have my doubts.

For one, don't use boy.context in an operator. Ude the context you receive in the context parameter.

Is it as simple as it could be?.
A TL;DR comment turned into answer:
Doesn't crash for me... but does throw errors. Some of the issues as I see them.
Sure it's a simple little addon, but.. appears to be some added and IMO unnecessary complexity added too. (bling).
Is there really any need to type hint the usual suspects  and  familiar arguments of  self, context ?
def execute( self : bpy.types.Operator , context : bpy.types.Context )

Let's look at  Text Editor > Templates > Python > Operator Simple and make a small change
def execute(self, context):
    print(type(self))
    main(context)
    return {'FINISHED'}

output
<class '__main__.SimpleOperator'>
<bpy_struct, Object("Armature") at 0x7f1e0c715008>

ie the operator type is not an instance of  bpy.types.Operator
Any need to toggle the active object?
There is no need to toggle the active object with
context.view_layer.objects.active = None
context.view_layer.objects.active = obj

and  since context is an argument of method there is never any need to see bpy.context
Dynamic Paint Modifier.
Once a dynamic paint modifier is added to an object, it cannot be added again.  If you try and do so again it will not add a modifier and return None. (NoneType) is not an instance of bpy.types.DynamicPaintModifier
Main thread.
Any benefit in using if not __package__ vs if __name__ == "__main__" ?  Will it always equate?

mmm since it is a development-learning environment, in order to enable vscode autocompletion I had to put something. What you say is very good ...
even so. without removing all the tracks, nor the unnecessary code. changing the order ... always crash.
I already download another version of blender. Likewise. tested on clean installation of 2.91.1 st / 2.91.2 st / 2.83 lts


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How do you transfer weight paint in blender 2.8
How do you transfer weight paint in blender 2.8? I want to transfer the weight paint of my character to my clothes?

As of the stable release of 2.80, Transfer Weight option is consolidated into Transfer Mesh Data, and now located under Object > Relations > Transfer Mesh Data. This option is already available in Object Mode, no need to enter Weight Mode and accidentally paint a weight data in the process.
However, the selection order for the Transfer Weight is somehow reversed. So, instead of transferring weight from the first selection to second selection, it's actually vice versa in 2.80 - the tool transfers weight from the second selection to the first selection.

I know this is late but it still might be helpful to others :-)

You can use Data Transfer Modifier on your clothes mesh and select Vertex Data, Projected Face Interpolated (experiment here), Vertex Groups, All Layers > By Name.

Data Transfer Modifier does not work fine in 2.8. Only old metod in 2.79 works correct


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How to solve my skin showing in my walk animation?

How do I fix this in blender 2.8? I tried parenting it with empty group and automatic weights.

You could remove this part of your mesh, but you could also use the Mask modifier:

Select the part of the skin mesh you want to make invisible, create a vertex group.
Give your skin object a Mask modifier, select the group.
Invert the selection with the double arrows button.
Now this part of your mesh is invisible.

For more complexe meshes you should check out the Mesh Deform modifier method: create a cage around the clothes, give your clothes a Mesh Deform modifier with this cage as Target, and instead of parenting the clothes to the armature, parent the cage...


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How to read and change value of edge crease in blender 4 via python script (MeshEdge.crease property has been removed)
as MeshEdge.crease property has been removed in blender 4, how can I check and change the value of an edge crease ?
I used to do this to check edge crease value and set it to 1 if the value was over 0.1 in blender 3.x
for obj in bpy.context.selected_objects:
    if obj.type == "MESH":

        me = obj.data
        obj.select_set(True)
        bpy.context.view_layer.objects.active = obj

        for e in me.edges:

            if e.crease > 0.1:
                e.select = True
                print (obj.name, e.crease)
                e.crease = 1

Thanks

You can edit the attribute in edit mode but you have to use bmesh :
import bpy
import bmesh

for obj in bpy.context.selected_objects:
    if obj.type == "MESH":
        if obj.mode == "EDIT":
            mesh = obj.data
            attribute = mesh.attributes["crease_edge"]

            bm = bmesh.from_edit_mesh(mesh)
            crease_layer = bm.edges.layers.float.get(attribute.name)

            for edge in bm.edges:
                if edge[crease_layer] > 0.1:
                    edge[crease_layer] = 1

            bmesh.update_edit_mesh(mesh)
        else:
            print("See other answer")

It seems to have moved to an attribute called "crease_edge", but the data only seems to be valid in Object Mode.
for obj in bpy.context.selected_objects:
    if obj.type == "MESH":

        me = obj.data
        obj.select_set(True)
        bpy.context.view_layer.objects.active = obj

        for e in me.attributes["crease_edge"].data:

            if e.value > 0.1:
                print (obj.name, e.value)
                e.value = 1


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Blender 2.91 vertex groups not working
I just downloaded 2.91. I know how to add vertex groups, I was just long for code for scripting, but this isn't functioning anymore.
I went to add a vertex group, but can't select the group to assign it. The font is orange and acts as if grayed out. Has anyone else noticed this?
Also the arrows for moving modifiers up and down are gone.

All seems to work here about vertex group. Concerning modifier arraw just drag and drop them using the upper right corner (this is so since 2.8)

I uninstalled 2.91, reinstalled 2.83 and it fixed the problem.

The orange looks like it’s your theme setting for selected. Reset to the default theme, and it should be more clear. You need to be in edit mode to assign to the vertex group.


text:
Blender 2.8 - How to render shadows to separate file outputs
I'm doing a simple product mockup with an object sitting on a plane. when rendering What i really would like is two files to move into photoshop for editing...
One file with the product on a completely transparent background. With light+shadows still affecting the object. Then another file with just the background shadows on a transparent background, separate from the object.
or simply put, just a deep etched image without having to do it manually in photoshop.
I'm currently using shadow catcher and have a transparent background set, but i can't render the two separately without somehow affecting the other. I'm new to blender and this workflow and it's proving to be quite frustrating. any help would be appreciated!


text:
How to split an inset from another inset

I want to split the insets so they are both no longer attached to each other but I have no clue how, I am attempting to make character legs.

Select single face at a time!

if you hit "I" twice, it will inset individual faces. It's in the modal description:

Select the faces then choose: Mesh>>Extrude>>Extrude Individual Faces.


text:
Mip mapping in cycles - how to showcase the effect?
Can anyone make up a scene to showcase the mip-mapping in the blender user preferences for texture filtering? I couldn't find a scenario where switching it on/off made any difference in memory usage (apparently around 33%).
Cheers.

https://blender.stackexchange.com/questions/47943/how-to-render-a-model-with-pixel-art-sprite-textures-and-have-it-not-be-blurry and https://blender.stackexchange.com/questions/98365/texture-blurry-when-viewed-at-shallow-angle/

ah so it's only relevant in the viewport and not in rendermode? Do you know about the texture timeout by any chance? I checked the Blender user guide but it doesn't help much. Is there any incentive to change the timeout values? Big ups btw, thanks for the help.


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Having a problem with hair particles
So i've been modelling a boardgame figurine, and i wanted to add hair on it. I set the settings and all kinds of stuff, but halfways trough decided to separate the hair into two sections, and each would have different hairlengths.
I separated the hairlayer i duplicated from the head, but when i set the hair length value on one part, the hairlength changes on the other part as well
I dont know why they're still sharing that same number, since i separated them. Can anyone help me explain why this happens and how can i fix it?

If they have the same preset, they will share the properties. Hit on the little + near the Settings preset to create a new slot for the second one.


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Textures don't show on render
https://blenderartists.org/t/textures-dont-show-when-rendering/1151729/2
I've been having trouble getting the textures to show up while rendering a character I've been working on. It'll show up while on the texture view but when I go to render, it'll be completely black or transparent. How do I fix the textures not rendering.

Can you add a picture of your material nodes to the question? Do you have a light in your scene?

Okay, so here's your problem:

Your image node settings for your textures are set to "Clip" when they should be "Repeat". As you can see by my screenshot, it now works.

Thx for help. Does that work for all the problems like that or is more complex than that?

For the most part, yes. You virtually always want that option to be set to Repeat. That's why it's the default option. ;-)

Honestly I've never noticed. I just assumed that the picture would work just throwing it in there, plus images as planes does the hard part of using a texture in cycles.


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weird static appearing after application of solidify modifier

How do i fix this glitch, it just keeps happening. It is completely fine in rended view mode, but in solid mode this is what happens.

very urgent, going mad over here

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


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Cycles GPU OpenCL render has square white artifacts and strange lines on an AMD RX 5700 XT in Blender 2.82
Issue:
Rendering with my AMD GPU, either in GPU-only mode or GPU+CPU mode, causes artifacting (either strange black lines if GPU-only or white box artifacts of GPU+CPU) in OpenCL Cycles renders.
GPU-only:

GPU-CPU:

Setup:

To note, if I only use the CPU to render then the output is fine but that defeats the purpose of trying to reduce render times. The whole point of enabling GPU+CPU is to get the renders out as quickly as possible.
I've tried setting it to Supported and also tried Experimental. The output is the same in Cycles. Rendering in Eevee is fine and without issue.
Eevee (which only uses GPU to render):

CPU-only Cycles:

As can be seen above CPU-only and Eevee are fine, but not Cycles when GPU is in the mix for OpenCL. What are some things I can try or do to fix this? Any mention of artifacts/strange lines with AMD GPU's seems to be dated back in 2016 and extensive Google searches don't yield anything, so this clearly isn't an issue for most people now.
My system specs:

OS: Windows 10 64bit version 1909
CPU: AMD Ryzen 9 3950X
GPU: PowerColor AMD RX 5700 XT 8GB
RAM: 32GB DDR4 3600Mhz
GPU Driver: Radeon Adrenalin 2020 edition 20.4.1 (released 23 April 2020)
Blender: 2.82.7 (via Steam)


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Copying animation keyframes from one bone to another with flipping
Problem:
I have two hand bones on a character that are meant to do the same animations, but on different sides of the character (left hand and right hand). This is on Blender 2.92.
I've gone ahead and animated from the side, before realising I've only animated one hand. I did not have the other bone rig selected, so the other hand missed out on getting the keyframes.
I would like to copy over the animation keyframes from the left hand over to the right hand, with little to no re-work needed.
What I've tried:
I've tried to copy and paste the keyframes from the animated left hand to the non-animated right hand. It however, does not seem to work.
If the hands are holding something, the alternative would be to make the right hand a child of whatever the left hand is holding via a bone constraint. I'm not seeking to do this though, I would like to have the keyframes available for both for tweaking down the line without messy constraints logic.

Figured out how to mirror the same animation keyframes to the other bone hand, without any re-work or manual labor required.

With the animated hand's bone rig selected, select all the keyframes in the Timeline (Shift+F12 to get the Timeline view and use your mouse to box-select them all or press Ctrl+A) and copying them with Ctrl+C.

Then proceeded to select the other hand's bone rig (the non-animated one). With the non-animated bone, first setup at least one initial keyframe in the timeline. I did this with hitting i to put in an initial keyframe.

Lastly, the trick to get the animation pasted and flipped for this other hand bone is to have the Graph Editor open (Shift+F6) and right click in it and press Paste_Flipped (or alternatively press Shift+Ctrl+V).

Done! Now the other previously non-animated hand bone rig is now animated with the exact same keyframes as the other hand, just flipped so it looks correct!
This was all done whilst in Pose Mode.

Good one Yusuf!  :)

you can also do it in the Dope Sheet with a Ctrl Shift V

This worked great for me. Thanks for answering your own question!


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I want to make procedual cityblocks, how can i distribute points on a grid, while having some empty cells?
Would there be an easy way to randomly distribute objects in the middle of a faces a subdivided plane?
I want to make some cells empty, so it looks more like a city.
I thought maybe i can add two (placeholding) materials on a plane, one which I specify to randomly distribute objects at and another one that get ignored, where for example streets could be.
Is there a way that the objects wont overlap onto the other material?

You can use a Material Selection node plugged into the Distribute Points on Faces. You can look the posted Blender file here : Geometry Nodes: How to check distance along specific axis (with geometry proximity node)?, and question/answer here : Geometry nodes - Material Selection node not working.


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How mask out a colour from a texture and then semiprocedual/-random change the hue to specified colours on a colorramp
I want to change the red part of the texture (seen in the preview, which is the roof of the building) to another specified distribution along a colour ramp, so every copy/instance get another colour.
My approach was to mask out and use it as a factor, but I miss some nodes to make it work.
What would be a robust setup, that I can also use with other textures?


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Is there a way to adjust the python version for a blender addon by changing the code of it?
I'm not really into coding, but the error message looks quite simple, can I just rewrite it in some file or something similar? I'm using 4.1 Release Candidate Version.

Often times python stop running the add-on on the first "exception" (as it's called).   This doesn't mean it's the only problem and you'd be "jumping into the deep end of  the swimming pool" if you crack open the egg!   You'd be better off contacting the developers of the add-on (usually a button in Preferences for the add-on "Report a bug").   You may have to get to this button but running the previous blender version that works with the add-on.

There are no Blender developers here, nor does anyone here work for or have any association with the Blender Foundation. Since that's a built-in Blender addon you should report it as a bug as soon as possible. As @james_t says as it's obviously not been updated to support the python version that Blender 4.1 will be using.

NodePreview is not a builtin addon. The page on blendermarket specifically states that only versions up to 4.0 are supported, it's not surprising since 4.1 is not officially released. You should try and reach the addon maintainer on the network you used to purchase the addon. Cheers

Also note python versions and blender versions are not the same thing, although it's kind of confusing since they look alike with the 3.xx


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Is there a more elegant way to get ripped corners/ edges for a duct-tape shader?
I'm trying to make a duct-tape shader. I want the short edges/ corners ripped, not clean (as constant with a colorramp) but not completely shredded (with just noise). Every try with mixing them gives me not the optimal result.
What would be a controlable perhaps elegant way for that?
Bonus-question; I use two wave-nodes that control the bumps, how can i add them in a way that they lay on top of each other rather than mixing/ blending in the intersections?
Bonusquestion 2: How can I get a result, that i get no small parts/"islands" of duct-tape around the edges?

sorry, but here are strict rules: so just ask only one question, not 1 plus 2 bonus questions. You can open as many new questions as you want.


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fSpy Camera Misalignment? Floorplan alignment to a 3D representation
Basically I'm having problems trying to align my floorplan to a 3D representation floorplan. I'm using fSpy and I'm pretty sure my lines match up closely. It's off by quite a lot in the second photo. I drew the floorplan in illustrator from real snippets of the actual masterplans.

I've had a look around.. I'm not sure fSpy can handle orthographic images. Your reference-axis lines seem to have no vanishing points? A match might just be setting up an orthographic camera at the right angle. Is this drawing isometric?  If so, there's help out there.


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How to link object data whilst keeping the location and rotation of all objects
I have a pretty hefty frame structure that I need to optimise. This was created by arraying a single smaller section of the frame along a curve, then arraying the result 32 times around an empty. Therefore all of these items are identical.

I have applied the arrays, separated by loose parts, and am now trying to make them all 'instances' of the selected frame in image 2. I'm doing this with CTRL + L -> Link Object data
However, the other gurders just vanish

I have read one thread suggesting that by applying the location properties of the original I may have 'baked' the location of the object into it's 'Object Data', so I have attempted to fix this by selecting OBJECT -> CLEAR -> LOCATION (I have also done this for the scale and rotation just to see if it works)
However this doesn't change the outcome. Another thread suggested that by setting each individual frames point of origin to centre mass that it would work. This resolves the issue of the location, but as you can see it still resets the orientation.

All together I'm stumped, but I'm guessing what I'm trying to do IS possible. Send help! Thankyou

It's not possible to do it purely automated. You need to do some manual adjustments to the origin of each object and then you can link the object data. I had the same problem and this was my solution: https://blender.stackexchange.com/questions/79322/linking-object-data-without-changing-rotation/258824#258824

Yikes. I saw this answer yesterday but as ive got nearly 3,000 gurders i was hoping I wouldnt have to do it manually. Thankyou

it actually is impossible. because there is no way for blender to know how to orient the object. it can only base it on the orientation of the origin. that's why we need to orient each origin to tell blender that this is the orientation it needs to use when linking. can you share your blend file? https://blend-exchange.com


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Image doesn't appear in 'Render Layers' node in compositor
I am trying to follow some tutorials on compositing but I am failing a the first hurdle. In every tutorial, when they open the compositor tab, the image appears in the 'render layers' node. However, as you can see, mine doesnt?

Have you rendered the image? The image has at least be rendered once to appear there.

Hi Gordon, thankyou for responding. I am not sure I understand. This is an image sequence imported into blender. I have just tried RENDER -> RENDER ANIMATION but this still doesnt help after its finished rendering

The Render Layers node provides a rendered image from a camera in a scene in Blender, not an imported sequence strip from the Video Sequence Editor. Whatever appears there has to be in the scene. You can import image sequences there, too, but with Shift+A > Add > Input > Image Sequence. Also, watch those tutorials carefully: they have rendered a scene with F12 or Render > Render Image before opening the Compositor, otherwise there will be no image in the Render Layers node upon opening.


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How do I reverse a bad rendering resolution choice in a saved Blender project?
The resolution the first time I rendered the video was set much higher than the resolution of the input files. I saved the project after rendering. On subsequent renders I set the resolution to match the resolution of the input files but the edges of the video are missing.
If I open a new project and import the same source file with resolution set to the resolution of the input file, it renders perfectly. If I add the same source file into the original project a second time it works perfectly but the original copy of it still renders with the edges missing.The differences are also visible in the preview.
How do I clear Blender's memory of the initial bad resolution choice so that it doesn't crop when rendering? I am trying to avoid having to do the editing from scratch.

Not sure how it did it differently, but it sounds like the first file you imported was set to to “stretch to fit,” but the second time you picked “use original size.“

Maybe @TheLabCat is right, but hard to tell with no screenshots or anything else. But, other than maybe a cache or bake of a simulation, there's no need for clearing Blender's memory of render settings. They are just settings. They get saved with the file, but you can change them anytime you want, the resolution, the image size and proportions, the scaling factor if you want to render it in 100% or 50% or whatever of the original size... also if you have set something like "Stretch to Fit" etc., you can always change that. You just can't change that for already saved image files.

Thank you, this really helped. It was scaling. I thought I had fixed it for all of the pieces at once by making them into a meta strip but I ended up having to select them all individually and change them manually. Still way faster than doing the editing from scratch, you saved me so much time. Sorry for the stupid question, this was my first attempt at video editing. Really appreciate your help.


text:
How I can fix this animation
So, I want to do an animation of taking the screws out of the box and inserting them into an element and then rotating that element with the screws. To rotate the element I set the parent, when I do this the screws pop out of the box (you can see it at the beginning of the animation), how can I fix it?
https://streamable.com/spvb4v

You could duplicate the screws and alternate their visibility to swap between parented/not-parented screws.

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.

You can give your screw 2 Child Of constraints, one for each object (box and phone), and keyframe their visibility so that the screw stops being the child of one object and begins to be the child of the other. Also use the 3D cursor and keyframe the screw position so that it stays at its position in the 3D scene when you deactivate the visibility. Here is what it gives:

cool idea!!!!!!

thanks, I didn't go into detail but there's also the apply visual transformation (instead of 3D cursor) if the child is rotated and you need to keep it as it is


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Keyframes are messing with my plane properties
So i have this plane that i want to spin in one direction for a pair of seconds, and as soon as i started using keyframes, weird things started to happen to the plane.
First, the rotation is not working properly on the plane axis. When i hit R and then Z twice so it rotates over the plane axis, the plane rotates over an axis that is not either along nor across the plane, but in a weird direction. I figured out i can fix this applying rotation, although it bothers me, since i want to do it with several planes and i had already the correct orientation set (applying it does reset default rotation).
But the second problem is, as soon as i mark the rotation with a keyframe, no matter what i do, it's changing the three axis data orientation. No matter if i change some value or not, if i put a keyframe and then move the timeline to the next frame, it will change all values and not come back to the original in the added keyframe either.
Maybe i'm doing or saying something stupid, im a self learner in blender and i know i do weird and complicated things, but i've been three days trying to fix this and its driving me crazy at this point.
Im adding some screenshots just in case:
Rotation:

Keyframing:

Does anybody know how can i fix this? Thank you =D

Seems like you have 2 questions in one. you can mark only one channel as a keyframe but you have to either right click in the field > insert single keyframe or click on the white dot on the field's right side in the object properties panel

hello, maybe this will help? https://blender.stackexchange.com/questions/129834/how-do-i-rotate-an-object-along-its-own-axis-windmill


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Ninetailed fox not rigging right
https://drive.google.com/file/d/0BzRIzqThNP6TcWs0WnlIdmw0Z0V5Z1Y4LXlrYVRHbEc5blVF/view?usp=drivesdk
Please let me know what's going on with it.

https://blender.meta.stackexchange.com/questions/2449/what-is-the-problem-with-posting-an-image-or-link-and-asking-how-do-i-do-this

Your meshes are super-messy, you have a lot of vertices overlaying, so you should make some W > Remove Doubles (or altM > merge By Distance in 2.8), and play with the Merge Distance, but it may merge some vertices that you don't want to merge, so be careful.
Before parenting your meshes to your armature, you need to bring back the bones to their rest pose: Select them all in Pose mode, press altR, altR and altG. Now you can see that your tail meshes are not aligned with their bones, you need to align them, or you can do the opposite: in Edit mode, align the bones with the meshes.