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Blender 2.92 Material Overlay Problem
So I'm trying to use an overlay mix shader to map a skin onto a replica of a car from the video game BeamNG.drive. It doesn't look right, still. As you can see in the comparison, the camo is covering up the grille, which is an effect I don't want. Is there a way to fix this? Below is a download link for the blend and textures, too.

Download link to the replica's body and textures: https://drive.google.com/file/d/1TiFgDiN8jyoRT3zb5lrSkbjOURJLpl8k/view?usp=sharing

You'd have to bake the shader.

How do I bake it in Eevee?

Switch over to cycles: https://blender.stackexchange.com/questions/13508/how-do-i-bake-a-texture-using-cycles-bake

I don't think that will help.

I think that's the only way to achieve what you want.

I've noticed that the pigeon_d texture has alpha transparency. Is there a way to make the texture fill the alpha portion with the skin? Overlay doesn't seem to be working, it just seems to be tinting the material with red.

I changed the Overlay shader to Mix, and the camo overlay is going away, but it's still not completely away. I looked closer into pigeon_d and found out there's partial alpha transparency in the texture. Can this be fixed (without changing the render engine?)


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Import freestyle line style from other .blend file
I know you can import other stuff like object from another .blend file. I am wondering if you can do the same of the line styles and how?

Yes we can import/append /link the freestyle
save the file with freestyle
When import / append with the with the other folder of texture lamp mesh object you get the folder of Freestylelinestyle
Open the folder and append/link
In the Render -> activate the freestyle option
After import/append under Render Layer in properties panel -> Under Freestyle Line style select the line from the drop down.

Thank you very much! Are we able to store these imported styles if we delete the original .blend?

source: Stack Exchange

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

sort: votes


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Load Freestyle script using api
How do I load freestyle script using api instead of the GUI?

The "script" property is a reference to a Text datablock.  You first need to create a Text datablock, and then set the "script" property to it.  Example:
import bpy
p = '/path/to/style_module.py'
t = bpy.data.texts.load(filepath=p)
m = bpy.context.scene.render.layers.active.freestyle_settings.modules.new()
m.script = t

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


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my mask is not the right size

the mask is too small but in the movie clip editor its looks good
is it because I filmed with an iPhone
I can resize it my self but I want it to be normal


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Where are my other video formats

i update blender to 2.79 and the movie formats are gone


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Background image is blurry
I'm using a low resolution texture (128x64) from an old game as a background image to help me model but it gets blurry (or aliased I guess) which ruins everything.
I heard that one might need to increase the size of texture but if I do that then texture will get messed up and I want to keep all pixels of it in the same place without "JPGing" it.
Is it absolutely impossible to get sharp background image? Zooming doesn't help either. My version is 2.79

does this question help? https://blender.stackexchange.com/questions/8441/how-to-disable-mipmaps-in-blender-2-7

the problem it self is that the raster image has a very low resolution. By resolution, it meas that are used less pixels to descriminate an entity like an object. As you zoom in, and as it is a raster image, Blender, or any other software wont be able to increase automatically the number of pixels by area. What you can do is vectorize the image in external software (like Inkscape). Inkscape can try to vectorize automatically or manually. Once you have your raster image vectorized, you can zoom in, and save with an higher quality jpg or png. Remember that the vector image wont give new info.

@3pointedit Nah, disabling mipmaps did not help. Thanks anyways.

@MCunha I didn't understand a word why Blender can't just put small textures as background images without messing it up but you did give me a great idea about vectoring the image in order to increase it's size without data loss. I guess I'll have to stick to this solution unless a better one suddenly appears.

if you take irfranview and do the most easy method of scaling an image, you would keep the pixel blocks.

As workaround, you could get away with Import Image as Plane Addon which creates a simple plane that you can use as reference. It actually also creates a texture shader for which you can use interpolation as closest in the shader texture node.

If you still want to be able to position it in front and change the alpha not as convenient as the background image but, you can add transparent and a mix shader. And disable selection mode to let you select object located behind it.

It might be too late but in Blender - Viewport settings, if you ever limited the Textures size, then you might want to increase it back. This should fix the blurry images.

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


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Arrows show wrong axes
Arrows show wrong axes. Something went wrong with the axes and they began to show absolutely wrong directions. Maybe someone know how to fix this?

Please improve the clarity of your question. Please show the entire screen including headers and footers.

https://blender.stackexchange.com/questions/52049/how-to-micro-manage-manipulator/52050#52050

Change the transformation axis as indicated by the Yellow Arrow below.
Try the different selections to see the effects.

Transformation Axis.
Sometimes a stray keystroke can have an unintended effect.  So many keystrokes.

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


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Bones moving wrong part of mesh

I have a simple low poly mesh that I have created and rigged.

However, when i try to move a bone in the arm area, the hip moves along with it.

As you can see the area is all blue so Im extremely confused as to how this is possible, Im open to all answers.

I've found that sometimes weights get assigned without colors, which is weird, I know. Maybe try posing the character a bit and then try removing weights from the bits that don't seem to be weighted but are still being affected?

When you are moving a bone, all child bones move as well. Check, if the hip isn't assigned to one of them.

It doesn't just happen at the arm anymore it happens at basically every bone I use .


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How to Bake down all data to a single object
Can anyone please suggest how can I bake all the data into a single camera object?
I have exported a camera track from 3dequalizer. When I import it inside blender this is the structure that I get.

The parent object 3DE4Scene has some translation data. The camera object has animation keys.
I want to create a new camera and bake down all this information into that camera. So eventually I will only have a single camera object with all the translation and animation information.

Try Selecting all objects and then pressing Alt+J. It should join them.

did you mean ctrl+j?


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Exploding an object by parts
Hi I have imported an engine model in blender, I want to explode the complete engine part wise(PFA).there are so-many parts i cant keep moving all of them it will take lot of time. so is there any trick or option to do it quickly?
(This explode is not similar to the cube explode, here i want all the parts to be moved away)[the image shown is from different software but i want to achieve similar output from blender][https://i.sstatic.net/KEGDt.png]
Thank you

There's no officially prescribed way that I'm aware of, but this is a quick way to do it;
In these example, I have one object with a lot of loose parts that are all, themselves, manifold.
To modify a single object with multiple meshes
Enter edit mode on the object with Tab;

Change your pivot point to "Individual Origins";

Scale the meshes down to the desired separation;

Set the pivot point back to "Median Point"

Scale the meshes back up to the desired display size;

To use separate objects, one mesh each

I hit space (or F3, or whatever your search key is set to) and search for "Separate";

Then, I select "loose parts";

Now, search for, and select, "Set Origin"

Then select "To Geometry";

Each mesh will have it's own object. Now change your pivot point to "Individual origins";

Now, with all the objects selected, scale them down to a desired spacing;

Change your pivot point back to "Median Point", then scale up to the desired final size;

Thanks @AlexanderESmith It helped.


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Smoke animation, color is not changing?
Hello i wanted to include a smoke animation for a render.
I have watched a lot of videos about the smoke animation and how to change the color but it is not working for me.
suspiciously the standart smoke is also black instead of grey, and it stays that way.
Here are the things i tried, maybe i´ve done something wrong:
-changing the color of the smoke of the flow object
-changing the color in the materials (I heard that doesnt works anyways since 2.79)
-changing the color in the compositor.
-edit: i actually got it halfway working by only changing one notes color input but that is not the result i want + it is supposed to work otherways
Thank you, this is really bothering me as it is supposed to be working.

You have to change the color of both Volume Scatter AND Volume Absorption.
Also, you might obtain better'n'nicer control of your coloring by using a color ramp + the density attribute plugged in :

Yea well I tried plugging in both but thats just not working...
I ll post another picture where I tried your exact way

Have you lighted up your smoke? It needs a fair amount of light to show up. Maybe give us your .blend file so we can investigate.

Okay here you can download the link on Dropbox.
pls only use the file for solving this problem.
the layer should already be selected but it is in the bottem right of the first group.
https://www.dropbox.com/s/5m0mw8i6c7s1wrr/The%20Summoning.blend1?dl=0

Obviously, it works: https://i.imgur.com/AVId19U.png  It's even better if you actually light it up, just a simple sun lamp gives that: https://i.imgur.com/gJDdVgq.png

Oh man well thank you a lot I never thought it would be a missing light, unfortunately the world lighting wasnt enough.
thank you for your help I appreciate it !

World lighting is never enough, especially if you use a simple color and uniform strength. A good lighting is contrasted and with more than one color. Always keep that in mind when you want to test some shading.

also when I plugg in both the smoke stays Black


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Using dupli-faces changes the orientation of the child object
I am trying to make an arrow of windows on a building where the lights are randomly on or off.
I am trying to use the method described in the answer for this question:
Random color on multiple multi-component objects obtained by applying an array modifier
I have made my window object, then made the "duplicator object" using a simple plane, and applying the array modifier. I selected my window object, and parented it to the duplicator plane array, and I turn on the Duplication > Faces option, and set the Scale to the proper size.
Now I have the windows multiplied, and the random effect works with the lights being on and off randomly. The problem is, that now my original window is in the right position, but all the duplicates are rotated 90 degrees.

The rotation for both the duplicator and the original window object are all zero though.

What might cause such a weird behavior? If I rotate the original window, then the duplicates will be in the right position, but then again I will have a strange stray window in the corner floating on its side...

It looks like you can't avoid both problems:

The duplications follow the faces normals. So if you want them 90° you need to rotate the original object 90°.
The original objects is still visible in Solid mode. It won't be visible in Rendered mode though. If you want to make it more discrete you can scale it down, select the faces, and in the Duplication panel enable the Scale option, then adjust the Inherit Scale value.


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One half of my object is darker than the other
I just cut an object in half and then mirrored it.
Before i joined the objects, they looked perfectly similar, but after joining, one half is darker than the other.
I tried some stuff and i did delete doubles, and i checked the material
but it all doesn't help
That's the thing, after joining the 2 halves:

I have 2 possible solutions. One, try (in edit mode) pressing {control n} which will recalculate the normals. If the normals are incorrect then it will fix that. Otherwise, it's just a question of shading.

Alt-N for the menu of options in 2.8x

My solution is. Roughness set it to 1.0.
I'm creating character, I really don't know how to do. But when I did it. It goes fine.
Maybe after applying Mirror then that's the time to adjust roughness again if you need.

Remove Mirror modifier.
Object Mode > CRTL+A,
Apply all transformation,
then add Mirror Modifier again.
Hahahahaha can't believe I remember that 4 seconds to some videos I watch.


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How to get OpenCL functioning for GPU rendering, AMD GPU?
I'm running blender 2.79b and Blender won't recognize my card.
AMD Radeon HD 7900 Series, GCN 1st gen architecture
OpenCL™ Version: 24.20.11021.1000
Vulkan™ Driver Version: 2.0.33
Am I missing something to set it up in an official release?
I tried looking through GraphicAll.org for alternatives and found This Version of Blender
While it did recognize my card the colors of light was incorrect and differed from the cpu rendering of the scene.
Thanks in advance!

From Blender manual on OpenCL support:

OpenCL is supported for GPU rendering with AMD graphics cards. (We only support graphics cards with GCN architecture 2.0 and above).

2.79 release log says:

Due to various issues with drivers for AMD GCN 1.0 architecture, those cards are no longer supported for Cycles rendering "

The support was dropped so you need Blender 2.78c version or a newer card.

Oh well, thanks for the info.
Looks like its time to go back .01 till I can upgrade this old machine.


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how to fix light on reflective surface
I rendered this musketeer sword and as you can see the light on the blade looks wrong and doesn't represent the actual shape.
so this is the solid view model with the blade in edit mode:

and this is the rendered version (please ignore the awful materials):

In case someone need it, this is the blender file : sword.blend

in what way does it not represent the actual shape? it looks correct

if you look above the triangular shape on the blade the light makes it look like two different pieces glued to each other.  dunno if that make sense

oh ok, it's because your plane is a little bit twisted (i.e. not really flat), you should rebuilt your mesh with a clean mesh structure (quads and edge loops). If you want to let it like it is you can quickly fix the problem with a trick: select the mesh and click on Properties > Data > Normals > Auto Smooth

oh ok, it's because your plane is a little bit twisted (i.e. not really flat), you should rebuilt your mesh with a clean mesh structure (quads and edge loops). If you want to let it like it is you can quickly fix the problem with a trick: select the mesh and click on Properties > Data > Normals > Auto Smooth


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Unwrap sphere with inverted normals
Hello blender community!
I am trying to create a simple sky sphere (not a sky dome!) in blender, so that I can apply a material onto it later on in Unreal Engine 4. The export format is fbx, which works just fine with all the other models our team is using for the project.
My initial thought was to simply invert the normals of a sphere, unwrap it (seams marked orange) and export. However, no matter what material I apply to the sphere, as soon as I go inside the material creates weird distortions and horrible borders (refer to the red circles). I firmly belive that this is a problem with my bad unwrapping technique.

Can you tell me how to correctly unwrap the sphere?
Thanks in advance :-)

Welcome to the site :). It's recommended to do a quick search before you ask a new question. See https://blender.stackexchange.com/search?tab=votes&q=unwrap%20sphere. Normals have next nothing to do with unwrapping in your case so that problem is unrelated.

Thank you @iKlsR for the quick response! I actually stumbled upon this and several other techniques throughout my research but I always believed that it is different for flipped normals. If I think about your statement tho, it makes sense and I feel a little embarrassed about my stupidity. I'll try the unwrap method described in your reference and come back to this post with my result. Regards


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texture baking gray on uvs
Im trying to bake a texture onto the uv and export it so i dont have to start painting the uv from scratch. (or so I can simply use it later for importing)
I will point out that i did separate the object into 3 sections then use nodes to texture and then joined them back before trying to bake uvs. the baked uv with emission node looks fine but if exported it turns gray and doesn't work anymore.
but it does seem that the two parts that were separated are not even being baked and stay the way they are before and after bake.
I did not separate and rejoin after bake, I did it before. so I dont see how thats effecting the texture baking onto uvs. but iv never been good with baking ect.
so
1. what am i doing wrong?
2.how do i bake the texture to the uvs and export them correctly for later use.
3. is there a way to bake textures to uvs with out shadows. and why isent the ring part being baked after i rejoined it?

]3

Forgot , the exported uvs can work. but theyer just grayed out uvs if i put them in the image shader there just a slightly gray uv, lines and all. idk if that helps but yeah. and thanks to anyone who trys to help.


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What language are the shaders in Blender written in?
What language are the shaders in Blender written in? Like the Principled BSDF and the rest.

Most of them are written in OSL, OpenShadingLanguage, a language specifically designed for shaders. It's similar to C and can be compiled, so that it's fast.
You can find it in the Blender sources at
intern\cycles\kernel\shaders\node_principled_bsdf.osl

OSL is comparable to RSL, Renderman Shading Language and GLSL, OpenGL Shader Language.

I found some in source\blender\nodes\shader\nodes and they are written in C. Are those shaders?

Cycles is written in C++ (mainly because it's easier for custom operators). Shaders are also C++, but they have an OSL implementation when you are using OSL.

I also thought that OSL compiles to CPU code only. But the Principled BSDF is available for GPU computing as well. I'll look that up. Possibly it's available in OSL and C++.


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When is cubic texture interpolation helpful?
I noticed that Cycles is capable of using cubic texture interpolation for image textures but there is nothing in the manual about it, and every tutorial I've seen only mentions it by saying to leave it on Linear most of the time. I've done a bit of research on image scaling with linear/cubic/sinc but I can find very little in the context of texture filtering. What I'm wondering is this. Are there specefic cases where Cubic might be more useful than linear or where cubic could cause artifacts? For example when using textures that are smaller or larger than they appear in screen space, what would the pros and cons of each interpolation mode be?

Let's look at what the two mean and create examples. Our example image will be this (enlarged) $2\times2$ pixel grid:

Linear: In spaces between other pixels, there is a linear gradient of the two mixing colors:

Cubic: In spaces between other pixels, there is a cubic (also called Ease) gradient between the two colors:

When we compare the linear and cubic interpolations, the eased one seems to "bleed" a little bit, creating a much smoother interpolation, but it doesn't leave the original lines as defined, so it will blur the image.
Let's look at it with a more complex image:

Linear:

Cubic:

Essentially, Linear interpolation will hold to the original definition of the shapes in the image, but won't look as pretty. Cubic interpolation will look nicer and smoother, but that comes at the cost of image clarity, since the image will appear blurred.
Also, when I did (very) small test renders on my computer, Linear was milliseconds faster than Cubic.


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Export Blender 2.79 PBR shader to Unreal Physical based material
this is my first question on stack exchange :)
If I've created and applied a material to an object using Blender's PBR shader. How do I bake out the nodes I have textures assigned to?
For example I have textures assigned to the metallic, roughness Transmission and Normal nodes.
I was expecting to see Bake options that correspond to my PBR nodes, which I could select, bake out and plug into Unreal's PB material shader.
Assuming that I should indeed be baking out my PBR material what bake options should I be using? Is my workflow incorrect?
Thanks :)

By PBR, do you mean the new Principled BSDF shader?

Yes the Principled BSDF shader

I would also love to know a solution to this. From what I can tell the only thing possible is to transfer image textures using UV Wrapping/unwrapping. But that still requires extra steps using other softwares, or importing the image yet again into the engine. It really is annoying when we cant transfer the node data. It would make for a much greater workflow if we could export the material data directly to the object itself and it stays. Exporting as a FBX. And adding it to Unity Engine it transfers some of the information.. and shows the inputs with the correct names that I added in Blender,

Bit of a late answer, but I have recently released an add-on for Blender 2.8 to do exactly this simply and easily (though admittedly not quickly - baking in Blender, like rendering, takes time).
Documentation here: http://www.toohey.co.uk/SimpleBake/
Available here: https://gumroad.com/l/mzYoz
It is also possible to do this manually. In a nutshell, you need to create an image within Blender (in the UV Image Editor) and add an image node to every material you are using set to that image. That image node needs to be selected in every material, though it doesn't need to be "hooked up" to anything at all. It just floats there.
The best way is to then take each input to your Principled BSDF shader one by one, run it through an Emission shader (connected to the Material Output in place of the Principled BSDF you had before) and then bake emission.
It's a bit of a long and painful process if you have an object with lots of materials - hence why I wrote the add-on.


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Rigging Automatic Weight not working right
Hello everybody I have sculpted a Frog an already rigged him and posed him into a position, then I dumbly deleted the armeture becuase I thought its done.
Now I had to resculpt the left arm and now when I try to apply the rig with automatic weights its not working. Here are some Pictures as example.
I also wonder if I cant only rig one arm but why shouldn´t that work ?
There are no weights to the bones except one with just a little.I could paint them my self but the mesh is really high resulution so its almost impossible for me.
Please help, my scene is actually finished and that was the last detail i wanted to enhance. Thats bothering, are there any settings needs to be done ?
Thanks :)

To answer your question, your weighting is now entirely off, but you can fix it via weight painting. The parts you want to move should be red, with a bit of a falloff into yellow and green as it merges into the other bone.
HOWEVER, since you've sculpted, and it's not intended for animation, there's a much easier solution. Try using a lattice! Add a lattice to your scene and move and scale it around to fit the arm as well as you can (do not do this in edit mode! it'll mess up your results!). Then apply a lattice modifier to your sculpt, and select the lattice you just made. Now you can go into edit mode. Before you touch anything, add some more points to work with over in the modifier settings until you have enough to bend it. It shouldn't take many. Now all you have to do is move the lattice around until it looks like you want.

Hey Thank you,
yea painting that is horrible cause that would take so much time in order to make it look smooth.
Yea I already used the lattice modifier (eg for the eyes ^^) but I didnt thought about using them for the arm. Indeed this is not for an animation, I will try this. Thank you !


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lost a background image after an animation render
I created a simple scene with a planet in space.
I texture-painted a plane as the background and that worked fine, just a black plane with lots of colored glowing dots.In the first picture renders it worked just fine displaying white stars at the colored dots, but after I rendert an animation the background suddenly turned greyish/orange affter the first frame and from now on it doesnt changes back.

Did you save your hand-painted image texture externally? When you first paint a texture in Blender, it's only saved in cache. If you change frames, close/reopen the project, or move stuff around, you risk losing that work.

Oh alright i found the issue.
Yea I saved it because i am aware of this problem, the thing was that blender tried to use the old one that only was saved into the cache and not the one I saved externally :)


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CSV File Not Supported Error
Here is the code:
import bpy
import csv
import sys
csv_path = sys.argv[1]

file = open(csv_path)
reader = csv.reader(file)

header = next(reader) # 1st line is header

data = [ ]
for row in reader:
    name0 = row[0]
    name1 = row[0]
    pathout = 'test-videos/' + row[5] + '.m4v'
    s = bpy.context.scene
    f = s.objects['FirstName']
    f.data.body = name0
    f1 = s.objects['FirstName01']
    f1.data.body = name1+'?'
    bpy.context.scene.render.filepath = pathout
    bpy.ops.render.render(animation=True)

bpy.ops.wm.quit_blender()

And here is the error message:
Read blend: /PI-SAT/proj001/proj001-master.blend
Traceback (most recent call last):
File "/PI-SAT/proj001/proj001master.py", line 9, in <module>
header = next(reader) # 1st line is header
File"/Applications/Blender/blender.app/Contents/Resources/2.79/python/
lib/python3.5/codecs.py", line 321, in decode
(result, consumed) = self._buffer_decode(data, self.errors, final)
UnicodeDecodeError: 'utf-8' codec can't decode byte 0xef in position 23:
invalid continuation byte
Error: File format is not supported in file '/PI-SAT/proj001/test.csv'
... opened default scene instead; saving will write to
/PISAT/proj001/test.csv

I have read the file with a different script using the exact same code as in lines 2 - 15 and then printing the names and pathout. Running the script from the command line, not from within Blender, it works perfectly.
I have also run the part of the script within the for loop outside of the loop as a script from the command line and it works perfectly.
What am I missing about the CSV file? I created it in Excel on my Mac; is that a problem?

I'm voting to close this question as off-topic because this has nothing to do with Blender. Stack Overflow would be a better place to ask this question.

This only happens when running the Python script from inside Blender. It has everything to do with Blender.

maybe try to share more info about the csv content, or a sample, if not all, of your csv file, it could help to spot what is not working... maybe.

I think the file encoding is the problem.
The blender python assumes 'UTF-8' and maybe the command line gets the encoding from the system.
Try to give the open method a encoding:
file = open(csv_path, encoding='latin-1')

I think 'latin-1' is correct for Mac, otherwise try 'iso-8859-1' or 'cp1252'.

I think you may be onto something, but none of the three encodings solved the problem.

I have tried opening test.csv in BBEdit and saving it as UTF-8 and it did not work. Neither did an attempt with Latin-1.

I did a bit more looking, specifically for "codec can't decode byte 0xef in position 23".
I found https://stackoverflow.com/questions/10561923/unicodedecodeerror-ascii-codec-cant-decode-byte-0xef-in-position-1.
I ran:
$ echo $LANG
The response was:
en_US.UTF-8
Another great idea bites the dust.

I changed:
    file = open(csv_path)
to:
    file = open(csv_path, 'rU', 'ignore')
This got rid of the:
    UnicodeDecodeError: 'utf-8' codec can't decode byte 0xef in position 23:
    invalid continuation byte

Ignoring encoding errors isn't a proper solution. Ask the person who produced the file which encoding they used.

I produced the file and used UTF-8. When that did not work, I also tried Latin-1.

I was testing on the Mac. I have moved the project to Google Cloud and the program runs properly on Google Compute Engine.


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Python for Text migrating from 2.79 to 2.8
I have a Python script that changes the text in a blend. In 2.79 the script is:
s = bpy.context.scene
sed = s.sequence_editor
sequences = sed.sequences
f = s.objects['Text']
f.data.body = "New text in the field."

"Text" is the name of the field.
This works great.
However, in 2.8 I can use Add Text to do the job of placing the text. However, when I try using the above code, I get:
Traceback (most recent call last):
  File "/home/ec2-user/proj004/proj004master.py", line 27, in <module>
    f = s.objects['Text']
KeyError: 'bpy_prop_collection[key]: key "Text" not found'

I am assuming that since I used Add Text I need to use something other than:
s = bpy.context.scene
sed = s.sequence_editor
sequences = sed.sequences

Does anybody know how I can make this work?

s.objects["Text"] is a text object linked to the scene.  Since in 2.8 you are using a text strip in VSE ( I assume) there is no font object in scene named "Text", hence the keyerror.  So do something other than that.

Are you saying there is no way to modify the contents of a text strip using a python script?

Turns out to be stupid simple:
bpy.context.scene.sequence_editor.sequences_all["Test"].text = "New text in the field."


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Rendered image has white "tiles"

Still very new to Blender. Trying a first mini-project after following multiple tutorials.
This is a plane with a seamless sand image placed on it (through shown nodes), with an as-yet untouched cube. A plane provides lighting distant far up and behind (per given view) the block.
In render mode, as seen in small bottom area, things look okay. But the top is the result of rendering the image, lots of white squares and triangles, which are patterned to the subdivisions on the plane.
The surface has not been height-distorted (all 0 on Z-axis), it's just a simple large plane that's had several subdivides as shown here:

I've not seen such things during learning with tutorials, and while I could find lots of responses to white "fireflies", I couldn't find anything on what could cause this rendering issue.
Where should I be looking?

Z-fighting with Tris...

I think you might have a duplicate ground plane in your scene that is hidden in your viewport (which is why it does not show up in the viewport rendering). If that is the case, it will still be rendered because the F12-rendering does not ignore hidden objects.
If the plane has a white material and is in exactly the same z position, it will be in conflict with the textured one. As a result, faces will show pretty much randomly from either of the two objects, creating the pattern that you can see in your rendering.
You can unhide all hidden objects with Alt+H in the 3D View.

Ooops, that would be it. Wasn't aware that hiddens would render.
Want to keep that copy though, so moved it to a separate layer instead. That works.
Thanks!

@Flamester If a answer, answers you question, don't forget to accept it as the answer. :)

authors: Григорий Стоволосов


text:
Can't move view in Edit Mode
I can manipulate the view in Object Mode, but in Edit Mode I can't move (or pan) in 3d view, even though I can zoom and orbit.
Why is this?

can anyone answer?


text:
How to make this thorny decimated effect?
I would like to use a modifier or something to quickly get something like the picture below without too much hand modeling.
Is this noise effect possible to apply such a remesh to a base mesh?

particles or tissue addon?

@moonboots thanks for the leads, I must add that I need proper lowpoly topography as well

actually your body can be low-poly, and your particle or tissue objects as well. Maybe particles are more appropriate

@moonboots may I ask what particle add-on you mean?

no I meant Particles > Hairs, but you need to try...

Depending on your source material you could try using Remesh to get consistent vertex density and possibly help with topology, then Triangulate and finally use Displace with distorted noise texture to achieve more contrast in normals.

^ Oh and of course Decimate after Remesh*

Using a child object for hair particle system can give something close to what we want.

To do it, I started from a free model downloaded, then:

Added a particle system (the parameters are visible in the image) with an object as render element (a small pyramid)
Convert the particles to mesh using the convert button in the modifiers panel
Here you get individual instances of the initial pyramid. You need to select them all and use the menu "object/relation/make single user" to make independent instances of this pyramid
Once done, select and merge them all using AltJ
I've also added a material, and a rapidly done texture on it.

Variations can be obtained with different ways:

The amount of particles
Scale and scale randomness in the particle system setting
Scale of the particle object and its shape, of course
Add a second particle system with another shape as render object
...

Once the final mesh obtained, you can:

Resize individual pyramids inside the mesh (scale using 'individual origin' as pivot point)
Give a try at "merge by distance" (with a relatively big distance), which allow to link several pyramid parts

I also think that the material and textures on it are important for the final effect. Here the texture is roughly done but you may pay attention to this point if you want to go further.
The blend file below contains several attempts, so you can play with it.

Thanks alot, I will eventually need to remesh it because it will be printed, but thanks for the file alot.

@JonneyShih, not sure this kind of model can be manifold. I did not know this was for a print.

A quick trick to do something close to this:

In Edit mode, select all and press ctrlT to triangulate.
In the Select menu select Random, play with the parameters on the bottom of the Tools panel.
Scale with S.
You've got a thorny effect.


text:
How to add Depth of field in Cycles render?
I find myseld wanting to add multiple visual effects in Blender Cycles but I can't find any, like Bloom and depth of field etc.
How do I go about adding these in my cycles renders?

You can enable the DOF in the camera's properties tab.

bloom is a post effect that can be done in compositing.

Yes there's no simple bloom option in Cycles, you need to go through the Compositing. And as Ffeller says, if you select your camera and go in the Properties panel > Object Data tab, there's a Depth Of Field option that you can enable and set.


text:
Creating a Stick man with rectangular sticks
I tried creating a stickman rig with rectangular sticks. For easier understanding, this is what I have so far:

The Problem with it is, that I just used rectangular object and added some caps to them. Than I strapped each element via an empty to a bone. During render though I found out that Blender Render cannot render overlapping faces.
-> how would I go about modeling such a model without overlapping surfaces?
This is my first Blender creation, that's why I tried picking the simplest way to do things, as it is also the only way I know how to do it.
Thank you very much for helping me out :D

The simplest solution would be to avoid overlap by moving one of the two geometry slightly above the other. On the other side, you could also deform the meshes with shapekeys or something like that, it all depends on your project's goal. I think you should describe better your situation.

Blender can render overlapping faces, however they will overlap (quite obviously) which will cause z-fighting. If you'd like to bend that object on the table then you can use either Curve modifier and add a curve of adjacent form, or add an armature for the object and rig it somehow (bone envelopes or vertex groups).

You need to make a single mesh instead of many small overlapping ones.
Start with a cube.

Then press "Tab" to go into edit mode
Then press "Ctrl + Tab" and select "Face"
Right click the top of the cube, press "G" then middle mouse button
then pull up, then right click
I can go on and on, email me at psuheena@yahoo.com
and we can set up a teamviewer so I can show you one on one if you want.
[]
[]2

Thanks :) So I would extrude a few times where my joints are going to be so they bend nicely? And then I can add the skin modifier? Is this the direction I have to go towards? If yes, I'll search for tutorials and try figuring it out over the weekend, but thank you very very much for your graciously offer :D I might come back to your offer, but I think it's best if I don't waste your time and find a solution myself :)

I have time today, right now. If you download teamviewer, we can make it happen today

I was thinking of extruding the base cube, giving it loop cuts, then rigging it with bones. Give it some basic color and maybe a subsurf modifier if that is the look you are looking for.

Thanks for the offer once again :D I was busy over the week but have now found some time to get in working. I made the center body in 1 mesh and deform it with envelopes, the lower arms/legs as separate meshes (as I had it before), but scaled in 2 Dimensions. If you're interested in how it turns out, you can go to my Youtube Channel (birawaich), I'll upload the final animation there. There's not a whole lot going on there ATM, but I'm starting to understand blender now :) Thanks again :)

I think the hardest part of animation is the lighting. https://www.youtube.com/watch?v=Z1R1z9ipFnM

Thanks again for the help. My knowledge since posting this post has increased drastically and it's funny looking back seeing what I didn't know just a few months ago. Also, for lighting I started using Cycles, which looks way better, thanks for the hint!

glad to hear you made progress

So I finally found the upload button and the final animation can be found here YouTube -> Me, online shopping.. Just in case your interested ;) Thanks again for the help!


text:
"expected a string enum" error when attempting to add text strip
I use the following code to add a text strip:
tStripAdd = "frame_start=" + fStart + ", frame_end=" + fEnd + ", channel=" + tChan + ", type='TEXT'"
print('tStripAdd = ' + tStripAdd)
#tStripAdd = frame_start=1, frame_end=164, channel=4, type='TEXT'- result of print command
bpy.ops.sequencer.effect_strip_add(tStripAdd)

I get the following error:
TypeError: Calling operator "bpy.ops.sequencer.effect_strip_add" error, expected a string enum in ('INVOKE_DEFAULT', 'INVOKE_REGION_WIN', 'INVOKE_REGION_CHANNELS', 'INVOKE_REGION_PREVIEW', 'INVOKE_AREA', 'INVOKE_SCREEN', 'EXEC_DEFAULT', 'EXEC_REGION_WIN', 'EXEC_REGION_CHANNELS', 'EXEC_REGION_PREVIEW', 'EXEC_AREA', 'EXEC_SCREEN')

Any suggestion as to what the problem is? How to solve it?

You are passing a string into the function instead of the actual arguments. Since effect_strip_add doesn't have any function signature that takes a string as first arguments you're getting the TypeError exception. The concept of keyword arguments is explained in this section of the Python docs.
The proper way of calling the function is passing each of the arguments.
bpy.ops.sequencer.effect_strip_add(frame_start=fStart, frame_end=fEnd, channel=tChan, type='TEXT')

bpy.ops.sequencer.effect_strip_add is documented in Blender 2.8 Python API with the following function signature:

bpy.ops.sequencer.effect_strip_add(frame_start=0, frame_end=0,
  channel=1, replace_sel=True, overlap=False, type='ALPHA_OVER',
  color=(0.0, 0.0, 0.0))
Add an effect to the sequencer, most are applied on top of existing
  strips
Parameters:

frame_start (int in [-inf, inf], (optional)) – Start Frame, Start frame of the sequence strip
frame_end (int in [-inf, inf], (optional)) – End Frame, End frame for the color strip
channel (int in [1, 32], (optional)) – Channel, Channel to place this strip into
replace_sel (boolean, (optional)) – Replace Selection, Replace the current selection
overlap (boolean, (optional)) – Allow Overlap, Don’t correct overlap on new sequence strips
type (enum in ['CROSS', 'ADD', 'SUBTRACT', 'ALPHA_OVER', 'ALPHA_UNDER', 'GAMMA_CROSS', 'MULTIPLY', 'OVER_DROP', 'WIPE', 'GLOW',
  'TRANSFORM', 'COLOR', 'SPEED', 'MULTICAM', 'ADJUSTMENT',
  'GAUSSIAN_BLUR', 'TEXT', 'COLORMIX'], (optional)) – Type, Sequencer
  effect type

CROSS Crossfade, Crossfade effect strip type.
ADD Add, Add effect strip type.
SUBTRACT Subtract, Subtract effect strip type.
ALPHA_OVER Alpha Over, Alpha Over effect strip type.
ALPHA_UNDER Alpha Under, Alpha Under effect strip type.
GAMMA_CROSS Gamma Cross, Gamma Cross effect strip type.
MULTIPLY Multiply, Multiply effect strip type.
OVER_DROP Alpha Over Drop, Alpha Over Drop effect strip type.
WIPE Wipe, Wipe effect strip type.
GLOW Glow, Glow effect strip type.
TRANSFORM Transform, Transform effect strip type.
COLOR Color, Color effect strip type.
SPEED Speed, Color effect strip type.
MULTICAM Multicam Selector.
ADJUSTMENT Adjustment Layer.
GAUSSIAN_BLUR Gaussian Blur.
TEXT Text.
COLORMIX Color Mix.

color (float array of 3 items in [0, 1], (optional)) – Color, Initialize the strip with this color (only used when type=’COLOR’)

Thank you. Tat's one more problem solved. On to the next.

On second thought, no. It does not work. I do get a different error message:
Traceback (most recent call last):
File "/home/ec2-user/proj005/proj005.py", line 137, in
bpy.ops.sequencer.effect_strip_add(frame_start=fStart, frame_end=fEnd, channel=tChan, type='TEXT')
File "/home/ec2-user/blender280/2.80/scripts/modules/bpy/ops.py", line 201, in call
ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.sequencer.effect_strip_add.poll() failed, context is incorrect

@mcgeo52 It is correct. You are not in the right context to execute the operator though.

This does work:
eff = sequences.new_effect(
name=tField,
type="TEXT",
channel=tChan,
frame_start=fStart,
frame_end=fEnd)

This works:
    eff = sequences.new_effect(
        name=tField,
        type="TEXT",
        channel=tChan,
        frame_start=fStart,
        frame_end=fEnd)


text:
How do you set the font in effect strip
I can add a Text strip with the following code:
    effName = "eff" + tCStr[-3:]
    effName = sequences.new_effect(
        name=tField,
        type="TEXT",
        channel=tChan,
        frame_start=fStart,
        frame_end=fEnd)

I can also specify the location, size, color, and text content in my Python script, but I have not been able to change the font.
Can some kind soul please give me a clue how to do this?
I know the following don't work:
fnt = bpy.data.fonts.load(tFont)

bpy.ops.font.open(tFont)

bpy.context.scene.sequence_editor.sequences_all[tField].font = tFont

Note: tFont has the full path to the font.

Ok, I figured this one out.
tFont = 'fonts/' + row3[7] + '.ttf' # read font from .csv data file
fnt = bpy.data.fonts.load(tFont) # load font
bpy.context.scene.sequence_editor.sequences_all[tField].font = fnt # change font
bpy.context.scene.sequence_editor.sequences_all[tField].text = 'Text' # use font


text:
Linking Mist pass to OutputFile Node Image cannot be performed using Python API?
When attempting to link the mist pass output of a Render Layer node to the input image content of an Output File node, I found that no matter how I tried to connect the mist pass output, nothing would attach to it via the Python API. Manually, through the Blender GUI I could link the two fine, and get results as expected. The code to generate these nodes is as follows:
## Link shaders
tl = bpy.context.scene.node_tree.links

# Link raw image render layer to switch
tl.new(n_image_rl.outputs[0], n_switch.inputs[0])
# Link depth from raw image to depth file output
tl.new(n_image_rl.outputs[3], n_depth_out.inputs[0])
# Link image segment render layer
tl.new(n_img_seg_rl.outputs[0], n_alpha.inputs[1])
# Link field segment render layer
tl.new(n_field_seg_rl.outputs[0], n_col_key.inputs[0])
# Link color key node
tl.new(n_col_key.outputs[0], n_mix.inputs[1])
tl.new(n_col_key.outputs[1], n_mix.inputs[0])
# Link mix to alpha
tl.new(n_mix.outputs[0], n_alpha.inputs[2])
# Link alpha to switch
tl.new(n_alpha.outputs[0], n_switch.inputs[1])
# Link switch to composite output
tl.new(n_switch.outputs[0], n_comp.inputs[0])

This is the node linking received when the script was run, from within the Compositing Nodes window:

Any advice on how to resolve this issue would be appreciated!

It's weird. Might be a bug. It does not work with the output specified by it's index, but if I name the output, it works correctly. Try using:
tl.new(n_image_rl.outputs['Mist'], n_depth_out.inputs[0])


text:
Blender crash on startup immediately
Double click on Blender. Black screen open without message. Blender window open in gray color. Both windows close.

Laptop: Acer Nitro 5 AN515-51
Software: Blender version 2.79a
OS: Windows 10.0.16299
Video: Intel(R) HD Graphics 630 / NVIDIA GeForce GTX 1050
Processor: Intel Core i5 7300HG

I tried reinstalling Blender 2.79a, problem persists. I tried installing  an older version, Blender 2.78c, problem persists.
I installed blender-2.80-cca1e1b-win64-vc14.zip experimental build, and this build works in my computer for about 30 seconds. Blender open normally, I can click arround, but after aproximately 30 seconds, it closes without warning.
Also, I have this message when I change the sample rate of the audio in my computer:

AL lib: UpdateDeviceParams: Failed to set 44100hz, got 48000hz instead

but had I read in other forums and posts that this is not harmful.
Any other information, you can ask.

Can you try a daily build of 2.79? Also, I've heard people having trouble with NVidia driver version 391, if you have that maybe try an older version?

I will instalI the daily/current version and let you know.
Something I forgot to mention: I had Blender before and was functional. The problem began after updating drivers in my laptop.I have the driver 391.01 installed in my Laptop this week, maybe that started the problem. If the daily build installation does not fix the problem, I will install an older version of NVidia driver and test it. I will keep you updated.

With the daily/current oficial version blender-2.79-07b07e5-win64.zip happened the same thing as iwth the version blender-2.80-cca1e1b-win64-vc14.zip. Blender open normally, I can click arround, but after aproximately 30 seconds, it closes without warning. I will install an older version of NVidia driver and keep you updated.

With oficial version blender-2.79-07b07e5-win64.zip installed, and NVIDEA driver 390.77-desktop-win10-64bit-international-whql installed, Blender is doing the same thing as before. Only this time is closing after 1 minute (from the time I double click to run the Blender, to the time blender closes).

It is starting to look like a hardware issue. Can you test with an Ubuntu USB stick to see how stable Blender is on Linux? Or try Memtest86 to test your RAM.

At this moment I have installed:
blender-2.79.0-git.07b07e5-windows64
NVIDIA 23.21.13.9135 (391.35)
Between the start and quiting of blender, this are the messages that appear in the Command Line Interface (CLI):
AL lib: (EE) UpdateDeviceParams: Failed to set 44100hz, got 48000hz instead
found bundled python: C:\Program Files\Blender Foundation\blender-2.79.0-git.07b07e5-windows64\2.79\python
Cycles OpenCL: driver crashed, countinuing without OpenCL.
Blender now quits after 40 seconds.

Made a memory test with MemTest86 V7.5 Free (64-bit), using all tests (from test 0, to test 13) with 20 passes. Elapsed Time: 13:12:19. # Tests Passed: 240/240 (100%). 0 Errors.

Aditional to that, sometime my computer get a BSoD. Using WhoCrashed software, it was identified that it was related to ntoskrnl.exe, Error: FAULTY_HARDWARE_CORRUPTED_PAGE. It also recommended a memory test, but as you can see, memory test did not have any errors. I also used the Windows mdsched.exe diagnostic tool to verify memory problems, but that did not give any errors either. I don't know if this problem is related or isolated to my Blender problem.

You may want to write a bug report at https://developer.blender.org/

Hi I had the exact same problem where it closes sometime after startup. I realised I was only running on Windows defender, I thought my free trial of bullguard came pre-installed (I was wrong), so I downloaded the McAfee software I had lined up and now blender works fine, so I'd check your antivirus settings, it may be that the antivirus is blocking the program.


text:
OpenCL No compatible GPUs found for path tracing
I have a radeon rx 580 GPU I had been able to render with the GPU with it. Both 2.8 and 2.9 versions used to work. I've been doing other art so I haven't rendered anything lately and tried today.
Radeon software and windows are both fully updated and I installed blender 2.93.5 today. I've also tried the 2.93.5 LTS version on Steam, 2.81 and 2.79 I know those last 2 used to work.
I started up a game and it is using my GPU according to task manager. Also a small amount here in chrome.
As a work around I rendered the thing I was trying to do today in Eevee however that's not going to be an option for everything. Any help would be appreciated. Thank you
The following are all the stats / driver info for my build.

Edition: Windows 10 Home
Version: 21H1
Installed on: 21-02-12
OS build: 19043.1288
Experience: Windows Feature Experience Pack 120.2212.3920.0
Processor: AMD FX(tm)-8350 Eight-Core Processor 4.00 GHz
Installed RAM: 32.0 GB
System type: 64-bit operating system, x64-based processor
Pen and touch: Pen support
GPU: Radeon RX 580
Series - Primary/Discrete VRAM 8192 MB - GDDR5 2000 MHz
Graphics Card Manufacturer: Powered by AMD Graphics
Chipset: Radeon RX 580
Series Bus Type: PCI Express 3.0
Current Bus Settings: PCI Express 2.0 x16
Usable Memory Size: 8192 MB
Memory Type: GDDR5
Memory Clock: 2000 MHz
Core Clock: 1366 MHz
Total Memory Bandwidth: 256 GByte/s
Memory Bit Rate: 8.00 Gbps
OpenGL® API Version: 4.6
OpenCL™ API Version: 2.0

https://blender.stackexchange.com/questions/221683/cycles-opencl-and-mesa-driver-support

@DuarteFarrajotaRamos Aww damn really? I actually bought this card because it was the best my MB could take advantage of. Thanks for the response. I guess I'll be using Eevee for a while. It works good enough for most things I've been doing lately anyway.


text:
Mesh deforms when i try to merge 2 parts
So I was following a tutorial when I suddenly came across a mistake I probably made.
When I try to connect the hand to the body the connected area moves straight through the body. I've tried everything I can think of to fix the problem. I am pretty much lost right now. Can anybody help? I am working on Bender 2.80.75.

I would appreciate to see your blend file https://blend-exchange.giantcowfilms.com/ but have you tried to disable Mirror modifier before Bridge loop?

This is almost certainly an issue with the Mirror modifier. But in exactly what way I am not yet sure, as I cannot duplicate your issue. But I've had the same thing happen to me before. Typically, when you join your hand mesh to the body mesh, the hand mesh will inherit your body's Mirror modifier and automatically appear on the other side of the mesh, ready to be merged. If that didn't happen, something is wrong. Try rejoining your hand mesh to the body mesh (make sure the hand mesh has no modifiers on it first). Select the body LAST, then Ctrl-J to join the meshes. Then merge vertices.

Okay, I think I found the problem. I tried turning off the mirror modifier. I noticed that the hand is mirrored on the y-axis and the body is mirrored at the x-axis. Maybe that is causing the problem? Because I modeled the hand separately and joined it to the body. Is there a way to fix that?

Now I noticed - Mirror modifier is disabled for edit mode, means you should not see mirror in X, but you do. So it looks like you duplicate already mirrored mesh.

Ctrl+A Rotation ?

Okay! I found the problem. The two things have not been mirrored on the same axis. So I separated them again and I deleted the ''wrong'' side and applied the modifier again. It worked. Thank you so much for that tip.


text:
All my work is gone
I've made a few things in Blender like Mountains and Trees. After i saved them i wanted to show them my family and everything was gone. There was only the Mesh left (Mountain) and the tree textures were gone.
Am I doing something wrong?
I saved them as i would save things normally under ''Save as'', if that helps understanding my issue. I searched already but i couldn't find a solution yet.

Could it be that you accidentally saved it into another directory? Try to search for file ending in .blend on your system.

I checked but they are all saved as .blend.

It's unlikely that your changes haven't been saved if you actually used either Save or Save As. If you've been using Save As there is a chance that you've been saving the most recent version to an entirely different directory. Let your OS search through all files on your hard drive that end in .blend, this may take while but it will find the misplaced file, if it exists.

Yes, again. Nothing else but those who i saved. I only have 5 files so there are no more. They are all .blend type. I only saved them at the end after i was done. I did a rendered image save and that i can find. But the work in gerneral is gone.

I see, so you've got as many files as the number of times you saved the project. Then it's really hard to tell. Have you tried to recover the last session?

No so i have only 5 different files which have nothing to do with each other. I don't  need to recover it. I don't really care about those 2 files but i would like to solve the problem, so it won't happen again in the future where i might have some important files.

Can you share your .blend file using https://blend-exchange.giantcowfilms.com/.  It may help us figure out what happened.

Here you go, but you won't see that much cause only the planes are left.

Updated: See note below on how to find your nodes.
Okay, I think the only problem is that, when you reopen your file, by default it displays in "Solid" mode.  This doesn't show any textures, and it won't show the result of material-based displacement either, which is how you made your plane into a mountain.  That's why you only see two flat planes.
So, after opening your file, click on the "Render" icon:

or alternatively hit "Z" in the viewport and select "Rendered" from the wheel menu.
In addition, your file contains references to the following external texture files.  If you still have them in place, then everything should look fine.
/tmp/textures/av2f1080fa1c4f0e6f74d.png
/tmp/textures/moos.jpg
/tmp/textures/rock_face_texture_by_bactaboy.jpg
/tmp/textures/roughness_texture.jpg
/tmp/textures/sand.jpg
/tmp/textures/sand_text.jpg
/tmp/textures/Seamless mountain rock face texture.jpg
/tmp/textures/Substance0053_5_download600.jpg
/tmp/textures/texture_sky.jpg

But, by default, external textures like these are not saved as part of the .blend file, and if something wipes /tmp/textures, you'll lose them all.  If that happens, you'll see the plane, mountain, and reflective water shapes, but they'll all be a bright magenta color, like in my screenshot, meaning the texture files are missing.
So, if the files are still there or if you can restore them from where you got them, you may want to save them in the .blend file by selecting File -> External Data -> Pack All Into .blend from the menu, or check the box under File -> External Data -> Automatically Pack Into .blend.
You can also move the files somewhere more permanent and then use "File -> External Data -> Find Missing Files" to fix the references in Blender.
In a comment, you also asked about finding your node system.  To see the full node system for the ground plane after opening the file:

In the 3D Viewport, click to select the ground mesh.
Expand the Shader Editor window on the left a bit.
In the Shader Editor window, zoom out with the mouse wheel, or use the key sequence A to select all and NumPad Period to view the selection.

It should look like this:

That was very helpful but my nodes are all gone too? Can i get them back as well?

I think your nodes are all there (e.g., I see your large node system of about 50 nodes for the ground mesh).  You just need to make sure you're looking in the Shader Editor at the right material and get the nodes in the viewport.  I'll add something to the answer.

Haha yeah, i just found them. I didn't know that i have to select the plane. The camera was selected in default so there were no nodes. Stupid me. Thank you anyways very much.

But why is everything magenta then? How can i fix that, so my textures are showing again?

If everything is magenta, that means one or more external files in /tmp/textures that I listed above are now missing.  They weren't saved with the .blend file, unfortunately, and you'll need to restore them from wherever you got them.

Okay, thank you very much.

i think i found the solution when in the node area there should be a section in the middle called slot and material. there will be a icon of a ball with two parts of it shaded click that and go through them and the nodes should be there.


text:
Cycles Render - Glass Shader: Some faces are rendered black
I have this problem with blender.
I have created a mesh consisting of around 400 vertices. In Cycles Render I added a Glass Shader and connected the "Generated" Output of the "Texture Coordinate" Node to the "Color" Input of the Glass Shader, because of this its pretty colorful.
So the problem is, that if I render it there are those black rendered faces, as seen
I have also put the Blender File on Google Drive, so you can look at it: click here.
Does anyone know how I can fix those faces?

This has a rather simple reason.
Your edges are too sharp, and Blender doesn't like it.
Solution
1) Apply a small bevel to your edges
2) Set shading to smooth
3) Boom. You're done.
Bevel outer edges.
This will take care of those sharp edges, and also make Blender happy.
4 segments are enough, set the width as desired.

Set smooth shading.
This will smooth out the normals, so the transition is more gradual.

Looks good!

Thanks for the help! That worked really well, although I am using Blender 2.78 so I had problems to find the bevel and shade smooth option.
For anyone with the same problem also using Blender 2.78:
Bevel: If you use the Bevel modifier you can edit the same Values | Shade smooth: Object mode > Menu on the right side > Tools > Shading: Smooth

Happy to help :). Bevel modifier is actually a better solution in this case, because it keeps your changes editable until you apply it. Btw, smooth/flat shading is also hidden under right (or left?) click.

@JachymMichal cool color gradient used. Can u plz share the nodes how u created the material and also the lines on the model. Thanks

@atek Hello :). Both of these things are mentioned in the original question. The lines are a shading issue, the gradient is just generated coordinates :).


text:
Compiling Blender to use system Python
Context:
I'm using Ubuntu 19.10 for the moment and the default repository Blender package use the system's Python 3 which is very convenient because I can use my Python modules in my Blender Scripts without extra steps. The issue is that Ubuntu's current package have a Blender version (2.8) compiled without SubDivision. So Subdivision modifiers don't work.
Question:
I manage to clone Blender's git repository and compile it, but I can't figure out what cmake commands I need to modify/set to make python use system's python and not the separate share/python3.7m version that creates?

As long as you are compiling against same system version.subversion you can simply remove or rename the bundled python folder of your build.  I use mv python _python in a build_blender.sh

See https://blender.stackexchange.com/questions/5287/using-3rd-party-python-modules

Thanks, as you said removing the python bundle folder solve it. That force blender to use the system Python. More here: https://docs.blender.org/api/blender_python_api_2_69_release/info_tips_and_tricks.html#bundled-python-extensions


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subdivision surface modifier very weird behaviour
so this happens when I use the subdivision modifier. any explanation?
mesh without any other modifier:

after subdivision surface modifier:

possible duplicate of https://blender.stackexchange.com/questions/6425/keep-sharp-edges-when-using-subdivision-surface

actually no it's a different issue

It is exactly the same issue. All you need to know is in gandalfs excellent answer. Your model lacks holding/supporting edges. Also you have huge n-gons that don't subdivide well (they get triangulated) on the front and back side of your model. A quick fix would be a bevel modifier before your subdiv modifier, but this only hides the topology inaccuracies. Look into basic modeling and topology tutorials and try to stick with quad only topology.


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Texture mirror in paint mode
i'm wondering is it posible to mirror texture in paint mode after i apply mirror modifier and unwrap uv's, like symmetries model in sculpt mode but in paint with texture? Also i have turned on X Mirror and Topology Mirror in Options i'm wondering is there any option after i select one side to "one click" select mirrored side as well?
Note: For both questions Mirror Modifier are applied and model is already unvwraped.

You can paint in Texture Paint mode and toggle symmetry in the Symmetry panel for X, Y and Z axis.

If you want to just mirror the texture, you can delete one half of the model and use a mirror modifier, unwrap the mesh to align with your intended texture and then apply the mirror modifier to get the mesh UVs to align on both sides.
edit: To use the mirror modifier to align both sides to a single side of paint image, I first delete and add a mirror modifier. I unwrap and arrange my UVs to get the most pixels in the image bounds. I set a new image with a grid to check the density and see if it is even, also still looking for stretching. I apply the mirror and set up a new image at the resolution I want to paint from the Slots tab in the texture toolbar. The painting then is all mirrored across the x axis here.

Thank you for your help, can you please explain how to unwrap mesh with my intended texture? Thank you very much!

I will try to update the post later on tonight when I get home.


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Where do I put the Blender folder on linux?
It might be a silly question: where do I have to put the folder extracted from .tar.bz2 in a linux machine (Debian)? Usually I use a repository to install it but with the experimental versions I never know where to put it and I don't even know how to link the executable to the gnome application menu. Any help, please?

It is traditional to use /opt/ for additional software, personally I keep blender versions  in ~/src/

It doesn't really matter. I prefer to put it in a directory called software inside my home directory. What you may want to do is edit your .profile and add it to your PATH so you can call Blender easily from the terminal.

If you want to be able to add it as a desktop entry, you will have to copy the blender.desktop file either to ~/.local/share/applications for the current user or /usr/share/applications to have it for all users.

@rjg I'll try it later. Thank you for your answer.

@Penny If this helped you solve your problem, I'll add it as a proper answer (instead of just a comment).

@rjg I was at work and I couldn't try from there. I just tried and it didn't work for me.

@Penny what particular part didn't work?

@rjg I've placed the 'blender.desktop' file in the '/usr/share/applications' as you said but it does't show up in the gnome application menu, I've logged out and back in and even restarted the machine.

@Penny you also need to modify your PATH or edit the blender.desktop so that it contain the full path to Blender's binary.

@rjg I've edited the line Exec=PathToTheExecutable in the blender.desktop file and it worked. Thanks. Now how can add your answer as a proper answer?

Simply unpack it into Documents folder, and it works fine

Ok so you can put it anywhere you want as far as you have permission to access to that folder. And what about a a link to the gnome application menu? Is that possible or better to start it by CLI?

I can't tell you for sure about gnome, but guess it is possible. Is it that important, that you need to start blender by CLI?@Penny

It is not so important I can easily start it up by CLI, but I just wanted to know if there was a way to do it. Thank you for your help.

Could you please mark my answer as an answer, if it was useful to you, thanks @Penny


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Blender doesn't render anything on my laptop
So I have a decent laptop that used to render perfectly. In fact I'd throw some heavy scenes and it would do just fine. But recently after formatting my laptop, i am getting this weird issue where even the default cube-light set-up doesnt seem to light anything.Please help me out!
This is what the issue looks like..

It looks like you have a graphics driver problem after your reformat.  Are you sure you have the right drivers, and that the system settings in blender preferences are enabled for the graphics?

I'm guessing you have an AMD GPU in your laptop? Your symptoms look identical to an issue AMD users were having recently regarding the latest Adrenalin drivers. You may be able to correct things by checking (enabling) "High Quality Normals" under Render Properties > Performance. If that doesn't work, try rolling your graphics drivers back to an earlier version.


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how do I animate a vesicle fusing to a cell membrane?
I am a medical educator and new to blender animatoin. I want to create a viral particle (UV sphere) "blending" into a cellular membrane. I will appreciate pointing me into the right direction. Thanks!

Could you add some reference images of the effect you are trying to achieve? It is not clear what you want to do.
Would it be something similar to what's illustrated bellow? You can easily create merging/blending soft shapes with meta geometries.
Just create two meta ball objects withShift+A > Meta Ball, scale them down accordingly, then adjust the properties as desired as the Threshold and Resolution.
Move them around and their geometry should just fuse together naturally.


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Front, back and bottom orthographic view do not match
I found this starship blueprint on internet:

I would like to start working on it from the warp drive.
I am using the blueprint as background image, but front, back and bottom  orthographic view do not match. I will try to explain my problem with an example.
A good starting point to make the warp drive is from a cylinder, using the cursor as point of view. I made it match the blueprint using the bottom view.

Then, since front and view were "broken", I rotated the cylinder again to match the blueprint.

But, as you can see, front and back view are perfect, but bottom view is broken.
I cannot make my cylinder match the blueprint position- and rotation-wise.
How can I solve this problem? Am I misunderstanding the meaning of "front", "back" and "bottom" in Blender?

There are some useful controls on the Background Images, Giovarco, that could solve Your problem. As You could see on the image below in the green rectangle, You could rotate and move the image using X, Y and ROTATION parameters so You have to rotate the TOP view 90 degrees and then use the X and Y parameters to line it up. Hope it helps buddy.

Sincerely, Jan


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UV mapping or texture not conforming to topology
I made a well done model and applied some mean creases to have corners on specific edges of my model. All good, but I noticed that, behind my model, the texture is not applied correctly, even if the UV mapping was pinned before texturing and the mean creases on that two edges is 1 (in green). I noticed that I have the same problem on another part (in yellow).

I cannot explain it. I tried to:
- Apply the scale
- Remove doubles both on both my UV map and my topology.
What can cause this issue?
I 'll attach my texture as well. I enabled the UV map level, so you have a better feel.

Looks like some UV mapping problem but it could be result of a topo problem. Share the file using this please: https://blend-exchange.giantcowfilms.com/ Also use the Smooth shading instead of that much SubDiv levels.

You can find it here: https://1drv.ms/f/s!AkFTgZyIwsOp3xaIjqjzzHtgEyB5


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blender api - get current location and rotation of camera tracking an object
I have a camera with an object constraint to track an empty plain axes. I want to get the camera's current rotation, since when the axes move, or when the camera changes location, the camera rotates in order to track the axes.
however, when I read the value using  C.scene.camera.rotation_euler, the values never change, even though the camera clearly has rotated in order to follow the axes.
>>> C.scene.camera.rotation_euler
Euler((-0.2408553957939148, -0.0, 0.0), 'XYZ')

How do I get the correct values of the camera rotation?

Use the matrices
Use the cameras matrices to get the visual transform.  For global transform use ob.matrix_world
>>> C.scene.camera.matrix_world.to_euler()
Euler((1.1093189716339111, -0.0, 0.8149281740188599), 'XYZ')

>>> C.scene.camera.matrix_local.to_euler()
Euler((1.1093189716339111, -0.0, 0.8149281740188599), 'XYZ')

The matrix can be decomposed to location, rotation and scale. The quaternion rotation can be converted to Euler if need be.
>>> loc, rot, scale = C.scene.camera.matrix_world.decompose()
>>> rot
Quaternion((0.7804827094078064, 0.483536034822464, 0.20870360732078552, 0.33687159419059753))

>>> rot.to_euler()
Euler((1.1093189716339111, 4.011331711240018e-09, 0.8149281740188599), 'XYZ')


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Hair Mesh keeps deforming incorrectly

I parented the hair to a single bone via vertex groups and I've tried a few other ways but the hair always deforms oddly. Automatic weights makes it worse.
The Hair was imported from FBX if that matters.
The blend file is 150mb so I will have to cut out a few other meshes if you want to take a look.

If mesh was imported as FBX export to OBJ then import new OBJ mesh into blender file.


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how to animate dripping substance

I want to sculpt a human figure but have it so it's made of a thick dripping substance (image as example - without the gaps in body). I just want to gather thoughts on how exactly create this so I know what I'm getting into with how the dripping parts will be animated. Thanks.

Well...
I would first assume to use blenders fluid simulation but that has restrictions. If you don't want the animation to be exported to a game or anything that requires animation exporting, don't use this method. If it is just for a still image or an internal animation, GREAT!!!
Blenders fluids have the option to change the viscosity of liquids (Thickness) so it will work perfectly for your needs. You can use either use your mesh or a child object as the inflow object. Create a domain, and bake it once you have animated everything and it should act as a fluid should :D
Your other option is only applicable if you don't want the drop to detach and fall. Sculpt your drop separate to the mesh and use soft bodies which can create a jiggling hanging effect.
Good luck with your project and I hope I helped,
BFB


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How to animate different parts of the same mesh object

This object is all one mesh. I want to animate this so that it's rotating horizontally whilst having several of the eyelids blink - the top and bottom eyelids will just be scaled up and down. I can't work out how to create multiple animations for the same mesh. thanks.

I think a rig is what you're looking for.

Tutorial ... https://www.youtube.com/watch?v=GvG39bGEsKI

Hee very nice idea!
There are a few options here.
First of all, you could rig the mesh with an armature. This might be a bit time consuming.
Also you could try and hook every eyelid with a hook modifier. But this will get messy very quickly. You'd have to parent all the hook empties back to a master that controls the rotation of the whole mesh.
Lastly, this is what I would do in your case. You say it's just a matter of scaling the eye lids, make shape keys for every seperate animation and build up a shape key library if you will. Every think you want to be able to control should be a unique shape key. The shape keys should 'add up' to each other.
Hope this is helpfull, if you have any questions you can contact me.
Ciao,
Mv.artz

You could also add a material that has transparency as a mix factor, and use an Empty on a path constraint as the object in texture coordinates, and maybe rotate the camera around the object.
 Note that the object empty is keyframed at one frame after the animation ends, this is important for a smooth animation.
This is very rough I would encourage you to experiment with the math nodes to better tune it.
Also the scale and rotation of the bezier circle effects the speed of transitions.


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How do I get the hair in the render (right) to match the hair in the original model (left) ? can't seem to find a tutorial that covers this

How do I get the hair in the render (right) to match the hair in the original model (left) ? can't seem to find a tutorial that covers this.

From what I can see, you have some 'Clumping' and a higher hair density in the right picture.
The density raise is normal for (simple and interpolated) Hair Children. Maybe look in your Particle Settings for this section and set equal values for Display Amount and Render Amount. It might also solve the clumping effect:

maybe you should also vary the hair length a little


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Change armature origin in 2.8
How can I change the origin of an armature without the body melting? I'm working on a FBX armature in 2.8. I've tried all the set origin choices but nothing works.

I imported an armature from MakeHuman where the origin of the model was center of mass. I wanted the origin to be at the bottom of the feet, but couldn't find a simple answer. Turns out there is one.
In edit mode, I selected a vertex from each heel, then Right Click -> Snap Vertices -> Cursor to Selected to move the cursor where I wanted it. You'll have to figure out how to get the cursor where you want it on your model, but it will likely be similar.
From here, Blender 2.80 normally allows switching to Object Mode, then Right Click -> Set Origin -> Origin to 3D Cursor. With the armature, that option doesn't exist anywhere in the right-click context menu.
Instead, you have to (again from Object Mode), use the main menu up top. Select your armature, then click Object -> Set Origin -> Origin to 3D Cursor.

Have you ever tried Arc Blend but version of blender 3.2.
I tried my best download and
Go Transform & Edit > Object > Set Origin to Manuel Axis
Download from;
https://github.com/stunmuffin/Arc_Blend

Did you try setting the origin with the shortcut CTRL + SHIFT + ALT + C. It works in blender 2.79.

Take a look of this video (https://youtu.be/n7ACJ7EUhyo)

I tried changing the origin to every option and none of them worked. I had to delete the armature.


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Wrong resolution of viewport
I'm usually use Blender with second monitor on my MacBook but when it's disconnected and I try to run blender it's starts in wrong resolution, like on screenshot below. To fix that I connect monitor and drag Blender window to second monitor workspace. So I can't start Blender without second monitor. Any suggestions?

After December update resolution of main window been fixed. But all new windows appear (preferences, render view) on new workspace with wrong scale.

It's really complicated because it involves hardware and software. But...
When your machine starts the operating system it sets one of the monitors as the main one, if you disconnect one of the monitors with your machine still on, the system still thinks the main monitor is turned on.
To avoid further problems, it is recommended not to disconnect the second monitor with your machine still connected! For this you should turn off your machine, disconnect the second monitor and then turn it on again so that the operating system recognizes the first monitor as the primary one.
Note: The final version of Blender 2.80 is still in development, many bugs can and will occur, this resolution problem may be part of that release.


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Transparent mesh turns other mesh invisible

When they do not touch the meshes are fine

When they do touch the white mesh turns invisible

Here are the nodes, I've tried different versions but those versions cause a black outline
In normal view it looks like it is fine but when in render mode this happens.

Texture the exact part of the original mesh instead of using a different object or use a Shrinkwrap modifier - 1st option is better for sure.

@JanMatys I tried skrinkwrapping but it didn't work. I will try to Texture it.

So? Wrapping in this case will need A LOT of polys so the texturing is much better.


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bone heat weighting failed causes part of mesh to be weighted

I followed the other solutions to this issue by separating, recalculating normal, checking if there are shape keys then re-joining them after the parent but these don't seem to work.
Any ideas on a solution?
I was thinking I could create a separate bone and try weight painting it manually to it but I am not sure if it will work right.

Possible duplicate of heat weighting: failed to find solution for one or more bones

Apply rotation, location & scale (Ctrl+A) or There might be another bone weighted to the same verts.

@DuarteFarrajotaRamos I've already tried that solution but has not worked.

@Toby I've just gone back to try this but it has not worked either. It's the size of a fingernail so could that be a cause?

Can you upload the file or export and upload that part, so we can have a look, I need to mess around with it to figure it out I think


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How to do an Equirectangular texture transformation in an Image Texture Node?
To be clear I am not putting this into the World material. Instead I am projecting a 3d image from a locator onto the geo surrounding it. I have had success in lining everything up when using an Environment texture with the location set to the camera location. I split this environment image into multiple layers with alphas. The issue is the environment texture node doesn't give me the alpha to cut it out in the material so I've had to swap to the Image Texture. I can't get them both to match as there is no Equirectangular option for the Image Texture node.

Please edit your question to better explain what it is you're trying to achieve - it's not clear (to me, at least) what you're trying to do here. It should be a matter of just getting the maths right to produce the required transform.

I found a workaround that was more labor intensive but essentially I was trying to get the same texture mapping from an image texture as I had from an environment texture because the environment doesn't let you output an alpha.


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Is there a way of setting vertex colors per mesh in an object output node?
I have a node tree that generates random vertex colors per object that I have instanced onto a particle system. I have the effect working but have to bake it down to a single mesh and I'm trying to copy each object's vertex color into one final vertex color set on the merged object. I am currently exploring writing my own solution but I wanted to check if someone has come accross this first.
Cheers
Ian

Welcome to StackExchange! First, you should know how to set vertex colors to meshes, this answer explains that in details. Next, note that the mesh resulted from joining all source objects has its vertices ordered such that the first n vertices are those of the first source object, the second n vertices are those of the second source object and so on where n is the number of vertices of the source object. So if we color every n vertices the same color, we will be fully covering each object with the same color.
Let's say we have a list of colors "Colors" where each color represents the color of an object, then we can repeat each color n times using this expression:
[color for color in Colors for _ in range(n)]

If we now set the outputs colors of the above expression to the mesh, we get what we want. But how do we know n (the number of loops)? All we have to do is sum the amount of vertices per polygon using a simple loop. So the full node tree becomes:

Where the script is from the answer I linked. This will produce:

Thanks for the information! I went through it all and eventually rebuilt most of my node tree. I ended up getting a bit stuck on the Transform Mesh node before realising they changed it to the replicate mesh data node. Your explanation was a great help!

@IanMoore-kilgannon Glad I could help. Actually the replicate node was removed and replaced by the transform mesh node in the newest version, you probably have an old version with the replicate node. Please accept the answer if it answers your question.

I have a follow up question for you. I am running into an issue with the particle death where the vertex colors don't get shifted as the first instance dies and the newer one is spawned. That causes all of the instances to flash different colors each frame as they are out of sync.I am not using the random vector method as I wanted more control over the colors produced. I have a loop producing a list of colors the same length as instances at that time.

I then pipe that in and have the color list comprehention inside the script as the expression on its own was taking a long time to process. I was wondering if there is a good way of keeping the two in sync and shifting the entire vertex color set down one mesh on despawn. currently I'm running into issues where I can't get an accurate particle index because of the dying ones. Is there a better way to do this? Also trying to make it stable for Alembic export.

@IanMoore-kilgannon The Particles Data node allows you to only return the dead particles, you can compute the number of dead particles by getting the length of the list containing their locations and use that number as an offset for your color list, effectively making them go in sync.

I tried a version of a gate like that but having two Particle Data nodes is super heavy. I ended up using the particle size as they are all unique and seems to work ok so far. Still having trouble with the alembic exports though. It crashes on first scrub after import. I can open it in maya but no vertex colors come through.


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Why does my smoke domain stretch the simulation?
Trying to set up a basic simulation and hitting a few problems.
Will separate out into a few questions though.
My first issue is when I resize the domain object for a simple cube using quick smoke, the simulation stretches with it and doesn't refresh. I'm using eevee, but nothing changes in the other render engines.
Thank you

When resizing any object relating to a simulation (domain, flow, rigid body, etc.) you should always Ctrl+A, Apply Scale to ensure Blender is aware of it's new dimensions (actually, whenever you rescale anything it's generally a good idea to Apply Scale anyway - uneven scale can cause all kinds of problems with simulations, texturing, etc.). In your case, you should just need to Apply Scale and then re-bake the simulation.

Great thank you, helpful to know! Still didn't work at first, but I switched the cache type to final so I could force the bake, and it worked fine. Think there might be a few bugs in 'Replay' mode, as it doesn't seem to update very well. Thanks for your help!

Excellent - glad to help. Yeah - I've had problems with Replay not updating the cache. Sometimes have to change something (eg, just click in the Resolution field and then press Enter - this seems to be enough to invalidate the cache). I guess it'll get fixed at some point.

Just out of interest before I make a separate question for it, don't suppose you know how to make the emission closer to the original mesh? The sim always starts with the smoke volume scaled larger than the emitter (can see the effect if you just apply quick smoke to the default cube).

No worries, found it. In the flow object I just needed switch the values of the surface and volume emission.


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Why does the sub surf modifier round off only one side?
My subsurf modifier is only rounded on one side, anyone know why?

With the geometry selected in edit mode, type SHIFT + N to recalculate the normals

Amazing thank you!

Thank you to 'Gorgious' for the answer!
"With the geometry selected in edit mode, type SHIFT + N to recalculate the normals"


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Particle system objects rotated wrong
I was watching this video on how to make a battle scene in blender, but the video cut out before finishing. I got to the end but when I put my mesh down they're all on their side! I've used turned rotation on and off but it didn't do anything ]3

Try changing the Initial Orientation in Rotation settings as indicated by the arrow. If the setting does not work try the other settings for Initial Orientation. One will work. You may need to go to the start of the particles frames and move through frames to see the result. The particle system display may need to calculate and play catch up.


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How to use Modular Trees
I'm trying to make trees in blender using the GitHub Modular Trees addon but whenever I try it always gives me an error message. I also can't find any tutorials on how to use it and the directories don't help at all. Thank you for your help!


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There's still symmetry even though I've turned it off? (cycles)
I'm new to blender and trying to make a simple face I have disabled symmetry but whenever I try to texture paint its always still symmetrical. I have looked for other answers but nothing helps me.
I am using a mac.
Thank you!

the UVs of your model might overlap symmetrically, effectively applying the texture you're painting on both sides. In this question https://blender.stackexchange.com/questions/91282/texture-mirror-in-paint-mode/91500#91500 the OP asks for the opposite thing, the solution might show  what's wrong with yours.

check if your mesh still has an active mirror modifier. Apply the modifier and unwrap your mesh to be able to paint on both sides independently.

Yes! It worked! I just have to paint everything in the UV editor.


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How large is the blender "world"?
Sorry for the "newbie" question.
When I create an object on the "stage", especially a large object, if I push it far into the back ground, it starts to disappear.  If I push far enough it seems to disappear behind some invisible wall.
Is there a limit to how far the horizon is in Blender? Can that be changed somewhere in settings?  I don't see any obvious settings that effect that.
Thanks for your help!
RonK95

Search for "Clipping".


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Materials "stuck" in the Materials Editor
How do I get rid of these two materials that apparently "stuck" in the materials tab? I've tried the "CLEAN SLOT" menu item, I've tried the unlink "fake user", I've tried deleting the NODE's in the NODE Editor. They won't go away ... ;-(
Thanks
RonK95

Did you try to save and open the file again? Have you check the Orphan data in the outliner?

yes, select the material you want to delete, shift and click the "X" button, then reopen the file... or, after shift X, go into the Outliner window, select Orphan Data, then click on the top right button called "Purge All"

Thanks Leander and moonboots.  That did the trick.  I didn't even know about the orphan data tab.  Good to know.


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Will this mesh work to rig and animate the lips?
I created a chibi character and made it's mouth, I made it without lips like this...
Will it still rig okay like this?

Depends on what you mean by "rig."  If you provide proper weights and proper bones, yes, it will deform, basically how you tell it to.
If you're referring to autoweights, then it might be useful to think of weights as a fluid that can "spill" out of holes in the mesh.  Holes like this can cause undesirable weights from automatic weights.  But it's easy to fix: just face the hole (ngon is fine) before you autoweight, then delete the face afterwards.
Note that your eyes are just as much a source of this issue as your mouth.
Finally, you might mean, will this deform well?  To answer that, I'd really need to see a wireframe, but from what I can see, no it will not.  It appears that your face is a big grid without any attention paid to edge flow.  You should start looking for references on face topology.

Thanks Nathan, looks like I have a lot more I need to learn. And when I said rig properly I was essentially asking if my character could talk properly without any problems once I rig it. I'll also upload the mesh.


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How make my shape manifold? Substract one face from another?
I'm quite new to Blender and I'm having difficulties with a geometry. You can see it here:

As you can see there are holes which I need to fill as I need this to be a manifold, solid shape.
I have managed to fill the holes by selecting similar and fill command but the result is this:

It creates two faces as if they were "concentric circles". For instance if I delete the largest face I end up with this:

But what I want is to have a face only between the "concentric circles". Is there an option to subtract faces? That way what I would like would be to subtract from the large face the smaller face.
Thank you!

You're looking for Ctrl+E > Bridge Edge Loops.


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How to script this set of commands?
I'd like to get some help with scripting some commands in blender as I would like to automate my workflow.
I have a set of obj file and I would like to generate a script that for each obj file does the following:

Import obj file.
Create a cube at (0 0 0) with fixed dimensions (0,5 0,5 0,5).
Apply boolean difference modifier between the cube and the obj.
Triangulate the mesh of the boolean cube.
Export only the boolean cube as obj file.

Maybe you cannot provide a complete solution for this scripted workflow but I would appreciate any input or just pointing me in the right direction to learn how to write such a script.
Thank you

Most, probably all of these steps have been answered  here before.  Import obj  ...  putting it together yourself is IMO the best way to learn.

The right direction → https://docs.blender.org/api/current/


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How to make that wheel follows road bumps
I'm working some simple project where I have a car which driving on road. Road has bumps. Of course, as rookie amateur :) , my wheels sinking into bumps. I tried various methods I found over internet, but had no success with any (rigid body, track to constarint, stretch to constarint, shrinkwrap constraint, etc. probably I don't know to use properly any of those).
I attaching simple example .blend with one non flat plane as ground and one cylinder as wheel, animated to roiling from one end of plane to another. Is there some simple basic method, where I can tell cylinder to follow bumps on ground when rolling? I would like to avoid some complex methods as rigging, etc. cause I'm beginner and I believe that solution could be simple.
Many thanks in advance.

are you talking about one wheel or several wheels? it's a bit more difficult to make a whole chassis

I am talking about standard car with 4 wheels.

So maybe you should specify in the title that what you're looking for is car rigging. And I'm not sure you can do it without an armature.

I answered here for a simple rig but it doesn't allow to simulate a real chassis: https://blender.stackexchange.com/questions/135285/how-to-build-a-carriage-that-reacts-to-an-uneven-ground

I could accept your link as answer because this is the answer on question I asked. I just tried it and it is working like a charm for wheels. But you are right - this is more complex and copy location constarint will not work well, cause wheels will pass through car body on bumps. I will take little more time and start rigging, I saw rigacar free add on, it seems that performing well and is not too much complicate for me. Thanks anyway

great then  ;)  yes there's a way to properly rig a car, I haven't found a good tutorial yet

This one is very good: https://www.youtube.com/watch?v=D3XQxA_-TzY&t=25 He is also Rigacar add on creator, add on is hosted here: https://github.com/digicreatures/rigacar He explaining slowly and in details (in tutorial) so beginner like me can fully understand - my car is driving like blaze now :)

Does this answer your question? how to build a carriage that reacts to an uneven ground


text:
How to change angle of gradient Weight Paint?
I am beginner and this is the simple 2D project.
Is it possible to mess with angle of gradient Weight Paint?
I know how to make this:

But I would need something like this (sorry for hand-paint, fastest way :) ):

Please let me know if you need any additional data, thanks in advance.


text:
How can I fix these non-manifold edges (boundaries prior to remove doubles, non-contiguous after remove doubles)?
I am trying to create a ring for 3D printing.  Part of the requirements for 3D printing is to not have any non-manifold geometry in your model.  When checking whether I met this requirement, I found that my model contains two edge loops consisting of "Boundaries" non-manifold geometry.
Highlighted in orange are the non-manifold edges of type "boundaries" (Highlighted using Ctrl + Alt + Shift + M, only Boundaries is toggled so that I could narrow down what type of non-manifold this is):

When I zoom in and move some of these edges aside, I find that there exists a duplicate edge loop underneath!:

I undo that translation, reselect the non-manifold edge loops through Ctrl + Alt + Shift + M, and I "Remove Doubles".  Here, I find that the hidden duplicate loop no longer exists, but now my non-manifold edges are of type "Non Contiguous":

I read that non-contiguous edges are due to face normals being in opposite directions(?).  Turning on face normals, I get this:

Honestly, I am new to 3D Modelling and Blender, and am not sure how to correct my issue from here.  Do you guys have any advice?
Edit: Here is the .blend file prior to the modifications mentioned in this post:

In this case:

Select all vertices, and (M)  Header > Mesh > Merge > By Distance
Then, with all still selected, (AltN) Header > Mesh > Normals > Recalculate Outside.

At first I tried this with just the non-manifold geometries and it didn't work, but explicitly following your instructions and doing this to all of the vertices did the trick.  Thanks!!

Sadly, this no longer works. In 3.5, it broke me mesh (thankfully undo works better these days!). :)

Hi @SeanRobertson..  sorry you had a break! I just retried this, (with updated shortcuts: M for merge, and Alt-N for normals) on the original heart mesh.. and it worked for me.  It''s not exactly a very general Q or A, though.. more one of those 'fix this particular case' questions. Not sure it's very useful to the archive. Maybe it has to go.

Please don't use keyboard shortcuts in Blender posts. As this post illustrates they change and they don't help the user understand what they're doing

Hi, @Jay! Point taken, but. A bit of a quandary, this one.. not only have the key-mappings changed, so have the menu items, so even if I hadn't used keyboard shortcuts, the answer would still have been misleading, for more recent versions. Personally I can't see a way of getting round this, except expecting the reader to take into account the date of the posts, and relying on folks to come in with an edit, where they spot it's appropriate. Thanks for the heads-up, I've edited, ( until the next time :)  )

@RobinBetts There's enough version churn on Blender. Perhaps the blender foundation has addressed the issue. Thanks for helping


text:
Change back ground colour when animation is playing - Part 2
Following up from Part 1 I'm looking to see about making this persistent when (re)loading up blender 3.6.7, Much thanks to Chris for writing something that works when inside the text editor.
bl_info = {
    "name": "Active Background",
    "author": "Blender.Fun",
    "version": (0, 1),
    "blender": (2, 80, 0),
    "location": "View3D",
    "description": "Changes background when animation is playing.",
    "warning": "",
    "doc_url": "",
    "category": "Themes",
}

import bpy

def start(scene):
    bpy.context.preferences.themes[0].view_3d.space.gradients.high_gradient = (1.0, 0.0, 0.0)

def stop(scene):
    bpy.context.preferences.themes[0].view_3d.space.gradients.high_gradient = (0.2, 0.2, 0.2)

def register():
    bpy.app.handlers.animation_playback_post.append(stop)
    bpy.app.handlers.animation_playback_pre.append(start)

def unregister():
    bpy.app.handlers.animation_playback_post.remove(stop)
    bpy.app.handlers.animation_playback_pre.remove(start)

if __name__ == "__main__":
    register()

bl_info = {
    "name": "Active Background",
    "author": "Blender.Fun",
    "version": (0, 1),
    "blender": (2, 80, 0),
    "location": "View3D",
    "description": "Changes background when animation is playing.",
    "warning": "",
    "doc_url": "",
    "category": "Themes",
}

import bpy
from bpy.app.handlers import persistent

@persistent
def start(scene):
    bpy.context.preferences.themes[0].view_3d.space.gradients.high_gradient = (1.0, 0.0, 0.0)

@persistent
def stop(scene):
    bpy.context.preferences.themes[0].view_3d.space.gradients.high_gradient = (0.2, 0.2, 0.2)

def register():
    bpy.app.handlers.animation_playback_post.append(stop)
    bpy.app.handlers.animation_playback_pre.append(start)

def unregister():
    bpy.app.handlers.animation_playback_post.remove(stop)
    bpy.app.handlers.animation_playback_pre.remove(start)

if __name__ == "__main__":
    register()

copy this code in your text editor, save the text with text-> save as

and use any name with ".py" at the end.
Then go to your add-ons preferences, press install, choose that py file.
Done.

Thanks, and enjoy the free coffee :D

thank you very much!!!