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Texture image size does not match the render size (internal render)
There is a jpg image 1000x1000 pixels.
In blender internal render.I set render resolution to 1000x1000.
Add a mesh plane, at position X-0 Y-0, with texture using the image, with texture coordinates set to Global
Camera is above the plane, at position X-0 Y-0. With orthographic view, with orthographic scale 1.
When i render the scene, i expect that the image texture on the plane
will match exactly the rendered image, since the image and render dimensions are same. But it does not match. Why?
Is there a way in blender to achieve this, so that a plane exactly matches the rendered dimensions, or maybe for a texture (in orthographic view of course).
p.s. this is not for setting a background image

How exactly does it not match, could you show us some screenshots? Textures are generally matched either to geometry or UV space, not render size. See related https://blender.stackexchange.com/questions/64914/setting-camera-to-position-where-it-can-render-a-seamless-repetable-orthographic

@DuarteFarrajotaRamos but in this case the image is not set to match anything, it is just projected to the center of the global coordinate system (the texture coordinates is set to Global). And in my understanding  it should not be scaled, and should be exactly 1000x1000 pixels. But it is scaled a lot. It is an image of a persons face, and it renders like only one eye.

If you look through the camera with numpad-0 does view all of the image? To me it sounds like your sensor-size is to small

If you use a default plane, your plane will have size two, so either scale down your image plane, or set the ortographic size to something like 5

@Teck-freak does sensor-size matter in orthographic view? I set it to 1, it changed nothing. Also scale value of the plane  is 1, and plane's dimensions do not affect size of the texture image.

@EmcampInline is there any way you cam post a screenshot? The Scale-Value on a default-plane is 1, but its size is 2.

@Teck-freak If y resize the plane or even scale it, it does not affect the texture size. This is why i use projecting for mapping, so that the size of the image remained the same. I don't know what screenshot you want? Rendered image? Certain blender interface? Which panels to open in the screenshot?

@EmcampInline Wait a second. You use projecting for mapping? I haven't done this recently, but isn't there a option for scale in there too?

@EmcampInline can you post your blend somewhere?


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How do you reuse a texture in cycles?
In blender internal render, in material nodes, there is a "texture" node by which you can select a previously created texture. But in cycles there is no such node for material nodes, all the nodes are to create new texture. How do you apply an already created texture?

What kind of nodes in Cycles do you mean? Material? Compositing? There is Image Texture node in material nodes and both Image and Texture nodes in compositing nodes. [Edit] your question with more information please

@MrZak i have edited the question, can you help please?

You can create arbitrary groups on nodes including any textures and reuse them in any other material from the Groups menu

You can just copy Image Texture node with Shift+D and put it where desired.. Or you can choose image to be reused in the dropdown of the image Texture node after adding new Image Texture node. That should be pretty basic operations. Or create group of nodes by Ctrl+G and reuse it.

@DuarteFarrajotaRamos thank you, this is a good solution

@MrZak thank you, but duplicating is not reusing. It is just quick creating a new node so you don't have to reenter all the values manually. Groups seems like a way to go :)

As i understand, there are no textures in cycles, only materials. And all the texture options are just part of material settings.

Duplicating in this case is reusing - you reuse the same image texture datablock. Groups essentially will do just the same but with more visual layout convenience. There are textures in Cycles, they are added to materials via Image Texture node

You can choose it here, at the Material tab.
The same option you can find at the bottom of the Node Editor.

These are materials available in the file, not textures. It is not clear what textures does OP ask as well

source: Stack Exchange

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

sort: votes


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How to compile blender add-on?
I compiled Blender as python module successfully in Windows Platform.
I can now import bpy without problems from my script.
Now I would like use an add-on from my script but I receive this error:

AttributeError: Calling operator "bpy.ops.importgis.georaster" error, could not be found.

Obviously, because I haven't compiled this add-on. How do I compile it?
I solved this by enabling addon:
    bpy.ops.wm.addon_enable(module="BlenderGIS-master")

How did you compile Blender's bpy in the first place?

I compiled it with CMake in Windows 10 following this example: http://cobertos.com/compiling-blender-as-a-python-module-for-windows-10-x64/

It's not that the addon isn't compiled, it isn't enabled. Can enable addon in script using  from addon_utils import enable and enable("BlenderGIS") .. could be a bit dodgy with this addon by the looks.  Also checkout the code, may find a direct method via reading code, and using from BlenderGIS import ...  making it possible to bypass using operator altogether. (eg see if operator just sets parameters and calls a function, and use that funciton)

I solved this by enabling addon: bpy.ops.wm.addon_enable(module="BlenderGIS-master")

Nice, wasn't sure if window manager ops would work for bpy as py module.

About the title of the question: you cannot compile add-ons because they are written in Python*.
Your script causes this error because it wasn't registered with Blender. Use the normal way (i.e. the regular Blender UI) to enable your add-on, and be sure to save your preferences so that it stays enabled. Once that's done it should simply work, also with Blender compiled as a module.
(*) Little footnote: Python is compiled into bytecode, but by the Python runtime itself, and doesn't require any action from the user contrary to "compiled languages" like Go or C.

I would avoid the normal blender installation, because I only need the module for my custom script.
Anyway I will try as your suggestion and I will let you know. Thank you so much

You don't need a normal Blender installation, you just need to have your addon activated. The easiest way to do that in general is with the regular Blender UI, but @batFINGER also described another approach.

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


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Resumable render for Cycles
The Resumable Render for Cycle allows you to add some Samples steps when rendering your image from the command line (as far as I understand)
"This feature is also known by the name Samples Offset, which allows
artists to render animation with given amount of samples N, but then
render more samples, starting from N and ending with M (where M > N)
and merge renders together as if they rendered exactly M samples.
Surely such effect could be achieved by changing Seed variable, but
that has possible issues with correlation artifacts and requiring to
manually deal with per render layer samples and such."
https://developer.blender.org/rBf8b9f4e9bbc10675de9bbc3088f2841381e23f78
This new feature is in the master but not on the release yet afaik,
however I cannot find out how to use it ;
the links says:
"Here's a command how to run Blender with the new feature enabled:
blender -- --cycles-resumable-num-chunks 24 --cycles-resumable-current-chunk 2
This command will divide samples range in 24 parts and render
range #2 (chunk number is 1-based)."
at the moment I am trying:
blender-b test_render_resumable.blend -f 0 -- --cycles-resumable-num-chunks 24 --cycles-resumable-current-chunk 2
then 3, 4, etc.
I get an image I backup everytime, but don't know how to merge all of them, and not sure that's the correct way to do.
Does anyone know how to use it?

As pointed out by TobiasE, there are ways to do this using the nodal system of blender.
However the simplest and most straightforward way I found is using imagemagick:
convert "path/to/images/*.png" -evaluate-sequence mean "path/to/images/merged_image.png"
(as explained in this post http://adaptivesamples.com/2013/07/22/progressive-animation-render-addon-and-image-stacking/)

Assuming that the actual renders are rendered correctly, you can try something like this to merge the separate renders from within Blender: Stacking cycles renders in the compositor?

thanks for your answer, the link help understanding the process and gives ways to do this with the nodal system. It might be a good way to automate the whole process and use only blender, instead of imagemagick (which I think is simpler though)


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Is it safe to use approximate gather method to bake AO maps?
I am creating game assets and I want to bake some AO maps. I tried the normal way but it takes a lot of time.
My question is: will the AO map resulted from the approximate method be similar or useful like the raytracing one?

Having used Blender to bake AO myself, I can say that yes, it generally okay. Note that there will be a reduction in quality compared to a very high sample bake.
Approximate gather generally looks 'smoother' than low sample AO bakes but is less accurate. My advice would be to try both and compare inside your game.
So it mostly depends on your use case, but it should be ok.


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Unwanted Wave-like Shades in the Background as the Object Moves
I have made a smoothed studio-like setup
and spot light linked to my object.

The Object turns round itself for few seconds and then moves forward toward the camera
(I have marked them in the second photo, though it's a bit hard to see in only one picture).

As the object moves forward, some unwanted wave-liked shades appear in the background and move. Do you know what is causing the problem and how can I fix it?

Please provide the blend file. Just upload it on https://pasteall.org/blend/  and share the link

Without knowing in which format you are rendering and what quality settings you use it's hard to tell the exact reason, but these are no shades depending on the animation itself or the render settings, I guess. These effects are called Banding, Colour Banding or Posterization and can appear in all kinds of software or images. It's usually a problem of insufficient bit depth to display smooth color transitions.  The reason for the low quality can be high compression in image or video formats for example.
Short articles on these topics:
https://en.wikipedia.org/wiki/Colour_banding
https://en.wikipedia.org/wiki/Posterization

Hi Gordon,
This is exactly the problem. Thanks for your detailed answer. I am working on that.

Glad it helped. You might consider to mark the answer as accepted then so that others know there is a solution.

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


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Problem with vertices after updating to 3.0
Some of the vertices on a model I had made in blender 2.90.1 started going crazy whenever I try to move, scale or rotate them on edit mode right after updating to blender 3.0,
Going back and opening the file on 2.90.1 doesn't solve anything as the issue persists, and I have no idea how I can solve this problem or why its happening in the first place.  The weird thing is that it only affects some of the vertices on the model, not all of them.

There are no vertex groups present and the only modifiers it has is mirror and subdivision, but even removing them both does nothing.

there must be an issue with a mirror option somewhere, if you don't find, please share your file: https://pasteall.org/blend/

here is the file https://pasteall.org/blend/c5ebe911d8334c579f787a9b54cdc196

Disable the mesh symmetry on Y:

Thanks that did the trick, I still wonder why it makes the vertices go crazy though. Shouldn't symmetry work like a mirror modifier?

I don't know, I wonder if it's not a bug when you use both this symmetry and a Mirror modifier? Also keep in mind that your object orientation is currently not aligned with the world orientation

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


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How do I add a sphere as a new shape?
I've tried to add a second sphere to my scene and it's not coming up as a new object. If I attempt to do anything to the new sphere it messes with the one that is suppose to be an individual object.

@moonboots - Isn't it just "Tab"?

@Christopher Bennett oops yes you're right

They're both "right", I guess - Ctrl+Tab brings up a pie menu that lets you do the same thing (among others).  - It's just that when I read your comment, It made me second guess what I've been doing all these years, to the point that I had to actually open blender and check again ;)

You can use Tab to switch between object mode and edit mode.
If you add a primitive (like a sphere) in object mode it will create a new object, otherwise it will just add the new vertices to the pre-existing mesh you're editing.


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Node Wrangler not working
I'm having issues using the node wrangler add-on. I've selected my model, went to shading, created a new material, and did ⎈ Ctrl + ⇧ Shift + T to find my folder with the different images.
I select them then click Principled Texture Setup but nothing happens.
How do I get this to work?

Have you selected the Principal BSDF node first? If you haven't selected it then Blender usually tells you this in the status bar - after you have selected all images. (So you have to select the images again >,<)

Did you hilight all 4 image files before clicking the Principled Texture Setup button in the file selector?

Both of the above comments are relevant.  The Principled BSDF in your screenshot is not selected (no outline) and so the tool won't know what to connect the images to.  The file browser doesn't show any of the files being selected.  You need both of these things.


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Bevel intersections between Geometry Nodes instances
How can I bevel or somehow mold between instances in geonodes?
Thanks

After boolean perhaps this would work: How to eliminate obvious proximity crease intersections?

https://blender.stackexchange.com/questions/265925/how-can-i-combine-three-spheres-properly/


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Cup's inside vertices slipping through
My cup object's inside vertices is slipping through like this

I already have recalculate normal, check if there is overlapping vertices or not, and  when i zoom in, the image's vertices just like in above picture but when i zoom out, it is fine, there is no vertices slipping like in the picture. I even use merge tool, but there is no by distance function in the tool unlike in the blender 2.8 version when you get one to merge the vertices.
How to fix this mess?

https://blender.stackexchange.com/a/249719/ https://blender.stackexchange.com/a/107798/ https://blender.stackexchange.com/a/220728/ https://blender.stackexchange.com/a/28507/ https://blender.stackexchange.com/q/227689/

@vklidu Thanks, i didn't know it is because of display of modifier, i thought i had double vertices or overlapping faces or something

There's no problem with your vertices, it's just that you've assigned a Subdivision Surface modifier to your object, it makes the surface rounder, which may hide the vertices:

Just like in vklidu's comment , i forgot to turn on cage option in subsurf modifier, which cause the vertices look like slipping... anyway thank you for your help

sure, but you need to keep in minde that the On Cage will visually move the vertices

What do you mean visually move the vertices? Does it make my vertices looks rotated or something depend on which degree you look on it?

no I mean they will be displayed at the position where they will be if you decide to apply the modifier, not their current position

Do you mean the origin? Cause when i move the object then i go to edit mode, after that i go back into object mode, then the object's origin still left to where i move my object earlier

no I mean if you activate the On Cage option you won't see the vertices where they actually are, they will be displayed where they would be if you applied the modifier, so it may be a bit deceiptive when you work on your topology. Another way to see the vertices is to enable the transparency (Alt Z)

Let us continue this discussion in chat.


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Why my displacement looks like this?
I connect the displacement node to noise texture node, and following the setup given by Blender Guru in his video, and i also make my displacement setting from bump only to displacement and bump, but the end result looks like this
I dont know why my donut bump looks like this, while i aiming to make my donut like this
can i still fix this? if there is something that i miss, please tell me guys... thanks
Fyi this is my file :
https://pasteall.org/blend/74781658bffd45079e624200f8687db6

You have accidently duplicated the mesh and the overlap is causing the shading issues.
Steps to fix:

Select an element of the overlapping object.
Select linked (Ctrl L)
Delete all verts. (X)

Also note: You need more mesh resolution to display high frequency displacement add a subdivision surface modifier and increase subdivision levels as needed to fix this.
Click here for a video of me fixing your issue.

Hall what do you mean by “ shading issue? " Is it about displacement problem?

By "shading issue" I am referring to the dark spots that result from the displacement.

Click here for a video of me fixing your issue.

I used the exact same version as you (2.79.7) in my video.

How do you select the duplicated mesh without selecting the original one?

Cause when when i use select linked, all mesh are selected even though i just want select the duplicated one

Oh i have found how to do it, and it worked just like your result

@EarvinWilliams: if it helped you, you should click on the checkmark left to his answer to accept his answer

@Chris it's done

what's that for by the way?

first it is for other people to know "this is the right answer" so they don't waste time and get quick result instead of reading all the answers. second it is a way to say "thank you" for helping and so the one who answers gets some reputation points and in the long run more "power" and possibilities here (like writing comments, down and upvoting, statistics etc)

@Chris oh ok... And thanks for all of your help


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Glass object's surface problem
I have use glass bsdf node on bottle object to make it looks like glass but i think there is mistake just like this.
The part that i mark with colour paint,i dont know what is that, and why it end up like that,and it doesn't end there. My glass object's surface looks like fake,it doesn,t feel like a real glass,even though i have setup the nodes to make it looks like real glass.
Also there is circle object behind the glass that i put in there to make support the background decoration, but i can't see it through the glass from front view.
So what i want to ask you guys :
1 Why there is weird reflection on glass bottle's surface?
2 How to make my bottle's surface looks like real glass and doesn't feel fake?
3 How to enable bottle glass's surface to be see through from front to behind so i can see the circle?
And here's my file https://pasteall.org/blend/669d37f0220243f3a2d1f5aeca942d4c
Thanks

I guess your bottle has no wall thickness like a real bottle, so the glass material's refraction works as if this is a solid glass object. Try using a Solidify modifier. The strong refraction of a solid glass ball is responsible for those strange appearances there, I suppose.

@GordonBrinkmann i try using solidify modifier but the glass become blurry

Now that I've downloaded your file I see your glass actually has an inner and outer wall - of course my tip with the Solidify Modifier was only if this wasn't the case. This strange refraction looks as if you had no inner walls, but it seems that comes from the strange material setup. I've tried myself on an own answer, see below. By the way, the normals on your cork are flipped (but that doesn't cause any of the glass problems).

//EDIT: I wasn't too happy that the light gets scattered in my material so there are no sharp shadows inside the bottle. In the other answer the black edge bothered me, which won't go away no matter how high I set the bounces. But I found the problem. So here at first the most simple setup which also renders a bit faster than the improved setup, which you will find further below.
Simple Setup: I downloaded your file and made the material setup a little bit easier... a quite good glass material is actually the Glass BSDF. To keep it from looking too dark you have to do two things:

Make it completely white with R/G/B = 1/1/1.
Increase the bounces of not only Transmission, but also Glossy (and then of course the Max bounces or Total in newer versions, because they limit them overall).

So this is my material setup (this is from my Blender 3.1 version, but the render below I did with 2.79):

And this is the render result with the following bounces settings, Max: 32, Diffuse: 4, Glossy: 32, Transmission: 32, Volume: 0.

I think this looks quite okay. You'll never get rid of some of those dark areas, since there are objects with shadows which also get reflected and refracted. The crucial thing is, many people just crank up the Transmission bounces because they think, darkness in transmissive things only comes from too few bounces there. But since the glass is also glossy, those bounces play a role that's not to be underestimated.
Improved Setup: The solution to get sharper shadows inside the bottle from outside lights is a setup which is close to the answer from @mqbakamqbaka - the dark edge which bothers me is caused by the Is Reflection Ray light path. To get a better result, use Diffuse Depth instead:

And this is the new result, I still used the Glass BSDF, you can use a Principled BSDF - that doesn't make much of difference. Only that the Principled BSDF gives a slightly darker result, but it doesn't look more or less realistic than the Glass BSDF. The only thing I experienced (on my PC) is that in 2.79 the Principled BSDF renders faster than the Glass BSDF while in 3.1.0 it is the other way round.

Another thing: if this result seems to be too bright inside the bottle (since no real glass lets 100% of the light pass through), you can always place a Multiply node after the Maximum node to multiply the result by some value lower than 1, which works like mixing between the simple glass material if you multiply by 0 and completely improved material at 1.

You are always reliable, I compared those 2  image for a long time to see the difference~But I think what he asked is the round dots on the bottle.It's from reflection ray,as his node shows,wherever there is reflection ray,there should be totally white, no matter how many times the ray has bounced.So,even the last bounce will also show the same as the first bounce, that's make the round dots. The less the bounce is,the more star alike the shape is.

Well, I just went for the three numbered questions he asked... #1, the weird reflections he marked in the screenshot come from the material setup, but this problem vanishes why my take on #2 and #3: make it look like real glass and see through, so that you can see the circle behind. I think my version looks quite okay. I didn't bother to investigate deeper how those wrong reflections are created since you don't have them with a proper material.

By the way, there is one thing that bothers me with my simple glass material: the light from the outside gets scattered a lot more so that e.g. the green grass leaf doesn't throw a sharp shadow on the mushroom, but well... at least it is an easy material setup.

Well, as you all predicted , i can't get rid the black edge on my glass even though i have followed Gordon's instruction to change the Light Paths's setting

Thank you for all your suggestion, it helped me to understand what needs to be done and what cannot be changed to make perfect glass surface

@EarvinWilliams Actually I've edited my answer - now I still have my simple setup which renders a little faster than the improved setup I've added. The problem with mqbaka's setup is the Is Reflection Ray, this creates the black edge which won't go away no matter how high you set the bounces.

@GordonBrinkmann wow thank... finally black edge is gone. I didn't realize that i can use glass and transparent nodes with light path like this.

@EarvinWilliams I think my final result is a bit too bright, it doesn't take the (always existing) absorption of even fully transparent glass into account, but that's why I added the last sentence about the Multiply.

@GordonBrinkmann oh it's okay, your result( before you add your last one) doesn't seem too bright for me.

The problem somehow comes from your node setup, if you use the glass BSDF directly, the render looks normal :

Also, if you are using 2.79, you can use the principled BSDF shader and turn Transmission to 1 and Roughness to 0 to make a glass material, it will give a more realistic glass (I'm not sure that's what you are going for tho) :

Only problem left is that the objects inside the glass are darker. This can be solved by a workaround from this answer :

It's a similar setup as the one you originally used but instead of Refraction Ray and Ray Depth we use Shadow Ray and Refraction Ray. This gives a better result :

If you still think the glass is too dark, it may be caused by this :

The default color in Glass BSDF and Principled BSDF is not pure white by default but some kind of light grey (which is, obviously, darker than white), if you drag that slider all the way up, you get that :

The black thing you see on the edge of the bottle is due to the fact that I reduced the transmission bounces to render a bit faster, if you leave them at the default value, you should not have that.

learn much from your detailed answer and links, thank you.

I have tried your suggestion and it worked, except for black thing on bottle's edge. I had setting in light path on render panel like this : max. bounce : 12, diffuse : 4, glossy : 4, transmission : 12, volume : 0. When i change the transmission value to 4, the black thing doesn't vanish, also when i tried to change the value to 0, it become black. I'm kinda wondering if this setting is the one you are talking about or is it somewhere else

sorry for my long sentence( if you find it difficult to read), cause i want to know what is the problem for removing black thing on bottle's edge

I don't know why it's always so complicated to get a good glass result... I simply used the Glass BSDF, see my answer below.

Yep, sorry for the misdirection, for my 2 firsts screenshots I left the max bounces at default and I lowered them on the last 2 where the dark edge appeared so I thought they were caused by the low value of the light bounces, I think @GordonBrinkmann explained the issue better in his answer.


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Why after i add new mesh, the mesh's vertices doesn't show up in edit mode?
So in this case, i have created object and after that, i add new circle mesh. But the circle doesn't show its vertices while in edit mode like this
You see, when i enter edit mode, the vertices doesn't show up,unlike when you usually go to edit mode, the vertices already show itself.
How to fix this? here is blend file https://pasteall.org/blend/2d2caac6fdea4427a51ce0758f50a34f

It's because Blender is in Edge Select mode. Change it to Vertex Select mode, and you will see the vertices

Oh okay t... thanks for pointing it out

Annoying me every time, then I try to extrude recently added circle

@EarvinWilliams don't forget to mark this post as the answer using the checkmark button below the votes arrows.

@Crantisz yeah i hate that too, especially when i try to make object using circle then forget to change the selection


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alpha texture madness
Blender 2.79
windows 8.1 x64
I have made an earth with a few textures.  Then I place a slightly larger sphere around the earth, and put clouds on it.
When I turn on the alpha channel of this larger cloud sphere, there are very bad artifacts in the 3d view.
1) the spot where the specular highlight should appear on the earth is completely erased
2) The area around the clouds is very blocky and bad, sometimes punching holes in the earth behind mesh under it.

I am attaching the .blend.

What is going on here?

transparency in the 3d viewport always wasn't something reliable, just as material shading as well, it's approximation. While it was improved and mostly works in Cycles 2.79 there still might be some unexpected behaviour while previewing in material shading mode

Its worth noting, this does not affect the render at all. It will render as it is supposed to, it is just the viewport that has this problem.

It's known problem in blender. And BF working with it. Look how this will be look like in 2.8, in Eevee:

But now. You can switch render engene to Blender Game, and change Alpha Blend type to Alpha Anti-aliasing:

It looks better.

Thanks.  Any idea, when I switch to "rendered" viewport, everything turns black and white?

Some of the textures also appear to warp in render.

@TagNelson Resive transparent shadows not enabled

thanks, and I also figured out the warped textures.


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Insetting a non-closed mesh into a solid object
I have a detailed mesh (600k faces) of a hole in the ground, produced from photogrammetry of a volcanic collapse pit in Hawaii.  The mesh surface ends just outside the rim of the pit, but doesn't have any holes inside the pit.
I have two goals:
1) I want to be able to render views where there is a stand-in for the "ground" around the pit, occluding the backfaces of the pit geometry, so that it's immediately obvious where the rim is.
2) I want to end up with a watertight mesh, so that I can 3D print it.
I think what I want to do is inset the pit mesh into one end of a cylinder, similar to doing a boolean subtract between the pit and cylinder; however, since the rim of the pit isn't perfectly flat, I'd like to end up with the final top face of the cylinder going above (and possibly below) its original height to meet up with the edge of the pit mesh (see mockup image).
Note that I'm not married to doing the mesh manipulation in Blender if there's a better option.  Also, although my mockup below shows a texture derived from the original photos, I don't intend for the final mesh to use a texture, so don't worry about preserving it.

EDIT
I've found a partial solution- the current version is good enough for the super-rough renderings I need, although it has enough inverted and otherwise problematic faces that it isn't printable (probably caused by the edge of the mesh being very messy, with a straight line going radially away from any given "edge" vertex possibly passing through another bit of the mesh).  Basically, I used the vertices along the edge of the mesh to build a cylinder around the rest of the mesh.
All of the following was done in Edit Mode:
0) A bit of cleanup by selecting the main mesh (select one vertex, hit L), inverting the selection (CtrlI), and deleting the few floating blobs.
1) Select the edge of the mesh (by selecting all non-manifold edges with CtrlAltShiftM). (Trying to select it as an edge loop failed due to the topology not being as clean as Blender likes.)
2) Follow these directions to turn that outer loop of points into a circle:
2a) Flatten the points into a plane: hit S (or click the "scale" button in the Transform panel), left-click to get the number-entry panel to pop up, and set the Z value to 0.
2b) Turn the loop into a circle using the "To Sphere" tool (spacebar and search);  use a Factor of 1 to make a perfect circle.
2c) Scale in X and Y to place the circle fully outside the rim of the pit (this can probably be combined with step 2a).
3) Extrude the outer loop to make a cylinder wall (Extrude: Edges Only; use the manual editing panel to set the X and Y offsets to 0 and the Z component to slightly below the bottom of the pit.)
4) Close the bottom of the cylinder with the "extrude and merge edges" solution from this question (E, Escape, ⎇ AltM, A).

This is going to be a bit of a tricky problem due to the edge of the crater being as rough and jagged as it is. I'm assuming that the edge of the crater is not going to line up perfectly with the tapered cylinder style you are going for.
I would go about it this way:

Create the base shape you are going for by taking a cylinder, extruding the top face a bit then scaling it down until it is an angle you like. It doesn't matter how high you extrude the face, what matters is that when you get the angle you are looking for the top face is smaller than the top edge loop of the crater. Make sure this base object is positioned where you want it to be in the final object.
Subdivide the base a lot, using CtrlR to add loops until the faces of the base are mostly square, then W and subdivide. You will want the geometry to be dense enough that the average edge on the angled portion is roughly the same as the average edge on the edge of the crater. Note that you only need to do this for the angled top faces, not the sides or bottom face of the cylinder, although it won't hurt if you do.
Look from the top at the two objects (they will need to be separate objects at least until this point) and use the circle select tool to select all of the vertices on the top of the base that the crater will cover. It doesn't have to be perfect, but you don't want there to be vertices inside the crater perimeter.
Join the two objects with CtrlJ. In edit mode, use proportional editing set to connected to adjust the height of the top edge of the base until it is fairly close to the edge of the crater. You will likely not be able to have the base be a smooth slope up to the edge of the crater due to the uneven edge. I would suggest trying to make the top of the base look a bit uneven and rocky as it gets closer to the edge, but the choice is ultimately yours.
In edit mode select the perimeter of the crater and the now uneven edge of the base using the non manifold edge method you did above.
Press CtrlE and choose 'Bridge edge loops'. The number of vertices on each edge should be close enough that it will do a decent job filling the gap. You may have to manually adjust a few places if there are any problematic spots.

Do note that I haven't tried this method on anything like your project, I'm going by what I think would work best. If you run into issues it could just be a limitation with this method, but I would imagine that it should work.


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keep greasepencil strokes visible when zooming out (it's fading, not clipped)
I use grease pencil to take notes by hand directly in the viewport.
I like to zoom in and out to move around and/or have a full view of all my notes.
However, since 2.83, when I zoom out the strokes fade to white and disappear. Kind of like a fog with distance.
The fact that they get thinner when zooming out is a good point, however I'd like to always see them, whatever zoom out I apply, a bit like when using the setting "Display as Wire".
That was perfect in 2.82.
The problem is still here in 2.90.
Actually the variation of the thickness is not a problem for me, on the contrary it is something I expect and like. In that regard I am not very fan of the annotations for which indeed the thickness is fixed even when moving out, making my text unreadable! (plus grease pencil is much more pleasant and has more features). Same problem with the stroke thickness connected to world space.
My problem is more about the “fading” of the strokes, the fact that the further I move out the brighter is my stroke.
I wish there would be an option or a modifier to be able to keep it full dark like it used to be in 2.82 (like the last image on my screenshot above).
Or maybe an option in the draw engine.
So I am stuck to the version 2.82a, but I am already sad to not be able to use some new grease pencil features of the 2.83 (e.g. the option “scale stroke thickness”).
Actually, building blender is pretty easy, at the current version at least. (using the source code at https://github.com/blender/blender)
So I wish I could spot the place in the code where I could tweak this fading part.
However I have no idea where to look in the code, I might try to find in which commit the change append but not easy as the compiling has error on every previous commit version I try :confused:
Bellow some screenshots of some grease pencil strokes and how they fade away when zooming out in 2.83 and further. And the same file in 2.82a, the strokes always remain visible :
Edit :
Ok I compiled all the commits since 2.82a to finally spot the one commit where it goes wrong:
https://github.com/blender/blender/commit/33c0861db89b2c0d67df6ae99d91ab64bca2562b
accordingly to the commit page, only 2 files are slightly changed.
However, when I checkout the commit just before (git checkout a5c4a44df67), I have a huge number of files changed.
I really do not get it :/
Even if I list all the commit from all the branches (git log --branches=*) I still see that commit (a5c4a44df67) to be the previous one.
(also the previous one if I list only the commits of the branch greasepencil-object)
Anyway the number of files changed is to huge to spot where my tweak should be.
I guess I have a misunderstanding of how git works.
Are there some commits in-between that I could get somewhere?

Thanks

Could it be connected to the anti-aliasing? On the render properties, there is a new "grease pencil" section with an anti-aliasing option but that doesn't solve my problem :(

You can choose to have the stroke thickness be in screen space or in world space. https://i.sstatic.net/I0Vql.png

Thanks for your comment. However the variation of the thickness is not a problem for me, on the contrary it is something I expect and like. In that regard I am not very fan of the annotations for which indeed the thickness is fixed even when moving out, making my text unreadable! (plus grease pencil is much more pleasant and has more features). Same problem with the stroke thickness connected to world space.
My problem is more about the “fading” of the strokes, the fact that the further I move out the brighter is my stroke.

I wish there would be an option or a modifier to be able to keep it full dark like it used to be in 2.82 (like the last image on my screenshot above).
Or maybe an option in the draw engine.
So I am stuck to the version 2.82a, but I am already sad to not be able to use some new grease pencil features of the 2.83 (e.g. the option “scale stroke thickness”).

I updated my initial post with those points

Your strokes will fade away and become thinner when you zoom out if you don't have Self Overlap enabled in Grease Pencil under material properties . If you enable it, at least I found, that strokes didn't fade away or thin out.

Thanks for your answer (that I read a bit later...)
However on my side I do not see any difference when the Self Overlap option is checked ; the stoke will still fade away :/


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White dots in glass cup's reflection
When I make glass cup object, I notice there is alot of white dots on my glass cup's reflection like this (For your info, this is in render view mode)
Since then, I try this tips https://www.blenderguru.com/articles/7-ways-get-rid-fireflies, start by set clamp direct and indirect to 50 and set seed to 1, set bounces : max = 32, diffuse = 4, glossy = 32, transmission = 32, set glossy filter by 0.5 to set up this nodes.
How to get rid of this white dots?
Here is the blend file
https://pasteall.org/blend/a0e8344abc3d466d85e0f289b1cfd71c

I'm not sure you can avoid that if you've already tried all the recommendation for fireflies, the sampling is high (1000), the more you'll wait (while Blender is calculating) the less you'll see these fireflies, see: https://zupimages.net/up/22/16/8cb4.jpg

@moonboots is that object of mine? cause it has many light on its reflection

it's yours................

i wonder how to make object's shade smooth unlike in my picture. Is it because the light or something?

as we can see at the top left of your 3D view, you are just at the beginning of the calculation (Path Tracing Sample 5/1000), so there are still fireflies, you need to wait until it reaches a higher sampling to see the fireflies disappear. As for the the shade smooth of your picture, could you please highlight what you're refering to?

Oh sorry for confusing you, what i mean is "shadow" not " shade", i want to  know how i can make my object's shadow into one single smooth shadow, not just like many of black dots like in my picture and the one picture you give me

do you mean make the shadow more transparent? If I'm not wrong I think there's a problem with glass shadows in both Eevee and Cycles (although caustics should be soon fixed if I remember correctly), but there are tricks to have something more transparent if it interests you: https://blenderartists.org/t/glass-surfaces-are-treated-as-opaque-by-shadow-rays/702554

Let us continue this discussion in chat.


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Custom naming convention for image sequence
how do I render out an image sequence with my own custom naming convention for eg. Abc_00000001 or something....
thanks

You can use # for the digits of the numbering in the file name.
Example (Windows path):

in the Output Properties tab, in section Output enter the file path C:\animation1\Abc_########. Check Saving [X] File Extensions if you want to append the file extension (like .png).

The created files then will be named as Abc_00000001.png, Abc_00000002.png, Abc_00000003.png, ...

Is it possible to save the exported file as the same name as the image sequence file? I.e. frame #27 = Example27.jpg, and the export filename is Example27?

What do you mean by "exported file"?

My image sequence has 250 images with unique filenames, and I want to keep these filenames when the animation frames are rendered. Is it possible to include the filename of the image sequence file(s) in the filename of each exported animation frame?

any thoughts on that?


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Turning an animated object into a mesh without the animation?
I have used the cloth engine, shape keys and animation to create a bunched up curtain. I now want to make that final bunched curtain into a mesh that I can use in other projects without the animation. Is this possible? And if so how?

You can apply the Cloth modifier:

Thank you. I did try that, but it gives an error that says "Modifier cannot be applied to a mesh with shape keys". When I use the other option of "Apply as Shape Key" it returns the plane to its original shape, taking out all of the bunching/folds.

remove all the shape keys except the one you want to apply, and remove this one at last?

That worked. Thank you.


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How to create the illusion of a moving train
i want to render a scene where a character is sitting on a moving train. The scene takes place at night, there are only shots inside the train, one with the camera moving forward toward the character. You just have to be able to see the outside like in a tunnel, the lights who cross the windows, to give the sensation of movement.
But here's my problem, i don't know how to fake movement, i tried to put some lights who are moving in front of the windows but that doesn't satisfy me.
I found the effect that i want on a video. But i have no idea how to recreate this.
Thanks for your help
the link is the reference that i want to recreate

You're gonna need to be more precise on what you want to achieve. You can put 2 planes with videos on it, create a full CG environment, create just some abstract colored lights, ... How does your current iteration "not satisfy you" ? You didn't show it to us. Also, motion blur is mandatory in your case I would say.

you could add some shake on the camera and the carriage to sell the effect, but the main part of the illusion of motion will still be ¨some lights who are moving in front of the windows¨


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How to NOT apply texture t specific islands?
Context: I modeled a phone stand on Fusion 360 with the purpose of 3d printing it. I want to add texture to the object so it looks like wood.
Here are my steps:

Import STL file into Blender
Remesh in Voxel mode
Select all in the mesh (pressing A)
UV -> Smart UV Project (http://is.am/5zwh)
Add a displacement modifier
Create new texture from an image (for the displacement)
Change coordinates to UV and select the created UV Map
Set a strength, and then I have a nice object where every face has the surface:

Say I want this texture to be applied to only some parts of my model. For instance, I don't want the texture to be applied to the base of the object, or to the faces inside the whole.
How do I tell blender not to apply any texture to a set of faces, or to a specific uv mapping island?

Apart from the abswer given by @moonboots you have to know about materials that you can render objects without any material on and they will show up in this white/light grey. But as soon as you put a material on it, everything will get this as default material. And you can assign materials to certain faces, but once there is a material on the object, the unapplied faces can no longer have no material, they will either show the now new default material or you have to give the object a second material and assign those faces to the second material.

You can use Coordinates > UV in the Displace modifier, then you can either use Vertex Group in order to assign the displacement to the vertex group you want only, or don't use vertex group but in that case you need to have the 2 textures into the same image and place the UV island over the correct part of the image.


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recover faces from old model
I have some Blender model assets associated with a Unity book I am working through (Unity Android Game Development by Example Beginner's Guide from Packt).  The book came out in 2013 and the assets were presumably made with an older version of Blender (I have the latest, 2.75a).  Every face in the model seems to have gone missing.  All of the vertices are there and the models appear as wireframes that are recognizable, but there is nothing that is renderable and you can't export the models to an FBX as the result is an empty file.
I'm trying to save the TankBattleCity model and I discovered that if I create a face out of four vertices, such as on the obelisk in the fountain, it will suddenly have a 'tangible' surface.  There are probably over 1000 faces to make so that is really a non-starter.
Is the face data still in the original file but just not being read in by the latest Blender?  Is there a way to retrieve that data?  Is there a faster way to create the new faces?
I've attached a screen shot on my work on the fountain.  This is in 3D view with Solid enabled.

Edited to add that I am very new to Blender.  I have had some training in Max and Maya, but Blender seems/feels very different (and I haven't really used Maya in about a year so I'm pretty rough at this anyway...).
Here's the original blend file:
I've used the trick in the comments to go through each object in the scene, but I have a lot of blend files for this book so it would be good to know if there's a way to recover the faces  more efficiently as I am likely to encounter this problem repeatedly.
Edit:It also looks like most of the normals are wrong, even on my new faces.  Flipping the direction seems to work, but there are about 100 faces in this particular model so, again, not very effiecient.
Edit: I installed Blender 2.69 and it mostly works with the old model.  There still seems to be a couple of faces that aren't showing but it looks about 95% correct straight from load.  Thanks to user Todd for suggesting it.  It was released in October of the year the book came out which was December (2013).  I don't think I can mark a comment as the answer.

Just a thought, try selecting a vertex, hit [Ctrl] + [L] > [F].  Does that do anything useful or does it create too much junk geometry?

Have you tried using an older version of Blender? There are lots available. Also, can you post the blend file for us to take a look at it?

How can I add a file that is not an image?

The Ctrl-L > F trick works a little bit.  But it doesn't speed up the entire process more than 20-30% since so many of the would-be faces share vertices.

You can post a blend file via a link generated with this service: http://blend-exchange.giantcowfilms.com

Todd McIntosh suggested using an older version and it seems to have worked.  Version 2.69 came out the same year as the book.

I downloaded your file and all the faces are there. My Blender is 2.75, try updating yours :)
But if you still have the problem after updating your Blender, try selecting all the edges and vertices and press space and search for "Fill Holes" and select. This should fix it :)

I have 2.75a and it was a fresh install.  I wish I had the same results as you.  The picture I posted is taken from within my Blender.

I could only find "Fill", not "Fill Holes".  It did create some faces, but the geometry was very screwed up.  I don't think I can post a picture in a comment, unfortunately.


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Decal on complex surfaces
I need to add decals to a motorcycle. I tried to use images on planes and the shrinkwrap modifier and also to UV unwrap the surfaces, but neither method is working. The Shrinkwrap method results are distorted and it has no smooth surface.

The UV Unwrapping looks good, but I can't position the decal right as I place a 2d image on a 2d unwrapped mesh so it does not fit together. The real decal (cant share it) has the exact form of the side and needs to be positioned exactly.

There are two decals that fill together the red area. The decal follows the edge exactly. The suzanne suggestion has the same problem as my approach as the projected area is not 100% correct.
When I try to UV map the decal it's looking like that. The decal is just not fitting in the uv mesh. Do I need to pull vertices to the right place manually? Would make parts of the decal blurry I guess.

Hi :). What exactly is the problem with the UV map approach? Can you show a sketch of how it should fit together?

so assuming you want to push a decal on suzannes ear...

drag'n drop a picture of your decal into the shader editor
and connect to your base color.

press ctrl-t when your image node is selected and you got:

requisition: i assume you have enabled the node wrangler add-on
change settings in image from repeat to clip
then go to uv editing tab

now just select the vertices where you want to add your decal to

now choose uv -> project from view (it adds the decal right in the place from your current view)
now you can select your part/vertices on the left side

and scale, rotate and move them as you need it and as you know how to do that in the viewport.
then invert your selection (select -> invert) on the right side
and on the left side select all and press s 0
press tab to go in object mode
and you got a car on the ear of suzanne


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Put a Line art modifier on an object behind a grease pencil object
I put a 3D object behind a grease pencil canvas, but when I use the line art modifier the line appears over my drawing. Is there a way to put the line art modifier behind the grease pencil canvas?

In the GP object properties (green squiggle icon), in the Strokes section, select 3D Location for Stroke Depth Order


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Stretch to constraint using wrong axis
I am trying to make a laser beam (glowing cylinder) that stretches to a target empty. My problem is that the stretch to constraint stretches in my local Y-Axis instead of my local Z-Axis (how i need it). How can i tell the constraint to use this axis?

download the blender file

Yeah, the stretch-to constraint doesn't let you pick.
There are two solutions here.  The easier is to change your mesh so that its local Y axis is what you want to change.  Select the object and snap the cursor to its location.  Open it up in edit mode and change the pivot point to the cursor.  Select all and 'r' 'x' '-90' to rotate it.  Now what was your local Z axis is your local Y axis.
The other way to do this is to use a driver to control the scale, and constraints only to "clean up" afterwards.  Drive the scale of the object using the distance between self and target object.  Then you can add a damped track constraint in any axis you want, and possibly a preserve volume constraint to alter the scale in other axes.

Select the mesh, ctrl-a apply rotation. In Constraints tab change the "To:" setting in the Track-To constraint to "Y". Change the "Up:" setting to "Z". If you want the effect to apply only from the position of the cylinder you will need to move the origin to the end furthest from the target: In edit mode alt-r/click the vertices on the base; shift-s, cursor to selected; in object mode from tools panel set origin to cursor.


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Children in Hair Particle System got scattered
Whenever I add hair a single hair strand in particle edit, children of that hair strand are got scattered in the space. A screenshot is attached. Please Help.

Children as I understand it are basically copies of the parent particle. Yeah, they are spreading out too far. I believe there is a setting that makes them closer to the parent, but first, try just adding more particles: blender may be trying to spread the children over the entire area of the scalp.

please provide blend file because you didn't give us any useful information/settings or steps of reproduction of your problem. So i think this question will soon be close because of lack of information

"Children are Hair or Emitter particles originating from individual particles. They make it possible to work primarily with a relatively low amount of Parent particles, for whom the physics are calculated. The children are then aligned to their parents. The number and visualization of the children can be changed without a recalculation of the physics."

In Simple mode (seems to be your case) they just spread around hair particle in the same direction ...

Radius value make it more distance from each other.
To let children start from surface the Interpolated mode can handle probably what you are asking for ...

For more details see Blender Manuall


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Deformation of mesh after rigging
I always face this kind of issues in clothes after rigging. I have tried various ways by Ctrl+ J both the clothes (Upper & Lower) or bridging edge loops of both the clothes so that both the mesh can become single one and then rigged again but this kind of mesh deformation could not be avoided. Please check the screenshot.
Body parts are not continuous those ends just after the clothes starts.

When you are working with complex meshes like clothes, you can start with a base mesh of body, it does not matter if very simple, the important thing is the division of the mesh for more accurated weight calculation.

Then if the cloth do not have the Armature modifier, you can add it without weight calculation by pression Ctrl+P and select "Armature Deform" directly.

Then with body and cloth meshes selected (the cloth mesh needs to be the active object) go to weight paint mode, and on Weights menu press "Transfer weights", and in the options of transfer dialog, change the "Source Layers Select" option to "By Name". This add all vertex groups of the body mesh to the cloth mesh with their weights.

Now you can see the results

For better results you can smooth the transferred weights, to do this, with cloth mesh selected and in the weight paint mode, go to Weights>Smooth and increase the iterations a few times.

Also you can add shape keys during the animation process, to do this, go to mesh properties panel, and press + button on Shape Keys panel group. If there are no other shapekeys on the mesh, press the + button twice, the first is to add the basis mesh (Original mesh), and the subsequent is to add mesh modifications. You can add as many you needed. Then with the new shapekey selected and setted its value to 1  sculpt the mesh a little

Now you can animate this

Your first advice works great. Thank you.
Before getting your advices I had worked on the solution, however in a different way, as you were provided in the second part of your answer. Modifying mesh by shape keys is a great way to work with. I have tried the same by adding driver. In this case also I had failed. Although, now my problem has been solved through your answer, but for knowledge purposes I am sharing the screenshot what I have done in add driver settings, so that you can check and advice further, what I had done wrong.

At the value of ‘1’ in shape key the mesh was modified by sculpting as swon in screenshot2. However, the mesh could not be deformed in action as shown in screenshot3. Driver bone settings may be checked at screenshot3.
In the driver bone I have also used thigh_ik.L, thigh_fk.L in place of DEF-thigh.L, but finally nothing works. For screenshots following links may be clicked.

Screenshot1: https://drive.google.com/file/d/1K2aLwDpEuYRuXAKN1WguN9HE_llteolO/view?usp=sharing
Screenshot2: https://drive.google.com/file/d/1wAJwk_K7t1fIhjeZBNc8Gzo9hHwrDmXA/view?usp=sharing
Screenshot3: https://drive.google.com/file/d/16lF_2xl5aBIaIwcGEsptAlPbWedDRX-7/view?usp=sharing

The rotation you're getting in the driver is negative ( screenshoot ), just add a negative sign and that's it ( screenshoot ),  you can also remove the multiplication by 8 in the evaluation since the rotation is evaluated in radians, with 90 degrees you get 1.5 or so, and you just need the value between 0 and 1

It worked. Thank you very much.


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Bones not flipping correctly on Symmetrize
I am following a tutorial to rig my character and I've correctly named all my bones but they aren't flipping correctly
Before Symmetrize:
https://i.sstatic.net/tifzI.jpg
After Symmetrize(bones inside bones):
https://i.sstatic.net/kUoxg.jpg

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

The symmetry will happen on X, so you need to rotate your armature 90° on Z in Edit mode before the symmetry


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Why face filling is not fully complete?
I make curve using Bezier Curve, when i tried to fill the face at one of the end of curve, the face is not fully filling like this
Even though i have convert it from curve to mesh and apply the scale, the face is still not fully filling.
What is the problem? Here is the blend file https://pasteall.org/blend/f8c84469b0a74c6eb1b646b27c2e40a3

You have some vertices that are overlapping (image below), you need to select all and press M > Merge by Distance (or W > Remove Doubles in 2.7?) and you'll be able to fill the face.

Is the mesh's split is possible because of overlapling mesh?

actually I've just checked and your object is made of 2 separate meshes, at the junction the vertices overlap but they don't merge, you need to merge them

When i remove doubled it, it remove 340 vertices, but i am confused. How is it possible to have overlapping vertices when you convert curve to mesh?

yes thzt's weird, are you sure you have not ripped the mesh along these 2 edges?

what is rip mesh? i don't remember doing anything weird, i just add Offset, Extrude, Depth and Resolution.. that's all. Then I convert the curve into mesh.

if you select an edge or an edge loop and press V it will rip the mesh, so you either did it on these 2 edge loops accidentally or it's a bug

Maybe, though i not quite sure about that... anyway thank for your help


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Why my cup's uv unwrapping is not like this?
After i unwrap my cup, the uv mapping is looks like this
But Blender Guru's one is split half perfectly just like this
Why is this happening? Is it because of wrong placement of mark seam?

hello could you please share your file? https://pasteall.org/blend/

here https://blend-exchange.com/b/z0PG5Ea2, i dont know why pasteall.org is error

once you've unwrapped, in the Operator box, try Conformal instead of Angle Based?

it worked!, I have tried it and it worked, thank you

Once you've unwrapped, in the Operator box, choose Conformal instead of Angle Based:


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Why my cup object's seam become like this?
I have Mark Seam my beer mug and use it to make the beer mug's holder. But the result become like this
Even though i Remove Double it, the seam is still there and worst of it, the top of beer mug split open like in the picture.
How to fix this? Here's the blend file https://pasteall.org/blend/bda4874634c544c2bc84fb0c99fa5392

Looks like this is your problem.

@Hulifier sorry for late reply, but as i check my object, there is no non manifold geometry that has been mentioned in the answer you give me

There's interior faces in your mesh:

I don't know if that option exists in the version you're using, but you can select interior faces this way:

Select -> Select All by Trait -> Interior Faces

I have follow your instruction, but i can't see the face through like the way you do it in your picture

I Select > Select All by Trait > Interior Faces, but i can't see it through the faces

Go into x-ray mode (ALT-Z) to see the faces, but you only need to X > Delete Faces to get rid of them them once they've been selected. That will get rid of the line up the side. Not sure about the gap in the top rim though. That's a seperate issue.

@JohnEason There is no x-ray mode in my blender version of 2.79, only wireframe and when i check the seam line, i grab the faces inside the mesh's seam line and when i select linked the faces, all of object's vertices is also selected.

Ah ok. I haven't had 2.79 on my PC for several years so didn't realise that x-ray wasn't available on that. Wireframe mode should show the faces though if you view from the side and zoom in. Selecting Linked will indeed select all the faces of the object so don't do that. Just using @hulifier's method to select them and immediately deleting them even if you can't actually see them should do the trick. The gap in the rim is because there are faces missing but it looks as if you've already applied a previous subdiv modifier so that would be very difficulty to correct.


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Why my donut icing surface not reflecting light
I have been following Blender Guru's doughnut tutorial up to Part 7, and i am unable to identify why my doughnut icing surface doesn`t reflect even the slightest of light. Here's doughnut  in my rendered view mode looks like this
And this is how Blender guru's looks like  this
(Note: i have already applied roughness like what he explains in the video but that doesn't work on it, and Fyi, i am using Blender 2.79 version)
Is there a way to fix this?

Is there a reason why you're not using the latest Blender version?

Well,it is because my windows 8.1 only support 32 bit while the requirement needs to be 64 bit ( only blender 2.79 acceptable to my system)

What do you mean with "applied roughness"? Would you mind sharing a screenshot of your material setup? That's more explanatory then just the render result. The render looks like the surface is fully rough and not reflective (of course this also depends on the viewing angles between camera, surface and light source).

hello please pack the images (File > External Data > Pack All Into .blend) and share your file: https://pasteall.org/blend/

are u using rendered view?

@Chris Yes, because the Material Preview doesn't show noise... and it's not the final render because the 3D cursor is visible.

@GordonBrinkmann sorry for the confusion, what i trying to say is not " i applied roughness" but " i increasing or decreasing value of my icing's surface roughness that doesn't work on it"

@Chris yes i am using rendered view mode to explain my problem

So I have to agree with moonboots.

@moonboots i have following your instruction( File > External Data > Pack All Into .blend) but after that , there is notification in my blender says "No new files have been packed". What does it mean?

oh don't worry, maybe you're not using an image, just share your file as it is

@moonboots so i just need to upload it by using https://pasteall.org/blend/?

Yes, upload and copy paste the URL it will generate

https://pasteall.org/blend/0dd02e1da4ec4aec8e4e6fd346e61dde

It's probably because you are using 2.79 while he's using 2.8 or above in his tutorial. The recent versions of Blender will use the Principled BSDF node by default instead of a simple Diffuse, and the Principled BSDF will create a bit of glossiness on the surface (and also a bit of Fresnel from what I remember). The simplest way to recreate a bit of glossiness it to mix your Diffuse with a Glossy node (open the Shader Editor window and press ShiftA > Shader > ... to create these nodes). As you see with my setup there is not a big difference.
Here is the default material setup since 2.8 (since Principled BSDF):

If I replace it with a mix between Diffuse and Glossy nodes it almost the same as you can see. Note that you need to set a good lighting if you want to come close to what Blender Guru shows:

well it worked, even though the glossiness is little bit not bright as i wanted  in Blender Guru`s one  .. Thanks

I've just tested and my setup for 2.79 is about the same as Guru's result, you just need to move your light a bit

yeah i just need to test which direction my lighting suits me the most...  Thanks for your help


text:
denoise a rendered image
Is it possible to use the denoiser of blender on an already rendered image, considering it will be rendered using blender ?
(the reason being I'd like to use the resumable render via blender's command-line and once I think my image is precise enough use the denoiser on it)
(Edit 20 oct 2017)
The first versions of the denoiser was having such abilities, with the option "Keep denoising data"
https://wiki.blender.org/index.php/User:Lukasstockner97/GSoC_2016/User_Documentation
It seams Luckas Stockner simplified it afterward to make the integration to the main branch easier.
Unfortunately, I can't find any build of that version :/

Thanks for your tip. However doing the denoising "by hand" using photoshop would not be worth, regarding the lost of quality and the important time required. E.g., the denoising of blender doesn't blur textures.

Maybe you can import the image as plane and render it again (!!), using denoiser? Not sure it would work...

You can absolutely do this using the Compositor as mentioned. It's not intuitive per say, but you import your image and reference it in the Compositor using the Node ref. Run it directly through the Denoise node and anything else you need. Then the non-intuitive part is that you render your scene, which will show you whatever is on stage, and then you'll see your image redone in the final window.
I use the Output File node to save it to the drive.
Image Node > Denoise > Other adjustments if necessary > Output To File Node
If you already have an entire image sequence rendered, you can actually import the image seq directly into the Compositor under the Input Node (make sure to select all the frames, it's not automatic), then feed that image source directly into your adjustments.

Blender’s compositor has despeckle and other filtering tools that you can use on imported images. In fact you can apply these across the frames of an entire animation sequence.

Thanks for the tip. It would be indeed simpler than using an external application. However that's not taking advantage of the denoising tool and information, which make it much easier and cleaner I guess.


text:
Script fails after 4th iteration
I am trying to write a basic subdivision script that does exactly the same thing as "simple subsurf modifier" does. (Subdivides triangles to 3 quads, quads to 4 quads and Ngons to n quads). I will develop it later to create different subdivision methods like Catmull-Clark.
The script below works fine on a cube mesh and the subsequently generated subdivided cubes for 4 times. When I try to run it the 5th time, the script gives error.
I'd appreciate all the help. Thanks in advance.

import bpy
import bmesh
import mathutils

# Duplicate and Get Mesh
bpy.ops.object.duplicate(linked=False)
mesh=bpy.context.object.data

# Create BMesh_Now
bm_now=bmesh.new()
bm_now.from_mesh(mesh)
vertices_now=bm_now.verts
edges_now=bm_now.edges
faces_now=bm_now.faces
loops_now=bm_now.loops

# Create BMesh_Next
bm_next=bmesh.new()
bm_next.from_mesh(mesh)
vertices_next=bm_next.verts
edges_next=bm_next.edges
faces_next=bm_next.faces
loops_next=bm_next.loops

# Number of Vertices, Edges and Faces
vertex_count=len(vertices_now)
edge_count=len(edges_now)
face_count=len(faces_now)

# Remove Edges and Faces from  BMesh_Next
for edge in edges_next:
    edges_next.remove(edge)
for face in faces_next:
    faces_next.remove(face)

# Add new Vertices to BMesh_Next
for edge in edges_now:
    verts=edge.verts
    mid=mathutils.Vector((0.0, 0.0, 0.0))
    for v in verts:
        mid+=v.co
    mid=mid/2
    vertices_next.new(mid)
for face in faces_now:
    verts=face.verts
    center=mathutils.Vector((0.0, 0.0, 0.0))
    for v in verts:
        center+=v.co
    center=center/len(verts)
    vertices_next.new(center)

vertices_next.index_update()

# Create new Faces
facecount=0
for face in faces_now:
    verts=face.verts
    count=len(verts)
    vertexlist=[]
    for v in verts:
        vertexlist.append(v.index)
    edges=face.edges
    edgelist=[]
    for e in edges:
        edgelist.append(e.index)

    for i in range(count):
        newfacevertices=[]
        v=vertexlist[i]
        newfacevertices+=vertices_next[v:v+1]
        e1=vertex_count+edgelist[i]
        newfacevertices+=vertices_next[e1:e1+1]
        f=vertex_count+edge_count+facecount
        newfacevertices+=vertices_next[f:f+1]
        e2=vertex_count+edgelist[(i+count-1)%count]
        newfacevertices+=vertices_next[e2:e2+1]
        print(newfacevertices)
        faces_next.new(newfacevertices)
    facecount+=1

# Copy to Mesh
bm_next.to_mesh(mesh)
bm_now.free()
bm_next.free()

print("Done!")

Thanks R00t . I've tried on two different computers. It always fails at 5th. Not sure what causes it....

Why can't this be done with a modifier or the edit mode tool?

A couple of things
You are not freeing your bmesh s with
bm.free

you need to call the free method
bm_now.free()
bm_next.free()

Also consider replacing bpy.ops.object.duplicate(linked=False) with either:
newobj = bpy.context.object.copy()
newobj.data = newobj.data.copy()
bpy.context.scene.objects.link(newobj) # link it to scene
bpy.context.scene.objects.active = newobj # make it context.active_object

or quite simply
mesh = bpy.context.object.data

to not have subdivided dupes.
Not using operators will avoid adding the state to the undo stack, and running out of memory.
Making these changes lets me get to 8 on default cube, (9  crashes my blender), which is passable  given 6 is the max for modifier.

Thanks you for your answer batFinger. I've added the parenthesis to call the free methods. I've tried replacing the duplication and also removing it altogether simplify but in either case I cannot get past the 4th iteration. the script always fail at the 5th time.  If I apply a simple subdivision modifier to the 4th Cube and run the script again, it works for two more times and then blender crashes on the third.

Side note: You can manually enter the number in subsurf modifier. My computer can handle up to 11 on a cube.


text:
How can I do fog that is denser at the bottom?
I'm trying to add a fog to a sea scene that wouldn't cover the sky and get denser further down, so I could not see the horizon.

To hide the horizon you need aerial respective, which is fog that gets thicker as it recedes into distance. You could also add a plane with ramp texture that gets thicker at the bottom. Then place plane infront of horizon.

This is a cheat as well as  faster render. Place a textured plane in front of the horizon with transparent at the top and sky horizon color at the bottom. Use a linear gradient to alter the Fac value of the Mix Shader.

The simple solution here is to use a volumetric shader of your choice in a smoke generator with dissolve on and slow, then use multiply on the density input into that shader to change how much fog you will get. I quick whipped together an example which isn't of very good quality (using CPU compute on an old CPU to render volumetric effects is super slow) but should get the point across. You can totally change the final look and feel as well by altering the volumetric shader and using something more complex that what I used.

Change exactly how long the "Time" setting is depending on where exactly you put the flow of the fog. In my case I put it below the ocean model, so I set it to 2. Keep in mind though that the shorter the number you put in the time, the smaller the gradation will be between the lowest and highest parts of the fog.
And finally if you've never done much for the smoke simulator before, just remember to use Alt+A to simulate so that your smoke will actually start to rise, and make sure your timeline has an end time around 50 frames out at least to ensure there is enough time for the smoke to react properly.

It is a grate work arund and will probebly worke fine for moste of the time but it will depend on the smoke simulator.


text:
How can I modify the Default Blender Keymap within my Add-on module registration code?
Consider the following script block:
import bpy
wm = bpy.context.window_manager    # get window manager
_defaultkm = wm.keyconfigs.default.keymaps    # get default keymap

# try retrieving the keymap_item for the view3d.move operator
# unfortunately, keymap_items at register() time is always empty
_move = _defaultkm['3D View'].keymap_items.get('view3d.move')
_move.active = False    # disable that item

It's purpose is to disable a specific shortcut which is shipped with Blender. If you run this in the Text Editor within a Blender session, it works as I wished and disables one of the standard keymap items.
However, my issue is that I'd like to run that code within the register() function of an Add-on. Within that function, _defaultkm will hold a valid Python object, but keymap_items contains no items at all and get() always returns None, causing the last line of the code to fail. It's worth noting that this fails on all different tricks of retrieving keymaps (such as the one mentioned here), it seems as if I can only access my own Add-on keymaps from within the module registration code.
Is there a way to circumvent this?
Edit
I tried a solution using a persistent frame change handler, hooked up to the load_post event. Still, I was unable to access and change the keymap from there, the issue is the same.

Not 100% sure what your issue is, started from scratch and it's working well. I can enable and disable Shift+MMB as expected: https://gist.github.com/p2or/fea39e610552b80b40533fc99934b772

@p2or Thanks for your gist, it works indeed as expected. However, if I copy/paste it into my own add-on, the keymap again is reported as empty. The only fundamental difference I can make out is that my add-on is a multifile one, which registers itself using register_module(__name__). Your solution might still be working for me, as I can put an extra add-on into the startup section, so it auto-loads.

@p2or ok, it's not the multifile thing. With your add-on, I get the same error. It works when the user activates it in the Add-ons manager, but if you hit Save User Settings, close Blender and re-open, the same issue arises.

@p2or the error message is Exception in module register(): 'D:\PREFS_REFACTOR\REFACTOR\scripts\addons\blender-deactivate-shift-MMB.py'
Traceback (most recent call last):
File "C:\blender-git\build_windows_Full_x64_vc15_Release\bin\Release\2.80\scripts\modules\addon_utils.py", line 363, in enable
mod.register()
File "D:_PREFS_REFACTOR__REFACTOR_\scripts\addons\blender-deactivate-shift-MMB.py", line 21, in register
wm.keyconfigs.default.keymaps['3D View'].keymap_items['view3d.move'].active = False
KeyError: 'bpy_prop_collection[key]: key "view3d.move" not found'

Yeah you are right, KeyMap("3D View") collection is empty for whatever reason . However, you can overwrite the existing one by assigning view3d.rotate operator: https://gist.github.com/p2or/0969e9981aeec63551e8f0b02e0c7d55 (to make it work at least) @aliasguru.

@p2or Maybe you can wrap your findings into an answer? I think it's worth summarizing for others what the current possibilities are, pretty sure I'm not the only one trying something like this.

Thanks @aliasguru, I will if no one else come up with a better idea... Came back to it yesterday, but I still can't figure out at which point in time the collection is filled up during the launch. If that's an option, I think your best bet is providing an additional preset in the keyconfigs ..blender/2x/presets/keyconfig, which is essentially the same like before (adding a new shortcut to overwrite the existing one) and enabling it along with the addon. Out of curiosity: Does the overwrite work for you?

@p2or I'm still investigating it. For 2.79 it works no problem, in fact that's how I worked around it before. But for 2.80 there is the new Click-Drag behavior, and here I'm getting issues with overwriting the existing definition. It works, but randomly. Sometimes yes, sometimes no. Since the bug tracker is still closed, I can't go down that route at the moment.

@p2or Overwriting the definition doesn't work in 2.8. I still get the random behavior with the mappings. The answer is still appreciated, as for 2.79 it works just fine. The bounty expires in three hours by the way.

Just tested the latest gist with the today build (for windows) and I don't get any glitches or something. I'd like to help but it still works at a first glance. Can you elaborate? Do you mind sharing your current code? Thanks for that reminder, I need to work the next hours and will come back to it at the weekend so better answer it yourself if you don't want to waste your rep @aliasguru

@p2or You can checkout malias for Blender at https://bitbucket.org/aliasguru/malias-blender/src/2.8/ - make sure to pull the 2.8 branch. The file to look at is Preferences.py, in line 118 I define the enum value for click-drag behavior. In line 155 I try to redefine the view3d.dolly operator, but still I don't get my click-drag Pie Menus with Ctrl + Shift + MMB. See Ctrl + Shift + LMB for a reference of what I want. The glitch happens on the RMB. In the Addon-Prefs, make sure to enable 'force left select'.

Access is denied when I try to create a pull request so you can find a refactor of your keymaps as well as the default viewport navigation disabled (via overwrite) to get maya like interaction here. I had serios problems to read your code so I refactored DefineKeymap function in the first place and added all required parameters to keymap_items.new. The thing is that CLICK_DRAG is just a new option (probably for pies), what does not mean it's a full replacement, so you can have both. Does that work for you? @aliasguru

@p2or Thanks for the attempt. Unfortunately, it yields the exact same result. The only real code difference is that you were using the keyword arguments, while my codebase - rather old - uses the positional argument structure still. I'll adapt to yours for better readability, but the problem persists. I'll freeze development on the Add-on anyways now, as the Devs stated that the API will undergo further changes. If after that there is still no solution, I have to provide a custom keymap that users need to import.

See line 154-160 - The only real difference is that I use PRESS instead of CLICK_DRAG to overwrite the shortcuts no matter if 2.8 or not @aliasguru, works for me as expected in 2.79 as well as in 2.8...

@p2or Are you sure you've reset your keymap to Default before enabling the Add-on? Because it simply doesn't work here, right MMB Pie menu spawns occasionally, middle MMB pie menu not at all. Same glitch as before. As soon as I uncheck the Lasso Select keymap item in the user prefs - the one which is supposed to be overridden - the pie menu works. Again, thanks for your support, but I'm dropping the matter until there is a stable state of the Python API reached.

Yep, 100% sure @aliasguru. Just tested the patch with the today build without any issues, I get maya like navigation as well as the lasso select operator when the addon is enabled for mmb or shift+mmb. As a precaution I removed my appdata folder beforehand. If the keyconfig comes along with an addon there is nothing to reset within the Input Tab of the User Preferences. Notice that a restart is required if you reset your keyconfig. Question is: What did I forget to test?

@p2or I think I understand now, we've not been testing the same thing. The non-working hotkey is Ctrl + Shift + RMB-drag and Ctrl + Shift + MMB-drag. It should spawn a custom pie menu, but with the MMB I get the Dolly operator, and the RMB sometimes results in Lasso Deselect.

I always thought you've got issues on how to disable the hotkeys to get something like maya. Anyway, in this case you just need to add the other type as well, see my new revision. Both pies are now working in Object and Edit Mode right? @aliasguru

@p2or Yes, this one is working. The reason why I was asking the question as I did was that I wanted the Pie Menus to only spawn on a CLICK_DRAG event. If there is a PRESS event for the same key binding defined already, it takes precedence over the Add-on. If the PRESS event is also overwritten by the Add-on, it works. If there is a collision between two CLICK-DRAG definitions, the behavior is a random one. Still some headaches until 2.8 is final  :)

Can confirm. CLICK_DRAG does not appear in the new info area at the bottom so I also think that's still unfinished... and I also think that the deactivation of all the c-operators (like view3d.move) by any addon is design-wise restricted so we are only allowed to overwrite the hotkeys @aliasguru

Hi guys. What if a keymap item has multiple entries, like 'view3d.manipulator', for example? @p20r's code will deactivate the first manipulator keymap entry but not the remaining two. How are the rest of them accessed?

@andyV The trick is that it's not the keymap item (or more precisely, the operator) which is being overwritten, it's the hotkey itself. So if there is more than one occurance, you'll need to override the other hotkeys as well, just let them execute something else to deactivate the default one.

I had similar problems when tried to modify default key maps with python.
The keymap_items collection was empty at startup script but after the start, items were accessible.
The problem was solved using thread and time.sleep
It is not the best approach but working..
The load_post handler didn't work for application start but worked for file open.
I didn't find any "start_post" handler method.
here is the first code (startup scripts folder):
import bpy

wm = bpy.context.window_manager
kc = wm.keyconfigs.default
km = kc.keymaps['Screen Editing']
print('item count:',len(km.keymap_items))

#> "item count: 0"

here is the solved version
import bpy,_thread,time

wm = bpy.context.window_manager
kc = wm.keyconfigs.default
km = kc.keymaps['Screen Editing']

def thrd_func():
    time.sleep(.1)
    print('item count:',len(km.keymap_items))

_thread.start_new_thread(thrd_func,())

#> "item count: 12"

and with handler
import bpy
from bpy.app.handlers import persistent

@persistent
def hand_func(arg):
    wm = bpy.context.window_manager
    kc = wm.keyconfigs.default
    km = kc.keymaps['Screen Editing']
    print('item count:',len(km.keymap_items))

bpy.app.handlers.load_post.append(hand_func)


text:
Why is my material not working?
I'm currently creating a material that random mixes textures and it did turn black.
The diffuse

The Alpha

The Node

The rest is just mixing of textures and messy groups

I will probebly remove as many nodes I can. The problem is probebly that the material is to complicated.

You need to share your blender file or screenshot all the menus with the settings of your material. I don't even know which renderer you are using :-) EDIT: Im guessing it's cycles, so to use an alpha texture, do this:

The node setup appears unreadable to me (too small)

I did fix the problem by remove nodes. So I know that the problem is the amount of nodes some how. Probably not just the amount but also how they are connected.

The reason for the horrible resolution is that my temp screen is to low res to take any better screen shots.

I did disconect abute 20 textur nodes and after that it worked


text:
How do I fix a bone mess from an import?
I have this mess of a armature from an imported character with more bones and weight layer I won't redo. Shuld I just make a new one and copy the XYZ posision of the old ones or do it exist a better sulution.

Bones look fine, do they deform the mesh, are they weight painted?

They work but are horibel to work with becus it is hard to se what they ar doing

you can move bones to other layers, by selecting the ones you dont need and press "m" and move them to another layer

If they are named correctly, you can use "select similar prefix" in armature edit mode. Was this imported from another blender file?

No. A .bfx and the pose was usles so the firs thing was to reset it

select a non deformation bone, press space, type "select similar prefix or suffix" if they were named right, it will automatically select all the master bones, the ones that control all the others. Or you can select a bone you dont want, press "L" and it will auto select all bones that are linked to it, then you can move them to another layer. Master bones arent usually linked to any other bones.

@AlfonsMarklén why don't you select the armature and press H to hide?

I have used Ctrl+P to connect the bones and did start to try to rotate them so they make sens. hands is actually recognisable now.


text:
Having trouble with rigging fingers
The model I started with had its hands connected to its thighs. I tried rigging the hands but they took part of the thigh with it. I figured out not to rig the hands but just the arms and that worked perfect.
Now I want to rig the hands. As soon as I do that I can't control the first rig I added in the rest of the body. Anyone have a fix for this issue? Can you control two different rigs on one object?

Consider uploading your blend file with https://blend-exchange.giantcowfilms.com/
Also it's possible to join two rigs together by selecting both and pressing Cmd+J


text:
Manual bevelling works, but not the one limited by a Vertex Group
I try to bevel all the edges visible on the following picture. I select an edge and press Ctrl + G and then choose Assign to Active Group (which is named 2mmBevel). As can be seen on the picture I limit Bevel to this Vertex Group.

The problem is that it doesn't work. It did work that way for those edges that can be seen bevelled. Sometimes it worked for single edges. Sometimes I had to select several edges and assign them to Active Group together, they refused to get bevelled separately.
Anyway for this particular selected edge - once I add it to the Active Group - all other bevels disappear, like this:

The strange thing is, that when I try to bevel this edge manually it works:

What is the problem here? How can I bevel the remaining edges?

Actually, it work. May be you not assign the vertices correctly.

You should choose "Assign to New Group" from the Panel.

You can press "select" to make sure that you assign the vertices correctly.

You can assign this three vertices to bevel the remaining edges.

Disabling "Clamp Overlap" also can fix the problem for the questioner

I first define a new group (in my case it is named 2mmBevel), set it as Active Group and then go over my model, decide which edges I want to add to it, select that edge and then I click "Assign to Active Group". If I will click "Assign to New Group" - I will create a new group on each edge that I want to add...

If still unsuccess, try select the Group and press "Assign" button from property panel in third image. Remember the Vertex Groups are only store the vertices data and weight, not the edge or face.

This also didn't help. Is there some sort of a log file where I can see error messages etc..?

you can upload your .blend file

Try to check Clamp Overlap setting

Disabling "Clamp Overlap" solved the problem. Please mention this in the answer so I can mark it as the correct solution.


text:
Why chain object break when colliding with another object?
I create chain object and i apply rigid body simulation in it. After that, i try the chain and the chain fall likes real chain like in this picture  but when i try it in different position, the chain break just like this
I have tried using constraint, but the chain still will breaks, be it whole or some part of chain.
What is the problem? Here is my blend file https://pasteall.org/blend/4e5bebdcaedd46d8a20fb23d6c399993

In 3.0 it seems to work: Apply the scale + rotation of the links, set the origins to geometry, add some edge loops, and it will work fine. You can also tweak the Substeps Per Frame and Solver Iterations values in the Scene > Rigid Body World panel:

It seems buggy in 2.7 so what you can do is first apply the transforms, set the origin to geometry and edit the geometry, then use this answer by Gandalf: Select 2 adjacent links, go into the left panel > Physics > Rigid Body Tools > Constraints > click on Connect. It will create an empty between the 2 links. Select the empty and in the Properties panel > Physics > Rigid Body Constraint, choose Type > Point and uncheck the Disable Collisions option. Select the 2 next links and do the same until the bottom. In order to avoid shakings, go into the Properties panel > Scene > Rigid Body World, increase the Solver Iterations up to 10:

Comments are not for extended discussion; this conversation has been moved to chat.


text:
Returned to my project and No textures show blender 2.92 but the textures nodes are still there
So I have been working on this project for a few sessions and I go to open it back up after having added textures, lights and armature modifiers and everything still shows up when I reopen the project except for the textures. Texture nodes are there, the environment hdri node is still there, lights are there and fbx files still posed but no textures show in shader view and when i render the image all i see is transparency squares. Does anyone what is wrong with my project file and or how can i restore the texures to keep working?

You probably deleted your textures on you hard drive or moved them away. They don't follow your blend file unless you pack them. If you go to File > External Data > Report Missing Files, you can have a list of all the textures and external files that Blender can't find. If you know where your textures are located on your hard drive, you can do File > External Data > Find Missing Files and chose the directory where they are stored and Blender will add them back.

You are in SOLID preview mode (default when restarting blender). Press Z in the 3D viewport and select either "Material Preview" or "Rendered" from the pie menu that appears, or pick one of the two rightmost of the 4 little circles in the top-right of the viewport (Left to right > Wireframe - Solid - Material - Rendered).

@mqbakamqbaka The screenshot shows only procedural textures, they are not external textures to be found by Find Missing Files. As Christopher says, it's Solid View where you can't see the textures by default.

Oh, sorry, I didn't take a closer look at the screenshots.

@ChristopherBennett THANK YOU! That was the solution to my issue exactly. I appreciate your help :)


text:
Material is not correctly applied to geometry node primitives other than ico sphere
I am trying to apply a material to a cube created through a geometry node mesh primitive.
The material only looks correct on meshes created without the use of the geometry editor and ico sphere nodes.
On every other type of mesh primitive node (UV sphere, cone, cylinder, etc) the material looks incorrect.
I have not had any luck using the Set Material node.
How do I apply the material correctly?
Material:
https://polyhaven.com/a/sandstone_cracks

just use this setup here:

so unplug your texture coordinate and use uv_map.

Had the same question, and this was it! Thank you! :'D

you are welcome


text:
Missing polygons in substance painter
the model looks great in blender (i'm coming back to modelling after quite a while away so it's good enough for now) but as soon as I place it into substance painter large chunks of polygons just aren't loading or appear to be inverted, although I have not inverted a thing on this model.
Does anyone know a way to resolve this? I've tried recalculating the normals but no luck in resolving it. Any help would be greatly appreciated.

Have you tried the face orientation overlay? This smells like inverted normals to me but since you say it is not, can you share the file?

If you could share the blend file or the obj(fbx or whatever) that you imported to painter, it could help greatly.

Sure i'll send the OBJ over, where would you like it?

OBJ will do it.


text:
How do you scroll left and right on a mac?
in window left and right use Ctrl Wheel, but on mac it just zoom in/out the screen.
Please help

Try holding SHIFT + ALT and Left clicking with your mouse.

on MAcbook pro with touchpad: hold shift and pan with 2 fingers.
With mouse: hold shift while holding and moving the MMB. Here are the mouse settings I have:


text:
how can I download Blender 2.75 RC for mac?
I am a Mac user and I am trying to download the latest version of blender that is out, which is Blender 2.75 RC which can be downloaded here:  http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.75
But for some reason when I try to download this file: blender-2.75-rc2-OSX_10.6-x86_64.zip which is for OS X, a web page displaying 403 - Forbidden. One strange thing that I noticed was that I can download the files for Linux and window on my mac, but I get "403 - Forbidden" when I try and download the files of OS X when I'm running OS X?
I researched and some options others suggested. Those being deleting my web history, website data, and cookies. None of that helped.
How do I download Blender 2.75 RC on my iMac when I get the 403 - Forbidden message?

I'm on windows, but I can download the mac files now.

I would vote to close this as off topic, but I already accidentally voted for too broad, but oh well. The reason behind this, is because your question isn't about Blender, it's about the blender.org website. BSE only deals with questions regarding how to use Blender, and depending on the question, how to use software in conjunction with Blender. Instead, try reporting your issue to web mailing list, since I don't believe there is a bug reporter for the web site.

I'm voting to close this question as off-topic because it is about a temporary problem with the blender website.

I get the same on my mac, but I don't think it's a mac issue, I think it's a web server issue on the blender.org site.
You can download a 2.75 pre-release build for OSX here as well:
https://builder.blender.org/download/


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Unidentified reflection in renders
I'm building an elevator scene using Cycles. The interior of the elevator is currently all glossy gray materials with 9 small lights on the top and an extra shiny bar on one wall. The floor is an image texture.

Herein lies the problem. Most renders made of this elevator show a light gray section on the back wall and kind of on the side walls of the elevator. This doesn't seem to be anything in the file and it's general existence bothers me to no end. Is there any way to either eradicate it or just make it not appear?

Can you make a quick render with 0 roghtnes

@AlfonsMarklén Yeah, here you go. link

It do feel like it is the standard background color. Is the problem that it isn't a object there or is it that it's the wrong object.

@AlfonsMarklén I don't think it's the background color. Made the world color blue and it didn't affect the anomaly. I think it may be the light I have outside of the elevator, considering that the anomaly disappears when the elevator doors are closed. I forgot to mention those.

Anyway, I made it so the light doesn't show up on glossy textures. That seems to have solved it.


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How do I make sharp corners with Subdivision Surface
I got back into working with Blender recently...
I remember there used to be a function that when I dragged it, I basically was able to adjust the sharpness of corners.. I think it was applied with a hotkey... I really don't remember the name of this function.. Unless I am imagining things!
Thank you so much, if you have any suggestions for this
P.

Creasing Edges: Shift E

That's it, thank you.


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How to slap faces onto an object?
I'd like to apply, or slap faces onto an object, how do I do that? I can't remember what was the function (or plugin?) I know it's a basic tool for topology..

What you're looking for is a shrinkwrap modifier.

Shrinkwrap! That's it! Thank you.. is it part of Blender, or is that an add-on?

It's a part of blender - it's in the modifiers tab

cool, thank you very much!

But why do you want to do that? Having faves that are touching or very close will cause problems with z-fighting. Do you want to do that to add a texture? If so it is easier to add the texture as part of the material. Please exlplain what your goal is.

umm to have faces slapped on, or wrapped around an object

You want to subdivide your plane at least as much as your receiving geometry here or else it will clip inside it. Also consider this method https://blender.stackexchange.com/a/98784/86891 as suggested in the comments