text:
Extrude outward
I am trying to make a Quidditch scene from Harry Potter.
I want to extrude a face outward while still keeping the existing face. I can't explain well so please see my images:

I'm also not sure how to make the outer trees follow a circle. Should I use "Follow Path"?

Thank you.

Blender 2.92
Windows 10

It seems like your post asks two separate, largely unrelated questions. Stack Exchange works best when you ask only one question per post—consider moving your second question into a separate post. Also, instead of having users go through links and external sites please use the builtin tools to embed images in your post. See How to upload an image to a post?

As Alexis says, please give some details, if you extrude some faces I'm afraid you need to unwrap the new faces. For you second question, Array modifier with Object Offset is probably the best way to do it.

If you want to extrude a section, but keep it "filled" with a face, duplicate the face first (shift + d) then right-click so it snaps to its original position, then extrude.

@AlexisKing
Oh sorry for two question. I will do that!
Also I understood about Images,
Thank you.

@moonboots Sorry  I will ask more detail next time.
And I will try Array modifier! Thank you,

@ChristopherBennett That's I want to do! And I did !
Thank you!!

@ChristopherBennett And also I'm grateful for making better sentences.
More one thing I want to ask you, my images is more 2MB so I could not upload, but you could. How did you upload??

I'm not sure. I just downloaded it from your link and re-uploaded. The largest was 1.1Mb for me. Maybe they got compressed when you uploaded them.

@ChristopherBennett Oh I see.. Anyway, thank you so much!


text:
one side of image as plane is normal, the other is white
I believe this has something to do with the translucent shader but I'm not sure.

Your plane is white on one side because of light shading. If you do not want your plane to be affected by light, set the Specular of the Principled BSDF to 0. This makes the plane not reflect any light.

I've tried reducing specular and increasing roughness. Neither of those appear to work

@trburns does the "whiteness" move around when you move your camera like it's light?

it does so you were correct it does have something to do with the lighting. but changing the specular isn't fixing it unfortunately

source: Stack Exchange

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

sort: votes


text:
How to create multiples meshes (with naming) along a spline?
I'm creating road assets to import in my game engine. Roads can be quite long (~3 km), so I want to split the mesh in multiple parts.
Right now, I use a spline and a mesh with curve and array modifier.
I'd like to "apply" the array modifier, but instead of giving me one big mesh, I want it to be converted to multiples meshes with custom naming (e.g. "RoadXXPartXX" where XX are numbers).
This is the result I want (made by hand here):

What is the best/easiest way to do this?

Here is a helpful method that achieves a close result to your Quiz:
Select the first object hold ⇧ Shift and click the last one to select them all in the outliner, this renames your objects one by one but faster.
Right Click Context Menu > ID Data > Rename
You may copy the word 'Road' into the clipboard and then add the numbers

Thank you for the tip for renaming, but I also need an easy way to split the meshes after applying the array modifier.

Go into Edit mode, select (A)ll then P > Separate > By Loose Parts.

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


text:
Copy Rotation not resetting normally to the original pose?
So I added two Copy rotation to the bone wrist, and when I rotate and try to reset the pose with Alt+R/G/S, it's necessary to press these commands several times to go back to the original position, instead of hitting those keys just once. And sometimes the bone just spin crazily.
It's normal? Or I need something like controls to make it work?

It sounds like you've created a dependency loop.  You need to have a clear hierarchy in your rig: if your finger depends on your hand, your hand cannot also depend upon your finger.

May I ask how to do that?

Don't make things depend in loops.  If finger is parented to hand, or has any constraints or drivers targeting hand, it depends on hand; if it depends on hand, hand cannot also depend on finger.  This is true of all bones and objects, not just hand and finger or whatever.  When you build a rig, you need to be paying attention to the relationships you're creating so that you have a clear idea, this depends on that which depends on that, so that you don't create those kinds of loops.

Oh nice, I get it now and it works. Thank you very much!


text:
I cant edit my mesh material with shader editor
I'm not sure how to explain it but I think that's how you do, here's a video to my problem. I would appreciate some help.
video:
https://streamable.com/prfg5g
blend file: https://www.dropbox.com/scl/fi/2ncijj7t8uj5qolv0lerq/shmacked.blend?rlkey=mtbicnsvi03mlppzs461vjczr&dl=0

Hello and welcome. While files, images, and external videos or links may be helpful additions they should not be the only way to obtain information about your issue. Don't make understanding your question rely on downloading a file, watching a video or visiting an external site. Use the builtin tools to upload images or gifs, along with thoroughly explaining the problem in written form so it can be indexed and searched for thus helping future visitors with similar issues.

Change your Viewport Shading to Material preview (or render).
Z > 2

Thank you, I was so confused lol.


text:
Procedural materials that rotate with instances
I need to add realistic materials to CAD-based models with unfriendly geometry. There are thousands of models, so re-meshing and UV-unwrapping is not an option.
I've gotten decent results with procedural textures, as shown below in image (1). But when I create an instance of the object and rotate the instance, the texture does not rotate with the geometry. See image (2) which has the texture blown up so it's easier to see the difference.
My shader nodes are shown in image (3). As you can see from the left-most nodes, I've tried different vector inputs for the textures, but I can't find a working combination.
Is what I'm trying to achieve possible? What am I doing wrong?
I am new to making procedural materials so please bear with me. Also, please don't mind the non-standard nodes. I am using AMD's Radeon Pro renderer. Note that the result is the same in Cycles renderer.

I'm sorry, would you mind telling us how you instanced those objects? I've tested different methods now and moving and rotating the instances did not change the orientation of the texture on the objects, they are following the instances' movements.

...but of course I cannot tell if this custom shader at the end is messing something up since I have no idea how it works.

The most suspect path in what we can see of your shader tree is from Geometry > Position :

Texture Coordinate > Object returns the location of the shading-point as measured in Object Space, (measured along the object's own axes, as transformed along with the object, in Object Mode).
Geometry > Position returns the location of the shading-point in World Space, as measured along the fixed World axes, origin at World 0. Any texture which is a function of World XYZ will stick to the World, not move with the shaded object.

Well, the question states the OP tried different vector inputs to see if anything worked, but did not find any. Guess that's why there are weird nodes ;) But that's why I'm wondering how the objects are instanced - because when I use either Generated, UV or Object coordinates and I've tried instancing in GN as well as instancing child objects on vertices or create linked duplicates - the placement of the texture might be different with different coordinates, but in all cases the texture on the instances moved and rotated with the instances...

Hi, Gordon.. all those texture spaces will move with the object, or the surface of the object as UV mapped, so Geometry > Position is the only problem I can see that produces the described symptom.

I know they do, that's why I don't understand how the OP could have tried several variations but comes to the conclusion nothing would work...

I guess we'll have to wait for this answer not to help.. :)

@GordonBrinkmann Think back on your early days in 3D, cursing at the computer because you just did something and it didn't work, and you try the exact same thing again and it does work.  And somehow, this stops happening as we gain experience.
Hypothesis 1: Suzanne has decided we're buddies now so she's going to stop screwing with me.  Hypothesis 2: It's hard to know what you did before you know what you're doing.


text:
Radial mapping voronoi texture not working
I'm trying to follow this tutorial:
https://m.youtube.com/watch?v=E0JyyWeptSA
this is his output:

this is mine:

He only ever shows bits of his node editor at a time so I couldn't get a full pic of his. His version is older than mine (2.8 vs. 4.0) so some nodes are different, and my output is in no way the same.
I have the Voronoi texture but for some reason the radial gradient doesn't apply after the Voronoi. Like. It won't make the “spiral” I guess. I just want to know how to replicate his effect with my version.

Hello and welcome. Instead of having users go through links and external sites please use the builtin tools to embed images in your post. See How to upload an image to a post? or GIF

Rather than take photos of your monitor post actual screenshots instead, see How to take a screenshot. Photos are harder to read because we have to look past external interferences (like reflections, smudges or Moiré patterns) and guess if we are looking at hardware issues such as a malfunctioning display or connections, a software level issue like driver malfunction or glitch, or actual artifacts or issues with the model itself.

Make sure to use the Color output from the ColorRamp (not the alpha).

@chistopher bennet TYSM!!! it's been driving me crazy for days ToT


text:
Dots on Shading Viewer
how do i get rid all of these small black dots on my shading viewer? Its so annoying.

Looks like it's a GPU issue. Make sure your graphics driver's are up to date.

Ahh, thats why theres none question regarding this problem. I'm now using old computer for learning process and i'm not sure if it have GPU in it. Anyway, thanks!


text:
Meshes appear traslucent/white when they are not
I was using blender when I accidentally switched to cycles instead of eevee, and the program crashed.
After restarting blender and seeing that the engine already switched back to eevee, I noticed that the mesh that I imported from an .svg, which has been extruded, appears as white/translucent, light passes through.
I tried messing with the materials but nothing worked, everything seems normal and not out of the ordinary.
I don't know what to do, i want to go back to how it was before the crash (object appeared black and blocked the light from behind), I'm a beginner btw
Oh and all of this problems are present in the viewport only, when I render, it seems to be correct, but I can't work on stuff that I can't see until when it's done.
Help please, it's urgent
Thank you

It might be worth looking here to see if you can recover the previous state of your scene.

I tried, but to no avail, unfortunately the auto saves don't do anything, the problem persists


text:
Changing default Blend Mode settings for materials
I would like to know how to change the default Blend Mode and Shadow Mode for any newly created material, because Opaque mode is useless to me. I wish Blender always gave my new materials Hashed mode because I use lots of transparent textures and want them to instantly look realistic.
I think the script responsible for material properties is:
C:\Program Files\Blender Foundation\Blender 2.90\2.90\scripts\startup\bl_ui\properties_material.py
But I have no coding skills, so I'm only capable of swapping some parameter in source code if someone tells me exactly where to do it - I hope it's that simple.
I also went to Online Python Reference for the Blend Mode setting:
https://docs.blender.org/api/2.90/bpy.types.Material.html#bpy.types.Material.blend_method
And I found there a phrase that I guess will do the trick (with the right context), but I don't know how to use it. Maybe I could use it in an empty file, execute the script and save the file as default startup file so that any new file would use the typed blend/ shadow mode as default. I don't know if it all works this way. If so, this would be quite satisfying solution.
<< enum in [‘OPAQUE’, ‘CLIP’, ‘HASHED’, ‘BLEND’], default ‘HASHED’ >>
I'm on Windows 10, Blender 2.90.

You may not like the answer, but I'm afraid the way you possibly imagine it is not meaningful to implement. Basically there are two ways to expand Blender programmatically: Either with an add-on (via pyhton API) or by hacking the C++ files. The latter means that you have to compile your own version of Blender every time a new official update appears. Gone are the days when you simply pressed the download button and installed it. That also means that you have to mess around with things like compiler choice and dependency management (which can be very painfull in C environments). If you are not familiar with it, then I would rather advise against this.
The far more convenient way would be to write a small addon and use the Pyhton API provided for this use-cases. However, this has the disadvantage that you have to press your own button for your adapted material, similar to what you are used to from other addons. But, as long as the Pyhton API doesn't change much, you can still download and install new Blender versions as usual and nothing will break.
Take a look at the following script and run it in Blender to test whether you would like to go the path of an add-on. If you need further help with the adaptation, feel free to ask me, but in principle you only have to expand or add a few lines to adapt it to your needs.
You can easily test it by pressing "Shift - F11", creating a new file and inserting the script. Then press the play button. Then, as with many other add-ons, another menu should be available in which you can create your material with a mouse-click (don't forget to select a mesh). I have tested the script but it is far from "bullet-proof" so do not test it in your project that you have to hand in tomorrow ;). Hope that helps.

Useful resources:
https://www.youtube.com/watch?v=eo7UjKFiagk
https://docs.blender.org/api/2.90/bpy.types.Material.html#bpy.types.Material.blend_method
https://docs.blender.org/api/2.90/info_quickstart.html

import bpy

class ADDONNAME_PT_main_panel(bpy.types.Panel):

    bl_label = "Add Hashed Material Panel"
    bl_idname = "MYADDON_PT_main_panel"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = 'My Default Material'

    def draw(self, context):
        layout = self.layout
        layout.operator("addonname.addbasic_operator")

class ADDONNAME_OT_add_basic(bpy.types.Operator):
    bl_label = "Add My Material"
    bl_idname = "addonname.addbasic_operator"

    def execute(self, context):

        material_basic = bpy.data.materials.new(name= "Basic")
        material_basic.use_nodes = True

        material_basic.blend_method = "HASHED"
        material_basic.shadow_method = "HASHED"

        bpy.context.object.active_material = material_basic

        return {'FINISHED'}

    def invoke(self, context, event):
        return context.window_manager.invoke_props_dialog(self)

classes = [ADDONNAME_PT_main_panel, ADDONNAME_OT_add_basic]

def register():
    for cls in classes:
        bpy.utils.register_class(cls)

def unregister():
    for cls in classes:
        bpy.utils.unregister_class(cls)

if __name__ == "__main__":
    register()

Thank you for your explanation and the shared code :) It surely helps with creating new materials with desired properties. However, it doesn't resolve another situation which I haven't actually described - when I import a model from other formats, like OBJ, and it has many transparent materials already (like a complex tree, for instance), they get converted to Blender materials with Blend Mode and Shadow Mode Opaque. Then I need to change them all manually.

Actually I once stumbled upon an addon that can possibly alter the properties of many materials in batch. I just need to find it again. Anyway, thank you very much for your help :) For sure I'm going to be using your script.

You're welcome! I think this script can be also a good starting point for your other problem of modfiying whole models. Create a new script with the same structure and adapt the execute method to your needs. I would suggest that you load the model in an empty Blender project. In this way you don't have to mess with other objects and you can simply iterate over all materials in that context.

e.g. for the sake of a being basic but thorough...

mat_g3 = bpy.data.materials.new("mat_g3")
mat_g3.use_backface_culling = False
mat_g3.blend_method = ("BLEND")
mat_g3.shadow_method = ("OPAQUE")
mat_g3.show_transparent_back = True
mat_g3.use_screen_refraction = True
mat_g3.use_nodes = True
input_g3 = mat_g3.node_tree.nodes["Principled BSDF"].inputs
input_g3["Base Color"].default_value = (1.0,0.0,0.0,0.333)
input_g3["Subsurface"].default_value = (0.0)
input_g3["Subsurface Radius"].default_value = (1.0, 0.0, 0.0)
input_g3["Subsurface Color"].default_value = (1.0,0.0,0.0,0.333)
input_g3["Metallic"].default_value = (0.666)
input_g3["Specular"].default_value = (0.0)
input_g3["Specular Tint"].default_value = (0.0)
input_g3["Roughness"].default_value = (0.0)
input_g3["Anisotropic"].default_value = (0.0)
input_g3["Anisotropic Rotation"].default_value = (0.0)
input_g3["Sheen"].default_value = (0.0)
input_g3["Sheen Tint"].default_value = (0.0)
input_g3["Clearcoat"].default_value = (0.0)
input_g3["Clearcoat Roughness"].default_value = (0.0)
input_g3["IOR"].default_value = (1.333)
input_g3["Transmission"].default_value = (0.0)
input_g3["Transmission Roughness"].default_value = (0.0)
input_g3["Emission"].default_value = (0.0,0.0,0.0,1.0)
input_g3["Emission Strength"].default_value = (1.0)
input_g3["Alpha"].default_value = (0.333)
mesh_g3.materials.clear()
mesh_g3.materials.append(mat_g3)

Is this a part of the Blender source code or is it a script to input in text editor and save the file as default template?

In other words, how to use these lines?

@michalpe You can open a text editor view in blender, create a new text item and paste the code and run the script. See https://stackoverflow.com/questions/11604548/running-python-script-in-blender

@michalpe I'm afraid you can't change the default values unless you are ready to dive into the source code, which is more complicated than changing the python (.py) files in the installation folder.

I tried pasting the code into text editor but it doesn't look like a valid python script for Blender. Even for me, while I know next to zero about coding. There should always be that "import bpy" phrase at the beginning. Obviously this script gives an error in the first line when trying to run it. Honestly, Mick Saunders was not very helpful because he only threw some lines of code, not even explaining how to use them. He knew he deals with somebody without scripting knowledge.

How can I use this script to change default parameters for future materials? Even if it'll only work for this single model.


text:
when I zoom in or out the xyz location effect with increasing and decreasing,
I just want to stick with the number 4 meter with the axis if I zoom in or out

Sorry, I do not understand what you mean. You talk about zooming in/out, but pressing G moves an object... so it's not very surprising the location changes when you move it.

Do you mean you just want to zoom in?  Have you tried this looking to this.  https://blender.stackexchange.com/questions/250543/how-to-pan-zoom-and-orbit-using-keyboard-and-mouse-button

Bearing in mind Blender's viewport 'zoom' is actually a dolly. To zoom: N-panel > View tab: 'Focal Length'


text:
Making a Shader output into a face attribute in python
is there a way to turn the average color of the faces of an object into an attribute with python ?
Maybe this has to do with texture baking, i honestly don't know where to start.
Thanks in advance

You could bake to vertex color, then convert to the face domain, which would average the color at the corners.

thank you that's an interesting approach, i'll try it out


text:
How to Mix Image and Fabric Textures on a 3D Model in Blender?
I'm working on a 3D model in Blender and I have already applied an image texture to it. Now, I also want to apply a fabric texture on top of the image texture in such a way that both textures are mixed together, with the fabric texture overlaying the image texture.
How can I achieve this effect? What nodes or steps should I use in the Shader Editor to blend these two textures effectively?

You could use a Color > Mix Color node to mix the 2 Image Texture nodes but maybe show your Shader Editor and 3D view?


text:
transforme an emission map into a color map
Okay this sounds a little bit crazy, but, with some researches, I found a node group how is able to localise sharp edges and it work awesome ! Here is the node group

And here is the result

I needed to switch the color to apply some shader stuff, so I tried a color map. But that doesn't seem to work well.

So I put a gamma modificater, turned it up and burned my eyes up.

And then I understand. The white is not a color but it's light from haven! So I imagine that the map is not a color map but an emissive map.
So now the question : how can I turn an emissive map into a color map ?
Have a nice day !

Why do you mean "that doesn't seem to work well" ? In your 3rd image, the result of your Color Ramp is as expected. It would also help a lot if you can upload your file with https://blend-exchange.com/ and update your question with it.

The problem with your setup is, this "sharp edges" group has an output range of 3.2 to -0.1. The Color Ramp only accepts an input range of 0 to 1, so everything below 0 down to -0.1 that gets in there is clamped to 0, everything from 1 to 3.2 is clamped to 1. Apart from that the Color Ramp has a Color output, which means the result is affected by the Color Management, I guess that's the reason why the white is only light grey. Stupid question: why use a Color Ramp? Just switch the output values of the Map Range node to To Min = -0.1 and To Max = 3.2 for example.

...and I am not sure what you mean with "the map is not a color map but an emissive map". If you mean by "map" the output of the "sharp edges" frame, no it is not emissive. It only becomes emissive if you either plug it into an Emission input of a Principled BSDF, an Emission shader or directly into the Material Output. But the same is true for the Color Ramp output. The difference is as mentioned before, the Color Ramp is limited to 1, while the Map Range gives a maximum of 3.2, so it is three times brighter.


text:
My lights stop working when I use the hair particle system to make grass
(I'm quite new to blender) This happened in 3 separate blend files. At first, I was playing around with the particle system, and when I went into the rendered viewport I realized my light wasn't affecting the objects, I thought I might have pressed something unknowingly. I hadn't done much so I decided to start over from scratch in a new file. This time I turned on the rendered viewport from the start and as I was working, specifically; changing color via the color ramp node, suddenly the monkey in my scene stopped receiving light again. This time for sure I knew I didn't press any buttons I didn't know. After tinkering for a bit I found turning off scene world in the viewport shading tab brings back color to the monkey. I don't know much about world settings but after following a video on adding a sky it looked like the monkey was receiving light from the sky texture node. But I wanted to control the light with area lights so I decided to just start all over again and this time I didn't touch the world settings at all. I did almost everything the same as last time, this time the light didn't suddenly disappear on the color ramp node so I kept going but once again it just suddenly disappeared while I was changing the scale of the noise texture... what is going on? how do I fix this?
*I didn't touch the world setting in the last one
*I tried changing the light distance from the monkey and the light intensity


text:
How do I achieve a Shader Similar to Super Hot's Furniture and Enemies?
I've been playing around with cycle nodes for the better part of 2 days in Blender, but I'm getting no closer to my desired result. Instead, I'm getting washed out colors or terrible refractions.
I'm trying to get a shader close to what was used for Super Hot game, for rendering out some sprites for a cyber punk like game.
Here's the shader in question

This is what my model currently looks like.

The initial idea of the art direction was to have the world be represented by polygons roughly representing the volumes of the world. Everything would have a Glassy look with a careful color scheme to prevent the risk of color shock.
The models would be rendered into isometric sprites.
My initial process was because the model looks chisiled, I should try and make it a gem. Unfortunately, even though I am a programmer at heart, I have absolutely no experience with shaders.
I honestly do not care for photorealism... so I will be perfectly fine with any weird hacks. My main requirement is that many of the polygons will be well represented and there will be blown out highlights.
So... Can you show me the way?
A side note, some of the polygons are nonplanar, which causes that triangulated look in some areas, while other's were on purpose. Any tips here would be appreciated too.
Here's the blend:

It's a bit of a mess. I am sorry.

Judging by the screenshot here, this look is a very simple shader. What's important is the geometry, and that you set it to use Flat shading, not Smooth. Beyond that, use a toon diffuse with a size above .6 and experiment with toon gloss with size below .3 or regular gloss with low roughness (under .2)
My guess is that your actual problems are coming from your lighting setup. Can you describe your setup or share the file?
(The above picture also involves hatching in the shadows. Cycles cannot do things based on lighting in the materials, but you can do it in the compositor.)

@Drudge ... Literally one light. I have a feeling I'm kicking myself in the teeth there, am I? What would you recommend for a light set up? Also, I just added a link to the blend. Please check the OP

@moonshineTheleocat, your file has a Blender Render setup, do you confirm you want a Cycles rendering ?

@lemon, yes. Sorry... but that lighting set up is pretty much what you see. Currently I've just been making copys and throwing them out as I tried to create that shader. That's basically the master copy you got there.

I think you may achieve similar effect using Layer Weight (Facing) node for a mixing factor of Diffuse and Glossy shaders. A little bit of compositing (adding Glare (Fog Glow) node) may be also needed.

Set up the nodes as pictured below (experiment with Layer Weight's Blend and Glossy shader's Roughness values). To achieve a stripped pattern add a Wave Texture (Bands) node and adjust it's scale.

My lighting setup: Two Area Lamps with pure white color- key light (Strenght-10000, Size-0.1) and fill light (Strenght-2000, Size-0.1).

To make it look better go to compositing nodes and add a Glare Node (Fog Glow) and increase its Threshold and Size.

Animated result:

Excellent! Also, can I request your lighting scene?

Lighting is super simple. Just two lights- I described it in my answer.

Thanks for the help! I've managed to get a secent looking sprite going. Though I might need to play around with the lighting a bit more later. http://imgur.com/a/nohHQ

Fantastic! Since following your instructions does not result in the same look - can you point us into the direction of how to get a background like yours and how to integrate it in to the render? (anything to consider when setting the floor material except white color?)

@qubodup I'm glad you like it! I'll try to find a .blend file and post it here for you to study.

@qubodup Sorry, but it seems I haven't saved the .blend. I guess the ground it's a blueish L-shaped plane. Lighting: two spot lamps with a strong energy and very little Size and Blend values + some World Ambient Occlusion. That's it.

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


text:
Boolean modifier not catching the mesh properly
When i try to use boolean Union to add one mesh to another it appears that evrything is alright but when i apply and then try to move it, it only catches a part of it
Before

After

Could someone Help me?
EDIT
I just noticed that if i move the object a little away from the Main Object it works...
But still doens't resolve my problem because i want that peace to be there...
Thanks in Advanced

Recalculate normals in Edit mode (Ctrl+N), probably for both objects. See http://blender.stackexchange.com/questions/3606/why-are-some-faces-in-my-mesh-darker.

You do realize, that you actually don't need to use Boolean to join meshes in terms of "add one mesh to another"? It's quite hard to see what you actually want to "union" in your screenshots. Consider uploading your blend to http://blend-exchange.giantcowfilms.com/

I tryied to recalculate the normals and it worked thank you

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


text:
Why is my scene getting darker when I add lights?
(Preamble: this scene is for non-photorealistic rendering; it gets heavily processed in compositing for further use in artwork, so the render not being photo-realistic is fine.)
I've attached a gif below to demonstrate the issue:

Basically, I have a bartop with some spotlights overhead shining down on it, and on the wall is a shelf containing some bottles. I wanted to add some spotlights on the shelf shining upward, illuminating the bottles, but something weird happens: when I add the shelf lighting, the area behind the shelf gets darker. Not perceptually darker, like an optical illusion—actually measurably darker, as shown in the gif, where the same point is sampled with the shelf lights on and off.
I'm stumped as to what's happening here; in what circumstance does adding lights darken other areas of the environment? There's no environment lighting of any sort; the only lights in the scene are the spotlights. If the lights are extremely bright, without any tonemapping (there's none turned on that I know about) I'd just expect them to blow out the image, not reduce brightness elsewhere in the scene.
Things I've tried to no avail:

Turning off clamping altogether
Increasing max bounces in the light paths
Turning bounces off altogether
Turning off color management altogether
Rendering with 4x samples (2000 vs 500)
Switching from GPU to CPU rendering
Switching from 8-bit to 16-bit color depth in Output

Some of these attempts changed the effect, but none of them eliminated it. Oh and, these images were taken before any compositing; this is the render itself. Any idea what's going on here?
The file itself can be found here:

(Note: the compositor has some pretty complex stuff going on but as stated, these images were taken from the unprocessed render). Also, this image is pulled from the "Shading" scene, but it happens on the "color" scene too.

Curious. Could you share a representative file, (with no important IP in it, if that's a concern,) on  https://blend-exchange.com/ ?

Yup! I've edited the question and added the blend file to it :9

Thanks very much. Somebody else may be able to crack it open before me. Is this of any relevance, do you think?

Having watched the video, I fiddled a bit with the multiple importance setting—turning it off for all of them and turning it off for only some of them—but I didn't see any change. Also, the video seems to say that the times you'd need to do something with multiple importance are when using mesh-emission lighting, but there's no such lighting here—just a shedload of low-power spotlights.

True, now I've seen the file. Difficult to reverse-engineer..  is there one move we can make to reproduce the effect? ( Personally I won't get a good look until tomorrow)

All you need to do in that file to see the effect is show or hide all of the "Booze Spots" in the Lighting collection (they're parented to a convenient Empty to make it easy to find and select them) and render the "Shading" scene. However, if you mean reproduce it in a different file, the materials in that scene are all a standard white Diffuse shader (not Principled—and the little extra in the material is just a tweak to make them a different color depending on the scene), and the spotlights are just ordinary spotlights, nothing crazy.

Great you've got a fix. This is an unusually well-constructed question, and you've been very thorough, and helpful. You deserve it :)

With this minimal reproduction, raising Indirect Light clamping from 3 to 10 (Blender default) seems to get rid of the issue completely. This also shows that the issue is not in the materials or the geometry.
In the full scene, you said you've tried unclamping the values, and it didn't eliminate the problem, that's not what I'm seeing either: comparison. And that's just indirect, you could also unclamp direct and add more bounces.
The top of the spotlight on the right seems to change a bit, but that's a direct light and could probably be solved by unclamping that as well. Seems minor.
Other than that, a couple of bar stools appear to get darker. This seems to be the denoiser's reaction to the increased contrast due to the wall behind the stools getting slightly brighter, and can be confirmed by rendering at higher sample count (both: 2000 samples, 4 bounces, clamp direct 10, clamp indirect 10).
I'm not sure why additional lights would affect contribution of existing lights, but at the end of the day, it makes sense for walls that see no direct light to be affected by clamped bounced contributions.

You say "unclamped", but the pictures are labeled "clamp #", suggesting a high clamp ceiling but clamping nonetheless; when I say "unclamped", I meant in the question that I set clamp to 0 (on both direct and indirect), which I understood to mean no clamping at all. I thought that higher clamp values approach 0, and since 0 didn't fix the issue, I didn't bother playing around with high clamping values because I assumed that if the highest clamp ceiling didn't help, any lower clamp ceiling would be even less effective.

That said, I couldn't tell you why my Indirect is 3; probably a holdover from some tutorial I followed many years ago and haven't changed because it never was an issue until now. Setting it to 10 does seem to have fixed the issue; marking answer as correct, thank you :9


text:
Blender guru house tutorial: boolean problem. Photos and blend file attached
I've been working through the new abandoned house tutorial from Blender Guru and I'm having issues with the siding. When I add the Boolean the siding does all kinds of weird things. When I scale along the normals it creates gaps in the siding as shown in the first picture. Without scaling the siding has gaps as shown in the second photo. I've also tried reordering the modifiers and it creates the issue in the third photo. I don't know what else to try. I've included a copy of the blend file. Any help would be greatly appreciated.

.blend file is here -
Blend File

Yeah I don't know why they showed this technique, even in the video we can see it's clipping everywhere. Its simply a bad technique for this particular workflow.

Try applying scale with shift+A if I am not wrong with the shortcut


text:
Dark, Unwanted Shadows Between 'leaves' when Rendering in Cycles
I am hoping someone can help me with this situation. I am very new to rendering and texturing in blender and have not so surprisingly come across an issue that is preventing further progress.
I am trying to render in cycles a mesh that I have created with a particles system for some low-poly leaves. For some reason, when I render in cycles, there are very dark portions of these leaves that I can't seem to lighten, no matter what light settings I play with.  I thought that it would be due to ambient occlusion, but no matter what settings I change it doesn't make any difference.
I think it would be easiest for someone to see my blend file, It is here -

You can upload a blend file here. Agree to the terms, then upload the file and paste the URL of this post into the box provided. It will give you a link - paste that link in your question. - https://blend-exchange.giantcowfilms.com/

Thank you for the advice! Here is my file:

Hey, you got it - I took the further step of pasting the link into your question for you. I'll have a look at the file.

Ok, So, I don't have time to dog too deep at the moment, but generally shadows like this are just cycles raytracer "doing it's thing" casting darker shadows where it detects another light occluding surface soon after a bounce. Most often the remedy is to simply add more lights. Perhaps add a point light with a low power and a very soft falloff near the darkest area and adjust it until it looks right.

Okay Christopher thanks for the help. I'll try that out and report my findings :) Do you think there is something I could do to the shaders on the leaves to help with this (if the point light doesn't work?)

I'm posting this just so I can post the pic. You can try this setup and see if it works. It should have a good effect, yet it doesn't seem to do much when I look at it. However, as you can see from the photo, the texture is missing in your blend file so everything is pink. This might affect how the setup is working on my end. Have a try on your project and let me know if it helps.

It looks like what seems to be having the most direct affect on those really dark areas is increasing the Transparency under the Max Bounces under the Light Path in the Render Settings. I tried your suggestion with the Light Path but it's hard to tell if there is a noticeable difference. However, you have given me some other ideas with how to use that Node.

Yeah, I was wondering if the effect was diminished slightly because of your mixing with a transparent shader and an alpha value earlier in the graph, but play around and see what works best,


text:
Why does the mesh look so strange?
It seems to be related to the mesh texture~

link to mesh

The mesh has custom normals.
Uncheck "autosmooth" in the property panel (object data tab, normals section).

Emm, pretty nice~
Does it have the function of recalculating vertex normal?

Unchecking autosmooth involves this calculation.


text:
Subdivide a part of an object while avoiding tri's
Say I have this base mesh:

I'd like to make the abs more defined, so I use Edge > Subdivision on them. However, it creates lots of tri's:

Is there a better way to add more geometry while keeping them all quads?


text:
Is there a way to make blender use slerp interpolation when keyframing a rotation using quaternion?
I'm trying to get constant interpolation between keyframes when I rotate a bone or object using quaternion.
I already tried linear interpolation mode, however it still does not automatically give perfectly linear interpolation - if I wanted to get it to be perfectly linear, I'd have to do some crazy curve sin, cosine stuff that I don’t understand. My understanding is that with quaternion, this is called slerp and that blender doesn't do it by default. I don't know how right I am, and don't know how to code either.

SLERP is Spherical Linear Ineterpolation and I believe it produces an ease in/out effect.


text:
Texture brush strokes disappear when rendering
I'm trying to render my grease pencil animation, but the rendered frames look different from what I see in Blender. The layers where I used texture brushes disappear almost completely, I can see just a light trace of them. Also it seems that the colour are different when I render the animation (slightly more yellow). Do you know how can I fix this problem?

Really hard to say what the issue is. Each person's case is technically different from every other person's case even if she/he is encountering the same problem. If you could recreate or share a sample blend file in your question with https://blend-exchange.com/, we may be able to offer better input.

Hello,thank you for your answer. I think I found out, the problem was the brushes set I was using. I tried other brushes and they were to be clearly seen on the rendered PNGs


text:
Mirror shape key key giving error
I made a blender model and tried to make it blink using the shape key function.
I only did to only half of the face and the problem now is I get an error if I try to mirror shape key function and got a error
I then tried using (Mirror shape topology) the result was  and it looked like this
.
I've been looking at this problem for a few days and apparently it's because the head is not perfectly mirrored so I cut the head from the body so it's a separate mesh then deleted all shape keys and then cut half of the head off and then applied a mirror modifier then I did some new shape keys and attempted to mirror and what happened was it still didn't work both (normal mirror and topology) so pls help.
Thanks
:/


text:
What is going on with this hook?

I made it last night, saved my blend file and when I loaded it back today it looked like this..? I believe it may have something to do with normals and I tried recalculating them but it seems like the issue persists. When I turn off smooth shading it looks even worse:

Any help is appreciated!

Hello and welcome. Please use a title that matches the content of the post. It should read like a question, be descriptive but succinct, unique and identifying, summarizing the problem so that anyone searching for similar issues is likely to find this. Remove anything superfluous, avoid using words like "this", "help with", "issue" or "question about", instead describe what "it" is. Remember, your title is the first thing visitors see, answers you get depend heavily on it. See What is the problem of asking “How do I do this?"

Try to go into the Data panel > Geometry Data > Clear Custom Split Normals Data, if it doesn't work please share your file: https://blend-exchange.com/


text:
Insetting different lenses into glass frames with bpy
I'm creating an application that generates lenses based on a prescription, and places those lenses into frames so that the user can get a feel for how the lenses might look. The problem I'm facing is that I'm unable to consistently place lenses into frames at the correct location/rotation. This is because:

Each frame has different geometry i.e. some are flatter, some are angled, circular, etc
Each lens has different geometry, based on the prescription, and then the cut out that's made to fit into the specified frame.

What I have at the moment is a set transformation for each frame that the lenses just copy, which only works for a small range of prescriptions.
Examples:
Lenses are too far back

Not rotated properly

Location is ok, but the curvature causes it to no connect

I'm aware that my lens generation algorithm isn't perfect and makes it harder (can be seen in the last pic) but at the moment I need to focus on the lens placement and consider the generation to be a block box.
Some solutions I've thought of:

Shrinkwrap the lens onto a preset shape. Would probably look ok but takes away from the whole point of the application by deforming the lens.
Create a set of anchor points on the frames, a corresponding number of anchor points on the lenses, and then "anchor" the corresponding anchor points on the frame and lens. While I can create the anchor points on the frames beforehand and use it as a present, I'm not sure how I would create the anchor points on the lenses algorithmically. I'm also not sure what a good criterion would be for where I would create the anchor points, nor how many. I'm also not sure how I could ensure that anchoring one pair of points doesn't disconnect a previously anchored pair.
Go with solution 2, but use a minimizer to find the best rotation/location of the lens relative to the frame. I'd still need to define anchor points, giving me the same problems as number 2, but I'd have a minimizer instead of a weird algorithm trying to match all the points. I feel like this would work the best, but I'm not sure how I would create the minimizer or the anchor points.

Certainly a puzzle to solve.  I think your talking about a python script.  One small part of this would be the use of the knife_project(), after you visually align the lens to the frame (i.e. the frame would project and cut new vertices, edges, into the lens.  Perhaps also copy-location and copy-rotation constraints to align the two components.  For lens thickness, perhaps the "Solidify" modifier.

Have you tried converting part of you object to a curve ( glasses) and wrapping a curve (lens) to the object https://blender.stackexchange.com/questions/258459/how-can-i-wrap-a-spiral-curve-around-an-object or https://blender.stackexchange.com/questions/277240/bend-mesh-around-object-without-loosing-dimensions

Thank you for the, input but both these solutions involve deforming the mesh which I'm not allowed to do


text:
In texture paint mode the Accumulate mode only works in the image editor window, not on the mesh itself
I included my node setup for the material I'm painting on.  It is strange, but when I paint directly on the mesh my black paint shows up only as a light tint that never gets any darker unless I release the pointer and reapply more paint on top.  If I do this about 8 times I get a very black color.  On the Image Editor window, however, I can keep the pointer pressed down and just scribble back and forth and the paint accumulates correctly making a darker and darker area without having to release and reapply and release and reapply several times.  Is this a bug, or more likely I don't really grok texture painting. Can someone assist?
By the way, I tried this on the make-up layer texture as well as the skin texture layer.  Same result.

Here I show you my current brush settings and in the 3D view window, you can see 3 blue sections on the model's cheek.  The far left one is the result of 4 or 5 passes of the brush (click and hold, scribble scribble scribble, release, repeat), the middle one is the result of scribbling in the editor window, and the far right is the result of scribbling on the model in the 3D window in just one pass (click and hold, scribble scribble scribble, release).  When I have "accumulate" checked, shouldn't I be able to get the middle and left result by doing what I did in the far right example?  Why does it remain so pale no matter how much I scribble over it?  Why am I having to release and reclick to add more paint?

Can you show a screen shot of your brush settings so I can see what you are doing? You currently have black set up on the brush, but your image painting is in color on a zero alpha image. Also , are you able to see all the image textures in the Slots panel?

@CraigDJones happy to tonight. This map with the transparent base color is added on top of the skin texture. It’s my “makeup” layer. So I had my brush set to a black color to paint in some eye shadow or eye liner. I’ll post a pic of what the different effect is of applying the brush in the 3D view vs the editor window. As for my brush settings, I take it you’re referring to the Paint toolbar on the bottom left of my pic... you want to see that expanded out, correct?

It looks like it is working - compare strokes made with accumulate turned off and on side by side, and you will see the difference as far as the strength of the brush. Turn off pressure and test with just the comparison of with and without, and you will see it working.

@CraigDJones Thanks. But no it isn’t working at all. The light blue area on the mouth and nose is the same color on the first pass as it is on the 100th pass if I don’t release and click again. Whereas the other two darker blue areas are from several passes with only one click (accumulate works) and several passes with multiple clicks (accumulate not working in 3D view)


text:
From Blender to UE4 : armature bone
I'm exporting my file with a mesh and its relative rig from blender to ue4 using FBX. After the export in ue4 it appears that my skeleton has one more bone, called Armature (it's the highest in hierarchy, above root). When i export my file i use these preferences

I have already check this question
Blender ascii fbx adds a Armature bone before root bone UE4
but i can't still remove that additional bone from my skeleton in ue4. Is it a problem of blender? Is there a solution?

if you are not afraid of editing scripts , check this out. FBX FIX

hope I'm not too late. I think I finally figured this one out! Or at least an useful workaround.
The problem is that UE4 understands the first Object in the exported FBX file as a bone even if it isn't even a bone. In this case UE4 thinks the "Armature" object is the root bone called "Armature" and that your "root" bone is a second bone attached to that first one.
My solution was to just remove my root bone, and rename the Object "Armature" to "root" in Blender.
For example, if you're making a rig following the official UE4 Mannequin model, it will look something like this:

In Blender, you go to Object Mode, click the Armature, click the Object Data tab (selected in the picture) and rename the Armature to "root". On the Outliner you'll see that "root" is the first object, that's the name of the Object data-block and in UE4 that will act as it's your root bone. Then comes another object called "Armature", that's the name of the Armature data-block, you can change this name clicking the Armature tab, but from my testing that makes no difference to UE4. Then comes the actual first bone, the "pelvis", not the "root", which I deleted.
Using this setup with Blender 2.77 and UE 4.11 and I was able to successfully export the Character, import it to UE, and retarget the default animations to it.

Thank you! I have already thought to this solution; until this bug won't be fixed i'll use this method! Thank you again

There are a lot of "fixes" to this problem. For me, this one do the trick Blender (2.83, UE 4.20):

As things stand right now, the importer for fbx is effectively patched (a nice word for hacked) to allow as exception for Blender made fbx files if the name of the root node is 'Armature'.

Source: https://forums.unrealengine.com/deve...blender-export

Whenever I name the armature "Armature" ue4 gives an error and doesn't import the fbx. If I name it anything else it does import but then the armature is the first root bone in unreal...
Have you seen this issue, do you know of a workaround?

I was using Mr.Mannequin's Tools Plugin for Blender to import the mannequin skeleton to model my character on and indeed I ran into this problem.
The armature was named UE4_Mannequin_Skeleton and exporting it to UE4 indeed showed it as a bone above root, which messed up Root Motion and Advanced Locomotion System.
The part about UE4 now ignoring armature actually worked when I changed the armature name from UE4_Mannequin_Skeleton to armature and inside the skeleton, there was a bone group named the same so I changed that to armature too and it works. Fixed up Root Motion and ALS.


text:
How to make UVs islands perfectly overlap?

As you can see from the image above, this UV is composed by 4 subparts, 4 rectangles. Each of them has exactly the same vertex number and the topology quite equal compared to the others so I could make them to perfectly overlap one over the other. Is there a way-out to do this automatically instead of repositioning all these vertexes one by one?
Here the file blend

Thank you!

Possible duplicate of Is there a way to overlay two similar UV islands with identical vertex count?

It's not only a question of vertex count but still of topology; my 4 parts have quite the same shape and topology. @RayMairlot  . . . there is no way to achieve my goal? The question you linked is releted but not too much in my honestly opinion. It seems a more general question and problem. Am I delirious or my point has a valid reason?

Fuboski, your unwrapped islands look very similar. Could you rescale them so they're close enough and then apply the Remove Doubles as mentioned in the answer to the question  that @RayMairlot linked?

I'll try now and i'll give you the result

Your 3D object looks like each arm is shaped irregular, meaning that the edge lengths won't be the same, meaning that the UVMap cannot be the same, if you want a map without stretching. However, if you just want each point to be identical, you can indeed achieve this by unwrapping in a strict order.
First, select one of the corner faces (remember which one!) on one of the four islands, and press L when the mouse cursor is over the matching island. Choose Seams as the limiting factor. Then, reset the UVMap. This will take each quad and set the UV coordinates to (0,0), (0,1), (1,0) and (1,1), no matter what the shape in 3D is.
Next, use Follow Active Quads as the unwrapping method. The active quad is still the one which was selected first, and its current UV position serves as the starting point for the follow active quad unwrap.

Next, select the corresponding face and island from the three other shells. I'm marking them in the GIF here before I unwrap the rest. This is important so the orientation of the resulting UV Map is identical to the others. The four resulting UV islands will have completely identical vertex positions, but, as stated initially, stretching for sure.

If stretching is not desired, all you can do is match up the boundaries of your map by snapping vertices. Snapping to vertices also works for scaling, as you can see in this little GIF here:

You can use this technique in tandem with the answers previously given here.
My original response
If I understand your question, there is a way you can perfectly snap multiple uv's to the same spot for perfect manipulation, which i figured out with some inspiration while trying to figure out this very same issue.
Using the 3D cursor (or in our case, the 2D cursor) we'll snap all of our desired selections to a single point. Here's my example, where you can see my similar UV's below:

Next, we'll use Blender's fancy-shmantsy cursor-snapping tools!
You can access Blender's Cursor-snapping tools using the hotkey ⇧ Shift +  S or through the UV dropdown right next to the image-browser

Finally, we can get to the goodies! When we try snapping with the method presented above, (the method is Snapping > Selected to Cursor [Offset]) Each UV will be moved by its exact centerpoint, landing directly on top of the 2D Cursor! (Brilliant, right? Don't you just love inspiration?) Inspiring examples below:

Important Note: Make absolutely certain that you don't choose the default Selected to cursor option, and instead choose the Selected to Cursor (Offset) option! That Offset is your lifeblood, my young padawan! If you forget to choose the one with offset, your UV will collapse into an infinitesimally small point and cease to be recognizable as anything other than the essence and epitome of your sheer and utter failure to read a storming stack-guide. It is entirely unrecoverable, regardless of how many wanton tears you shed for it.
 L, ⇧ Shift +  S >  7
L while hovering over the desired UV to SELECT, and then you SPAM-SPAM-SPAM that ⇧ Shift +  S >  7 combo, (pressing  7 is just a faster way of clicking that little Selected to cursor (Offset) thingy, allowing you to bypass the fiddling trouble with the mouse.

I have some problems understanding this answer: could you show how this technique could be used to solve the problem in the question?

Under Blender 4.#, select first UV island, go to the menu UV > Copy UVs. Then select the second island, UV > Paste UVs.


text:
Assign randomly a mesh to multiple faces
Suppose that the first image may be a ground pile, and the second a simple little rock

Is there a way in blender that allows me to put the rock on the faces of the ground pile randomly?
In other words is there a process to duplicate and then assign randomly my rocks to the pile's faces?
My goal is to create a pile of rocks

Related http://blender.stackexchange.com/questions/974/how-can-i-make-a-number-of-objects-sit-snugly-on-an-irregular-surface and http://blender.stackexchange.com/questions/8927/is-there-a-way-to-procedurally-scatter-objects-on-the-ground-of-my-scene. You can control density of particles either with vertex groups or with texture.

Yes, you can do that easily using particle systems, check the links above posted by Mr Zak

You can achieve what you're asking for with a particle system, but it won't look like a pile of rocks,it will look like a layer of rocks arranged across the surface of your circular mesh. If you want it to truly look like a pile of rocks, I'd look into using the Rigid body physics, and use the particle system to drop the rocks onto the main object so they pile up.

I guess nobody wants the points?

Yes, you can do this with a particle system.
Create some different rocks.
Group the objects by selecting them in object mode and pressing ctrlG; their outlines should now turn green. This is not into the same as putting them in the same mesh. This will leave each object as it is, so each object can have different modifiers, meshes, materials, and all that. "Grouping" is just a way to tell Blender that these objects should all be treated in a certain way, like as the particles in a particle system... or other things. Once you group them, you can go to the object tab and you'll see a "group." An object can be a member of more than one group. If it is, you'll see multiple "group" panels there. To remove an object from a group, you'll just click the X on that panel, like you would with a modifier.
Add a particle system to the "pile." In the "render" section of the particle system select "group." Then choose the group that you put all your different rocks in.
This will randomly select rocks from that group and distribute them over the surface of the "pile." There are other settings for how to handle groups, but the defaults should work for your purpose.
Increase the "emission" value to make more rocks.

How can i create a group in blender? (i'm trying to understand when you wrote "Put them into a group")

No worries! I'll update the answer.


text:
Displace Modifier: reset scale problem
HERE THE FILE

This is my tunnel with all my stats . . . I had a sub surface and the displace with CLOUDS.

I want to import this model in Unity and I have to change the metric then I click on scene and modify the general scale from 1 to 0.01. After that, I scale my mesh in order to bring it back to correct measures. Now the situation is this

My mesh has the scale settings (100 100 100).
In oder to reset the scale to (1 1 1) I press Ctrl + a and then Scale. The displace disappears cause the new scale:

The only way to bring it back is to increase the value of the strenght (from 0.2 to 20) in the displace, and i did it but the result is this below:

The problem is this: It's completly different from the initial result i had before! Take a look

It's look like denser, and sharper . . . How can I fix it? What could be my error in this workflow?
Thank you so much for the help!!

I see no problem in your scene, it's just that you need to multiply the size of your texture by 100 not by 10, idem for the strength

Yeah . . . this is so true XD My bad . . . it was a very easy problem. Thank you mate!!


text:
Node appears twice after assigning parent (Python)
I am creating six cubes and then I set their parent to Box1. Afterwards all cubes exist twice: one time under the Collection and one time greyed out under the Box1 node. When I click one node, the other node with the same name will also be selected. This is annoying and I don't want to have two same nodes. How can I make that they only appear once?
    bpy.ops.mesh.primitive_cube_add(
        size=1,
        enter_editmode=False,
        align="WORLD",
        location=location,
        scale=dimensions,
    )

    self.blender_object = bpy.context.object
    self.blender_object.parent = self.parent.blender_object # self.parent.blender_object is "Box1"

that's normal behavior. The cubes are in the Collection and they are children of Box1 which is in the Scene Collection. Since the cubes cannot be in 2 collections at the same time they are displayed normally in Collection and greyed out in Scene Collection where the parent is. Move Box1 to Collection if you want them to stay together.

https://blender.stackexchange.com/questions/217999/collection-move-vs-link/


text:
How do I bake the fluid sim if it does not have a particle system?
I've cached my fluid sim and am ready to export it. I tried selecting the domain and then exporting it as an alembic file but when I import the file into unreal or marmoset toolbag there is no simulation. Any help is appreciated! I am using Blender 4.1.


text:
Random height in face mode
In edit mode I have number of faces which I want to elevate randomly. How can I do it without selecting every face and draging to change the height ?
For vertices there's randomize vertices. Is there something for faces and heights in edit mode?

why don't you use randomize transform z-scale in object mode? ok, you have to move your pivot points first to z=0 but in your simple case that would be the easiest thing to do

I'm modeling in edit mode. I would have to separate geometry in that case. Where is randomize transform z-scale in object mode ?

search for randomize transform (F3)

I've now tried to separate faces to another geometry but I can't use randomize transform in object mode because they're just plains with zero height.

then just first extrude the faces to cubes ;)

Apart from the solution which @Chris suggested - which requires you separate the columns into individual objects, I'm not sure if this was apparent to you - here is a workaround which is not great but you can use it in simple cases like this (where you want to transform randomly on a single axis).

First of all set the Transform Pivot Point to Individual Origins and enable Proportional Editing with the Falloff set to Random.

Now select the top faces of your columns and press Shift+H to hide everything else except the top faces.

Select a single face (maybe the middle one) and press G Z to move it on the Z axis. Scroll your mouse wheel to make the influence range of the proportional editing very large so it covers all other faces (and much more to make sure you have no influence decrease towards the sides). Now all vertices are moved randomly up and down.

Left-click to confirm the randomization, then press A to select everything. Now with the pivot point set to individual origins scale them all flat on the Z axis by pressing S Z 0.

After this is done, press Alt+H to unhide the rest of the faces.


text:
Creating a Selection Box that selects a PropertyGroup item from a CollectionProperty
trying to follow the below link to make a selection box appear in the draw method that lets the user pick an item from a defined CollectionProperty, it works for the 'type=bpy.types.Object' but when I change it to my custom ItemPropertyGroup class "BlenderUnityCategoryItem", it doesn't work, I know that I need to somewhat reference my collection but I'm not sure how to do that
Creating drop down lists for the objects in collections
works fine for an object picker, eg: showing an armature picker

but it doesn't work when I use my PropertyGroup class, how do I reference my CollectionProperty?

my code(removed some lines none related to the topic so the code will be easy to read):
# imports
import bpy
import os
from bpy.types import Panel, Operator, Scene, UIList, PropertyGroup, PointerProperty

import mathutils
from math import radians

from bpy.props import StringProperty, BoolProperty, IntProperty, CollectionProperty, EnumProperty

class BlenderUnityCategoryItem(bpy.types.PropertyGroup):
    categoryName: bpy.props.StringProperty(name="Category Name", description="", default="")
    categoryFolder: bpy.props.StringProperty(name="Category Folder", description="", default="")

# Blender Unity Panel
class BlenderUnityPanel(Panel):
    bl_label = "Blender Unity"
    bl_idname = "BlenderUnity_Panel"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "Unity"

    txt_categoryName : StringProperty(name= "Category Name:", default = "")

    def draw(self, context):
        layout = self.layout
        scene = bpy.data.scenes["blenderunity_settings"]
        blenderunity_props = scene.blenderunity_props

        # unity project folder browser
        row = layout.row()

        # unity meshes folder
        row = layout.row()

        row.prop(scene, "my_pointer")

        #unityMeshesFolder
        #row.template_list("BlenderUnityUIList_DMats_UL_List", "BlenderUnityListbox_MarkExportDMats", scene, "markexport_detectedMats", scene, "markexport_detectedMats_index")

# register settings
def Settings():

    # create blender unity settings scene (if it doesn't exist)
    if(bpy.data.scenes.get("blenderunity_settings") is None):
        bpy.data.scenes.new(name="blenderunity_settings")

    # my defined collection
    bpy.types.Scene.blenderunity_categories = CollectionProperty(type=BlenderUnityCategoryItem)
    bpy.types.Scene.blenderunity_category_index = IntProperty(name = "blenderunity_category_index")

    # pointers
    bpy.types.Scene.my_collection = bpy.props.PointerProperty(type=BlenderUnityCategoryItem)
    bpy.types.Scene.my_pointer = bpy.props.PointerProperty(
        type=BlenderUnityCategoryItem
        )

    #item = scene_settings.markexport_detectedMats.add()

    #item.custom_1 = 100

## ----------- register & unregister --------------------
def register():
    # class registers
    #bpy.utils.register_class(_CLASS_NAME)

    bpy.utils.register_class(BlenderUnityCategoryItem)
    #bpy.utils.register_class(__)

    # get scene
    scene = bpy.context.scene

    # setup settings scene
    Settings()

    bpy.utils.register_class(BlenderUnityPanel)

def unregister():
    #bpy.utils.unregister_class(_CLASS_NAME)
    bpy.utils.unregister_class(BlenderUnityPanel)
    bpy.utils.unregister_class(BlenderUnityCategoryItem)
    #bpy.utils.unregister_class(___)
    #bpy.utils.unregister_class(___)

    return ""

if __name__ == "__main__":
    # register
    register()

##---------------------------------

Blender version: 3.6.17

to make a selection box that selects an item PropertyGroup from a CollectionProperty use EnumProperty with items= set to a function
eg:
def selectedCategory_items(self, context):
    # get our settings scene
    scene = bpy.data.scenes["blenderunity_settings"]

    # a list to store items
    items = []

    items.append(("0", "None","No assigned category"))

    i = 1;
    for item in scene.blenderunity_categories:
        str_i = str(i)

        newItem = (str_i, item.categoryName, item.categoryName)
        items.append(newItem)
        i += 1

    return items

# next you would define your EnumProperty like:
fbxCategory : bpy.props.EnumProperty(items = selectedCategory_items, name = "Category")


text:
Checking if a object is visible in any of the viewports
trying to check if a object is visible in any of the viewports, found a tutorial: https://www.datacamp.com/tutorial/python-remove-item-from-list
copied and pasted his code and passed the reference of the bpy.context.active_object's location instead in my script but its throwing an error?, did they update or brought any changes to this function?, or is it deprecated?, tried checking out the documentation
https://docs.blender.org/api/current/bpy_extras.view3d_utils.html, tried passing the 'default' parameter, no luck
my registered operator code:
from bpy_extras import view3d_utils

class BlenderUnity_ExportFBXInViewport(Operator):
    bl_idname = "blenderunity.fbxinviewportview"
    bl_label = "Export (FBX: In Viewport/View)"

    def execute(self, context):
       # get blender unity settings scene
        scene = bpy.data.scenes["blenderunity_settings"]

        for area in bpy.context.screen.areas:
            if area.type == 'VIEW_3D':
                region_3d = area.spaces[0].region_3d
                for region in area.regions:
                    if region.type == 'WINDOW':
                        origin_2d = view3d_utils.location_3d_to_region_2d(
                            region,
                            region_3d,
                            bpy.context.active_object.location
                        )

        return {"FINISHED"}

Error Message: "AttributeError: 'SpaceView3D'object has no attribute 'perspective_matrix'

blender version: 3.6.17

closed and reopened blender and its not throwing that error anymore, my script editor was somewhat bugged it wasn't updating my code when I ran, it ran a previous code, I closed and reopened blender and pasted the same code and it worked


text:
Make a bezier curve into a subdivided mesh?
I have created a shape using a bezier curve.  I want to give it depth and then apply an image as a displacement modifier.
I have added a face to the shape and extruded the shape into 3 dimensions. However I cannot get the face to subdivide so I cannot apply the displacement modifier.
How can I get a detailed enough mesh across that face?

The face I want to add detail to is selected.

Hello, could you provide some pictures so that we could understand your need more precisely ?

Hi lemon, thanks for commenting.  I have added an image of my mesh now and another of something similar to what I am trying to achieve.

Use a boolean. Make a face on top/bottom parts of the curve shape. Make a grid with the displacement image. Apply the displacement. Then intersect the displaced grid with with your ex curve.

Hi lemon, what do you mean by make a grid with the displacement image?

Hi PaddyGould, simply the same as you probably did in your second screen capture. If you intersect (boolean modifier) it with the curve above (converted to mesh and bottom & top faces closed) you will obtain what you want, if I have well understood

Do you need me to add an answer for that ?

For subdivide you need quads. Upper face is unsightly ngon and can't be subdivided. Remesh modifier should be helpful in this case.
If Remesh doesn't  do its job well, you can delete ngon and fill area manually with smaller parts by selecting two opposite verts and pres F to fill and press J to connect.
You can combine this procedure with Grid Fill - Ctrl + F > G
I don't know a better solution, I hope someone knows one because this is really good question.

The Remesh option worked for me.  Thanks Shubol3D, I appreciate your help and time !


text:
How can I pass arguments to an Operator inside a Macro Operator?
I´m using a Macro type Operator to concatenate actions which require the user to interact at some points, so I create a Macro Operator class and then populate it with some existing (or custom) Operators, using the define method.
Then I call it from the user interface like some regular operator, except that, (I suppose) I cannot use the user interface to pass arguments to a specific operator inside the Macro, so I want to know which is the right procedure to pass these arguments, because I need the operators to react with different settings than defaults.
I tried to add more arguments to the "define" method during register, but an error is raised declaring that it can only take 2 positional arguments: the idname of the Operator (and I suppose self).
import bpy

class Panel(bpy.types.Panel):
    bl_label = "Panel"
    bl_idname = "Name"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'
    bl_category = "Tools"

    def draw(self, context):
        layout = self.layout
        layout.row().operator("macro.start")

class Macro(bpy.types.Macro):
    bl_idname = "macro.start"
    bl_label = "Start Sequence"

class SomeOperator(bpy.types.Operator):
    bl_idname = "macro.finish"
    bl_label = "Finishing Operator"

    def execute(self, context):
        # do something else after transform
        return {'FINISHED'}

def register():
    bpy.utils.register_module(__name__)
    Macro.define("TRANSFORM_OT_translate") # How can I give arguments to an existing Operator?
    Macro.define("MACRO_OT_finish")

def unregister():
    bpy.utils.unregister_module(__name__)

if __name__ == "__main__":
    register()

This answer shows setting properties for an operator in a panel, you can also pass properties as a named argument when calling the operator bpy.ops.macro.finish(val=2). Getting your head around dynamically generated classes can be hard but try this answer

Thanks for your answer, but I mean, I do know how to pass arguments to normal operators, but the problem with macros is that these contains other operators and its arguments seems to get encapsulated within. If I try to pass an argument like row.operator("macro.start").TRANSFORM_OT_translate = {"value": (1,0,0)}, I get the complain that the attribute TRANSFORM_OT_translate is read-only, while on the other hand if I call the macro operator from normal execution context like this bpy.ops.macro.start(TRANSFORM_OT_translate={"value": (1,0,0)}), it works just fine.

But I need to call it from the panel instead. I know that I could write another almost empty operator for the panel, and then call the macro operator on its execution context as a workaround, but that solution seems a bit too odd. Maybe I should update the original question with this issue?

Macro.define("TRANSFORM_OT_translate") returns a OperatorMacro which has a properties attribute.
Eg:
op_macro = Macro.define("TRANSFORM_OT_translate")
op_macro.properties.value = (1, 2, 3)


text:
Why my "Render" viewport shading just looks like Material preview??? even I add the Light point?

Why my "Render" viewport shading just looks like Material preview??? even I add the Light point? everything don't like render preview?
I have made sure that Scene Lights and Scene World are checked, so that isn't the problem:

Hi. I moved your image into your original question because it's a more fitting place. I also edited my answer to show another example. Maybe you'll find it helpful?

Not sure which step making wrong???

You may have "Scene Lights" and "Scene World" unchecked. If unchecked, the Material Preview lighting and reflections appear in your Render Preview:

This can also happen if you connect your materials directly to the material output without a shader, as seen below. If done this way, the material is considered "unshaded" and is thus unaffected by scene lights.

Thanks, I will go back to fix my notes, maybe I install the "Poliigon-material-converter" to messed up my notes.

Thanks Christopher!


text:
Why is my Cycles render lighting squared when using GPU compute and smooth with CPU?
The first image is when using GPU compute and the other is CPU
Why is the lighting squared on the GPU render?

GPU: EVGA RTX 2080 SUPER      //
CPU: i7- 8700k
thanks

Please use the tools from this site so that the images show as part of the post and users don't have to follow links just to understand your question. https://i.sstatic.net/uzn5b.png

seems like a bug. Other people using 2.8x with a gpu have also seen issues like this.


text:
How can I duplicate this cut that I modeled?
I want to duplicate that cut according to the line I have drawn. Can I somehow duplicate the cut that I modeled?
Screenshot -

I don't think so, you should have done them at the same time, now you can delete some parts, duplicate this part, then bridge the duplications...

You can create several loopcuts, select them and bevel. Or you can select a loopcut and run Offset Edges Slide to create loopcuts around the selection. Copying selection won't work without deleting some geometry and reconnecting since the original geometry to copy is already connected to the rest of the mesh


text:
Black patch in cycles render
I have been trying to remove this black patch for some time now but got no lead. I surfed the internet but couldn't find a thing about this. Please help!

Can you provide your blender file?

Check for over lapping surfaces and or face normals.


text:
How can I make the pink part of this texure glow?
This is a wave texture, I don't know how to make the pink part glow, so any help is appreciated!

Easy - Since the other "color" in your image is black, all you have to do is connect it to the Emission input of the Principled BSDF. You'll probably want to increase the strength a bit as well (underneath). Don't forget to turn on Bloom in the Render Properties tab to make it glow properly:


text:
Blender Exporting as FBX Error
This is the error message i got when i was trying to export a gun model i made. Any help will be appreciated.
Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\io_scene_fbx\__init__.py", line 634, in execute
    return export_fbx_bin.save(self, context, **keywords)
  File "C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\io_scene_fbx\export_fbx_bin.py", line 3198, in save
    ret = save_single(operator, context.scene, depsgraph, filepath, **kwargs_mod)
  File "C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\io_scene_fbx\export_fbx_bin.py", line 3094, in save_single
    fbx_objects_elements(root, scene_data)
  File "C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\io_scene_fbx\export_fbx_bin.py", line 2894, in fbx_objects_elements
    fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes)
  File "C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\io_scene_fbx\export_fbx_bin.py", line 1174, in fbx_data_mesh_elements
    elem_data_single_int32_array(lay_uv, b"UVIndex", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))
  File "C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\io_scene_fbx\fbx_utils.py", line 504, in elem_data_single_int32_array
    return _elem_data_single(elem, name, value, "add_int32_array")
  File "C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\io_scene_fbx\fbx_utils.py", line 451, in _elem_data_single
    getattr(sub_elem, func_name)(value)
  File "C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\io_scene_fbx\encode_bin.py", line 161, in add_int32_array
    data = array.array(data_types.ARRAY_INT32, data)
  File "C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\io_scene_fbx\export_fbx_bin.py", line 1174, in <genexpr>
    elem_data_single_int32_array(lay_uv, b"UVIndex", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))
KeyError: ((nan, nan), 738)

location: <unknown location>:-1

Duplicate of https://blender.stackexchange.com/a/190360/33589 recreate your UV unwraps and retry

Relevant ticket https://developer.blender.org/T79775


text:
Mantaflow. The liquid just doesn't respect the collision object
Mantaflow. The liquid just doesn't want to properly respect the collision object. I've watched countless tutorials and still can't get it right.

Google drive link

Please use the built in tools
to add images to your posts. Use any image editor or online optimizer
if you must resize an image.
Information should be immediately visible to those who would answer your question.

I agree this seems to be some bug and have seen several posts.   One suggested solution was to use a Surface Thickness equal to the volume of the collision object.   However, Thickness is defined in the docs as an ADDITIONAL dimension beyond the mesh.  When I play with Thickness, it works but has to be a minimum of 0.5 and has a deleterious effect on the liquid boundaries as you'll see here:

I dread to suggestion a solution where a duplicate, hidden collision object that is some 0.5 (what is the translation to units?!!) larger than the visible collision object.
Perhaps another (degenerate) solution is to set "Is Planer" if the collision object is simple or if you break up the collision object into sub-objects. This appears to work.

So until others can be helpful in assisting with a solution (or admission of a bug), then perhaps there is something useful here.


text:
Why is my armature not symmetrical?
I tried duplicating one side of my armature and mirroring it to the other side with Shift+D, S, X, -1. It works except that in pose mode, the arm and the leg are not symmetrical to the other side. Is there a way to fix it other than manually replacing them? I really want to keep it clean. The rest position is ok though.
My file is here -
https://drive.google.com/file/d/13oPK4rJQuXMJ106jL1chpc0jwh5cdrmY/view?usp=sharing[][1]

to mirror an armature, make sure that the bones you want to mirror have the R or L suffixe, for example lowerleg.L or lowerleg_L, then in Edit mode go in the header menu > Armature > Symmetrize, and you'll have your armature correctly symmetrized, and the bones will automatically be called lowerleg.R or lowerleg_R

@moonboots when I select my bones and click symmetrize, it doesn't do anything, and all their names en by .R (Bras.R for example)

mmh weird because it works fine for me...

Have you tried with my project ?

yes I tired with your armture and it works fine

@SamuelFyckes you used G and D instead of L R. Blender expects you to speak english basically. But that explains only why Symmetrize doesn't work. For the rest, I'll write a longer answer.

Why Symmetrize doesn't work
As explained in Symmetrize — Blender Manual:
Blender needs to know which bones are Left or Right sided. And for this, it uses a naming convention detailed here: Naming — Blender Manual
In short, you need to put variations of left and right. Blender will not recognize anything else, including translations.
A quick fix to it would be to use the Batch Rename tool via ⎈ CtrlF2, set it to Bone, and find/replace and .G by .L for example:

Fixing the IK Chains
IK chains rely heavily on how your bones are set up in the 3D space to determine how they should behave.
Bone rolls
If we enable the Armature's axes display, we can see that your limbs' bones are rolled in all directions, which is misleading for IK chains (and also for many animation tools).

To fix this, set your viewport in Front view via numpad 1, select the bones, and press Shift N to open the Recalculate Roll menu. It works by orienting the bones' local Z towards whatever option you chose. In this case I picked View Axis to easily align all the bones so that they local +Z point away from the viewport, it's a quick and dirty solution but is often good enough.
Chain angles
Then, we will need to look the angle formed by the bones inside the IK chains, that will determine in which direction the two bones will fold when the start/end points of the chain are brought closer. Don't hesitate to exaggerate the angle a bit, it's better to make it big enough to work than not enough.

Pole targets positioning
Then, you have IK pole targets for both your legs and arms. The leg ones are fine, but you place the arm ones in front of the arm. Pole targets should be placed behind the IK chain's angle direction, that's why legs pole target are in front of the knee, and arms pole targets should be behind the elbow:

Besides, the pole target's head should ideally align with the IK chain's point that will point towards the target:

The pole angle setting
Finally, back in pose mode and select your bones that wear the IK constraints: they have a Pole Angle setting. Depending how you setup your rig, the IK chain will point at the wrong direction, but you can use this setting to fix that.
If you followed the above correctly, your arm IK should require a Pole Angle of -90, and your leg 90:

Final
After that, since we changed names of some bones, your weights will most likely be non-functional anymore. So you will need to remove the Armature Deform modifier on your mesh object, re-parent it to your armature and redo the weights. But the rig itself will work.

I'm new to blender but I think you can remove on a object like one hand and the select the arm go to modifiers and add a new modifier called "Mirror"maybe it'll work for you.
Through mirroring any change you can make in one hand is also applicable to second hand...
Thank you!

you mean mirroring like when you mirror the mesh when you make it ? If so, i can't find where i can add that to my armature


text:
Why Shift R doesn't work properly?
When I am trying to use Shift + R (repeat action) after rotation, it works in the wrong direction. Why is this happening?

Yeah, that's strange. I've tried a few things to try and re-create the behavior and I can't find a way so far...

I also tried to reproduce this problem, but it works correctly. Shift R is rotating in the right direction.

What version of your Blender? Maybe you can use another build? There is a similar report from developers of this problem as seen in this link (see video): https://developer.blender.org/T76919.

This bug appears only in the last version (2.92). I installed 2.91.2 build and now it works properly


text:
What is the "Gizmo" central to the 3D viewport?
I have searched the manual but unsure what the 'gizmo' central to the 3d viewport is referred to as and what effect if has on the exported model. I was thinking it could be the central datum/ reference point. All I know is that in MSFS2020 if the model is placed above it it will be displayed 'floating' but what effect does it have if the model is placed right of it ie on the Y axis?

That "gizmo" is called the 3D cursor. It has no effect on the final export - it is not "there". It's only a tool to use during modelling (New items are added at it's location, it is used as a pivot for the spin tool, etc...). One way to move it is to hold Shift then Right Click to place it on the spot. Another way is to press Shift + S for more placement options.
More info on the 3D Cursor here - https://docs.blender.org/manual/en/latest/editors/3dview/3d_cursor.html
Note - you mentioned in your question that items will be "floating" if placed above it- that is not the 3D cursor. The point which objects use as a central reference point is called the Origin - represented in your photo as a small, orange dot. You can change an objects position relative to it's own origin point by moving the whole object in Edit Mode.

Thanks Christopher. Is there a central datum or reference point for the model which would get exported with the model? The reason I ask is that in an airport editor for Microsoft Flight Simulator a 'footprint' is displayed where the user places 3d objects (on the edit screen) and each 'footprint' has a 'handle' displayed next top it for easy changing the orientation of the scenery object and someone (in MSFS forum) suggests that position of that handle relative to the footprint is controlled by the datum/reference point of the object.

Yeah, I think that's the origin point that I mention in the second part of my question. If I move an object way above its origin and then export it, in the new program (for example UE4) even though it will import the object with the origin at 0,0,0 in that world space, my exported model will be high up in the air.

Thanks again Christopher. I didn't see the last paragraph when I viewed it earlier so maybe added when you edited your answer. Thanks again.

I attempted to move my object in edit mode but I was unable to select all the array objects only the original objects before the array modifier was added. Maybe this has to be done before adding modifiers?

The array effect disappears in edit mode - since all the array objects are copies of one thing, edit mode only shows you that one thing (for ease of modelling). You can still move it to your hearts content. Once you go back to Object mode, the array should be visible again as normal (however your offsets may be different depending on which ones you used. ) If this is the case, you will just have to readjust some values in the array modifier settings.

Thanks again. I experimented with a simple cube and exported for MSFS but that did not result in what I was hoping to achieve as it is considered (in the MSFS airporrt editor) as the 'fulcrum' of the entire model and so when positioned away from the model footprint causes all sorts of problems. Anyway I'll 'put this to bed'.


text:
How can I create an object that contains different parts, that can be accessed in edit mode?
How can I create one object and have different parts within that object and select them individually in edit mode?
A good example of what I mean is in the video linked below, where he has one gun object but can select different parts of it in edit mode.
Blender 2.90 Low Poly Weapon Rigging.
https://www.youtube.com/watch?v=pgLSHwex1dM

Hello and welcome. While files, images, and external videos or links may be helpful additions they should not be the only way to obtain information about your issue. Don't make understanding your question rely on downloading a file, watching a video or visiting an external site. Use the builtin tools to upload images or gifs, along with thoroughly explaining the problem in written form so it can be indexed and searched for thus helping future visitors with similar issues.

They probably have everything in separate mesh islands and are using L to select connected verts.

you can create several meshes within the same object, you can also join several objects with Ctrl J and they will be different meshes within the object

Thanks, moonboots answer was what i needed, thanks for help!

You can create several meshes within the same object, you can also join several objects with CtrlJ and they will be different meshes within the same object. As explained by Allen Simpson, you can select a whole mesh in an object with L.


text:
Create a complex pattern on a face
I have a sample like this, and I can't find out the method to create the bevel pattern around the circle
The most I need is your way to create it

I'm partly posting this just to be a bit cheeky, however I think the point is still valid - Often when working with fine details (especially on glass objects), you may find it a lot easier to go very basic on the geometry, and then let materials do the work  for you (not saying that's necessarily the case here). Anyway, here's an example of how you can achieve a similar result with very simple geometry and a procedural (bump) material made within blender:

And yes, I'm aware my bottle has a square neck - that wasn't really the focus of my efforts ;)

Thank you so much, but I am begingner, so I think it's better for me with modeling from the basic objects. I want to improve the basic skills before applying shading notes. Thanks

Hey, no problem. It's just an example of what's possible.

Create your shape, create rays around the center circle, select the circle and the rays you want:

AltE > Extrude Faces Along Normals. Once extruded, in the Operator box, enable the Offset Even option:

Add a Subdivision Surface modifier, create additional edge loops if you need to sharp some edges, etc

Thanks Moonboots, I will try your help. :)


text:
How can I make a function that throws a popup error
like the title says,
this is what I currently have, it works fine in the console, I can see the log and my message in it but only in the System Console which I have to toggle manually, I want the user to see the error as a pop up like in most blender errors
my operator:
class BlenderUnityHelperErrorReporter(Operator):
bl_idname = "blenderunityhelper.errorreporter"
bl_label = "Blender Unity / Error Reporter"

txt_error = ""

def execute(self, context):
    self.report({'ERROR'}, BlenderUnityHelperErrorReporter.txt_error)
    return {'FINISHED'}

function which I want the error to pop up, but it only displays in the console?
def LogError(text):
    BlenderUnityHelperErrorReporter.txt_error = text
    bpy.ops.blenderunityhelper.errorreporter('INVOKE_DEFAULT')

Blender Version: 4.2.3

I have a custom exporter addon that uses something like this to display error/success messages to the user. I actually got the idea from renderjhs FBXBundle addon, but the whole addon essentially rewritten from the ground up to suit my needs. But still; credit where credit is due.
This is the main execute method of my Operator. I cut alot of the bulk of the code out just to illustrate the point.
def execute(self, context):
    # the part where it does the actual exporting
    exporter = Exporter(context, self)
    exporter.export()

    def draw(self, context):
        filenames = []
        unwritten_file_msg = ""

        # Bunch of code to get a list of the files that were successfully
        # exported and files that couldn't be exported due to the file being
        # read-only. All successes are appended to the filenames list,
        # unwritten files are added to the unwritten_file_msg variable

        ...

        # then add a number of label to the menu with the
        # message I want to show the user.
        if filenames:
            self.layout.label(text="Exported {}".format(", ".join(filenames)))
        if unwritten_file_msg:
            self.layout.label(text=unwritten_file_msg)

    # Then this part calls a popup_menu using that draw function
    #
    context.window_manager.popup_menu(
        draw, title="Exported {}x files".format(len(exporter.bundles)), icon="INFO"
    )
    return {"FINISHED"}

many thanks!, I understand the concept now, I'm gonna make use of the context.window_manager.popup_menu to make a custom error popup dialog with some icon and stuff, again thanks, P.S: didin't know you could have draw methods inside the execute method xd

@Shaanig these are called local scope functions, they only exist in the context of the function they are defined in. Main advantage is it doesn't pollute any wider scope namespace.


text:
Armature bones warp entire mesh and it doesnt even stays inside mesh after automatic weights
Im trying to rig my little mesh but every time i try to use automatic weights and try pose mode my bones deform the entire mesh and the limbs that are supposed to be rigged dont even follow the bone, it twirls and turns the entire mesh some how and i dont know what to do

Hello, it's probably because the normals of your object are inverted, go in Edit mode, select all, press Shift N and parent again, if it doesn't work please share your file

That worked!! i have no idea why it does that!! but thank you very much!!

It's because the normals of your object are inverted, go in Edit mode, select all, press Shift N and parent again.


text:
IK Mechanism Snaps Back To Normal Pole Angle After Moving A Bone After Mirroring Pose
Whenever I mirror a pose when animating, the pole angles on the legs flip unless I move one of the bones, then the IK mechanism snaps back to the normal pole angle.  I know the problem is only a click and drag away from ceasing, but it's definitely disorienting when I'm trying to animate.  Is there a way I can stop this from happening?