text:
Why are some items not showing up in my rendered animation?
I'm trying to make some graphics for a title sequence which involves some 'T's falling down. However when I render the animation the 'T's don't show up and I can't figure out why, can anybody help?
Here is my file http://www.pasteall.org/blend/28870
Thanks :)

When I open your file and play back the animation (by pressing [Alt+A]) the Ts do not move at all. They hang above the camera and never come into the picture, thus they never show up in your render.
I am not sure why the animation behaves like this, but I have found a way to resolve the problem: Set the Start frame of your animation to 1 and let it play once. The rigid bodies will fall down from their starting position. When you set it back to 250 afterwards, the Ts will behave correctly and fall down.
Edit: It looks like Blender is caching the animation. See the orange line at the bottom of the Timeline:

The part that is cached is colored in a strong orange, the uncached part is only slightly orange. I think this cache is temporary and is lost when you close blender. If you start your animation again from a point that is not the beginning, Blender does not know the current velocities / angular velocities of the rigid bodies and could not solve the rigid body motion correctly, so it shows no motion at all instead.

Note, that you could also bake the simulation in the scene tab of the properties editor (Rigid Body Cache panel).

Sure enough I closed and reopened my project, played it once from frame 1, and it worked, thank you! :)


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Mesh with Triangulate Modifier mesh causes new faces and vertices to form with the Subsurface Modifier and Bevel Modifier
OLD TITLE: Smooth mesh to hide the low poly subdivisions
Title of the question changed, as the main issue seems to be that with the triangulate modifier and the subdivision modifier, there are new faces and vertices being created.
New question:
Using the Bevel Modifier, Triangulate Modifier, and the Subdivision Modifier, new vertices are being formed as you can see in the second image. I would like it to look like the first image, except with the Subdivision Surface modifier working, so the cutout loos smooth.
Beveling with no Limit only shows these two problems:

New Blend File:

Old question:
I created a cutout of a cylinder in my mesh. I beveled it, and it gives me this:

I would like to 'smooth' the edges to look like a nice curve, and not blocky.
I used a Subdivision Surface modifier, but:

I already tried going around using Ctrl + T, but I could not get rid of them all, and it made my mesh look messy.
Is there a better way for me to subdivide it without the vertices going nuts?

EDIT:
R.M's method below works up to an extent. It curves the cutout, but the face deforms appear still. Is this more of an issue with my mesh?

With no Bevel Limit, the corners are sharp at the front of the mesh, but the bottom still has the corners warping in. With the Angle, it makes the mesh more round/smoother, how I want it, but the bottom still has the mesh warps. As well as the front corners.

This is caused by n-gons for sure. Try to use only quad faces.

I tried, such as removing that line at the bottom, but it would only go away if the faces around it went with it.

I don't see warping with no limit. The only problem I'm noticing is that the round parts are not smooth, but you may have to go back to change this (use cylinders with more detail).

It's at the bottom for me. Three corners bevel inwards. Also, around the mesh, it appears that two faces are in the same location at some places, creating a dark shading in a few places near corners.

I think I see where the confusion is coming from: the order of the modifiers! Check the .blend file I linked: triangulate first, then bevel, then subdivide.

With that order, it somewhat helps. It creates these odd 'pulls' in a couple of places though.

More segments reduce the problem, but I don't think it can be eliminated without manually working with the mesh.

I see you accepted the answer but in comments you're not yet satisfied: if still so, I can suggest to see other similar questions with more examples and solutions: eg https://blender.stackexchange.com/questions/98369/how-to-get-rid-of-subsurf-overhangs and https://blender.stackexchange.com/questions/74922/how-can-i-make-holes-on-a-wrist-strap

Thanks! I ended up remodeling it, and beveled it a bit more to smooth it out. I had this similar problem, and manually using the knife tool, I made extra cuts so most faces had around 6-8 vertices, and the issue was fixed.

If you don't want to triangulate the faces manually, you can use the triangulate modifier. Then, add a bevel modifier, and a subdivision surface modifier:

This gives the following result:

Be sure to triangulate before subdividing!
I'm noticing that some of the circles are still "blocky". To fix this, try to go back, before you beveled it, and use a bevel modifier (not to be confused with the one above), setting a limit on the angle. Example:
No limit:

With limit (note that the less pointy edges were not affected, and will be smoothed out by a subdivision surface modifier):

Yeah, the bottom has a curved new face appearing still. I'll try the bevel modifier.

Yeah, the bottom has a curved new face appearing still. I'll try the bevel modifier. It smooths it out, but the odd faces keep appearing at the bottom, and at the front foot corner. See here

@Akados ah, I see that problem too, now. You can use a bevel modifier between the other two to fix that problem. I'll update my answer.

Did what you said, but I still get the problem. I updated my question if that helps.

source: Stack Exchange

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

sort: votes


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Exporting a fbx file into Blender and adding texture turning black
I am an absolute beginner in blender So i suspect I am missing something "obvious".  i create a simple cylinder in blender by
1) Mesh -> add cylinder
2) Add modifier -> solidify.
3) I have optionally gone into edit mode to recompute normals, recalculate outside/inside,  or performed UV unwrap.
After that i save as fbx file or just .blend file and import to unity. Thereafter, i want to add a shader/texture onto it by selecting an image and dropping it on top of the cylinder. It turns black. If i just create a red color material and drop that, it turns red.. but if i drop an image directly or by creating a shader  it turns black. For the life of me, i cannot figure out why that is happening.
I have seen some threads on baking texture in blender first, but for my purpose i need to do that in blender directly. I will appreciate any input on this.
my blender file: (https://blend-exchange.giantcowfilms.com/b/2215/)

Plz add image on what u want to say and drop ur file here http://blend-exchange.giantcowfilms.com/

Here it is : [image]

It seems that this is not Blender related but Unity which is better asking on forums for Unity.

Did you UV unwrap the mesh?  Perhaps, without that, Unity doesn't know know to apply the image correctly?  Does Unite have any options on the image for its projection (cylindrical projection, e. g.)?

It seems i had to indeed UV unwrap the image before exporting. this video tutorial helped me out: https://www.youtube.com/watch?v=dfHcMTJWmA8               However, instead of a smoot inner (and outer) surface where i can texture the cylinder, i am getting multiple planes probably because its a combination of multiple triangles. I wonder if there is a way to texture entire cylinder inner (or outer) surface with 1 image only.

@RamanpreetSingh - you clearly need to watch some videos about texturing and unwrapping. This is crucial knowledge for creating game assets. There are tons out there on youtube and many, many blogs.

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


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How do you change the starting rotation on imported OBJ file?
When I import my obj file into Blender the rotation of the actual object is not correct (like when you look in Transform > Rotation; the X value is at 90 degrees while the others are at zero)
Do you know how to change this starting value so that my object is straight?
This has become an issue since the measurements in Transform > Dimensions are not correct since blender measures the object upon initial import and now after I rotate the object to it's proper orientations.

The initial rotation is determined by the original position of the object and application that exported that file. Either rotate it in the source application before exporting, or there's not much you can do afterwards besides manually fixing it. See the techniques described here http://blender.stackexchange.com/questions/33226/object-flips-while-snapping-to-another-object-with-align-rotation-using-face-sn or here http://blender.stackexchange.com/questions/46584/how-to-align-an-object-so-one-of-its-faces-are-axis-aligned-make-an-object-upr if this helps

Obj. import operation has parameters in the bottom left of the File Browser window where you can choose which axis Blender to interpet as up and which as forward. Maybe that could help ?


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How can i round some vertex on a flat object?
I created this object but i want to make it round at the top like the screenshot. How can i make it? I know that bevel is one option but i am not sure how to use it in this object since it's flat.

Update: I created those cuts, how can i make them into a round shape now?

Does this answer your question? How to create half circular-window hole on the wall without resulting ngon?

You could add additional edge loops like this:

Be aware that the top face is a ngon, which you may want to convert into quads.

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


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How do I remove gaps between two wavefront OBJ layers?
I have generated two wavefront OBJ layers - a terrain surface from GeoTIFF to TIN to OBJ and some buildings from shapefile to extruded shape to OBJ - using Safe Software's FME.  In the FME previewer the two layers sit flush but when I import to Blender (2.78a on Windows 7 64bit) and render a scene the buildings are floating above the surface.
In the image below you can see the odd white line above the black hole of the building footprint.  I also created a single OBJ file by combining the surface and the buildings and embedded the buildings into the surface by offsetting in the Z axis by -1m. The problem persists in Blender.
Is there anything I can do within Blender to move the buildings into position?

Please use this to upload blend files.

Making normals consistent did not make any noticeable difference. The terrain is made from a 10m DTM and the buildings are Ordnance Survey buildings.

The building mesh and face normals appear to be all-over the place. Selecting all in edit mode and making normals consistent Ctrl-N does help somewhat? Are they OSM buildings?  Also your locations are ridiculous (world coordinates?)  Here I've transformed the origin to geometry of mesh and moved the mesh to (0,0,0) , scaled a bit and moved the cam/ lamp.  http://pasteall.org/pic/show.php?id=108851

Ah, the OBJ files were created with British National Grid projection hence the coordinates being such big numbers.  Setting Origin to Geometry and Location to 0,0,0 did the trick. Thank you! [I was too quick off the mark with the last comment.]

np, have you tried the blenderGIS addon?  https://github.com/domlysz/BlenderGIS it's very good.  Been playing around with an OSM importer that uses pyosmium, ... roofs are doing my head in.  Please feel free to write up your own answer I'm going to hit the hay.

Yes, I've been using BlenderGIS for creating hill shaded relief maps. Lovely effects.

The imported OBJ files were projected to the British National Grid (EPSG:27700) and as a result they were located very far from the origin. So, selecting the layer and setting Origin to Geometry and then updating the Location to (0,0,0) results in the buildings sitting flush on the surface.

Thanks to suggestions from batFINGER


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how to make same extrude to other side in object
How to make same extrude cut to I did in another side of the same object?
Like this pic here:

Please make a proper screenshot and add it as internal image.

You can try using the mirror modifier.

@LukeD hi Luke , thanks for answering .. I just want to knew how to make the same shape to the other side ?

@Akados it doesnt work very well by using mirror

What's not working very well? Maybe you need to set Object Origin to the center of the mesh and delete half of it? It's really hard to tell just from this picture.

There are many ways, tTsure that your object is symmetrical and it's origin is at the center. In the modifier options, choose which axis (x,y, or z) you would like the other extrusion to be.

Hope this helps


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Getting the actual (not default) input value of a node group for a specific user
I've spent far too long googling for this answer. :)
I have a Cycles shader node group called ProteinVR that I created using the node editor. It has two inputs:
This same node group is used by multiple users (i.e., different objects in the scene use the same node group to generate their materials), but with different inputs. So a different object might look like this:
I then load the scene from the command line like this:
/my/blender/exec/blender -b /my/blender/file.blend -P /my/blender/script.py
Within the /my/blender/script.py file, I want to be able to determine the input values (color or glossiness) of the node group for each user (object). I've found how to access the node group itself and explore its structure and default values programmatically, but I can't get the specific values being used for each user/object.
Any help you could offer would be most appreciated! First question on stack exchange... hope it goes well. :)
P.S. Blender 2.78, in case it's helpful.

import bpy

# get the object
ob = bpy.data.objects.get("NAME")

# get the material in 1st material slot
if ob and ob.data.materials:
    mat = ob.data.materials[0]

    # get the material nodes
    nodes = mat.node_tree.nodes

    # get the instance of the node_group by name of the node (not label, name)
    protein_vr = nodes.get("ProteinVR")
    # if there are multiple instances in one material, others will likely be ProteinVR.001, ProteinVR.002, etc..

    # get the inputs if node exists
    if protein_vr:
        color = protein_vr.inputs[0].default_value
        gloss = protein_vr.inputs[1].default_value
        print(color[:])
        print(gloss)

I compiled the answer from these 2, there is more in them:

Control Cycles material nodes and material properties in Python
How to assign a new material to an object in the scene from Python?

When I print(color), I get this: <bpy_struct, NodeSocketColor("Color or Image")>.
But I need the RGB values of the color (if it's a color) or the filename of the image (if it's an image-texture input).
dir(color) gives ['__doc__', '__module__', '__slots__', 'bl_idname', 'bl_rna', 'default_value', 'draw', 'draw_color', 'enabled', 'hide', 'hide_value', 'identifier', 'is_linked', 'is_output', 'link_limit', 'name', 'node', 'rna_type', 'show_expanded', 'type'].
I can't for the life of me figure out how to get the actual values from those properties. Thanks!

@jdurrant I am super sorry, there needs be .default_value of course. That will give you a vector type with RGBA

Perfect! I should have figured the .default_value thing out myself. Thanks for your help. I accepted your answer.

If you've got some extra time, I posted a related question here: http://blender.stackexchange.com/questions/77365/getting-the-image-of-a-texture-node-that-feeds-into-a-node-group :)

Is it possible to get them from inside the NodeTree itself, such as from a driver expression?

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


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Rig Edit Squashing Hands?
I've been working with this rig I made for a long time using it for a variety of characters and it has never given me this problem until now? It keeps its shape until you parent it to the mesh and then it squishes the hand and deforms it improperly.
This is what it looks like when its not parented, and as you can see, something on the rig is not right in the fingers?

And this is the result of parenting the mesh to the rig which obviously doesn't look right compared to the first.

Any advice is great because rigging is not one of my favorite things to do although it is necessary for character animation.
.Blend

The armarture is scaled Z. Related : http://blender.stackexchange.com/questions/73782/deforming-when-no-deform-is-wanted


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Issues with Eye Rig
I created this rig by myself and everything is centered on the axies but when I rotate his head to either side of him his eyes do not rotate and neither do the eye bones, the targets Rotate with the head but the eye bones don't.
Photos of my issue without rig showing, sorry.

Add a constraint to copy the rotation from the correct bone as shown:

I did this only for the left eye and as you can see below the left eye rotates correctly with the head while the right eye doesn't:


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Importing of .mhx2 ( or .obj) files possible with python script?
Does anybody now how to import a mhx2 human model into blender using python script? I alread was looking it up in the web but was not possible to find anything. The closest I got: blender script to import .obj file
Hopefully someone can help me.

you can use the following script to import mhx2 files into blender.
bpy.ops.import_scene.makehuman_mhx2(filepath="~/Desktop/myfile.mhx2")

make sure before running the script you have activated the makehuman import runtime addon in your blender.


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GPU rendering result is a white image
So I just found out how to fix the GPU rendering error I encountered (check the answer that I got in my question about fixing the error: Rendering with AMD Radeon R5 M330 gives an error that I can't understand!)
and when I tried to render with GPU I got a white image as the result.
Here is the Scene rendered with CPU (good result) and rendered with GPU (White Image):

I couldn't find the problem here.
The settings are exactly the same for both renders (except for the rendering device of course)

Do you have any post processing? It looks like a bad mist pass or similar. The elements are all there if you look closely, and the image is not just white.

Maybe related - http://blender.stackexchange.com/questions/55819/cycles-opencl-gpu-render-gray-overlay-mist and http://blender.stackexchange.com/questions/55204/gpu-render-turning-out-grey-when-using-certain-materials. AMDs can lack some features, see https://www.blender.org/manual/render/cycles/features.html

@NᴏᴠɪᴄᴇIɴDɪsɢᴜɪsᴇ Yes it is not plain white I noticed that.

@MrZak wow AMD GPUs lack a lot of features in blender! I guess I have nothing to do other than render with the CPU again. I was really excited about speeding up my renders with GPU Rendering but when I saw that table at the site u told me to see I found out that a lot of features that i'm using/planning to use are not supported by AMD GPUs . depression

Some of them can be added after some time.. After all, smoke+fire couldn't be rendered on Nvidia not so long ago too but not now. For now I suggest render all heavy data like meshes etc. on GPU and save to EXR; all the unsupported features on CPU and save as well; if using transparency correctly everything should work fine.


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extrude / solidify bezier curve
I have a closed bezier curve which forms a an area. This area should get thickness to become a tabletop.
I don't want to convert it to a mesh because I'm using the bezier curve to try out different shapes for that tabletop.
I tried to apply a solidify modifier but that did nothing.
So what are the steps needed?

Go to Properties Editor > Curve Properties Tab > Shape 2D > Fill mode Front or Both and Under Geometry > Extrude or Bevel ...

yes. worked. but hat to change type from 3d to 2d because it would only build the border but fill the area otherwise. thx!

Yes, that is what I wrote - 2D is the key :) Since 3D curve shape can become not flat there is no way how to create a surface.

https://blender.stackexchange.com/questions/180866/unable-to-extrude-svg-inside-blender/180868#180868


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Animation by adding points to a curve, with Python?
I’m trying to make an animation by growing a curve.  I have a python script like this, which is based on http://blenderscripting.blogspot.fr/2011/05/blender-25-python-bezier-from-list-of.html
import bpy
from mathutils import Vector

w = 1 # weight
Scale = 0.03

def readCoords(filename):
    with open(filename, 'r') as File:
        Coords = [[float(x) * Scale for x in line.split()] for line in File]
        return list(map(Vector, Coords))

ListOfVectors = readCoords("/Volumes/Stuff/3d/Lorenz/3d-data.txt")

def makePolyLine(objname, curvename, cList):
    curvedata = bpy.data.curves.new(name=curvename, type='CURVE')
    curvedata.dimensions = '3D'

    objectdata = bpy.data.objects.new(objname, curvedata)
    objectdata.location = (0,0,0) #object origin
    bpy.context.scene.objects.link(objectdata)

    polyline = curvedata.splines.new('NURBS')

    for i in range(len(cList)):
        # bpy.context.scene.frame_set(i+1)
        if i > 0:
            polyline.points.add(1)
        x, y, z = cList[i]
        polyline.points[i].co = (x, y, z, w)

makePolyLine("NameOfMyCurveObject", "NameOfMyCurve", ListOfVectors)

Basically I read the coordinates of points from a file, and add them to a curve in sequence.  My question is, how can I animate this process (eg. add 1 point per frame)?  I notice there’s a build modifier, but I want precise control on this, so that I know the exact coordinate of the end of the curve at each frame.

I'm not sure you can animate adding points but you could create a curve with len(cList) points all at the same location then animate moving them into place. You would have to create a hook for each point and keyframe the movement of each hook. see wiki page on hooks

This might give some some pointers https://www.youtube.com/watch?v=CkbC787SvGk

@sambler Thanks for the reply.  I’m not sure if it’s useful, but I’ll think about it.

@stacker It looks interesting.  The problem is though the same with using a build mod.  I don’t have precise control, i.e. I don’t know how the movement of the control object is mapped to the curve length.  But thanks for the link~

I had this exact same problem a couple of months ago.  The solution irc provided to me was to create a full curve and animate the End Bevel Factor.

The beginning of your curve is bevel_factor=0.  The end of your curve is 1.0.  I am pretty sure it maps from the bevel factor to the index of a control point. So if your curve has 11 points (0..10), then bevel 0.3 will include control points (0..3) .
Consider carefully if you want to animate it with a linear animation curve or the default bezier curve.

Is there any function that allows me to calculate the end point of the bevel from this “end bevel factor”?  Because I really need that…

Wonderful, Never thought to use it because of "Bevel" kinda ambigus


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Strange shading on surface. Normals facing right way, no double faces, no double vertices
I can't find the solution to this one; I don't know the correct name of the problem. The shading is different on parallel faces facing the same direction.

I've tried:
 - Recalculating Normals
 - Removing doubles
 - Tried smooth and flat shading
 - Deleting and remaking faces
 - Adding Edge Split modifier
Any ideas?
Thanks
Edit: Link to .blend:

Have you tried appling rotation and scale of the objects? Go to object mode, select all, ctrl + a and rotastion and scale.

it could be materials/texturing gone wrong... but we know nothing about that. If you can, upload a small sample here http://blend-exchange.giantcowfilms.com/ then add the provided link to your question text

@MarkKirby Applied rotation & scale, no change

@m.ardito I will upload the file now, thanks for your time

You have autosmooth enabled, you just need to disable it:

Since your objects have all triangular faces, what you see is the result of auto smooth shading which enhances those triangular shapes.
edit: to other readers benefit, I'll add that as (again) @Mr Zak pointed out, the real reason for this behavior should be "custom split normals" created by the external application from which it was imported this file in Blender.
below an image showing how to remove those custom split normal data (I couldn't find it before), and the effect on 3d viewport shading. After clearing that custom data, the "autosmooth" limit angle data is enabled again, although it is not needed at all in this case.

Thank you!
Haven't seen/heard of that option before.

It's not there by default. iirc, someone must have enabled it (but on such square shape there's nothing to be smoothed, honestly: it's usually more used on curved surfaces). There are "box sides" which still have apparently two materials on different triangles, it is sufficient to assign those triangles to the right material...

I've been working on it and it has been back and forth between different computers, so it was probably an accidental enable on my part. Really appreciate the help. Thanks m.ardito

That's mostly because of custom split normals (probably exported from another app). AutoSmooth would fix those grey normals by default, but coincidentally turning it on enables custom split normals as well. See https://blender.stackexchange.com/questions/76513/strange-black-shading-cannot-fully-light-mesh-cycles

as @MrZak says above, under the "autosmooth" you see that the limit angle selection is greyed, and hovering description says that's "unused" if there are custom split normals, but I couldn't find a way to "remove" or "revert" them in your file... I wonder if that "autosmooth" could be there because blender tried to "adapt", with its own tools, a mesh setup that you imported from elsewhere...

@MrZak Yes indeed, I imported the mesh from SketchUp, I have cleared the custom mesh data since reading the question you linked. Now the autosmooth toggle has no obvious effect.


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How translate an object with a constraint vertex position without deformate the mesh
I will simplify my problem in this question. Let's say that I have two objects in my scene: a cube and a plane.
I would like to translate the cube such that the position of the two down vertices on the right of the cube become the position of the two left vertices of the plane without deforming the cube (and the plane of course). So these vertices will share the same coordinates at the end of the process. I found this code that partially answer to my question, but in that case the effect would be the following:

while I need to have something like this:

Anyone has any idea of how to achieve this in Python?
EDIT: the objects are not aligned, they may be, but I am interested in the most general case. The practical problem is that I have a mesh of a pair of glasses and a mesh of a face. Now I want that 3 points from the bridge of the glasses share the position of three points of the nose of the face. Then, the rest of the glasses would moved property, with no stretching or deformation, in such a way that they are putting on the face. Furthermore, I can obtain the data from these two objects with the bmesh with something like this:
mesh = ob.data
mesh.vertices[1].select = True

I can also activate the debug mode with bpy.app.debug = True in the Python Shell and I can discover which is the position of the vertices I want to move. So for example they are:
mesh.vertices[43].select = True
mesh.vertices[56].select = True
mesh.vertices[78].select = True

in the array of the data of the glasses. Also I know where the vertices of the face are into the array of the face. Let's say they are something like:
mesh2 = ob2.data
mesh2.vertices[1].select = True
mesh2.vertices[10].select = True
mesh2.vertices[20].select = True

So, the situation I have is something like this:

The dimensions of the two objects don't need to be changed. It's just the position of the glasses that need to change according to the vertices of the bridge that has to be in the position of certain established vertices of the nose.
Hope now is more clear.

This method may not work for some cases since your question is not detailed enough (just in my opinion :) )
I am selecting 2 vertices (1 from the Cube and 1 from the Plane) that I assumed to be alligned by looking from your sight (as you see in the blender scene ) and getting their world coorinates. After that I am taking the difference of them to slide Cube. (Also I am assuming our objects are not rotated after created.)

import bpy, bmesh
from mathutils import Vector

bpy.ops.object.select_all(action='DESELECT')

# set active object to Cube
bpy.context.scene.objects.active = bpy.data.objects["Cube"]
# go to EDIT mode
bpy.ops.object.editmode_toggle()

# get Cube's updated vertex data
obj = bpy.data.objects["Cube"]
bm = bmesh.new()
bm = bmesh.from_edit_mesh(obj.data)
bm.verts.ensure_lookup_table()

# get world coordinate matrix for that object
mat = mat = obj.matrix_world

# get the right-bottom-closer vertex's world coordinates and save it to v1. By your sight , this vertex must have minimum x, y and z coordinates among the others.
# Additional info : if it is that vertex, its x coordinate is lower than upper adjacent , its y coordinate is lower than left adjacent ,its z coordinate is lower than further adjacent so I am searching these in the if and elif statements
for vert in bm.verts:
    minx = False
    miny = False
    minz = False
    for edge in vert.link_edges:
        vert2 = edge.other_vert(vert)
        if (mat*vert.co)[0]<(mat*vert2.co)[0]:
            minx = True
        elif (mat*vert.co)[1]<(mat*vert2.co)[1]:
            miny = True
        elif (mat*vert.co)[2]<(mat*vert2.co)[2]:
            minz = True
    if minx == True and miny == True and minz == True:
        v1 = mat*vert.co
bm.free()
# switch object mode and set active object to the plane to get its vertex data
bpy.ops.object.editmode_toggle()
bpy.ops.object.select_all(action='DESELECT')
bpy.context.scene.objects.active = bpy.data.objects["Plane"]
bpy.ops.object.editmode_toggle()

obj = bpy.data.objects["Plane"]
bm = bmesh.new()
bm = bmesh.from_edit_mesh(obj.data)
bm.verts.ensure_lookup_table()
mat = mat = obj.matrix_world

# get the left-closer vertex's world coordinates and save it to v2. By your sight , this vertex must have minimum x and maximum y coordinates among the others.
# Additional info : if it is that vertex, its x coordinate is lower than upper adjacent , its y coordinate is higher than left adjacent ,its x coordinate is lower than further adjacent so I am searching these in the if and elif statements
for vert in bm.verts:
    minx = False
    maxy = False
    for edge in vert.link_edges:
        vert2 = edge.other_vert(vert)
        if (mat*vert.co)[0]<(mat*vert2.co)[0]:
            minx = True
        elif (mat*vert.co)[1]>(mat*vert2.co)[1]:
            maxy = True
    if minx == True and maxy == True :
        v2 = mat*vert.co
bm.free()
# switch to object mode to move all cube at once , since we got every information we need
bpy.ops.object.editmode_toggle()

# move cube by their difference vector, so it will slide just by their difference value
bpy.data.objects["Cube"].location+= (v2-v1)

EDIT:
I changed my code according to specifications now it gets 4 indexes (2 from cube(or glass), 2 from plane(or face) is enough to allign them)
import bpy, bmesh
from mathutils import Vector
import numpy as np , math

index_1_from_cube = 4
index_2_from_cube = 6

index_1_from_plane = 2
index_2_from_plane = 3

bpy.ops.object.select_all(action='DESELECT')

# set active object to Cube
bpy.context.scene.objects.active = bpy.data.objects["Cube"]
# go to EDIT mode
bpy.ops.object.editmode_toggle()

# get Cube's updated vertex data
obj = bpy.data.objects["Cube"]
bm = bmesh.new()
bm = bmesh.from_edit_mesh(obj.data)
bm.verts.ensure_lookup_table()

# get world coordinate matrix for that object
mat = mat = obj.matrix_world

# get world coordinates of 2 vertices from cube that is planned to allign

v1 = mat*bm.verts[index_1_from_cube].co
v1_for_rotate = mat*bm.verts[index_2_from_cube].co
bm.free()
# switch object mode and set active object to the plane to get its vertex data
bpy.ops.object.editmode_toggle()
bpy.ops.object.select_all(action='DESELECT')
bpy.context.scene.objects.active = bpy.data.objects["Plane"]
bpy.ops.object.editmode_toggle()

obj = bpy.data.objects["Plane"]
bm = bmesh.new()
bm = bmesh.from_edit_mesh(obj.data)
bm.verts.ensure_lookup_table()
mat = mat = obj.matrix_world

# get world coordinates of 2 vertices from plane that is planned to allign
v2 = mat*bm.verts[index_1_from_plane].co
v2_for_rotate = mat*bm.verts[index_2_from_plane].co
bm.free()
# switch to object mode to move all cube at once , since we got every information we need
bpy.ops.object.editmode_toggle()

# move cube by their difference vector, so it will slide just by their difference value
# but after this operation only the 2 vertices will be alligned,
# so we need to rotate it according to second set of points.
bpy.data.objects["Cube"].location+= (v2-v1)

#select the cube again
bpy.context.scene.objects.active = bpy.data.objects["Cube"]
bpy.data.objects["Cube"].select = True

# we will rotate the cube around the first point since the first points are already alligned (we don't need to change this coordinate of cube)
bpy.context.scene.cursor_location = v2
bpy.ops.object.origin_set(type='ORIGIN_CURSOR')

# get unit vectors in order to find a angle and rotation axis
unit_vec1 = (v1_for_rotate - v1 ) / np.linalg.norm(v1_for_rotate - v1 )
unit_vec2 = (v2_for_rotate - v2 ) / np.linalg.norm(v2_for_rotate - v2)

rotation_axis = (np.cross(unit_vec1, unit_vec2))
rotation_degree = np.arccos(np.clip(np.dot(unit_vec1, unit_vec2), -1.0, 1.0))

# rotate the object around first alligned points
bpy.ops.transform.rotate(value=rotation_degree, axis=rotation_axis, constraint_axis=(False, False, False))

Also, if you can share your blend file, I think I can help better.

This helped, partially. I added more details to the question, so maybe now is more clear. The point of your solution is nice, just a pair of notes: first of all I don't need a loop to find the vertices as you did because I already know who day are (thanks to the debug mode). Secondly, should't I declare v1 and v2 like v1 = Vector((0,0,0)) before the loop for having this code works, right?

Yes, probably it will work. I will edit my answer according to your edition:D


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Render is all black
Hello I am relatively new to blender and have exhausted every outlet for advice that I can on this subject to no avail. So I am reaching out to you. I have imported a vector file of a logo with some text from Inkscape into blender and have converted it into a mesh and animated it. The scene is lit, the camera is properly placed, however when I go to render it the screen is all black (in blender render) and in cycles render it is all gray. I have tried a lot of things to fix this but none have worked. Do you have any suggestions?
EDIT
This is the link to my .blend file

Do you know how to link a blender file into the question box?

Thanks for taking the time to respond. However I am so new that I'm not sure what else to add to the post. I don't know what information would be helpful. I will try though. I also don't know how to include cropped screen shots.

@cegaton it wont let me upload more than 2 links on here. If you think a different picture of my settings would be more beneficial let me know and I will switch them. Sorry again if my question is vague I don't know what else to do. I am open to all criticisms and suggestions.

@AntonioMattei Post the blendexhange link in the comments and one of us will put it in your answer

@10Replies by blendexchange link do you mean the link to my blend file?

Select all objects with A
Go in the Object Tab, in duplication panel and Alt+Click on "none"

You also need to change your point light color (black light won't give anything).
result with white light

First your sun is black, so make it white and you will have lighting (you will see your plane. Not sure about the logo though.

To take a cropped screenshot, at least on a pc, search snipping tool in the search box on the start menu, then it should allow you to draw a box around what you want to capture and then copy that to your clipboard.

I'm on a mac, and this method was not successful. Thanks for taking the time to respond!

@AntonioMattei Type command shift 4... the screen shot will be on your desktop

@Cowcatcherer You have to have 50 reputation to comment

@10Replies I know, I just think it's silly that i can answer a question before I can comment. I would have loved to comment my help but allas I have not the reputation for such a thing yet. If it's an issue i can stop though.


text:
How can I reduce the radius of this distance calculation?
I just created the scene shown in this "tutorial" (Is it possible to dynamically reduce the number particles based on distance from camera?), where you see how to dynamically reduce the number of the particles depending on the distance to the camera, but now i find, that the radius is too big and covers the whole plane.
I would like to just have a part of the plane covered with grass, but it should follow the camera over the whole plane.
Is this possible?
Thanks for answers (and sorry for my bad english, but I'm an austrian.)

You can set the variables that scale the radius by hand. Currently the script uses:
maxDist = max( vert_distances )
minDist = min( vert_distances )

But you can use any other value and experiment with what works for your case, like:
maxDist = 5
minDist = 1


text:
I cannot add a Sqorus
I tried this method.
I am able to add "Add Mesh: Extra Objects", extras pop up but there is no sqorus.
In documentation, it says that it has an "Add Sqorus" function but I am unable to find it.
Please help :).

the documentation here is out of date.
the sqorus object was removed some time ago

Sqorus is a cube with a hole inside it.
Add Mesh -- Extra Objects -- Beam Builder
And apply the settings as shown below


text:
Vertex color problem
Here is the model: https://p3d.in/g7qa3
Problem: there is a vertex color applied to the middle ship's mesh. It came after I added the first material (the windows texture/material).
More information:
- I am using Cycles Render and UV mapping is done there;
- Ship is black, because the first material texture I added has black and white contents;
- When I first load a material, it seems to color the mesh in a random hue from its own color content;
- I have not used anything else (like vertex painting and such), all color diffusions are set to white as default;
How do I remove this nasty vertex coloring, while keeping my UV map and materials intact?
P.S. here is the file:

Attach your files here http://blend-exchange.giantcowfilms.com/

@atek done, here is the blend file

I think it would be helpful if you could add screenshots to indicate specifically what problem you are referencing in your question as just by looking at your blend file it is unclear. Also, the textures are not included in the blend - they need to be 'packed', see http://blender.stackexchange.com/questions/30906/how-do-i-pack-textures-for-sending-off-to-a-render-farm

@b0b1man WHat are you trying to achieve with vertex groups?

When you look at the 3 models in the p3d link, the middle one has black coloring on its non-textured faces. This is the color that came after I imported the first material in Cycles Render.
The question is, why in the world is this happening? Cant Blender just not color the vertices like that when adding materials?
To replicate this, just get a box, go into cycles render, make new material and put an image texture to it. Now, under Texture View, the mesh will have taken on a color from the material, without even UVmapping the object!


text:
Where can the angle for Select Sharp Edges operation be set in Blender 2.80?
Angle value for function "Select Sharp Edges" in Blender 2.79 is here:
Select sharp edges what's the angle value
Where is it in Blender 2.80?

Please do not post the answer in your question. If you found out the answer on your own, post it as an answer.

I found it, the panel to edit options of the last used operator in 2.8 is in the bottom of 3D viewport, by default it's minimized. Default shortcut to open it was also changed and now it is F9.

In the header bar > Select > select shap edges

You can also use search F3 to find this operator

Python Script: bpy.ops.mesh.edges_select_sharp()


text:
A part of an object is not visible in the camera view - how can I fix it?

After all i've done the works, but suddenly when im rendering
the plane object in my works wont show up fully.
And maybe the problem is in the camera perspective, or I dont know what happened.
Plese anyone who knows tell me how to fixed it. Thank you.

it should be the view clipping or the camera clipping, you should check these two

@LungguhIbrahim, please do not use all capitals in your titles.

Oh thank you so much for answering my question. I'll check it out. And sorry about my titles.

Im still learning blender, btw. please give me advices.

You guys are awesome! Thank you so much for helping me. Its really work.

You have to check camera clipping settings. Try to increase the End value.

Yes brother. Thank you so much.


text:
Transformation Orientation not working
I lost hours trying to make the Transformation Orientation function work, but no way. I tried all different axis, but the gizmo doesn't change the orientation. Why does it not work? I changed to 3.5 since 2 weeks ago. It worked on 2.79 before. Perhaps I miss a step on the new version?

Hello, maybe set the top left orientation to Default: https://zupimages.net/up/23/18/gz1e.jpg

The usual Transformation Orientation settings are for transformation operators(G, R, S), but the gizmo is a 'tool' so it has separate options in tool settings:

Or in the Properties Editor, Active Tool and Workspace tab:

You don't seem to have Tool Settings bar enabled in your viewport. You can right-click the header and choose to enable it:


text:
Texture with a grid of points? With Python?
Is there a way to generate a grid of points as a texture? Something like this (without the box):
And/or is there a way to create my own texture node with Python? If there's API for that I guess I can also write my own procedure texture.

A wave texture will give you a gradient from black to white. Two of them rotated ninety degrees from each other gives you a grid. A colour ramp can then adjust the size of each square, which with the gradient becomes circular at smaller sizes.
Set the colour ramp to use constant interpolation to get a sharper edge. Adjust the position of the ramp stops to adjust the size of the spots. The mapping nodes and scale of the wave texture will adjust the overall placement.


text:
Can custom properties be allowed to go to infinity?
Is it possible to allow a custom property value to go as high or low as needed?
In other words, is it possible to make a custom property without clamping it with a min and a max?

Blender does not accept infinity as min or max value for a custom property directly, only with a trick. Usualy you can get infinity (of a float) by typing float("inf") and negative infinity with float("-inf"). This works in skripts and the python console, but number-fields in Blender do not accept these values (although they can evaluate the expression, try float("2.3") for example).
What you can do instead is setting the min and max values to the smallest / largest possible number. I don't know a way to get these values in a number-field directly, but you can get them from the python console:
>>> import sys
>>> sys.float_info.max
1.7976931348623157e+308

Note that sys.float_info.min will NOT give you the smallest negative value, but the value closest to zero that a floating point number in python can represent. To get the smallest possible negative number just put a minus in front of the max value.
If you copy and paste this value into the number field, Blender will show inf as the value. This is how you get infinity.

If you click on the number field Blender will however still show a number with 308 digits, so I do not know how the numbers are handeled internally.

I'm guessing it's still limited at some point, but close enough to infinity for me :)

Going off this answer, you can just input 1e39 to get inf, since Blender will clip it off to float_info.max.  Likewise, you can use -1e39 to get -inf.  (If those don't get you inf values, just raise the exponent after the e until they do.)


text:
Is it possible to have more than one smoke simulation in the same scene?
If you add more than one Smoke domain in your scene, the first one will not make any smoke.
Is it possible to get more than one simulation in the same scene?
(For example, duplicating the entire scene, baking each simulation in separate scenes, then somehow put them all back.)
How might this be done?

Yes it is. Also, it's not limited to only smoke simulation, you can do the same with other physics based simulations too.

It is possible.
You can create multiple working domains, but the whole process seems a bit awkward and only sometimes works, without any recognizable pattern.
One way I found that seems to consistently work as expected is to create your domains on separate layers.
If you need more than 20 domains, they sometimes work on the same layer, but I have not found what it is that makes/breaks them when they are on the same layer.
Most of the time it seems to work if the one domain that runs in real time is baked first, then the next domain that runs in real time, and the next, etc.

Create domains, on separate layers. Note that Separate domains can share the same Flow objects; however, they will not interact.

Here, each domain is on a separate layer, and each flow object is visible on all layers with a domain object.
Bake each one individually:
It seems that the selected domain is always displayed above the others. Here is the domain that covers all the inflow objects selected (top) and unselected (bottom) so it's more visible that the domains share the same inflow objects:

Blender is limited to simulating one smoke domain.
The way I see to do it is make one large smoke domain surrounding all smoke simulations that you want and use multiple emitter objects. I just tested this with ten smoke emitters within the one domain.
The limitation there would be that each simulation has to use the same domain settings.
You should also be able to render each simulation individually and composite together. Depending on your scene, you may need to make sure you get masking data for objects that would pass in front of the sim.

The large domain would work, but the emitter are to far apart to work efficiency. The domain would have to be huge.. I might try some of the compositing stuff

What if you wanted each emitter to have a different color and/or material?

@Edward that depends on the result you want. You can change the smoke colour of each emitter. Not sure if that will mix well with flames.


text:
Mesh does not stay flat against same degree mesh when rotating on x-axis
I have a lego arm, and the body, but the arm does not rotate correctly.
I re-set the object's origin to be the center of the shoulder:

But when the object is rotated on the X-axis only, it appears to rotate on the Z ans Y axis as well a little.

How do I keep the mesh to stay flat against with the other when rotating?
Blend file:

New Blend file:

The arm is rotating as expected, the apparent problem lie in the fact that the plane of arm joint is not perpendicular to X axis, it is slightly inclined toward it.
The behavior you are expecting can be achieved by rotating around an axis that is perpendicular to the arm joint, it happened that the local space of arm is aligned with the plane of the arm joint, so rotating around the local Z axis of the arm will achieved what you want. Simply change to Local Transform Orientation and rotate by using R >> Z + Z.

Let us, however, assume that the local space of the arm is not aligned with the joint. We can then create a local space manually and rotate around it. A possible way to do it is by adding an empty that is perpendicular to the joint's plane, this can be done by aligning the view to the faces of the plane of the joint and adding an empty using the Align to view option. Parent the object to the empty and rotate around it's local Z axis as explained above.

For some reason, I press Z twice after R, and it stays with the global rotation.

@Akados Are you sure you set the transform orientation to local first?

Yes at the bottom, it says it rotates along the local Z axis. But appears to rotate around the Global.

@Akados Can you reupload the file?

New one added. It used to be parented to the body if that changed anything.

@Akados Looks like you have applied rotation, which canceled the case I described above, rotations needs exist for local space to do.

Is there a way to undo the applied rotation?

@Akados No, but we can use an alternative method if it is the case. Edited the answer to explain that.

Change the Order of the Euler Rotation.
If you wish to animate the rotation of the arm by keyframing in only one axis: Possibly the simplest way is to change the order of the Euler Rotation. If the order is changed to 'ZYX' the arm can be swivelled around local z axis without it being affected by its y axis rotation.
@OmarAhmad 's answer shows well the "seemingly erratic" nature of the  x, y, z rotation values with differing orders, in this case 'XYZ' as in original file.

Changing the 3D view transform orientation to local also aids to visualize it's the local z axis you wish to rotate on.

To set local X as the rotation axis.
Part 2 in response to "Is there a way to reset or rotate the arm so it can rotate correctly only with the x-axis?"
shiftS Snap 3D cursor to origin. Tab into edit mode and select all.  Make sure pivot point is set to 3D cursor and your are in front ortho view NUMPAD 1
R-90 will rotate such that x axis is pivot axis.

Tab back to object mode.
R90 will rotate the arm back to shoulder. You can now rotate on local x axis using 'XYZ' Euler.

Other methods could be to use an armature, or empties at the joints.

Is there a way to reset or rotate the arm so it can rotate correctly only with the x-axis?

@Akados yes, edited answer.

Thanks. Now I figured out my issue is that I applied rotation in a further update of my model. I use your edited method and I was able to rotate on the Z Local axis again. But when it is rotated both on the Z local and global, they both make the mesh look like it's rotating on the X Global. Is there a way to undo the applied rotation, if that will fi the problem?

Could use same method as outlined  in part 2 above, rotate the whole mesh in edit mode about the origin such that you have x axis normal to plane and y z on plane.  (or download the first version of the file)


text:
Detect walls and prevent player from jumping on them
My main goal is to have the best jumping experience - (Keep jumping up and down when spacebar is held down, longer jumps when spacebar is held longer), where there is no wall jumps.
Currently, minus a few features I kinda wanted to have, you can only jump (With the Force Motion) only when the spacebar is pressed, in a collision with an object (Walls too). This creates the ability to wall jump, which I do not want. Removing the Collision sensor makes things worse, where you can keep jumping in the air to space.

My question is, how do I use the collision sensor (if it's a good way), and to detect/prevent the player from jumping up walls?

Check my edited answer, there is the blend to download.

First your problem was that you set the ray sensor range to a kilometers (100000.00), set it to 1 or 2 (1.00), also there is no objects with "walls" propety in your file and the ray should look for ground, i set the higer floating ground to wall and you not able to jump over it, the other i change from ground to floatingGround property so this way the ray's and collisions sensors will not add 2 times the force of jumping when the player is over 2 grounds and add another set of ray and collitions sensors and motion actuator  to jump over the floating grounds.

Before edit
Use a ray sensor property ground combined with the kerboard sensor and collision sensor property wall.

PD. Its late here and this gif take to much lol.

I set it up like you have shown, but for some reason, the Ray sensor is preventing jumping. Also, does this work if I want a cube where it's sides are walls, and the top is ground?

Increese the range distance, the idea is that when the player jump and it higher than the range in the ray sensor the player will just fall, also make sure that the axis is -z (negative) in the ray sensor.

In  test that i made the ground is below the player and was able to jump higer and able to make doble jump. if you want doble ground over and below the player all you doing is wrong, firts the player will need to be not affected by the world gravity and need to set some sort of doble gravity from the 2 grounds for that the player physics should be static and you need to calculate the forces applies and update the player position with thats calculations.

What way do you recommend to create a jumping thing like this, that will not double jump, and will not jump off of walls?

This method is only working for some couple of seconds, or distance, because after some time, whenever and only when I'm above or on a ground object, I can fly jump.

Could you provide your blend file, the prefered way is https://blend-exchange.giantcowfilms.com, would be easy for me to work over your file. edit and paste the resulting link in your question

File added. I changed a few things since, but the same thing occurs after some time or distance, not sure.

That works! Thanks! A follow-up question, why do the three dots upper buttons have to be checked? What's their purpose?

Those 3 points is to activate "true level triggering", which means that the sensor will run every frame, if not checked the sensor only run the first frame.


text:
Set Simple Motion jump height limit
I have a player (sphere) with Dynamic Physics and can move around with W, A, S, D. The space bar can make it jump. I have a Sensor, keyboard, that detects the spacebar press. I have two Actuators, one is a Simple Motion, and the other is a Constraint. The simple motion has a Linear Velocity Z value of .5, With the L and AD checked. The constraint is a Location constraint, and it's supposed to limt the height of the player jumping. It's along the Z axis, and has a min of 0 and max of .5. Damping is 13.
Whenever the space bar is pressed, the player jumps and continues to go up, ignoring the limit. Once the space bar is released, it gets some sort of boost and flies higher up and faster.
What do I need to fix in order to get an efficient jump mechanism?
Or is there a better way to do this? I would like to be able to change the jump speed and height.

The constraint actuator dumping seems to only affect the aceleration of the object not the location as it says.
As your object physic is dynamic give it more mass than 1 and apply force over it with a keyboard sensor with tap option.

Can I also get rid of the double, triple, etc.. jump?
EDIT: Sort of fixed. I added a Collision Sensor to the Actuator, but when you hold Spacebar, it only jumps once until you let go.

Well, edit your question with the new info and i will be held to help you. Also explain exactly the behavior you want.

It will end up being a new question. Thanks for the current help!


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Object outline appears when using ID Mask
I have an ID Mask, and this yellow-like line appears in my render when I'm using the ID Mask node. (The line appears around the drawers on the right side os the image)

I tried using the Fast Gausian Blur node on the Mask Image to get rid of it, but the image was blurred and the line was still sharp. What's causing this line to appear and how do I get rid of it?

Did you blur mask or footage?  You can try to dilate/errode mask at first and then blur it, if you want smooth transition

Blurred the footage going into the Mix Shader of the ID Mask.

Sharpness and value of Mask controls how images will mix with each other.


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Why do my objects disappear from certain angles when played in the BGE
I am new to blender and I was wanting to make a FPS game using the BGE.
I have my character and rig setup with the right arm a different object so it can move freely while aiming.
    I set up my camera in front of the seprate arm and when I played the game, the arm disappeared. When i viewed the arm from different angles and played the game, the arm appeared as normal. Does anyone know why this happened? I have some screenshots to help explain the problem.

The first image is the Normal view.
The second image is Viewed from first person.

Thanks in advance.

Sorry I forgot to add this, but I already adjusted the clipping on the camera and view port with no change.

Is it possible you could upload a .blend?

How do you upload blend files? Sorry I'm new to this website

I'm not entirely sure why this is happening.
However, I found that joining the arm mesh to the rest of the character mesh (with ⎈ CtrlJ) (and joining the two armatures, also with ⎈ CtrlJ) fixed it.

My first thought is that the BGE's view frustum culling was hiding the arm, but if that's the case, I'm not sure why it doesn't also hide the entire character..

This happens when the original bounding box (frame 1) of the skin mesh is outside the camera's frustum. The bounding box will not be updated (for speed reasons).

@Monster In the version with the joined armature/character, it works even when the camera's frustum doesn't intersect the character's un-posed bounding box. How come?

I guess the bounding box is bigger than before. You can see the bounding box by enabling Game/Show Physics Vizualisation. It is the physics box, but it does not change too. (it is not visible when Physics is disabled e.g. set to Ghost))

I've been having the same problem but have realised that it has to do with clipping when it is set too high.
The default is 1000m and that works fine with new Blender projects but, for some unknown reason to me, you will have to lower your clipping distance from 1000m to 500m to see the meshes. 500m works for me but you can change it to whatever works.
This isn't a total fix, but it works for me and should hopefully for you.
King regards,
Mallard


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Why isn't my hair connecting?
This is my first time using hair particles and I've managed to figure out many of the settings, but I can't for the life of me figure out why it's sitting above the emitter. I tried checking the B-Spline option as a similar post has as an answer, but it didn't do anything (If anything, it made the gap worse). Are there any other solutions?

It looks like your subdivision surface is on a lower level than the particle system. You can change it in the Modifier tab.
Compare these two pictures:

I'd already applied the subsurf, so it's not that. I'm honestly stumped. I've been changing random hair settings in the hope something will work, but so far I haven't found anything relating to root height.

Maybe in the particle systems tab, 'Render' section, the Start timing has an offset?

Nope, it's 0.000


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Texture previews properly in material preview but not render preview
material preview and object shaderI have set up a texture as described here Tapering Textures with Nodes which works in material preview but which renders and bakes black. I have set up the render preview with lighting and the same hdri as the material preview but the issue persists. How can I fix this?

If you could include screenshots of your node setup, shaders, viewport, outliner, and anything else relevant to the issue, it would be a lot easier for people to help you.

Thanks I have added some screenshots now. Let me know if anything else would be useful.


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Geometry Node understanding
This nodes can show the faces connected to a selected edge of a cube , but I do not understand why ... boolean value becoming float value are used in different context ... probably it is necessary for me understand to go deeply in the power of Blender Geo Nodes , thank you very much for an help

Connecting bool results and value to group output always 0 is showed also if 2 faces are showed

It is not clear what your question is. 3 quick notes : (1) If you use a boolean as a float, it will be interpreted as 0.0 for false, and 1.0 for true. (2) Index is a contextual node, it provides index of vertex, edge, face, ... depending on what it is plugged into. (3) You can Evaluate on Domain with boolean instead of float.

You should probably learn how to use the viewer node and the spreadsheet. A lot of these questions would be answered by that.

When you "evaluate on edge", you're getting a boolean result for that edge.
A boolean is either true (=1) or false (=0)
When you convert boolean to float, those are the values you get.
When you change a result from "edge domain" to "face domain", this result is interpolated.

A face has many edges, and only one of these edges evaluate to true (=1)
So the face result is 1/n where n is the number of edges

Faces with all edges = 0 have value = 0
Faces with one edge = 1 have value 1/n
Faces with all edges = 1 have value 1

So you're using a math trick to select faces whose value > 0, meaning at least one edge is different from 0.

In short...
Boolean to float:

True = 1
False = 0

Float to boolean:

<=0 = False
>0 = True

Changing domains interpolate the values.

Here, a viewer node can show you the interpolation:

In the spreadsheed, select faces
Notice the 0.25 values (they're 1/4 - each face has 4 edges)
Must use the original geometry because you're comparing with indices of the original geometry (after separating, the indices change)

Thank You Daniel , but why in the spread sheet no true value or float > 0 happens for the 2 faces ? if I connect to group output the values from last greater than node

These values will only appear in the spreadsheet if you use a "viewer" node or if you "store named attribute".

@MarcoGreco, see a viewer node showing the interpolated values in the edited answer

First, you select the edge of index 9 (Edge extrusion is a popular way of displaying selected edges, because as you can see there's no coloring of boolean edge attribute):

Imgur mirror (SE image hosting has problems)
Then you're making an implicit coercion of boolean to float (adding zero to show it has nothing to do with changing evaluation context):

Imgur mirror
The reason "Evaluate on Domain" node often uses float instead of boolean socket is that boolean domain interpolation doesn't always have a satisfying behavior.
If for whatever reason you're evaluating a field in a face corner context (e.g. "Distribute Points on Faces" evaluates selection in corner domain), but you still want to select an edge, you need to pass that through "Evaluate on Domain" node, because you don't want to select the face corner #9, you want to select the edge #9 (unfortunately on the GIF below the face corner #9 happens to be at one of the edge #9 ends, but this is just a coincidence):

Imgur mirror
You can notice there are overlapping "True" and "False" there, because 3 corners live in the same place (and sadly Blender isn't smart enough to offset captions towards face centers).
Likewise, the 2nd viewer displays both "0.5" and "0". But why "0.5"? When changing domains, the values have to somehow translated between them, which is called an interpolation. Aside from boolean type, it all* works the same: take the average of all connected elements of the domain you're switching from. Every face corner has only 2 connected edges (the vertical edge is shared by face corner's vertex, but is not a part of its face). Therefore one connected edge evaluates as 1, the other as 0, the average of the two is 0.5.
What you're doing is evaluate a field in edge domain, interpolate to face corner, and then interpolate again to the face domain chosen in "Separate Geometry" node. On above GIF the corners of the top face evaluated to these values:

0.5
0.5
0
0

So the average for the top face is ${0.5 + 0.5 + 0 + 0 \over 4} = {1 \over 4} = 0.25$:

Imgur mirror
Therefore this face will be selected with a node "Greater Than: 0" - which node doesn't need to be used because that's the float to boolean implicit coercion. Apparently in your case indices are different therefore your top face isn't selected.
* - as of the time of writing this answer

What tool do you use to make these gifs?

@DanielMöller ShareX


text:
Motion tracking with bad footage
I've been trying to work on a shot that was not meant for 3D at first, just trying to add a few 3D objects inside. I made that before on other shots and got results I'm happy with, but this one is hard. I manage to get more than 8 tracking points, either manually placed or automatically detected, and can get a solve error below 0.6, but the end result is always off, even the best looking one make the object look like they are sliding. I think this is partly due to the footage defaults :

It's at night, so quite dark above ground
It gets blurry when there is movement and focus is overall not very sharp
It has a panoramic movement in the middle (around 80° rotation) but was not made with a tripod (it was a monopod, so it's not very steady but it's also not moving that much)

To my understanding, this last point may be the worst, since both tripod and classic solve algorithm will be confused, either by the amount or the lack of movement around the origin of the camera.
My questions are :

Is there anything to do for footages that simply rotate without being on a tripod, or is it correct from me to assume this makes the whole thing impossible ? Is there a better solve algorithm in those cases, or does it entirely depends on the footage ?
Is it common to get solve error below 0.6 and still having most points clearly off in the camera view ?
Is there something that seems awfully off in my workflow ?

(Edit : here is a link to the video on youtube, sorry for delay)
Here are some additional details :

It's a cobbled sidewalk lit by street lighting, so there are some details to track.
Only a few details are visible through the whole clip (maybe 3-4 trackers), but I think it does not really matter
The panoramic part is clearly the one with the most erratic tracking, it's also the one where it gets the most blurry and where the monopod moved the most
Something that confuses me is that when I place points by hand, I follow them through both the track reprojection on the n-tab and the main view locked on the point position, so in both case I can see how much steady they are : it's quite good, I've managed to get correct camera movement with worse trackers before. And even with a solve error around 0.6, trackers in the 3D layout are way off the objects they have been tracking.
I think I tried to use most of the parameters of motion tracking in Blender, and that I mostly understand them. I checked all points from the great answer to this other question (appart from those about the original footage).
I tried various methods (either tracking point by point manually, auto-detecteting features and selecting only the correct looking ones, spamming as many trackers as I can get, and then cutting through those with few frames or big errors), with various motion model (Loc, Loc+Rot+Sca, Perspective), with between 3 and 10 iterations each time to erase tracks with big error and retrack some when this leads to a lack of tracks at some point (yellow/red areas in the timeline). I also tracked with different sizes (from 30 to 100 pixels).
I used both Keyframe and Previous Frame matching, everytime with Prepass enabled. I tried with Normalize but it does not change much, and since lighting is stable through the clip I don't think it matters. Tried limiting to Red color channel, since it's where contrast is at its most but appart tracking speed improvements I didn't notice much.
I don't know the focal length used, I let Blender guess most of the time. I tried with various combination of Focal Length / Optical Center / Distortion either defined or refined, but it did not change much either. Some Focal Length give better solve error (around 30mm and around 150mm), but the points are still off in the end.

Here is the last frame of the clip, to give an idea :

To illustrate my interrogations on the relation between solve error and actual offset, here is an example : the overall solve error is 0.57, both point have an average error of 0.42 and 0.41, and we are on the part with the least error according to the blue curve. Both points are tracking the little white dots below them :

Note : this is my first question here, so please point out if there is anything wrong.

It would help to see the footage (youtube ? no solution here sadly). I'd say your focal length is either 28mm or 35mm for a full frame sensor, I don't know what device you use. You don't want to use tripod solving if not on tripod, for sure.

@Lutzi it was a camcorder, Sony AX53, so no precise objective focal length. It varies between 26 and around 530mm (for a 36mm sensor), though I'm not sure if those are only optical or if the digital zoom is included as well. There's no way to get it back from metadata, and I do not know if it was shot was zoomed in a bit, a lot or at all. I'll  look into a solution to share the footage. Thanks for the info on the tripod solving, I'll stay away from it for this one.
(Also updated the title, thanks for pointing it out !)

Not sure what the question is about. More and more accurate tracking points will probably improve the situation(try 50 instead of 8), if it has stabilization or digital zoom, that's probably going to be a problem, but that's something obvious. If you wanted help with specific situation, without seeing the whole footage people are not going to be able to advise.

You ultimately only need 3 well-tracked points on a surface to do a planar track, whats stopping you from just manually adding three points to some of those high contrast white dots on the ground there, moving through every 5-15 frames or so and adjust them individually until you've got it tracked. Don't get too caught up in the technical details of trying to fine tune the Blender auto-tracking features to do it all for you. Sometimes just brute forcing it is the simpler option. Doing it 50x a week, not so much. but for one shot it's probably fine to spend 30mins grinding it out.

Added a link to the footage on youtube so you can see it.
@MartynasŽiemys I had 20-30 points when manually tracking, and 80-150 when auto tracking. You are right, the more tracks I get, the better the error solve is, but it still feels like sliding around.

@Jakemoyo I'm not sure if you mean tracking the dots in motion tracking tab, or adding points in 3D world and aligning camera myself. If it's the 1st option, Blender tracks them very well already. I don't think I could get a better result. The problem comes when applying the "correct" tracking to the 3D camera, then the reprojected trackers are off from the camera's background movie clip. If it's the 2nd option, I could try that, thanks !

There is very little movement to solve the camera parameters from, so any slightest error in tracking is going to be a problem. I would make as many markers as possible and make sure every single one is perfectly tracked, adjusting frame by frame if needed and removing anything less than absolutely pixel perfect and then just hope for the best. If it works it works, if doesn't it doesn't - like you said, it's bad footage for this. It's not that the footage itself is the worst, it's bad that you know nothing about the camera.

@MartynasŽiemys OK, thank you very much for your answer. It could be a solution, I never had exclusively perfect trackers, I often included some that "looked steady" but may not be pixel-perfect steady. I'll try this !

I'm not sure if this helps in this case but you could try to make an object track instead of a camera track. the process is the same, you just have to enter that you want an object track before tracking (https://youtu.be/grclmlKzwY4?si=Ng-tgDv4KUPmwCr0). You could choose the Ground as the Object.

I had to track some very blurry shots before and In general large trackers work the best in these scenarios. Always remember that only the centre of the track is actually important, blender does not care if the feature is otherwise nicely tracked as long as the centre stays on target. This is one of the best tutorials/demonstration I saw of this *technique" (https://youtu.be/g8uVZYFIKJA?si=kwtVPYwxNZa0wnVd)

To keep this up to date, Martynas and Marius' comments put me on a good way. I managed to get a tracking I'm happy with by both (1) being very rigorous with the tracker placement (both by checking myself for misplacement, and setting a higher correlation, around .85) and (2) using much bigger tracks (50-200px), which helped both the autotrack and myself identifying patterns.
I didn't know about the object tracking, I'll keep that in mind. I already saw the blurry tracking video but am dumb enough to forget about it, thanks for the reminder !
And thanks everyone for your good advices <3


text:
Displacements on the top face of the cube without breaking the continuity of geometry
I've been trying for a couple of days to create a reusable object for my girls to build a diorama-like worlds. I'm stuck with the water and its displacement.

I set up a cube as a modifier of a plane in Geometry Nodes, then subdivided it into a couple of pieces, gave it a displacement material ("Water").
In material's Shader Nodes I set up a hand-made displacement, basically by separating the top faces by Z value, and multiplying their corresponding normal vectors by some constants, before sending them to Displacement in Material Output.
The outcome for such generated cube is nearly perfect (bumpy top & smooth sides of the cube), but somehow displacement doesn't work on vertices lying on X-axis, with Y coordinate at 0 (see the screen attached).
For a generic cube (placed via Add > Mesh > Cube) the "Water" material displaces only internal vertices of the top face, leaving vertices lying on the edges of the cube intact.

I'm clueless how to fix this or where to go further. What I want to achieve is:

The top face bumpy and displaced, without ripping the continuity of the cube "below" it.
All other faces left untouched, smooth and clear, with their normals pointing outwards
All done in one "Water" shader, with the source geometry in geometry nodes (there will be additional objects there with time, so it will serve as a reusable, parametrized diorama base)

The displacement part of the shader looks like this:

Any help would be appreciated. If the only solution for my challenge is a piece of code, I'm ready for it too - although I've never used any in Blender, I'll be happy to learn something new.
Here's the link to *.blend file on my Google Drive, it may save time creating nodes from the scratch: https://drive.google.com/drive/folders/15gd8YdXDE67TjU14P8nIg9NuxP31QdS-?usp=sharing
EDIT 01: Here's a picture of the same displacement node setup, but with a  Normal coming from Texture Coordinate node:

(I do not have access to Blender right now, so what follows  is just speculation...) I am suspecting the issue is with the normal computed along edges between perpendicular faces that is "unpredictable" (i.e. very sensitive to the point sampled by the Geometry node). I would rather suggest to store an attribute in the GN modifier based on the normal computed in Face domain. Evaluated in Point domain,  it should be 0 (or very small at least) on constant-X and constant-Y faces. And it should be greater than 0 on constant-Z top faces.

You can also try to recover the Normal using a Texture Coordinate node, instead of a Geometry node. See e.g. Set material based on face orientation

I will take a look in a moment at both of your suggestions. Just writing with a quick check with normals from Texture Coordinate node: they are apparently interpolated as they yield a funny, inverted pyramid-like shape growing up at edges of the cubes, but at least the same in both cases :)
Don't know how to drop a picture of it here, in comments.

OK, I got it. Thank you, @StefLAncien for lighting the spark of inspiration! I just needed a slight push out of my catatonic state :)
Here's what I found out:

The normals are interpolated, so near the top edges of the cube they are slanted towards 45deg and the Z Up face normals are rather (0.707.., 0, 0.707..) than being the expected (0, 0, 1) - thus the pyramid shape.
So, instead of of using the normal provided by Geometry Node, I replaced it with a made-up (0, 0, 1), pure Z Up normal for the top face.
I switch to Z Up vector only when the Z coordinate from the input normal is > 0. This means, in particular, that it might be 0.707.. near the edge, and 1.0 in the centre of the top face.

The modified SN with the switch Normal <-> Z Up and different sources of normals to quickly switch between (on the left):

Here's the result:

Now, the sources of normals this approach works with:

Geometry > Normal: works as expected for both cubes
Geometry > True Normal: doesn't work for neither cubes, giving the result from my original question
Texture Coordinate > Normal: works as expected for both cubes
Attribute > Vector: stored in GN normal works as expected for a cube generated via GN, which is obvious as the other one doesn't have the needed attribute. The normal attribute stored works only in Point and Edge domains, but not in the Face domain.

The modified GN with attribute storing:

I will upload the working Blender file on my drive in a moment.


text:
How to set cursor position in the text editor?
I found bpy.ops.text.set_cursor(), which looks like what I want, however it always sets the cursor to the end of the file.
import bpy

class CommentLineOperator(bpy.types.Operator):
    bl_idname = 'text.comment_line'
    bl_label = 'Comment a line'

    def execute(self, context):
        t = bpy.context.space_data.text
        cursor_x = t.current_character
        cursor_y = t.current_line_index

        if t.select_end_line != t.current_line:
            # if there is a selection already, use default behavior:
            bpy.ops.text.comment()
        else:
            bpy.ops.text.select_line()
            bpy.ops.text.comment()

            print(cursor_x, cursor_y)
#            bpy.ops.text.cursor_set(x=cursor_x, y=cursor_y)
            bpy.ops.text.cursor_set(x=0, y=0)

        return {'FINISHED'}

def register():
    bpy.utils.register_class(CommentLineOperator)

def unregister():
    bpy.utils.unregister_class(CommentLineOperator)

if __name__ == "__main__":
    register()

Running the above in the text editor and assigning the newly created text.comment_line operator to a shortcut and subsequently using that shortcut in the text editor will comment the line, then move the cursor to the end of the file even when I manually specify position 0,0.
How can I move the cursor in the text editor properly?

cursor_set is used on mouse clicks and invoked with region xy coordinates not line/character - i think there is no operator or api function to do that - the functions are already there. You might ask a blender dev to add it. Btw this is a (incomplete?) patch i wrote in july. Don't know if it works.

Well, it seems it does..

@pinkvertex That looks perfect! Do you plan on submitting this for inclusion in master?

I submitted a diff.

Yep, cursor_set appears to use a mix of 'space_data.top' and 'space_data.visible_lines' and is a might confusing.  However you can use
    bpy.ops.text.jump(line=1)
    bpy.ops.text.move(type='LINE_BEGIN')

Will move the cursor to the beginning of line 1
    bpy.ops.text.jump(line=10)
    bpy.ops.text.move(type='NEXT_WORD')

moves to the first word in in line 10, where you would add a comment #

I'm attempting to put the cursor back were it was before the operator was called. Repeatedly calling text.move(type='NEXT_CHARACTER') seems to work when commenting, but oddly enough not when uncommenting..? (code). Do you know how to properly use set_cursor()? Or perhaps why text.move(type='NEXT_CHARACTER') doesn't work as expected?

I'd work with 'FIRST_WORD' as a starting point, and then work with x as though python wasn't indented.  You know the cursor location where you were before operation, and you've either added one or removed one.  Move by words until you find the range, then by characters.   Will do a grep on set_cursor to try and find how it works.  It appears to jump to top + visible_lines and takes no notice of x and y.  I recall something similar on BA in the deep recess of the back of my mind.

ie index by line, word, character   in most cases the cursor will be at, for instance, line 3, word 3, character 4 after the operation too.

In some cases 'NEXT_CHARACTER' seems to jump 10 extra characters, but it's not consistent. Sometimes it doesn't jump any extra, and sometimes it only jumps a few extra. It works without issue in in the comment_line operator, but does all kinds of weirdness in the uncomment_line operator. I can't see what the difference is..


text:
cycles bake progress in python
This is asked here as well, but since that is a year old... is this possible by now to get the bake progress trough python ?

Hi. A question being old is not a reason to re-ask it.

i wanted to comment on it but i couldn't...


text:
Rendering an animation then saving it as a video is black
I asked this question a few weeks ago, but I guess I didn't explain it enough. I am a programmer so sorry if this is a stupid question.
I have a scene with a camera that has an animation fully setup. I was told you can go to render animation with that object that has the animation selected to quickly render all frames of that animation, however when I do that all I see is black, besides a few objects in my scenes that have a "glow" material.
I have a light "sun" pointing towards everything else, so it should be rendering the light, but for some reason it is not. The thing that confuses me more is that when I got to the bottom of the 3d editor to select show in "solid", "material", "wireframe", and "rendered" all those, in rendered it shows up fine.
And just to be clear cause people in the previous post seem to think I'm talking about the video being black, I'm not. I'm talking about when I go to "render animation" in the rendered tab it renders the animation frame by frame as black.
If you need screenshots or even the file let me know and I would be happy to send it.

Please post to http://blend-exchange.giantcowfilms.com as Duane said.

Camera icon next to the sun lamp is not grayed out, and here is the .blender uploaded  never used it before so sorry if I messed something up

https://blender.stackexchange.com/questions/81225/blank-final-rendering


text:
UV unwrapping and Glass texture
I am currently making a syringe in Blender. One problem I have is the material. It looks very unrealistic. Yes, I know that they are normally made out of plastic, but this one has to be glass. Here is my Node Setup:

Also, more importantly, I have the unwrapped a texture onto the glass. If I am moving only the faces with the texture around, it only allows me to put the texture until a several point/line. A video about my problem.
At the end, I want the whole texture look like this, except the main thing, where the fluid is in the glass. Currently it looks like this:

Here is the .blend file

Could you provide blend file to: http://blend-exchange.giantcowfilms.com/ and add it to the question?

Looks much better now! Thanks! But it is still not perfect. If anyone still has suggestions how to improve it, I'd be happy. Additionally, the UV problem still exists.

You desperately need an HDR background (in the world settings).
You can find free HDRs all over the internet but I personally prefer Greg Zaal's because he actually releases high quality, free ones:
http://adaptivesamples.com
Add an HDR with an environment node in the cycles world settings something like this:

A single ground plane will help a bit, but this is how you need to really get better looking glossy materials if you don't have an entire scene already filled in.
You can read about this technique and other material techniques here:
http://www.blenderguru.com/articles/making-better-materials/

This isn't what I was Looking for exactly, but it kinda helps. Thanks!

Since this project isn't in my interest anymore I mark your answer as accepted since it really helped me out!

Usually, making glass/glossy materials in a blank scene will make the object look dull, because the light bounces off the object and his the background, which is all the same colour. Try adding a plane for the ground and see if that makes it look better.

actually there is a plane beneath it, as you also can see in the .blend file.

authors: Віталік Кучарський


text:
My loop cuts are not going around my whole model
The loop cuts aren't going around the model as you can see they stop once it gets to the floor I checked for NGONs by selecting by trait and none where found I'm stumped.


text:
3D sound via python in the BGE?
I can't seem to get 3D sound working with audaspace.
It works fine when using the logic brick, but I'd like to use python directly if possible.
I'd like to have positional sound relative to the player object:
import bge
import aud

sound = aud.Factory.file(bge.logic.expandPath('//laserfire01_mono.wav'))
scene = bge.logic.getCurrentScene()

def main(cont):
    own = cont.owner

    sound_device = aud.device()
    sound_device.distance_model = aud.AUD_DISTANCE_MODEL_LINEAR
    sound_device.listener_location = scene.objects["player"].worldPosition
    sound_device.listener_orientation = (0,0,0,0)

    sound_handle = sound_device.play(sound)
    sound_handle.location = own.worldPosition
    sound_handle.distance_maximum = 12
    sound_handle.distance_reference = 1
    sound_handle.attenuation = 12

There are no error messages, but the sound is still "2D"; there's no falloff or doppler shift.
Here's a simple test .blend and sound file.

It seems handle.relative defaults to True. Setting it to false fixes the lack of attenuation, but to get doppler shifting you must tell audaspace the velocities of the source and listener objects as well:
import bge
import aud

sound = aud.Factory.file(bge.logic.expandPath('//laserfire01_mono.wav'))
scene = bge.logic.getCurrentScene()

def main(cont):
    own = cont.owner

    sound_device = aud.device()
    sound_device.distance_model = aud.AUD_DISTANCE_MODEL_LINEAR
    sound_device.listener_location = scene.objects["player"].worldPosition
    sound_device.listener_velocity = scene.objects["player"].getLinearVelocity()

    sound_handle = sound_device.play(sound)
    sound_handle.relative = False
    sound_handle.location = own.worldPosition
    sound_handle.velocity = own.getLinearVelocity()
    sound_handle.distance_maximum = 100
    sound_handle.distance_reference = 1


text:
180 degree bone rotation stutter problem - chained Action & Driver rotation
There are a number of posts referencing 180 degree stutter/flipping issues and resolving them by using a driver in-place of a modifier/constraint - which seems to work OK for a 1-to-1 relationship. However - I have a case where a bone rotation is being driven by another bone rotation which in-turn is being driven by an action controlled by a master bone rotation.
I have a vehicle (mock up shown) with a small wheel, a big wheel and a control stick. When the stick rotates left/right the vehicle moves (translates) left/right and the wheels rotate left/right.

[Small Wheel] <--{driver x 1.2}-- [Big Wheel]  <--{action}--  [Control Lever]
The Small wheel is driven 20% faster than the rotation of the big wheel - with a simple driver expression: var * 1.2. If I rotate the Big Wheel bone manually the Small Wheel bone rotates correctly without issue.
The Big Wheel is driven via an Action which also moves the vehicle, which is controlled by a master Control Lever bone.
The Big Wheel visually rotates correctly when manipulated by the Control Lever, however - the Small Wheel now exhibits a stutter when the big wheel passes 180 degrees.
I know I can work-around this by using a driver for both wheels, or by using an action for both wheels - both driven by the control lever, however I am trying to replicate existing behaviour in another application - which this configuration is based on.


text:
Baked normal map/nodes creating incorrect shading at seams (Cycles)
Many questions have been asked about this, and I tried all their answers, and nothing for me has gotten rid of this error.
I've been following this video for the skin shader.
I baked a normals map for my retopology character. I made tons of textures, and shaders, and now that I'm ready to render in Cycles, an inverted-like shade has become visible at the seams, like an inverted checkered board.

It still shows in the final render as well, and Flat/Smooth shading won't change anything either.

How is this issue caused, and how do I fix it?
EDIT:
A view of the normal map as a texture, without any normal map displacement.

EDIT 2:
Here are a few more textures to reference from.
EDIT 3:
I changed the Normal Map Node's Tangent Space to Object and World, as well as the others, and it fixed the odd shading, but it left lines where the seams are. As well as the lines, it completely messed up my normal and displacement maps on the front. The best overall look (except these awful shading lines/boxes) is the Tangent Space.
EDIT 4: Normal maps/settings
Old, as in the one used in all other pictures, new as in just out of the oven.

Do you have splits in your geometry at those seams?

Splits? No, all vertices are merged together except the eye sockets (Not visible at this angle, and not a problem) and the bottom of the neck.

Looks like the image map is not tiled to match the seems. check to see that the image edges match up.

Added an image. The normal map as a texture appears fine.

clean/delete the seam with in the UV editor under options tab

Where is the options Tab located? I found on on the 'T' popup, but has no clean/delete options in the UV image editor.

in the UV editor side panel TOOLS tab at the bottom of the panel

That didn't change anything. With or without the seams, the bad shading is still shown.

I'm sorry, back to my first answer. What dose the texture map look like?

Texture map? The skin diffuse? I took a few, take a look here.

Try muting either the bump node or the normal map node and see if the seams go away.

Yes, they go away without the bump/normal node setup. Specifically, only without the Normal Map node.

Created in Blender Render mode, selecting the low poly mesh then shift select high poly. Bake settings = mode to Normals, Normal Space: Tangent, Selected to Active, Clear, Margin 6px. Distance: 10, Bias: .001. Split: Automatic.

Sorry, didn't edit my comment soon enough, I meant high poly then low poly.

In general seam should be visible on the normal map itself, but be invisible on shading, see https://blender.stackexchange.com/questions/16354/why-normal-map-baking-break-at-uv-seams. As I see islands aren't intersecting on UV map, but looks like for some reason tangent space treats those seams incorrectly (because according to UV map there should be seams on map itself visible). Try setting Bias to 0. Try checking if islands on UV map aren't placed somewhere next to each other. Other than that create simple version of the model and share it here

Silly enough, setting the Bias to 0 did fix the shading issue. If you'd like, please post that comment in an answer and explain why this occurs. I'd like to know why.

Well, Bias controls one side of what will be baked, Distance is for another. While it's clear why Bias removes some details from highpoly which didn't manage to fit, it doesn't really explain seam in the middle. My only guess is that for some reason it interferes with UV map creating difference between normal map on one side of UV island and another one. See some info about differences between them https://blender.stackexchange.com/questions/55279/whats-the-difference-between-bias-and-distance. You can add answer just as well


text:
Tracking scene moves markers from points in 3D view
I tracked a scene, solved it, and used a Refine Solution Addon to better my track, and got a solve error of .0018. I set the video as the background and set up the tracking scene by clicking the buttons. I began to notice on the 3D view, the markers are not on the tracks. As well, I set the floor to three points on the table top, and in the final render, the cube added appears to be floating. I'm not to sure why it's off. Is there a way to fix this, so the markers are on the tracks, and the box does not float?
The markers are parented with the camera, and so they won't get positioned correctly if I move the camera to a certain spot.

Did you change lens focus or other camera settings after solving? Also there is "render distortion" checkbox in background image settings (N-panel in 3D view)

Does your scene have the same dimensions (X, Y) as the input footage?

The focal length is the same still, and the scene should automatically obtain the x/y as the footage, with the set up tracking scene? And the tracks move with the camera, as the footage stays in the same position, so rotating the markers/camera doesn't change anything.


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Mesh with full weight moves less than bone, and moves another mesh with no weight
So The object on the left has a full weight and it moves slower than the bone when they are both moved. The second mesh has a weight of 0 for the bone on the left and does not move like it's supposed to. The mesh on the right has a full weight for its bone (right bone) and does not move when its bone is moved, yet the mesh on the left does while having a weight of 0.
I tried removing the armature modifier on both meshes (as you can see, one still does not have the modifier) and re-applying them, but the same issue is occurring. I even deleted the bones, created new ones, re-positioned them and still a fail.
What problem is occurring and how do I fix it?
Also, there are two spheres that contain these objects and they move the same speed as the bones do when moved, and don't move the one on the other side.
EDIT: Here is the .blend file.

In edit mode, if you select a vertex you can read - in the "N" panel - all the weighted bones, so to understand why the vertex is moving that way: if you want the vertex to move exactly with a bone it should be weighted to that bone only (even if the weight is not full 1.0).
If this does not resolve the problem I think you should upload the file.

Thanks for your reply. I don't think that changed much, for when one vertex was set to have a value of 1, it didn't move more than the others. I'll upload the file.


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The array modifier isn't affecting the curve modifier, causing an offset
The array modifier isn't interacting with the curve modifier, resulting in an offset. It's not aligning with the curve.

the view looks different in edit and object mode

in object mode it looks like this.

What have you tried already? It's a bit easier to solve your issue if you show us more of what is actually going on, what your modifier settings are, what you're aiming for etc.

@Jakemoyo "I'm following this tutorial and have followed all the steps exactly as shown."https://youtu.be/OhzcCsR_EO0?si=q5qKON55qD2W3PIx

Make sure that the location of the object is the same as the location of the curve, if it doesn't solve your problem please share your file

@moonboots its working , Thank you for considering my request

Make sure that the location of the object is the same as the location of the curve. To do that you can select your curve, press ShiftS > Cursor to Selected, then select your object and ShiftS > Selection to Cursor.


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boolean modifier round edge edge

when i try to use the boolean modifier i am getting this weird edge, but i need  sharp edge, i don't know why this is happening
i tried extruding the face along normal , but still it have the artifact

hello, what is the final goal? Static character? Animated character? You don't need a boolean for this shape, just extrude some edges inwards

Do you have any other modifiers on this mesh?

I have Mirror and subdivision modifier, @TheLabCat

@moonboots Why the Boolean is not working, I have Mirror and subdivision modifier on the object.

Please share your file

The Boolean modifier is working, but because of one or more of several things, possibly including what order the modifiers are in, you’re not getting what you want in terms of normals.

@moonboots i tried extruding theface along the normals but  still it have the artifact

Please share your file, your topology doesn't seem optimal

https://we.tl/t-PaHYmb3FCR  ,@moonboots

You should use a more traditional topology, mostly quads, no Mark Sharp, bevel the edge that you want to keep sharp

@moonboots i changed the topology now its working , thanks


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Objects become invisible in material preview mode
All objects are visible in solid mode. When I switch to preview, absolutely all objects become invisible, but at the same time I can see them if I switch to camera mode. I tried switching EEVEE and CYCLES. I have an AMD video card, but when I open another file and transfer the model there, all display modes work correctly, so I think the problem is not in the drivers.

hello could you please share your file? https://blend-exchange.com/

I've never used it myself so don't know its function, but you have Render Region checked on the View tab of the N panel. Uncheck it to show your objects.

Omg, thanks. There are a lot of settings in blender

Yes indeed! That one is detailed under this section in the Blender Manual below the Passepartout entry.


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Snap multiple selected edges independently and not proportionally
I have the given design however the back part (edge highlighted in yellow) is angled and I need it to be flat (i.e. green line), which requires me to move it in the x direction. I simply need to modify the x value of all highlighted values to pull them out and flatten them to the edges (most extreme point).
I tried doing a move with local transform and with snap edge enabled, then I select the x edge. However if I highlight each individual edge this works properly. If I try to highlight all back edges (yellow region) and move it, it moves all edges proportionally and I never get a flat back.

Select a vertex which has a correct X coordinate and press Shift S > cursor to selected.
Set the pivot point as 3D cursor.
Select all vertices you want to affect, press S, X, 0, Enter.