text:
Show / Hide Mirrored Loop Cut
I've been following a course online where Loop Cuts are used. In the demo, the instructor creates a Loop Cut on an object that has a Mirror modifier. As the instructor moves the Loop Cut, the Mirror side also shows the Loop Cut. However, when I try to do the same, I can only see the Loop Cut on my original side until it is placed. Only then can I see the Loop Cut on the Mirror side. Not a deal breaker, but I seen a few comments that there was an option to unhide the Loop Cut on the mirror side. The comments had images, but they are no longer visible in the course I'm taking. Any help would be great! Thanks!

Maybe you mean enabling the On Cage option of the Mirror modifier? But it will appear only after you validate with Enter. Same if you display the Wireframe in the Viewport Overlays panel

Not sure if this a version difference since I don't know which demo you are talking about, which Blender versions you and the instructor use. However, when you say moving the Loop Cut and placing the Loop Cut: what exactly do you mean? Because it is normal behavior (at least in recent versions) that before clicking somewhere to place the cut, it only appears on the original side and in the center of the faces to show in which direction you would cut. If you then click on it to place it, you can then slide the cut along the edges, and only then it will be mirrored.


text:
How can I independently adjust alpha clip with duplicate textures?
I have an imported object with 2 .png textures. Under material>settings I can adjust the clip threshold and one texture will gradually appear over the other. If I duplicate the object, I cannot do the same for duplicates unless I turn on backface culling or go into the shader editor and change the Alpha from Straight to Premultiplied, and even then that only works once. My goal is to be able to duplicate the object with duplicates of the .png textures and be able to adjust the clip threshold independently of the others. What am I doing wrong?

Alpha clip is a material setting, not an object setting.  Any time you change it, you're going to be changing it on all objects that have that material (and, you're only going to be changing it for those faces assigned to that material.)
By default, Blender leaves materials linked when you duplicate objects.  You can tell it that you want it to unlink these materials on duplication in preferences, in the editing tab, by enabling duplicate data/material.  Once you do this, every object you duplicate will have its own copy of the material, and so changing the alpha clip on one will have no effect on any of the others.

I have actually checked Material under Duplicate Data after watching a video suggesting to do so. Is there any way I can send you a video of my problem?

Yes, you could for instance upload a video to youtube and put a link in your question.

https://youtu.be/7Xw7hqJiEoQ?si=IzHl7q_9vGO9-yKg Here ya go.

While I would feel more comfortable examining a file-- it's difficult to make sure that I'm following what's happening in a video-- I believe that you're seeing buggy behavior.  The materials you're showing are two different materials, seen by .001 and .003 appended to their names, and changing the backface culling or clip threshold on one shouldn't affect the other.  (But note, the image texture node is shared between those materials, and settings made to it should affect both materials.)

If I were to attach the .blend file, would you be willing to take a look at it? And if it is in fact a bug could you tell me how I go about going through the proper channels to get it fixed? I'm sorry that this is dragging on, I'm just really invested in a project and desperately need to get past this if at all possible.

I'll probably take a look at it (no promises, but I'm inclined to do so.)  Make sure that you send a file that has all of the things imported into it.  Packing textures into the file would be ideal.  Best way to report a bug is via help menu -> report a bug, which will open a browser window incl. some instructions.

So I've run into a new problem. I have a .dff file import addon and the file I'm doing all of this with is a .dff with a .png material. I tried recreating the scenario by adding a plane and attaching the .png textures to it. The problem is, only one of the textures are visible when I do this. I even tried importing one .png as an Image As Plane and putting the second texture over it but I get the same result. I'm doing all of this not wanting to assume you have the same dff addon. Any advice?

I don't have dff addon or know what a dff is.  I do recommend understanding some of the basics (like setting up shaders reading png images.)  What I'd recommend doing is posting a question on blenderartists.org, in their materials section, because it allows for more convenient back&forth than BSE for working through problems like this.  I personally don't check the material section of that board, but if you post a link to a thread, I'll take a look.

Thank you, and again, I'm sorry this dragged on for so long. You've been very helpful.

source: Stack Exchange

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

sort: votes


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How do I snap the edges of hex tiles together?
Trying to make assets for a hex-grid map-based game. How do I set Blender snapping so that the corners/edges of the hex tiles snap together? Are there any addons that make it easier?

You can use existing snapping functionality in many different ways to achieve this. One way would be to use Base Point functionality. You can press  B  while in transform operation to define base point used for snapping and snap it to something:

Note that it's affected by snapping settings, so you probably want vertex snapping enabled:

Amazing! Thank you! This is exactly what I was looking for!

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


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How to enable the move gizmo via script?
I created a new startup file+script for low-poly 3D modeling for my game project. Basically a default cube with origin on the "floor" and a custom material. The script sets up my preferred editor settings (inspired by https://www.youtube.com/watch?v=1jHUY3qoBu8) but there's just one problem...
I can't seem to enable the move gizmo from the startup script.

Here's the code:
import bpy

def setup_material():
    bpy.data.materials['Material'].node_tree.nodes['Image Texture'].image.filepath_raw = "/home/gk/Desktop/gamedev/projects/shooter/textures/simple_palette.png"
    bpy.data.materials['Material'].node_tree.nodes['Image Texture'].image.reload()

def setup_viewport():
    bpy.context.window.workspace = bpy.data.workspaces['UV Editing']
    for area in bpy.context.screen.areas:
        if area.type == 'VIEW_3D':
            for space in area.spaces:
                if space.type == 'VIEW_3D':
                    space.shading.type = 'SOLID'
                    space.shading.color_type = 'TEXTURE'
                    space.shading.show_backface_culling = True
                    space.shading.show_cavity = True
                    space.shading.cavity_type = 'BOTH'
                    space.shading.cavity_ridge_factor = 2.5
                    space.shading.cavity_valley_factor = 2.5
                    space.shading.show_shadows = True
                    space.show_gizmo = True
                    space.show_gizmo_tool = True
                    space.show_gizmo_context = True
                    space.show_gizmo_object_translate = True

def register():
    setup_material()
    setup_viewport()

def unregister():
    pass

How can I enable the move gizmo from the startup script? I'm trying every possible way of doing it, but it's not working.

The actual solution for saving UI settings is to set them and save a startup file - File -> Defaults -> Save Startup File however if one wanted to run a startup script changing the UI, one could enable Python Tooltips in the preferences to see what buttons in the UI do:

or change something and see logged commands in the Info editor:

It also seems that startup scripts have limited context when they run, so you need to put whatever code you want to run in an app handler so it runs after loading a file:
import bpy
from bpy.app.handlers import persistent

@persistent
def load_handler(dummy):
    for area in bpy.context.screen.areas:
        if area.type == 'VIEW_3D':
            for space in area.spaces:
                if space.type == 'VIEW_3D':
                    space.shading.type = 'SOLID'
                    space.shading.color_type = 'TEXTURE'
                    space.shading.show_backface_culling = True
                    space.shading.show_cavity = True
                    space.shading.cavity_type = 'BOTH'
                    space.shading.cavity_ridge_factor = 2.5
                    space.shading.cavity_valley_factor = 2.5
                    space.shading.show_shadows = True
                    space.show_gizmo = True
                    space.show_gizmo_tool = True
                    space.show_gizmo_context = True
                    space.show_gizmo_object_translate = True

def register():
    bpy.app.handlers.load_post.append(load_handler)

def unregister():
    bpy.app.handlers.load_post.remove(load_handler)

That's incredibly useful! Thanks!

Talking about incredibly useful stuff when scripting in Blender - you know about auto-complete(tab) functionality in the Python Console, right? It's also very helpful when you want to explore the API.

I did not know that autocomplete worked in the scripting tab, lol. I've been using the good old dir(object) to introspect and the Blender API docs :D

@MartynasŽiemys but the querent already has the solution in his code space.show_gizmo_object_translate = True which already works, so I'm confused if this post solved his problem? Nevertheless it presents some useful information for the OP and the community.

That's true, it's confusing. I missed it, but I did test it before posting the answer and it does work.

I mean, you obviously need to call the function register() at the end for it to actually work... and I don't call setup_material(), because I don't have the images, but else than that it seems to work from the script Editor.

OK, so I only tested it from the Script Editor, not as a startup script. I don't really use startup scripts and never looked into how they work, because I would just make myself add-ons if I need something to run, when I start Blender. I think it would be best to do the same here. But I hesitate to provide another answer because now I started to wonder why this is done in the first place. If one needs some sort of interface settings, why not just save them with startup file? That's File->Defaults-> Save Startup File. @gulagkulak, why do you need it to be a script?

If template system is used for workspace tabs, the scripts(here: C:\Program Files\Blender Foundation\Blender 3.6\3.6\scripts\startup\bl_app_templates_system\  ) always define a load_factory_startup_post handler. So it seems you need one in a startup script if you wish to do stuff after startup file is loaded. I'll update the answer in a few minutes.

For some reason I couldn't get gizmo settings to save into the startup file for the longest time, but then suddenly it worked and now I have the perfect startup file without any need for scripting. So, yeah, thank you for the effort :)


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How to hide objects based on their name?
I need a super simple Blender addon that hides all objects based on if their name includes a certain string.
Basically a text box and a button.
So I could type in "collision", click the button, and if there are any objects, which have the string "collision" in their name, they get hidden.
Use case: large asset library in a single Blender file with separate collision meshes for most objects. For batch exporting everything has to be made visible, but after batch exporting, I wanna make the collision meshes hidden again.
Could someone code up a "hide by name" Blender addon for me? :)

Hi gulagkulak. Your question is off-topic here as we aren't here to produce code for you! See:  https://blender.stackexchange.com/help/dont-ask

What have you tried and where did you get stuck?

I can't find the function to hide objects.

@JohnEason im a bit confused on what is considered off-topic. is this only applicable to coding or also this thread where a similar job-like structured question is made?

@HarryMcKenzie I assumed from his question that gulagkulak was asking for someone to code a complete addon for him as he hadn't made any attempt to write one himself. The comments to the question that you link to are just suggesting ways to solve a problem which is fine.


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How to align edges into a straight line?
Is there an easy way to flatten the selected edges (straighten them into one line) based on the average of the edges? They're not aligned to any axis.

https://blender.stackexchange.com/questions/28063/straighten-edges-not-on-axis/28116#28116 https://blender.stackexchange.com/questions/214036/how-to-flatten-a-vertex-path-a-list-of-connected-edges-into-a-straight-line-wh https://blender.stackexchange.com/questions/249555/how-to-straighten-a-3d-edge-not-along-an-axis


text:
With 4.2 EEVEE, how do I get high-emission parts of the background HDRI to render to the emit layer?
I'm using 4.2 EEVEE (no bloom) and I'm trying to make stars in the background HDRI flicker by mixing low-emission and high-emission shaders driven by evolving noise, then in the compositor running the emit layer through a glare node, but the background stars are not showing up on the emit layer at all. Is this a bug of some kind? How do I get high-emission parts of the background HDRI to show up on my emission layer?
I've been following this 2.8 tutorial mostly: https://www.youtube.com/watch?v=ErMY5wq7bjM

I'm voting to close this question as off topic because it is about troubleshooting temporary issues with unfinished, under development or experimental versions of software, which are expected to be working properly upon stable release. These transitory questions are unlikely to be useful in the future, rendering their long term value low, and making them unappealing for a knowledge database site.

Hello can you revise your question to stick to stable released Blender versions. The latest is 4.1.1. Else your question may be off-topic.

You should probably share your blend file for this, but best I can tell from your description this should be working, so you must’ve done something wrong. Considering the tutorial is fairly out of date, it’s probably unreliable.

As far as I know, there's no bloom planned for the stable release of 4.2, so the question will remain relevant. I tried switching to 4.1, but I'm using some features of the 4.2 EEVEE, which make the scene look like crap in 4.1. And no, it shouldn't be working as bloom was removed from the latest EEVEE. I did find a workaround: using a ramped mist layer as a mask to run a separate glare pass on the sky and compositing that back in.


text:
Resize the UV Grid texture tiles
I have a rather silly question that, i'm 90% sure, has already been answered here but i cannot find a way to word a search to get the right result. So sorry for that.
I like the default UV Grid texture that blender generates but in some cases,(like with low resolution images) the grid's tiles are way bigger than most of the poly i have on my model so it's not really useful to spot the stretching.
So i was wondering if there is a way to make the tiles smaller without having to manually import my own UV grid? (it's easy to work around but i'd like using the shortcut rapidly from blender's UI)
Thanks

This isn't what you asked, but you mention about spotting the stretching. Do you know that in the UV Editor there is an option you can check in the Viewport Overlays to Display Stretch? Maybe that will help you see what you need to.

Yes i knew about this function but it doesnt make the stretching obvious like the good old black and white (actually grey lol) tiles. it also doesnt help with the texture rotation

Found the solution, you just need to ignore the limit of the visible grid entirely and scale your UVs, even outside of the grid.


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Why FloatVectorProperty of subtype 'QUATERNION' is of type EULER?
The FloatVectorProperty gets subtype argument to change the data type of float vector. After setting this argument to subtype QUATERNION, it just holds an Euler type not Quaternion.
how can I change this to hold a quaternion value?

Quaternion data-types need 4 float values while euler rotation data-types need only 3 values and the default size for FloatVectorProperty is 3 ; so together with subtype argument that should be set to QUATERNION we should also set the size argument to 4 and the field now holds a quaternion data-type.


text:
Copy Rotation causes rigged foot to rotate the wrong way
I've been following this video: https://www.youtube.com/watch?v=VVHKBSknFhA
My character's foot seems to roll to the left, instead of down, when footRollCtrl.L (selected bone under Example) is rotated down.
Example:

Bones settings:

What if you change the Space to: Local Space instead of World space?

@LeoNas all of them except for the IK bone use Local Space. I tried switching IK bone to Local Space, but the result is the same except that the whole foot moves up and down(toes don't stay on the "ground").

@LeoNas I think I got it. footRollCtrl.L bone had its axis messed up compared to other bones. I just rotated it to match other bones' rotation transform axis and it seems to behave now. Too see that I had to switch Transform Orientation from Global to Local.

Axis were mismatching. Rotated the bone with wrong axis to match the rest and it works now.


text:
Why can't I see my key frames?
I have made a quick animation where an object fades, and I have animated a value to do this, however, I am not able to see my keyframes, both in the timeline and graph editor. The keyframes are still working though, and I can see the diamond in the material properties tab, and the animation working as expected in the viewport.

Go to Shader Editor and select the node containing animated value.

Thanks a lot, is there any way that the keyframes can still be shown even when I don't have the node selected?

The problem is that by default, the timeline only shows keyframes from selected channels.  In the case of your shader, this means that, even though the shader editor does not have to be visible, the node that you have the keyframes on has to be selected.
If you want to show all keyframes in the timeline, click on View and deselect Only Keyframes from Selected Channels:

Note that the Dope Sheet and the F-Curve Editor have a different method for deciding whether to show only selected channels.  There is a button with an arrow icon on the right of the header.  Enabling it shows only selected channels:


text:
Video playing beside the 3d viewport
I am trying to create a lego version of a video however I can't find a way to have a video playing beside it in real time. I have tried having the video in the 3d viewport but that had a lot of lag and was constantly out of sync, so I was wondering if there is a way to play a video beside the 3d viewport, in a separate tab.

Hmm, I remember doing something similar myself - as I wanted my animation to match a video clip, so I used it as a reference.
Personally, I was able to set it as a background image, then work on top of it with it being semi-transparent.
If you find it's lagging a bit when you do this, try downsampling your video if you can. If you use a smaller video that's more lightweight, you'll find it runs smoother.
Try lowering the resolution, frame rate or use a smaller codec (.mp4 instead of .mov, for example).
Apart from that, try opening a video in the UV image editor. Just be sure to raise the number of Frames in the N tab.

Thanks a lot, I opened the video in the UV editor and it helped a lot, however there is no sound when I play the video, do you know how to fix this?

@RandomBlenderUser, I'm not sure if sound can be played this way. Are you able to add subtitles or otherwise work around this?


text:
How can I use Python to capture the whole mesh in the camera from an angle?
How can I use Python to capture the whole mesh in the camera from an angle?
bpy.ops.view3d.camera_to_view_selected() will be a frontal angle.
I want to capture the whole mesh in the camera while maintaining the angle like
3D viewport's "." button, but bpy.ops.view3d.view_selected() doesn't seem to work from python

Do I understand your question: The camera is already in position, pointing along a line towards the selected mesh, and now you want to move it along that line to a point where the whole mesh is visible, preserving the angle?

Yes, sir. That's right. But it does not have to be strictly so.
What I want to do is render from an oblique view in Python to create a thumbnail of the mesh. The front view doesn't really show the shape.

I don't think there's a specific bpy op that does what you want, but there are questions here about calculating the viewing frustum, determining if the bounding box of an object is in it, and simply moving the camera. You might find an answer among them.

Thank you! I will check that and try


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Driver object data property will generate a "Could not find op_from" warning
I set a custom property on the object data and referred to it from the driver, but I don't understand the following two points.

The following warning is displayed on the system console

add_relation(RNA Target -> Driver) - Could not find op_from (RnaPathKey(id: OBCube.001, prop: 'prop'))
add_relation(RNA Target -> Driver) - Failed, but op_to (OperationKey(type: PARAMETERS, component name: '', operation code: DRIVER, 'location')) was ok

The message 'prop' not found for Cube object looks strange.

Update Dependancies must be pressed for this to be reflected.

If I press Update Dependancies, it is reflected in the driver normally, but in light of the above two points, is there something wrong with the usage?

blend file:
https://drive.google.com/file/d/1fFVmDdvHtvrf1iGGOcnUSqzH8DUorpc8/view?usp=sharing
-------------------------------------------------

You appear to have shared an empty blend file.  Can you make sure you're sharing one that has the objects and drivers?

you got the property set on the mesh, so in the var definition don't pick the object as ID, directly pick the mesh data, it would be Cube.001 and use ["Prop"] as the path

@alambre
Thanks I have confirmed that there is no problem with the mesh data. But is data["prop"] an incorrect setting? The question remains.
Because I do not see any error on the screen and the values are reflected normally by update dependencies.

@MartyFouts Thanks for trying to confirm. This is a file saved with 3.0, so I can't seem to open it with 2.9 or earlier.

@Carboro Aha.  I can open it with 3.01, so I'll take a look at it when I get a chance.

Your problem is that the custom property is actually associated with the Mesh but your driver is trying to use it as if it were associate with the Object that the mesh is in.
To solve it, I deleted the driver, selected Cube.001, hovered over the data field for prop, right clicked and selected Copy as new driver.  Next I selected Cube, hovered over the Z transform input in the side panel, right clicked and selected paste driver.  Finally, I clicked "Update dependencies".
That done, Your driver looks like:

Notice that the editor decided to call the variable prop, since that's the name of the custom property, and that instead of the type field being Object it is Mesh.
Notice also that Path that the driver editor picked: ["prop"].
I don't know why the error messages you received were so weird but that's the problem and at least one solution.

Thanks for the detailed explanation!
I understand that the mesh property solves the problem. However, I still have a question as to why the original settings do not work. Maybe it is a bug.

@carboro Blender can be a bit confusing about the relationship between objects and meshes.  You added the property to the mesh (as seen in the properties window) but tried to use a property that was attached to the object.(as seen in the driver window) I think you're right that there's a bug.  Blender tried to make the connection between the object path RNA you gave it in the drive and the actual property's RNA in the mesh and botched it; producing an incomprehensible error message.  It should have just told you "no such Path" instead.


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how to loop animation keying
When creating a loop animation, is there any way to automatically link inverted copies or copies of keyframes?
When creating a looping animation such as a walk
For a simple example
(1) Create the following three keyframes

right foot forward / left foot backward
right foot in the center / left foot in the center
right foot back / left foot forward

(2) Invert and copy (1) to the subsequent frames
(3) Further, the first keyframe must be copied last for interpolation.
Each time (1) is modified, (2) and (3) must be repeated, which is very complicated.

Ok, I liked the question and hoped it would be supported by Blender...and it worked!
So I made this very perfect walk animation with my very perfect model - I hope you won't be too jealous:

Note: I just tried this out with Bone rotation set to xyz euler. I have no idea whether this works with Quaternion too.
Select all keyframes on frame 1 in pose mode in graph editor and move your timeline to your "middle" which means: to the 0 rotation for the legs.
So it should look like this:

Then press Ctrl+C to copy your keyframes.
Now press Ctrl+M -> by times over current frame

result:

Now press Ctrl+M -> by values over zero value

result:

Now press Ctrl+V again (to paste your saved keyframes)
result:

animation result:

Now select all and move timeline like this:

Ctrl+C (copy keyframes)
Ctrl+M -> mirror over current frame

Ctrl+V (paste)

result:

now press A, Shift+E -> make cyclic

result:

Thank you very much. I had never used a mirror copy before and learned a lot. But this is just copy/paste and if I change one it will not be reflected in the other. What I wanted to know is how to link one to the other so that when one is changed, the other is mirrored. Maybe this is not possible in blender.

nope, it don't think that is possible. Maybe some add-on can do that, but i am not aware of that.

and please edit your question and add to it, that you want a procedural solution, thanks


text:
Is there a way to have an object animated by keyframes (or otherwise) leave a perpetual trail behind it?
I am currently working on an orbital simulation program, and using Blender to render the paths that the various planetary bodies and satellites follow in the simulations. A feature I would like to add is a trail following each body as they move along their precomputed paths. Ideally, this would also be relatively simple to script with the Python API, and light on processing power (though that is somewhat flexible)
Currently, I have set up two potential solutions, which aren't entirely ideal:
1: At set intervals along the paths, add markers (like the primitive cube or plane), and set their visibility with keyframes (invisible at the start of the animation, visible as soon as the frame with which they are associated is passed) - this is acceptable, but it does cause a performance hit as more markers are added - rendering anything upwards of 500 frames with around 5 objects whose paths are being tracked causes adding and editing objects, as well as iterating over them all to take substantially longer.
2: Real-time extrusion of a plane - also at an interval, extrude the edge of a plane along the same path traced by the orbiting body itself - this is tricky to use, as it will require rendering as the positions are computed, rather than using keyframes (or otherwise, all the edges from the Nth one to the final one will have to be repositioned for each keyframing interval - which will definitely be a heavy load on the scene)

Is there a simple, scriptable mechanism by which to leave a trail - like a glowing line or something similar - along the path traced by a moving object in a Blender scene? Ideally, this trail should persist indefinitely, though a slow fade would also be fine.

Related : https://blender.stackexchange.com/a/94976/29586 also https://blender.stackexchange.com/a/112838/29586


text:
Trim spine points (AN)
Does anybody perhaps know how to trim out these annoying last points of the spline for a more eye pleasing result?
https://i.sstatic.net/7GPkb.png
thx in advance!

hello, could you please be more precise about what you want to do?

Hi, when I play this animation all points outside the highlighted white circle (see added image) bounce up and down on the rhythm of the sound input. The part in the white circle stays unaffected, I would like to remove those points so the whole circle shows bouncing activity. I hope I explained it a bit better now.

so if you delete them with X > Dissolve Vertices, does it answer?


text:
Offset spline vectors each on his own origin. (Animation Nodes)
I would like to replicate an animation as we can see here below with AN;
https://twitter.com/archillect/status/1068306137341194250
however I have difficulties to displace from each vector origin. Resulting in something like below.

Is it possible to have a offset according to each vector position?

One of the nice things about circles is that their points' locations are also the normals at those points. So simply scaling a circle's points locations based on frequency bins and adding that to the location gives you what you want:


text:
How to synchronize start and end keyframes in a loop animation
In order to create a loop animation of a bone, it is necessary to make the start and end frames the same.
It is very tedious to duplicate the start frame to the end frame every time the start frame is modified.
Is there any way to synchronize this automatically, even if it is an add-on?


text:
Geometry nodes weird shadow
I created a setup to generate simple tents using geometry nodes. The problem is that if I set "shade smooth" something weird happens with the shadows (regardless of wether I use cycles or eevee).

Any ideas? Thanks in advance!

You have build your model using squashed cubes. This is how cubes looks like, then you try to smooth them:

Replace cubes by Mesh Primitives → Grid


text:
Baking from high poly to low poly gone wrong
I want to preface this by saying that I am pretty new at this. I made a sculpture, then did a retopo and started the baking process. And the results look like this

I tried messing with Max Ray Distance (in the last bake from the picture above, it was put on 0.008)
Both High and Low poly models have rendering activated
Normal Map set to no color
Both meshes share the same position
Selected to Active is on (And low poly is selected last)
Normal Space is set to Tangent
Here’s a google drive link to the .blend file and the normal map
https://drive.google.com/file/d/1sNY4NTWMPOd9TG-lmolZu28Cm1lxzrRR/view?usp=sharing

Also I am using blender 3.0.0

You don't want Max Ray Distance; you want ray Extrusion, and honestly, you probably don't even want that (I'll explain.)
Okay, first thing first, let's open your file, hide everything but your low and high, and disable "in front" on your low so we can actually see the relationship between these two meshes.  We'll also disconnect your normal map input so that your bake won't be depending on what it's writing:

Your low is the red bits poking through.  Where your white, high poly bits are in front of your red, low poly bits, your low won't see the high.  So we need to expand the low poly.  Let's use a displace modifier to see what happens when we use ray extrusion:

Displacing a model evenly along its normals is exactly the same thing as enabling ray extrusion, which is why I said we probably don't even need extrusion.  I prefer displace modifiers because I can actually see what's happening with that, rather than just guessing at ray extrusion distances.
What we can see is that there is no number that will give us sufficient ray extrusion without also causing self intersection in the low poly, which isn't what we want.  This is not a model that we can do with ray extrusion alone; if we want to bake a high-to-low normal map on this, we need to use at the very minimum a cage, and we may need to part it out into individual bake bits, to be composited together in an image editing app.
If we use your other low poly, disable in-front display on it, and disable its subdiv modifier, it will work a little bit better.  We'll still need a cage, but making a cage is pretty easy: duplicate the low, select bits that are still inside the high poly, and alt-s them out:

I'm going to leave making the cage to you, however.

Apply the scale of the objects, create a 32-Bit Float image, put the bake Extrusion value at 0.2, the Maximum Ray Distance at 0, select the high poly and in the Object Data panel > Geometry Data > Clear Custom Split Normals Data in order to reset the split normals, then bake, it should work. You may still have black areas, for example between the thighs, but you can color your normal map to correct it.


text:
blender Python Error - flip fluid is not baking - unknown error
Every thing ok when i try to bake the flip fluid simulation it's come. the error related to addon because without flip fluid added the domain can be baking.
how to fix that?

You will need to update the FLIP Fluids addon to a more recent version that is compatible with your Blender version. Specifically for Blender 3.0 compatibility, you will need to use FLIP Fluids version 1.2.0 or later.
From the FLIP Fluids addon Installation Troubleshooting:

Baking Error: AttributeError: 'array.array' object has no attribute 'tostring'
If you are receiving this error message in Blender 2.93 or later, this will indicate that there is a compatibility error between your installed FLIP Fluids addon version and installed Blender version. You will need to update your FLIP Fluids addon version to at least v1.0.9b or later. FLIP Fluids version 1.0.9b adds compatibility support for Blender 2.93. FLIP Fluids version 1.2.0 adds compatibility support for Blender 3.0.

Hope this info helps!


text:
Seeing other mesh vertices while editing another one?
How can I make it so that I'm able to see the vertices of other meshes while I'm editing other ones, if it's possible?
What I'm trying to accomplish is seeing one mesh's vertices while working on a separate mesh entirely.
So is this possible?

Multi object editing is included inf 2.8.

Since you pointed out that you want to

see[] one mesh's vertices while working on a separate mesh

I guess MultiEdit isn't your desired choice.
As far as I know there is no way to show all the vertices of an object while not in edit mode. However, you can visualize all edges, which at least is another way of seeing where the vertices are.
Here's how to make the edges always visible: Check the Edges box in the Display panel in the Object tab.

Thanks quil and moon. That helps some. I can at least see the points where vertices would be created, so that's useful enough.

If you just need to display the edges, you can select the object, go in the Properties panel > Object > Display > Click on Draw All Edges and Maximum Draw Type > Wire.
But otherwise there is an addon called MultiEdit: https://www.dropbox.com/s/xtxbhxxw9qriti2/MultiEdit_1_0.zip?dl=0
Download and install it, then select both your objects and, in the left panel (activated with T) > Tools > Multiple Objects Editing > click on the MultiEdit Enter button. Click on the MultiEdit Exit when you have finished.


text:
Using a curve's calc_length() method in a driver expression?
Recently I've dipped my toes into Blender's drivers & expression system.
I'm trying to scale a road to exactly fit the length of the curve it's following.

I came across this post of two years ago: https://developer.blender.org/D1810
Which apparently enables you to get the exact length of any curve, simply by using the calc_length() method.
However, apparently this doesn't work? The RNA gives a red error color & "var" defaults to 0.

Any of you guys know what I'm doing wrong? I can't help but think I'm overlooking some very obvious thing.
Thank you!

The call to calc_length() needs to be done inside the Scripted Expression. Note: it turns out this patch wasn't committed, will look into this today.

I went digging through Blender source code and I found that internally there is already a variable which defines a curve's length: "totdist". https://i.imgur.com/ejKLh56.png The array modifier uses this in its "Fit Length" mode. Might be possible to expose that variable somehow?

Committed https://developer.blender.org/rB537bf6af0cd80ac0ef0f55f7ab68540a09db8f37


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Place Instances based on face size
I'm trying to scatter houses to given lots (one lot = one face). I know i can scale my instances to fit the face size but i want to do it the other way around because the house size should be fixed. So i need a setup which measures every face and decides which house should fit into it. Is this possible to do with geometry-nodes ?
thanks in advance

To ensure instances fit, at least in geometry consisting of rectangles, you need to check the shortest edge of the rectangle. The easiest solution would be to just read 3 corners of the rectangle and get the maximum of $\overline{AB}$ vs $\overline{BC}$, but I made it harder on myself and subdivided a plane in a way that created ngons, so I delete points that lie on a straight line between other points (points that are unnecessary after edge splitting), and then also the geometry doesn't consist of rectangles - while taking a short edge of let's say a hexagon will largely underestimate available space, it will at least guarantee no overlap for convex figures… So I calculate neighboring edge length for each corner, store the smaller one, and then on each face take the smallest one using sorting.
Thinking of it now, it would be a better strategy to use Geometry Proximity in Edge mode, at the stage the islands are separated. Oh well…

There are two arbitrary elements:

εpsilon $= 1.57$ - not really arbitrary, it's just slightly less than $π \over 2$ or 90d (you can type it in the field and it will be converted to radians automatically by Blender, similarly the same stuff can be done by Python when radians(90) is typed) - the idea is to avoid checking for both possible directions which would have to be done when comparing to $0°$ (if direction is calculated with the wrong order of Subtract operands, you get $180°$ instead)
Divide by $5$ - it just so happens the shortest edge of the biggest rectangle in my setup is a little over $5$. You could obtain an exact number using an Attribute Statistic node, but why bother if you still need to use the…
…Color Ramp - it has 4 color swatches: 1st has color $<0, 0, 0>$, which is the only color that converts to False boolean - so it defines the only range of sizes that don't spawn an instance at all (the Color output is connected to Selection); 2nd color is $<0.1, 0.1, 0.1>$, which converts to an integer $0$; 3rd color $<1, 1, 1>$ converts to integer $1$, 4th color $<2, 2, 2>$ converts to integer $2$… Objects in the collection are sorted by size:

And here's the effect:

Thanks Markus, youre a genius :) Thats amazing, can i buy you a coffe? :D  A big advantage would be if the instances of the collection were measured, allowing you to find the appropriate objects for the faces.

@BlenderLearner see Geometry Nodes: How to get a field with individual object sizes inside a collection?

I tried to take quellenforms solution for instance measuring and deleted every instance that is bigger than that value. With the remaining instances i tried to get the instance count to use it as max value. Its kinda working altough bigger objects spawn at small faces and smaller at the big faces. Changing the comparison doesn't work. I don't know if its the way to go. Maybe you could have another look
https://blend-exchange.com/b/AKs25W8w/

@BlenderLearner I took a look. The dimensions are calculated correctly, but what you're doing with them you just delete some objects from the collection before instancing, based on $y$ dimension. What you want to do instead is to incorporate the dimensions into the instance index calculation. For example, you could create a quad for each bounding box, starting at $x$ equal the largest horizontal dimension of the bounding box of the original instance it represents. Then if you sort those quads with the biggest one on the top, you can raycast down, for each face, from the...

... $<x, 0, 0>$ vector, where $x$ equals the smallest dimension of the face (calculated in my answer), and so it inevitably will miss quads representing objects that are too large, but because of the sorting, it will take the largest object that fits.

Hey Markus, thank you for hanging on. I managed to get my collection sorted from the smallest to the biggest object. Right now i'm still struggling with the comparison per scatter point to get the right range of indexes of possible houses.

There is this Face Area node that you can use to capture the area of faces and then you can just compare that area to some value and if it meets the condition, select the faces you want to make into points that you can use then for instances of the house:

Just area does not guarantee the house can fit the face. It depends on the shape of the face as well. Long narrow faces will still have bigger area.

Pretty sure they want it so that bigger faces have bigger houses.

@TheJeran Why do you think so? It was clearly said that "the house size should be fixed".

"decides which house should fit into it." Suggests multiple houses.
And they mentioned "I know i can scale my instances to fit the face size" suggesting the house size should be proportional to the face size.
So the problem is selecting the correct sized house based on face size,

First of all thank you for your answer. The Jeran is right. I have houses with different sizes. So houses that are too big for a lot should be filtered out, so that houses are not exceeding the property borders

If you have only a few variants of the houses, you could make conditions for each manually this way. If you had many different houses, you'll need another solution.

Normalize the face area (or just divide it by / multiply it by a number to make sure the biggest area is less than $1$), and pass that through a Color Ramp. In the Color Ramp output colors of value e.g. $0$, $0.1$, $0.2$… multiply that output by $10$ and you get an index you can use in the "Instance Index".

Hey markus. I would go with your solutions but as Martynas already mentioned that long narrow faces will result in wrong sized houses. So i need a method to measure the "width" of a faces and make my decision based on that value instead of the whole area. And of course this is more to setup and i'm looking for a resolution that measures the instances and takes the one that its in.


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Get position of selected edges of each mesh island
I need some help with a geometry nodes setup i'm trying to archive. For example i have a grid which is separated in different islands. I selected couple of edges and now i want to retrieve a position vector of the selected edges for each mesh island.
I tried to dynamically input the vertex group selection multiplied by the current mesh island into the attribute statistics node but unfortunately it doesn't work. Maybe someone can help me. I the end i want to distribute points on the faces and all the instances should be aligned so the selected edges of each mesh island.
thanks in advance :)

sometimes you selected more than one edge per island. Also the sharpness can not be read in some versions of Blender (I think they can only be read in B4.x?)

i added sharpness only for visualisation. The sedge selection would be inputed as vertex group

Keep in mind selecting edges via a vertex group is tricky: for example how do you select two edges of a triangle?

i wont have any triangles. Quads and more. And it will be one edge per face island if it has to be

I managed to get it to work. Altough it seems like a cheating solution and i'm wondering if there isn't a smarter way. @Markus von Broady I did the same procedure like you suggested in my other post with the lots and houses.
I separated my edges from the rest of the geo, offsetted them with the mesh island index in z direction. The same thing i did with the points and then used geometry proximty to find the closest edge position to calculate my orientation. By offsetting per mesh island i'm preventing that edges from other mesh islands are closer to my instance point.


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How to conform normal directions of a roof
I want to scatter roof-windows with geometry nodes and i have the problem, that my normals are pointing in different directions. It is driving me crazy but its probably a easy fix. I simply wan't that the y axis is pointing to the peak on both sides of the roof, like in the second picture. How can i archive this in a smarter way than i have right now?
Thanks in advance :)

Align $z$ to normal, then rotate $y$ around $z$ to point up:

.. because, luckily, rain comes from the sky...

Thank you very much :)


text:
Rigid Body Object Duplication Script Problem
I'm a complete noob when it comes to scripting in blender and programming in general, (I wrote my first line of code when I started this project about a week ago.)
In this scene there are two cubes and a plane, the cubes have active rigid body physics and the plane is passive.
The script is intended to duplicate each cube in the collection "cubes" 1 time when they reach the threshold location as they slide down the ramp.
I have 3 problems.
-The first is that one of the cubes, (the one that hits the threshold second) duplicates continuously after it hits the threshold or one of the cubes doesn't duplicate at all, basically I'm curious why the separate cubes exhibit different behavior. However it does seem like the cube that hits the threshold first usually behaves properly, which means it duplicates once.
-The second problem is that the behavior of the cube's duplication becomes increasingly more strange the more I run the script. By the 5th or so time that I've run the script, both cubes are continuously duplicating or neither of them are some other unpredictable behavior.
-The third stems from the fact that I collaborated with Chat GPT early on in the process of writing the script and a couple of the lines that are left over from what Chat GPT wrote I don't quite understand.
For example the line that defines the name of the duplication funtion; duplicate_cube(scene). I'm honestly not sure why the argument is scene.
Also in the line bpy.app.handlers.frame_change_pre.append(duplicate_cube) I get the idea of it but I'm not sure why its necessary and it seems possible that its responsible for the continuous duplication.
As far as the first problem goes, I'm really not sure what's going on.
Regarding the second problem, it seems like some data is being stored that isn't being reset that effects the variables in the script.
To minimize the effect this second problem is possibly having on the behavior of the cubes I've tried creating the scene from scratch in a new file each time I make modifications to the script before I run it. This ensure that the first run is predictable but regardless the first problem still exists and as I run the script more times it kind of just becomes an unpredictable mess.
Like I said I'm pretty helpless in this area of blender so forgive me if these are ambiguous or misguided questions. I've also only posted on stack once before so let me know if this an acceptable post or if it's too all over the place or whatever. Below is the script.
import bpy

threshold_location_x = 5.0

def add_custom_property_to_cubes():
    collection = bpy.data.collections.get("cubes")
    if collection:
        for cube in collection.objects:
            cube["duplicated"] = 0

add_custom_property_to_cubes()

def duplicate_cube():

    for cube in bpy.data.collections.get("cubes").objects:

        if cube.matrix_world.translation.x >= threshold_location_x:
            if bpy.context.object["duplicated"] == 0:

                duplicate = cube.copy()
                duplicate.data = cube.data.copy()
                cube["duplicated"] = 1
                bpy.context.scene.collection.objects.link(duplicate)
                duplicate.location = cube.matrix_world.translation

bpy.app.handlers.frame_change_pre.append(duplicate_cube)

If you want to test the script the scene is simple to create. There are 2 cubes in a collection called "cubes". Both cubes have an active rigid body and the plane is a passive rigid body. All settings on rigid body are default other than the passive on the plane.
Also just to eliminate an other potential variable, after I run the script once I comment out the add_custom_property_to_cubes() funtions and reset the custom property manually back to zero which can be found in the object properties.

This screenshot was captured just after the cubes reached the threshold. As you can see Cube2 behaved normally but Cube1 over duplicated.

ChatGPT designed this code in a way that I wouldn't necessarily design it.  Can you confirm something for me?   Does it look like there is a duplication event every time a cube from a collection hits threshold, and not when the first cube hits the threshold?  I think you have exponential expansion in cubes.  Because each cube is being checked individually instead of marking the collection as "duplicated" and then skipping the duplication step until the next collection slides down.

Even worse, I think the
if bpy.context.object["duplicated"] == 0: line is just flat out a complete error by chat GPT.  If the context is the last created cube, then the duplication will occur nearly every frame after, since there will always be a newly created duplicate cube which is selected by the context.

if you want us to help you, i would recommend providing the blend file then letting do this all manually.

Here's a snippet that should work.
A summary of the modifications :

Instead of 1/0 you should use the boolean construct to test for true/false values.
You query the active object for duplication in your loop, which is nonsensical in this context, since it can be any object, especially it can be a newly created cube that you don't want to query. Use if not cube["duplicated"]: instead
As per the application handlers documentation frame_change_pre takes a mandatory argument, of type bpy.types.Scene, which is automatically filled in when the callback is fired.
Instead of manually ensuring and updating the duplicated custom property you can add it to all bpy.types.Object. See the last line.

import bpy

threshold_location_x = 5.0

def duplicate_cube(scene):
    collection = bpy.data.collections.get("cubes")
    if not collection:
        return
    for cube in collection.objects:
        if cube.matrix_world.translation.x >= threshold_location_x:
            if not cube.duplicated:
                cube.duplicated = True
                duplicate = cube.copy()
                duplicate.data = cube.data.copy()
                bpy.context.scene.collection.objects.link(duplicate)
                duplicate.location = cube.matrix_world.translation

bpy.app.handlers.frame_change_pre.append(duplicate_cube)
bpy.types.Object.duplicated = bpy.props.BoolProperty(default=False)

Edit : Alternative script that removes cubes from the collection, so you don't need the duplicated flag. You will need a new collection named cubes_duplicated where the duplicated cubes will go once they have been duped.
import bpy

threshold_location_x = 5.0

def duplicate_cube(scene):
    collection = bpy.data.collections.get("cubes")
    collection_dupes = bpy.data.collections.get("cubes_duplicated")
    if not collection or not collection_dupes:
        return
    for cube in collection.objects:
        if cube.matrix_world.translation.x >= threshold_location_x:
            duplicate = cube.copy()
            duplicate.data = cube.data.copy()
            bpy.context.scene.collection.objects.link(duplicate)
            collection.objects.unlink(cube)
            collection_dupes.objects.link(cube)
            duplicate.location = cube.matrix_world.translation

bpy.app.handlers.frame_change_pre.append(duplicate_cube)

Very excellent, im glad someone beat me to it.  If @tylerk would like to run this simulation indefinitely, I would suggest creating logic to purge old cubes from the "cubes" collection or else performance issues can creep in.  Regarding OP's 3rd question, you have to add the function to the frame_change_pre handler because otherwise, there would be no way for Blender to poll for the objects position in the scene in order to implement the duplication logic.

Your script worked handsomely, thank you @Gorgious ! I'm going to have to look at it a bit more to understand exactlyhow it works but I'm happy to have some new useful concepts to learn. Also thankyou WhisperingShiba for your suggestion about purging old cubes, that's a good idea ill try that!  Humans-1, Chat GPT-0

@WhisperingShiba thank you ! I edited the answer to match what you described, I agree it's a bit more straightforward. Cheers


text:
animation player on autoplay
the animation player starts playing every other click
no longer under my control
have been researching solutions but have not found any answer
even default start up general evey other click the animation player starts stops
so it not the file
it makes blender unusable
have searched blender manual and tried contol f11
space bar  esc
esc does stop it but another click and it just starts running again so does not resolve the issue
help

what is the shortcut for the play action? In Preferences >Keymap > Name, and type Play and Frames > Play Animation

nevermind...found the load factory setting and it cleaned it up. thank goodness.  have a kitten here who walks across the keyboard at times ...creating things i never have found solutions..


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New Hair Curves: Can't transfer color from faces

I have applied different color materials to cube faces and then added a new hair curves. Is there any easy way to transfer mesh faces color to hair material? Sorry for noob question

The surface_uv_coordinate attribute is a vector. It's like a UV map. You need to use it for the Vector input of a Image Texture node.  Have a look at the answer of this question: https://blender.stackexchange.com/q/280096/107598

Thank you, but I don't quite understand what image texture to use there (in Image Texture node) as I just need just faces color

Ok, so the cube has no image texture. And you want to have the hair the same color the cube has, right? How does the cube material look like in the shader editor?

Has each side of the cube its own material?

Yes, one face of a cube is assigned another material, just a principled BSDF with color link

I don't think that you can assign the colors of 2 materials to one Curves object. It should work with just one material. Or 2 Curves objects. For just one material, you could use a mask to define which side of the cube. Or use a painted image texture. Or vertex colors. These info can be accessed by the material of Curves object.


text:
Any way to use another objects position to control a gradient or falloff on an objects material
GOAL: The idea is to use another objects position to create a gradient on my current object to kind of mimic a lights influence in a cycles material.
I have used this kind of thing in 3dsmax using a falloff material which can take another objects position to generate a falloff towards the position of that object. Very handy to use as a mask to drop in different materials into highlight or shadow areas.
I cannot do this with ordinary lighting because I want to use an emissive material strong on the lit side but faded on the dark side.
Any other solutions would be wonderful.

https://blender.stackexchange.com/questions/79851/make-an-objects-visibility-controlled-by-another-object-or-an-empty/

Answers in this kind of area might be useful, too..

Are you able to add an example image of what you're trying to achieve?


text:
Geometry nodes instances follow curve
I am trying to make a belt system where I can instance objects and move them on a closed curve.
Only I made it this far, I can instance objects randomly on a curve but not with an equal distance. I have managed to make one instance follow a curve but not multiple.
I have seen some tutorials but people seem to have trouble with it.

with this node setup you can change your speed and the number of instances:

You are my hero!

Thank you!!!!!!!

Sure wish this answer wasn't outdated by new Blender updates. I wonder what I could change to make it work for the most recent version.

Just ask a new question. I am sure you will get an answer soon. But sorry, I will not and i cannot update my thousands of answers here.

i just looked at the nodes...r u sure this doesn't work anymore!?


text:
Is there any way to make it look like a honeycomb?
I am modeling and want to achieve an effect like a picture. I don’t know how to make it like this. What I did looks very bad

Hello, does your paper need thickness, does it need to be straight or a little bit curvy?

For a more realistic version you'll need to give thickness to the paper (with a bevel on the diagonals) and subdivide a bit so that the paper is not so straight.
Subdivide a plane, then CtrlE > Unsubdivide with an Iteration of 1 in the Operator box:

Delete the faces only, and the borde edges:

Extrude in order to give it depth, scale on Z:

Bend it with a Simple Deform modifier, narrow the top with a Lattice:

That is a quick method

thaks, it's minimalistic but the OP doesn't tell a lot

Wow, thank you so much, there is such a way to subdivide the plane!is a really quick method.


text:
NLA editor does not save keyframe changes
I tried to edit my animation like this:

Click on the action strip I want to modify
Press the Tab key to bring this strip up in the Action Editor
The strip turns green and the action is shown in the action editor
In the Action Editor move the timeline to the keyframe I want to change
In the left column of the Action Editor change the value of "X Location" to a new value. The object moves to this location in the scene.
Click on the action strip and press Tab again to revert to normal mode
The change I made to the action is immediately reverted.

I watched various tutorials and I can't see anything strange in what I am doing. I also tried a few variants such as Grabbing the model and inserting a new keyframe, or duplicating an existing keyframe but all of these changes are reverted as soon as I press Tab or move to another keyframe.
What am I doing wrong?

hello, could you please share your file (only keep the useful elements): https://pasteall.org/blend/

Eventually I deleted all animations and started over. The second time I was able to get it working. I guess that somehow I managed to get it into a messed up state - probably because I was learning and doing things the wrong way.

I think the NLA editor still needs some polishing. For example I still get the situation where clicking on an Action Strip and hitting Tab does not bring up the action in Action Editor. In that case I just select the action in the drop-down then unlink the action when I am done editing it.
There is still al lot about the NLA that is very awkward and counter-intuitive.

no, you must miss something but the interaction between Dope Sheet and NLA is a bit hard to understand at the beginning (actually I heard there were some bugs but it's rare)

I really think that the Action Editor should be deprecated and the functionality it provides needs to be part of NLA Editor, i.e. there could be an expander on the action strip that opens up the keyframes below the action strip. This would make it so much easier to figure out what's going on.

Another gotcha is that I can add actions to a track that act on another object and they just do nothing when I run the animation. If I want to control multiple objects in one track I have to create an armature track and put bones into the various objects - which is highly counter intuitive.

NLA has its own logic that is a bit hard to understand at the beginning, but it's a bit hard to explain through Blender Stack Exchange, you should follow some tutorials on this matter. Of course it should be improved but it already works pretty well

If anyone else runs into this issue, especially with older versions of Blender, one of the chief reasons this can happen is if you're trying to edit a keyframe past the designated End Frame listed in the "Action Clip" header of the Properties menu. To fix:

Simply press the "N" key in the NLA Editor to open the Properties menu and look for the "Action Clip" header.
Make sure the End Frame is set to a value beyond the frame you're currently trying to keyframe.
Make sure that your adjustments to this value don't also alter the "Scale" setting (which under most circumstances should remain 1.0).

In more recent versions of Blender, you may need to press the "Strip" tab first in the Properties menu to find the "Action Clip" header and make this adjustment.


text:
multi layer depth map for edges ambivalent probelm
I want to render a depth map.
The issue is in the edges between 2 depths z1 and z2:

As discussed in this post:
How does anti-aliasing work in cycles?
There are 2 options: aliasing and anti-aliasing

Aliasing - I get a sharp edge, which means that I'll get z1 or z2 based on the center (I did it by using pixel filter with the smallest width.
However, it is not represented very well "where is the edge inside the pixel" i.e what is the percentage that this depth appears.
Anti-Aliasing - an average over all the samples, which means that if z1 covers 80% of the pixel and z2 covers 20% of the pixel, I'll get z=0.8z1 + 0.2z2

The anti aliasing is the preferred, however, it's actually gives wrong depth.
What I actually want in order to solve the ambiguity is 2 depth maps: z1 and z2

z1 will give the minimum depth over the pixel
z2 will give the maximum depth over the pixel
w1 will give the percentage of values of values smaller than (z1+z2)/2
w2 will give the percentage of values of values greater than (z1+z2)/2 which is just 1-w1

w2 = 1 - w1
so I need 3 channels.
Is there an option to do so?
The best thing I thought about is the divide the pixels to sub pixels, than calculate only 1 spp for each of them, calculate the minimum and maximum and sum the value smaller than (z1+z2)/2.
However, it seems that it's much slower to render pixel with subdivision of 8x8 than calculate the value of spp=64 without division.
(it is very bad for larger samples such as 16x16 and 256)
Any ideas?


text:
Heavy upper arm/arm pit twisting with Rigify rig, any ideas how to fix?
I have been working on a game for over a year and I am primarily a programmer so 3D software is very new to me. Early in the project to get things working I used Rigify in Blender to create a rig for my low poly character. I've since created 50+ animations using this rig and the more I work with the rig the more frustrating it becomes due to strange twists I just have no idea how to solve. With so many animations already made I am reluctant to completely re-rig in fear I'll lose all of the animations. I am not sure if this is a rig issue or topology or both. As you can see when the character's arms are raised I get an awful twist around the shoulder.
What would be the best course of action to try fix this? Thank you!

[

It looks like some strange weight paints, you might need to edit them a bit.


text:
Base color/material won't stay assigned after left click on window
A week ago I got a problem when assigning materials to objects. The color just disappear when I click left mouse button.

In the second image you've removed the material slot, so your object can't have any material, but when you say that you left clicked, where did you left click?

Maybe left mouse button got assigned to a shortcut for something that removes the material?


text:
Blender Grease Pencil - Faux Closed Shape
I am just starting out with blender grease pencil
and I have been using the curve tool in Draw Mode a lot.
However after drawing the shape, I often want it to be a closed shape,
so in Edit Mode I would select the two end points and press F to set cyclic state,
which connects the points. But then on one previous end there is still a rounded edge, made very obvious through the fill.
How do I get rid of this weird little corner? Has anyone had the same issue?

To specify - I am using Holdout for the Stroke, as I need a clear line. The issue actually goes away when I don't use Hold out and use a regular colored stroke.


text:
Fluid simulation Question about the min/max of the velocity
With the fluid sism, I want to bake a simulation where i swap them out with particles. The simulation however does not have a lot of intense and high velocity movement. This causes my particle shader, that has a color and emission in it. To be barely be visible.
I tried increasing the start velocity, turbulance and de/increasing the particle amount to see if there is any change but it doesn't without ruining the flow and motion i need.
So, is there a way to redefine the maximum value of velocity for flow particles so the tranistion between moving and not moving particle increases? I haven't been able to find anything regarding this online or in the settings

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

nevermind! fixed it!
for those in the future with the similar problem. after the particle info node in the shader, simpply add a math node, use multiply.


text:
Mirror edit mesh, after UVs are done
I am coming from Maya to Blender.
I know I can apply mirror modifier on mesh, and it will automatically mirror from the side I am editing.
Maya also has that, but it also has a mirror tools, that can recognize similar geometry on defined side. This means I can create a model, then do UVs, and continue mirror edit the model.
In Blender case, I have to delete half geometry, to again apply mirror modifier, which will also deletes UV maps that I created.
Is there a way to mirror edit without this deformer, like in Maya?
Thank you.

At the top right of the 3D view there's a Enable mesh symmetry option and you just the symmetry axis (X, Y or Z), is it what you want?

I should have looked before posting. Blender has exact behavior as Maya does.
While Move tool is selected, In tool settings on the right shelf (press N), there are mirror axis buttons.

You don't even have to open the N panel, the Enable mesh symmetry options are at the top right of your 3D view:


text:
Crashing upon opening Blender, Python not intializing correctly, getting OSError: [Errno 22] Invalid argument for path to codecs.py
When I try to open Blender, I get an error relating to the file path for codecs.py, which upon investigating, seems to both be okay in terms of the file location, contents, and the filepath's format. I've tried restarting my machine, reinstalling several times, using different versions of Blender, and nothing has seemed to work. Can anyone give some advice on how to proceed? Thank you.
Error below. I am on Windows 10.
INFO (gpu.debug): Notification : Successfully hooked OpenGL debug callback using OpenGL 4.3
INFO (gpu.debug): Notification : Successfully hooked OpenGL debug callback using OpenGL 4.3
Python path configuration:
  PYTHONHOME = 'C:\Program Files\Blender Foundation\Blender 3.6\3.6\python'
  PYTHONPATH = (not set)
  program name = 'C:\Program Files\Blender Foundation\Blender 3.6\blender.exe'
  isolated = 0
  environment = 1
  user site = 1
  import site = 1
  sys._base_executable = 'C:\\Program Files\\Blender Foundation\\Blender 3.6\\3.6\\python\\bin\\python.exe'
  sys.base_prefix = 'C:\\Program Files\\Blender Foundation\\Blender 3.6\\3.6\\python'
  sys.base_exec_prefix = 'C:\\Program Files\\Blender Foundation\\Blender 3.6\\3.6\\python'
  sys.platlibdir = 'lib'
  sys.executable = 'C:\\Program Files\\Blender Foundation\\Blender 3.6\\3.6\\python\\bin\\python.exe'
  sys.prefix = 'C:\\Program Files\\Blender Foundation\\Blender 3.6\\3.6\\python'
  sys.exec_prefix = 'C:\\Program Files\\Blender Foundation\\Blender 3.6\\3.6\\python'
  sys.path = [
    'C:\\Program Files\\Blender Foundation\\Blender 3.6\\python310.zip',
    'C:\\Program Files\\Blender Foundation\\Blender 3.6\\3.6\\python\\DLLs',
    'C:\\Program Files\\Blender Foundation\\Blender 3.6\\3.6\\python\\lib',
    'C:\\Program Files\\Blender Foundation\\Blender 3.6\\3.6\\python\\bin',
  ]
Internal error initializing Python!
Fatal Python error: init_fs_encoding: failed to get the Python codec of the filesystem encoding
Python runtime state: core initialized
Switching to fully guarded memory allocator.
Blender 3.6.4
Build: 2023-09-25 23:36:11 Windows release
argv[0] = C:\Program Files\Blender Foundation\Blender 3.6\\blender
argv[1] = --debug
argv[2] = --debug-gpu
argv[3] = --debug-gpu-force-workarounds
argv[4] = --python-expr
argv[5] = import bpy; bpy.ops.wm.sysinfo(filepath=r'C:\Users\ALASKA~1\AppData\Local\Temp\blender\debug_logs\blender_system_info.txt')
Read prefs: "C:\Users\Alaska Marie Keyleth\AppData\Roaming\Blender Foundation\Blender\3.6\config\userpref.blend"

GL: Forcing workaround usage and disabling extensions.
    OpenGL identification strings
    vendor: ATI Technologies Inc.
    renderer: AMD Radeon RX 6600 XT
    version: 4.5.0 Core Profile Context 22.20.27.09.230330

Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender 3.6\3.6\python\lib\encodings\__init__.py", line 31, in <module>
  File "<frozen importlib._bootstrap>", line 1027, in _find_and_load
  File "<frozen importlib._bootstrap>", line 1006, in _find_and_load_unlocked
  File "<frozen importlib._bootstrap>", line 688, in _load_unlocked
  File "<frozen importlib._bootstrap_external>", line 879, in exec_module
  File "<frozen importlib._bootstrap_external>", line 1016, in get_code
  File "<frozen importlib._bootstrap_external>", line 1073, in get_data
OSError: [Errno 22] Invalid argument: 'C:\\Program Files\\Blender Foundation\\Blender 3.6\\3.6\\python\\lib\\codecs.py'

```

As this site is for user tips, you may want to file a bug report here.  Paste the above.

Hello and welcome. This is Q&A site run by volunteers, we are not programmers nor in any way associated with the Blender Foundation, decision making nor development process of the software. For bug reports please see Where to Report a Bug. If the issue is in or caused by a third party addon, please report it to the addon author instead.

I restarted and it fixed it. I feel very silly. I previously used shutdown and then turned my computer back on, which isn't actually a full shutdown, thanks windows!


text:
how to measure angles between two planes?

in this example I want to rotate the angled mesh on the left downwards at the exact opposite angle it is currently making with the flat mesh. is there a built in tool that measures what the angle is?

If the planes are connected, you can use the built-in Edge Angle measuring tool in edit mode.  Here's an example with a subdivided plane:

To enable the measurement, go to the Overlay drop down tab and select Edge Angle from the Measurement tab.

One way to start the measurement is to select the outside edge of one of the two faces and type G.  The angle will appear at the edge between the two faces:


text:
How to achieve adequate topology for irregular plane
I am trying to model this component of the bed:

Here is what I have got so far in Blender:

How should I topologise that surface? Both Voxel and Quad Remesher produce undesirable effects on the edges.

Are you planning on modelling the holes?  Are you planning on modelling the groove?  Are you planning on bevelling the edges, subdividing?  Extruding and baking selected to active?  Topology for a plane-- your Blender pic-- doesn't matter.  But if it's not actually going to be a plane, then topology matters, but it depends on what your actual plans are for the shape.

I am hoping to do some bevelling along the edges once I extrude the plane so it has width.

And is that all?  You want an extruded plane with smooth shading, but no holes, no subdivision?

I'd like to get there eventually. But I'm taking it one step at a time. Right now my shading is very rough when I bevel the edges of my mesh.

Okay, so where you want to get, right now, is an extruded plane with a bevel.  Smooth shaded, no subdivision.  Maybe later, you'll work on the details.  I'll assume you're planning on rendering in Blender.  The plane is an arbitrary shape, concave:

Looks terrible right after extrusion.  We select the ngons and "inset face" to eye and get immediate improvement, as the edge vertices' normals now interpolate along right angles to the edge, at a regular distance:

Except for some artifacts where the curvature is tight, creating overlap on our inset.  We could inset less, or we could live with slightly uneven interpolation by smoothing that out.  I'll use Loop Tools addon's (bundled with Blender) Relax operation to smooth it out:

What we've done is create a "holding loop" to hold the interpolation of normals across a consistent distance, in the proper direction.
Artifacts are gone.  Smooth shading is as good as it will ever be.  We have great big ngons, but they're fine, because they're planar with their neighbors.  (If we ever want to subdivide, we may need to care about the concavity and holding the holding edge itself.  If we want to render someplace else, we may want to triangulate to get consistent interpolation of UV.)
Our goal with topology is, first and foremost, making a good render.  Our secondary goals are to preserve editability and to improve performance, both goals best served by using as few vertices as possible.  Sometimes, people mistake the guidelines of topology-- all quads, etc-- with the goals themselves.  We could potentially make this ngon all quad.  But doing so would not change the render whatsoever, and it would increase the vertex count.  For what we're doing, an ngon is the best topology.
Does it bevel okay?  Yeah, just fine:

The main thing with the bevel is, do the bevelled faces follow the edge flow we want, rather than changing direction?  The other thing is, for relative bevel depth types, are the bevelled faces consistent sizes?  And because of the inset faces operation, those things are both true.
What about when we start making holes?  The rules don't change.  We hold the normals, and we don't care about faces that are planar with their neighbors:

We've got to cut those ngons a little bit, because faces can't have holes, but we just try to minimize concavity and the rest is fine.  For the goals you've stated, at least.


text:
Geometry Nodes - Create a random row of books which I have created previously
I have seven books that I have manually made, along with a small stash of books that I manually put together.

But I want to create multiple stacks of books with a random order of those seven books which I have made.
Is geometry nodes the correct tool for this? Or am I in the wrong space?

A link to the documentation: https://docs.blender.org/manual/en/latest/modeling/geometry_nodes/utilities/field/accumulate_field.html

Select your books, press M, N and input a collection name:

Add a new object, add a Geometry Nodes modifier to it, and drag the collection you just created from the outliner onto your node tree:

Because those objects have a non-zero location (their origins don't sit at the world origin), enable "Reset Children". In either case, also enable "Separate Children", as this allows to instance them separately.
Connect that collection's geometry to the "Instance on Points" node, and enable "Pick instances". For random picking, connect a random value to the "instance index":

Of course if it's just about coloring, not shape, you could:

Store named attribute on the instances, being the random number controlling the coloring in the shader ("Attribute" node in the shader).
Use an array modifier, and offset UV in its settings, and control color in the shader based on UV position (if you offset by 1 per each instance, you can take the fraction part for usual UV stuff, and truncated=whole part to pass to a noise texture to get a random number)
What is the easiest way to have a material randomize the Image textures it uses?


text:
How to create parallel offsets for edges
When I create offsets, this is the situation I am faced with:

However the orange lines are not parallel to the black line in the middle (or parallel to each other for that matter).
This is the situation I would like to have:

What can I do to make my offsets parallel? Is there a specific setting I need to adjust?

Prefer using Bevel instead of offset edge slide.

Press E to make them parallel to the adjacent edge, then F if you need to make them parallel to the opposite adjacent edge


text:
Textures importing poorly into blender
I am trying to import this cork board texture into blender:

However when I import it onto a surface in blender, it looks like this:

The original file is in .jpg format.
What can I do to improve the quality of the import?

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

The color may be because of this.

Try looking in to some UV editing.


text:
Why does extruding a surface affect my edged bevels?
If I extrude a surface like this, my edged bevels are fine:

If I also go negative on the Z, the bevel is still okay:

But if I go SLIGHTLY above the surface, the edged bevels dissappear:

What can I do to extrude the surface just a little bit whilst keeping my bevels consistent?

The Clamp Overlap option of the Bevel modifier is probably enabled, it prevents the faces interesections: With a very short extrusion the intersections comes very quick and prevent any bevel.
To fix that you can bevel manually (CtrlB) or you can choose Limit Method > Weight in the modifier and choose a different Bevel Weight for the different edges of your cube:


text:
how to rotate something about a non perpendicular axis?
observe the following airplane model

how do I rotate this control surface about where it joins the rest of the model? also since the rotation has to be replicated on the other side is there any way to copy the angle both meshes make with each other?

you could make sure that the origin's orientation is aligned with the topology of your object, then rotate the object on its local axis (R then double X for example), but if you plan to animate, the best is probably to keep it aligned with the global axis and parent to an empty, see here: https://blender.stackexchange.com/questions/129834/how-do-i-rotate-an-object-along-its-own-axis-windmill/129836


text:
Changing NLA Strip/Action Names
It seems incredible that I should have to ask this, but it is always such with Blender... How can I change the action strip data names (I'm not even sure what to call them, curse the NLA stack)? Action.002, Action.003, how can I change these labels? This problem is slowing down my work flow enormously.

In the N panel > Strip, at the top of the panel, type the name you want:

I'm not worthy. Thank you so much!!


text:
Is it possible to merge multiple meshes into one object without ruining its textures?
I'm new to blender and I'm trying to make some custom content for TS4.
I'm using blender 2.7 and I've run into an issue where I've got 200+ meshes for the individual hair strands, ~20 different materials and textures, and I need to merge them all into one object.
I've tried joining all of my meshes, and the textures got mixed up.
Is it possible to merge everything without ruining the textures? I'm lost on where to go from here; any help would be greatly appreciated.

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

Usually this problem happens when your two objects have multiple UV maps assigned to them. Make sure you only have one UV map for any objects you're combining.

I checked; my meshes all have the same UV map. What else could be causing this?

I know I'm late to respond, but another possible cause could be different material order and count per object. You could be getting materials mixed up and reassigned when object data is being joined. Materials are queued up for render based on index.


text:
There are no inside faces after solidifying my shape
When I create a hollow cylinder and the solidify it, and then in edit mode there are no faces, vertices, and edges inside the cylinder, only outside faces are showed.

That's correct.  That's how solidify works.  The faces it adds are only generated and not actually present.  If you want to make them present you have to click apply on the solidify modifier.  But once you've done that you can't adjust the thickness anymore.

@MartyFouts Thanks Sir, I really appreciate your answer. And it worked !!!


text:
How do I recreate this complicated shape?

I have a reference for what I want to model, but I'm lacking the problem solving skills necessary to recreate it with reasonable accuracy.
I've looked into using a Boolean modifier within a cylinder to create the platform (with some success,) but it isn't giving me the results I'm looking for. It's just not quite the shape I'm looking for.
I've tried the knife tool and really forcing the issue, but the geometry didn't come out clean. If anything that created more problems.
There's probably a million ways to skin a cat, but what might be one of the most standard ways of recreating this shape?
Blender file attachment: https://drive.google.com/file/d/13RJYM3lYtOE-pVZ1VcdqTM4rn5mvo08O/view?usp=sharing

There really isn't a standard way. There are even competing schools of thought on what technique to use. It also matters what you are going to use the shape for.  Background objects can be modeled more simply than 'hero' objects for example.

select it, Shift-D, move your cursor, click. ;)

It isn't a complicated shape

I found a solution - adding more boolean modifiers seemed to do the trick!
I wasn't aware you can combine the same modifier repeatedly without applying it destructively.


text:
Fluid goes through effector
So im trying to make a hallway with a light that's a little lower than the ceiling so fluid can flow through the crack but the fluid goes right through it. I have it set to effector. I used the knife project tool to cut the hole on top.
https://pasteall.org/blend/22b6fceb661f44e896c65db600ee82ef

The problem is that the collider's normals are inverted.
In solid view with the domain hidden, you can turn on the face orientation overlay to display the front of faces as blue and the back of faces as red.
As you can see, the collider's faces are facing inward:

To fix this problem, select the object enter edit mode, select everything, then press ShftN to recalculate the normals.
After doing this, the collider will work.

For the hallway object, be sure to tick the Is Planar radio button since the mesh is not closed.

To get the simulation fine enough to flow through the cracks, I set the domain resolution to 256.


text:
Can you keyframe the aspect ratio of a camera?
I was wondering if there was any way to sort of keyframe the aspect ratio/ resolution of a camera, like from 1.85:1 to 2.39:1 in a single scene smoothly. Is something like that possible inside of blender or would I need to do this with separate clips and some editing?
Something similar to this.

No, you cannot change the ratio since a video file cannot contain different resolutions/aspect ratios in the same file. What is done in the reference is just adding black borders moving in from the top and bottom. This can of course be done in Blender or other video editing software.

I would be more inclined to set that up in a video editor.  Since the desired end result seems to be displaying on a screen I'd just render the whole thing full frame and that'd give you more freedom to make fine adjustments and see the results real-time without rendering the whole thing out again.  Just animate some black bars on the sides or something.


text:
Textures not being imported with .obj
I downloaded a blend file with a car mesh that had textures on it online. I opened it, deleted a few meshes, then exported as .obj. But when i imported it as an .obj into another project it didn't import the textures from the .mtl file it generated when it was exported. Why is that? Did I do something wrong when I exported it?

Looks like going to append, opening the .blend file, then choosing objects, then the car and all of that works, it imports the objects and the textures.


text:
How can I get this shimmery/pearlescent fluid?
I was wondering if it was possible to get this kind of pearlescent fluid color or whatever its called.

Well, what have you tried so far?

Try something like this. It's just a Noise Texture with the distortion and detail turned up, and flattened a bit on the Z-axis. I used the Noise as a Mix Factor for the colors and also used the colors for a bit of Subsurface Scattering. I used the inverse of the Noise for a bit of Transmission so the dark areas look more "gooey". I upped the Metallic value a bit as well, because polishes like that often contain a metallic "sheen: component.


text:
Smoke sim does not render
The smoke sim I made shows up in every viewport besides render, and it does not show up when I render image. I tried recreating the flow and domain, switching cycles to evee and back.
https://pasteall.org/blend/d2f16ddaf38a461483c8c8ece0f67571 .blend file

although i personally love if people provide blend files, you should also provide some screenshots what you have done because often with this we can help you even faster (without downloading and checking your blend file)

your domain has no material.
Add this material to your domain, and you get this result in render:


text:
how to find error why blender crashes? Eevee material mode
I have an i7 7th Gen aorus 370M board with 1050ti 1TB SSD 32GB ddr4. When I open my scene and switch to the material. That load shader compilation and then not responding. After some time it's closed. Please help me or tell me how I can find errors. Using Eevee

Have you tried to append everything in the scene to a new fresh blend file? (File > Append... + choose the collections)

Most likely a system error, First check your System in Edit>Preference>System, And see you have your GPU or CPU checked. Also to check for errors you can go to Window>Toggle System Console in Blender and see if any error is giving to you by maybe an outdated addon or anything.
You should try a new scene and see if any helps and if not just reinstall blender maybe something got corrupted somehow, Hope it helps


text:
How do you find and fix degenerate and overlapping edges?

As you can see in the picture attached, 3d print tool box isn't finding problems with the mesh, however there are degenerate and overlapping edges. How do I identify and fix these issues without using degenerate dissolve?

The problem is your object is at an incredibly large scale which causes floating point precision problems. try playing with the camera clip min and max distance to stabilise display

To follow up on gorgious`s point I just realised your mesh is incredibly huge after reading his comment and instead of 'playing with the camera clip min and max distance' like gorgious said just try selecting your mesh and press 'S' to scale and type in a small value like '0.006' to decrease the size of your object.
Now press the period key on your keyboard to zoom into your object.
The period key is located under the '3 Pgdn' key and left to the enter button.

A GIF for a better understanding

Both Gorgious and Ribbit12 had great solutions to my camera/object scale problem. Turns out it wasn't overlapping or degenerate edges - it was a viewport issue.


text:
How do I adjust the renderer to get the same result as on this sketchfab preview?
I'm trying to render this model in Blender 2.93, but my results are not the same as the original on the website. I've tried changing the lighting settings, with evee and cycles, but im not an expert so it gets even worse. Does anyone know how to achieve the same?
Original:

My result:

The leaves in the Sketchfab render have translucency. This reduces the shadow they cast on each other and makes them brighter.
In Blender, you can use Subsurface Scattering to get a similar effect.
Both examples use the Syferfontein 1d Clear HDRI and a Sun light, strength 7 (see screenshot 2).
Eevee Test Render
Material leaf old tree: Subsurface Scattering: 0.1; Color (hex): CBDA84
Material old treetop: Subsurface Scattering: 0.3; Color (hex): 8C9B29

Cycles Test Render
with a little variation in the subsurface scattering.
Material leaf old tree: Subsurface Scattering: 0.2; Color (hex): 8C9B29
Material old treetop: Subsurface Scattering: 0.3; Color (hex): 8C9B29

looks much better, i will try it, thanks bro!


text:
Is there a way to reverse dope sheet frames for a reversed animation?
so I made this figure and make it dance for around 230 frames.
The problem is that I need more animation time to film longer with the camera, therefore I need more frames.
The animation jumps back to the original position once its done, but that does't make the whole animation fluid looking at all.
So I got the idea to maybe double the amount of frames by copy pasting in the dope sheet, and to make the figure reverse dance back to the origin position in the 1 Frame, without an awkward jump teleportation to the beginning.
To reverse the dance it would kinda require to reverse the copied frames on the dope sheet, so it dances back to the starting point.
Is there a tool that could reverse the selected frame array in the dope sheet?

*typo in pic: reversed not "reverded"

You can duplicate all your keyframes, put the playhead at the middle of the selection and press SX-1.
You can also switch your Dope Sheet to Action Editor mode, push down the action into the Nonlinear Animation editor, select the strip, AltD in order to link-duplicate, or ShiftD for a simple duplication, open the N panel > Strip > Active Strip and click on the Playback Reversed option:

TO Flip your animation

Select the all keys.
make sure you are on your starting frame.
Make sure your mouse pointer is on the timeline.
Then press "S" and then "X" and "-1"
This should flip the keys
To move the keys to starting position press "G" "X" and "30" (number dependeding on the last frame number)

This should flip your animation


text:
How to imitate rotation on another object precisely in edit mode

Hello, I want Object b) to have the exact same rotation as object a in edit mode. But toggling "N" doesn't have options for rotation angle. What is the most precise way to rotate my b) object in edit mode?
Best

if you are in Edit mode, you won't rotate the object but the mesh inside the object. Do you want to align your mesh with some faces of the object A's mesh? It's not clear...

Oh no, I want to rotate the mesh to use it as a cutter on the roof left, but I wanted B) lenght to be A)'s lenght to do it in one cut. The problem there is also that I have to turn the mesh ob B) into a seperate object/layer. Is that even possible?

it's a bit confusing, are these 2 meshes inside the same object? You can separate a mesh and create a new object with it: select it with L and press P > Separate

If A and B are meshes then yes, they are in the same Object "cube" in the scene collection, or in the same scene. P was the key that made things easier a whole lot


text:
Array teleports far away from the starting point once curve modification is selected onto path

Hello, so i've scaled my object which I modified with the array modifier and it gave me a linear array of the lenght of my numbs path. The Problem is now that i wanted it to curve on the nubs path on the balcony of the house. Therefore I choose to add the curve modifier additionally. When I select the the numbs path tho, the array kind of teleports far away from the starting point which is the red circle on the picture.. How can I stop it to teleport after curving so it fits on my numbs path?

is your origin point of that object where it should be? This often happens when origin point (orange dot) is outside of the object

I've shifted the origin point to the middle of my array with shift + S and set it to world origin but it still did't work wehen I applied the curve modifier


text:
Array mod doesn't seem to produce array for my object that should fit with my numbs path Curve

Hello, So I downloaded a pillar object as a decoration for my balcony and decided to use the array mod for these objects to fit the curve of my balcony. Before I arrange everything I wanted to experiment with the array mod (thats why everything looks a bit messy on the pic) but the array that should fit the curve doesn't seem to work at all.. I started by drawing the numbs path, and placed that pillar object on the center, then I switched from fixed to fit curve, but as you can see no copys of my object appear at all.. What did I overlook in this process?

did you apply scale + rotation for curve and object?

I yes did both, fixed mode copys appear but as soon as i switch to fit curve they dissapear


text:
Why does the Boolean modifier duplicate my mesh cutter and simultaneously combine meshes instead of cutting?
so the Booelean modifier duplicates the cutter mesh once I press apply and at the same time connects the boolean mesh to the mesh I want to cut from.
Why is this happening?
Best

Boolean won't delete the object used as cutter. For the connection it may be a bug, you need to tweak the options to see if it will make it work better...

@George Tsiklauri if sybog64 has answered your question it'd be helpful if you accepted it by clicking the checkmark next to it.  https://blender.stackexchange.com/help/someone-answers

The Boolean modifier has several modes, reflecting 3 of of the mathematical Boolean operators: AND, OR and AND NOT under the names Intersect, Union and Difference.
In order to use it as a 'Cutter' you would select Difference. It's easiest to see what's going on if the cutter object is set to 'Wire' in the object's Viewport Display.

Sometimes, the Fast solver fails and constructs geometry following the cutter. This would happen in the modified state as well. Use the Exact solver (update blender if it is not available) or move your cutter until the overlap is solved correctly.
If you have difference between the modified state and the result after applying, you've most likely applied it out of order or applied something that had Viewport disabled.
Bugs do occur. They are usually solved by restarting blender


text:
Boolean difference ("cutter") doubles object instead of cutting

Hello, so I'm building a house which is "cube" on the scene collection. I now want to cut out "Cube 001" from my house which worked for another section of the roof but not here. I did choose "cube" modified boolean, selected "Cube 001" and choose apply but instead of cutting - it doubled the mesh "Cube 001". The problem is make "Cube 001" invisible, the doubled mesh was merged with my house. (Second picture)
Whats the mistake here? How can I prevent the mesh from doubling and instead make it cut out "Cube 001" from "cube"?

You have to delete the cutter object after you applied the Boolean modifier. This does not happen automatically.

You don't have to delete the cutter or apply the Boolean.  Especially if you are using a non-destructive Boolean workflow you don't want to do that. you have to make it invisible,  and the OP has indicated they've done that.

Your problem seems to be the version of Blender you are using. I tried the same thing with 2.93.5 and there's no problem.  There is a bug in Boolean where exact mode produces errors like this.  Try switching the Boolean to Fast mode and see if that helps.

@George Tsiklauri if moonboots has answered your question it'd be helpful if you accepted it by clicking the checkmark next to it.  https://blender.stackexchange.com/help/someone-answers

Try fliping the orientation. Sometime the faces are facing the wrong direction.

First thing display your cutter object as a wire so that you can see what's happening:

In your case the Fast option seems to work better for Difference. Exact seems to bug here, it adds instead of substracting. It may not give the topology you want though, as the roof is not part of the same mesh as the rest of the house:

When you're good you can apply the modifier, and delete the cutter object if you want.

I don't think that's the problem in this case, as the OP has indicated that they've hidden the cutter, which gives the same effect.  Which version of Blender are you using?

I didn't mean that displaying the cutter as a wire was the solution, I advised to do it to make things clearer, from what I understand from the file he shares the main problem seems to be that Exact mode doesn't seem to work as good as Fast

That's why I wondered which version of Blender you're using.  2.93.5 doesn't seem to exhibit the bug on his file, but obviously 2.93.4 does.

I've used Blender 3 and it bugs as well, that's why I recommend Fast rather than Exact, Fast works

weird.  a regression in alpha, I guess.