text:
Issues in texturing
I am having a character in .fbx format. While opening the same in blender, I am facing some texturing issues. Both the Screenshots for The character what it should look originally and the same what is appearing in blender are attached.

could you please share a part of your character, like the pants, or at least show a screenshot of the material?

Hello @moonboots . Could you please send me your mail id? So that I can send you the fbx file of the character?

Better share the file if it is not a paid model and you don't mind sharing it publicly. Sadly pasteall.org is gone but you can share it on google drive, dropbox, or https://wetransfer.com (in the menu you can create a direct link to the file and share the link here)

@Blunder ,actually this model is a paid one. That's why I am finding some alternatives to share this model privately.

That's okay. BSE is a Question & Answer site, it's not like a common forum. So asking someone for their mail address to help you makes your question a bad one because it does not help other people with a similar problem in the future. If you can't share the file add a few screenshots. If the model is black there is probably something wrong with the material or the shader nodes. What does the material look like?

Yeah you are right @Blunder . Actually my primary concern was not to avoid sharing the paid model rather my concern was to avoid complexities of copyright infringement of the source from where I have purchased the model. However, lastly I thought since I am not reselling the model and asking for help only in a community like Blender Stack Exchange, hence, the question of Copyright infringement will not appear. Moreover, sharing the whole model will help to address the issue fully rather sharing some screenshots. I am sharing Google drive link of the character for your needful please.

It appears black because it is the color of the Image Texture (called Bitmaptexture.001) of the material (called Material #2184) that has been assigned to all these parts.
It looks like you should rather give the material called 07 - Default to the pullover, because it has the blue image texture, and you should rather give the material called Material #2313 to the pants, because it has the grey jeans texture.
The problem being that the UV map doesn't match, and that the image textures are not tileable (?), so you'll need to fix that. You'll probably need to load 2 new image textures, I don't understand how you're supposed to use the current image textures for the pullover and pants (Map #4 and Map #2070303786).


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Track object position during an animation using python script
I'm trying to write a simple script that displays the position of a falling cube on a custom panel. I want it to update the panel throughout the animation.  Here is the code so far:
import bpy

class MocapPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Display Data"
    bl_idname = "OBJECT_PT_hello"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"

def draw(self, context):
    layout = self.layout

    frame = bpy.context.scene.frame_current
    print(frame)
    bpy.context.scene.frame_set(frame)

    obj = context.object

    body = bpy.data.objects[obj.name]
    row = layout.row()
    row.label(text="MocapData", icon='WORLD_DATA')
    pos = body.location.z

    row = layout.row()
    row.label(text="Active object is: " + obj.name)
    row = layout.row()
    row.prop(obj, "name")
    row = layout.row()
    row.label(text="object position is " + str(pos))
    print(pos)

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

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

if __name__ == "__main__":
    register()

all it does is display the start position at the moment. Can I get it to update with every frame?

Get rid of the scene.frame_set() .. it's already at that frame anyway... You can't update blender object properties in a panels draw method.

okay, was just checking to see if maybe the problem was that maybe it was not set to the right frame. cheers.

Object.matrix_world.to_translation() gives you a global (visual) location of the object.  The frame change handler makes the panel "hot" and update on every frame change.
import bpy

class MocapPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Display Data"
    bl_idname = "OBJECT_PT_hello"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"

    @classmethod
    def poll(cls, context):
        return context.object is not None

    def draw(self, context):
        layout = self.layout

        obj = context.object
        pos = obj.matrix_world.to_translation()

        row = layout.row()
        row.label(text="Active object is: " + obj.name)
        row = layout.row()
        row.label(text="object position z is %.2f" % pos.z)

def prop_redraw(scene):
    for area in bpy.context.screen.areas:
        if area.type == 'PROPERTIES':
            if area.spaces.active.context == 'OBJECT':
                area.tag_redraw()

def register():
    #clear handlers for testing
    bpy.app.handlers.frame_change_pre.clear()
    # add a handler to make the area "live" without mouse over
    bpy.app.handlers.frame_change_pre.append(prop_redraw)

    bpy.utils.register_class(MocapPanel)

if __name__ == "__main__":
    register()

source: Stack Exchange

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

sort: votes


text:
Align to face normal vector
Help me rotation new object by normal a face other object.
I have code that works half.
The axes at the selected polygon and the new object must be the same
code - http://pasteall.org/632513/python
scene - http://pasteall.org/blend/index.php?id=48131

code - http://pasteall.org/632513/python
scene - http://pasteall.org/blend/index.php?id=48131

The MathViz addon is very useful to visualize matrices, quats and vecs.  Is the normal axis in image above in local or global coordinates?

I do not understand ... The manipulator in normal mode
https://i.imgur.com/PnOisQi.png
I need the local axis of the new object to look the same as this normal

if you encounter some issue with 2.8 replace every "*" with "@" https://wiki.blender.org/wiki/Reference/Release_Notes/2.80/Python_API

Align to vector using  Vector.rotation_difference(v)

Altered the script from this answer to find the quaternion rotation difference between the local z axis of the edit mesh and the normal of its selected (active) face.
Run script with target object in edit mode, one face selected and active. An object in scene named "Cube.001" will be located at face centre and oriented by face normal.
import bpy
from mathutils import Matrix, Vector
import bmesh
context = bpy.context
obj = context.edit_object
mw = obj.matrix_world.copy()
bm = bmesh.from_edit_mesh(obj.data)
# for this example jmake a face active
face = bm.select_history.active
o = face.calc_center_median()
# calculate the axis dif in local coords

axis_src = face.normal
# local z-axis
axis_dst = Vector((0, 0, 1))

matrix_rotate = mw.to_3x3()
matrix_rotate = matrix_rotate * axis_src.rotation_difference(axis_dst).to_matrix()
matrix_translation = Matrix.Translation(mw * o) #

obj2 = context.scene.objects.get("Cube.001")
obj2.matrix_world = matrix_translation * matrix_rotate.to_4x4()

Result of script. Moved cube in edit mode, showing local coords.

Sumptuously! That's what I needed. Many thanks

Look at the top polygon does not work.
https://i.imgur.com/JqYfL7F.gifv

@ВладКиндюшов whoops, should have checked that.  Anyhoo, think I have it now.

I add ".inverted()" in to "axis_src.rotation_difference(axis_dst).to_matrix()" line 18
https://i.imgur.com/lSksTnW.gifv

But this is a bad solution for the cube. Perhaps there is a way that will work in both cases.https://i.imgur.com/DFP8mXu.png

And in some cases it does not work at all. Scene - https://drive.google.com/file/d/0B44RnfYzKt3cZXdaX01wMGdsWWc/view?usp=drivesdk GIF -  https://i.imgur.com/5MYYzIb.gifv

Need to get some zzzzz's will get back to it.  Will look at logic,  might have to align to two axes.  Both methods align to normal Ok. align to normal with track_quot track to z and y up, and then align to x or y local with rot_dif.

Think using BMFace.calc_tangent will give us the other alignment vector (that the normal axes are showing) to align object x axis to.  (can make the rotation matrix with Matrix(norm, tangent, norm.cross(tangent)).  Apologies.

Look. I want to make the similar addon for Blender - https://vimeo.com/36732689. If you are interested and would like to give me a little help than here is my email address Darcvizer@gmail.com It's going to be free.

Forgive me but could not give an example in the form of code? I do not how can I tell him how to work...

Sadly it does not work in Blender 3.1 anymore, I get the following error:
TypeError: Element-wise multiplication: not supported between 'Matrix' and 'Vector' types

does not work for me

Alexander Nedovizin solved this problem
import bpy
from mathutils import Matrix, Vector
import bmesh
context = bpy.context
obj = context.edit_object
mw = obj.matrix_world.copy()
bm = bmesh.from_edit_mesh(obj.data)
face = bm.select_history.active
o = face.calc_center_median()

axis_src = face.normal
axis_src2 = face.calc_tangent_edge()
axis_dst = Vector((0, 0, 1))
axis_dst2 = Vector((0, 1, 0))

vec2 = axis_src * obj.matrix_world.inverted()
matrix_rotate = axis_dst.rotation_difference(vec2).to_matrix().to_4x4()

vec1 = axis_src2 * obj.matrix_world.inverted()
axis_dst2 = axis_dst2*matrix_rotate.inverted()
mat_tmp = axis_dst2.rotation_difference(vec1).to_matrix().to_4x4()
matrix_rotate = mat_tmp*matrix_rotate
matrix_translation = Matrix.Translation(mw * o) #

obj2 = context.scene.objects.get("Cube.001")
obj2.matrix_world = matrix_translation * matrix_rotate.to_4x4()

From 2.8+ version you have to change replace "mw * o" with "mw @ o".
But it still does not work for Blender 3.2.

Lala_Ghost you need to replace all * with @. This solution is the only one that worked for me.

I had to modify Alexander's solution a bit to make it work:
import bpy
import mathutils
C = bpy.context
cursor = C.scene.cursor
obj = C.active_object
p = obj.data.polygons

#get the normal and center of the selected face
normal = obj.data.polygons[p.active].normal
center = obj.data.polygons[p.active].center

#generate a quaternion rotation from the normal vector
up = normal.to_track_quat('X', 'Y')

print(up)

#set the cursor to the center location and rotate it to match the up vector
cursor.location = center
cursor.rotation_quaternion = up
cursor.rotation_quaternion.to_euler()
#get the object world matrix
mat = obj.matrix_world

print(mat)
#generate the location and rotation
rot = cursor.rotation_quaternion.to_euler()
print(rot)
loc = mat @ cursor.location.copy()

obj2 = C.scene.objects.get("Cube.001")
obj2.location = loc
obj2.rotation_euler = rot

#bpy.ops.object.mode_set(mode='OBJECT')
#bpy.ops.mesh.primitive_cube_add(location = loc, size = 0.1, rotation =rot)
#bpy.ops.object.empty_add(type='ARROWS',location = loc, rotation =rot)

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

authors: Влад Киндюшов

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


text:
Looping an array and curve modifier animation of object moving along a path?
Help make this animation in Blender.
Modifier array and Curve, but what's next?
I need the arrows to cycle along the wire. If the arrow has reached the end, it should appear at the beginning

Your question is not clear, can you please add more details ?

Just animate position of the arrow along X or Y axis

I need the arrows to cycle along the wire. If the arrow has reached the end, it should appear at the beginning
https://i.imgur.com/FiD9NVq.png

related/similar: https://blender.stackexchange.com/questions/65943/offset-object-duplicated-along-path

this effect I did, I do not know how to make the next step.

Also Related / Similar

@cegaton  meant to vote to leave open, edited to specify my reason and forgot that voted edit.  IMO if i was to  answer here, using edited version of my answer in dupe would a better option than addendum-ing my  answer there for this specific case.  What do you think?

you can cut the animation so that when it reaches the endpoint it will restart. To do that you only have to reduce the time line that is in the bottom of your screen where you place the keys frames

authors: Влад Киндюшов


text:
Copy and Paste Weight from one vertex to another
Is there any way to copy the weight of all bone of a vertex (say A) of a Character mesh and then paste the same to a different vertex (say B) on the same Character mesh? So that Weights for both A & B can become same.

Go to edit mode, select all vertices you want to affect, shift select the vertex which has the correct weights (source, last selected) and click the Copy button in the N properties panel, vertex weights tab.
If you want to transfer the weights of some vertex groups and not all of them, click the relative folder button instead.
The applied logic is the same as many others functions in Blender: active to selected; active vertex will be white, while selected vertices will be orangy.
Be aware that this procedure will only add and/or overwrite weights, it will not delete existing ones which are not present on the source vertex, so consider if to clear existing weights before copying.

Thank you very much for your comment. However, could you please inform me that whether there is any scope to copy any left side vertex weight of a lefty side bone of a character to the similar vertex on the right side but of a right side bone. Say, vertex A is on Left hand and has a weightage of 0.5 for a bone Hand.L. Now how to copy this 0.5 weight on a similar vertex B but on the right hand, however, weight to be imposed by Hand.R. Concept is similar by copying pose from one side by pressing Ctrl+ C and then by Ctrl + Shift +V to paste the similar pose on the other side of a character.

As this site is intended, you should ask a new question about this different topic. Short answer: yes, there is.

As advised, above question is asked freshly. Kindly consider to give solution at this link please: https://blender.stackexchange.com/q/277268/143418

Select the target vertex in Edit Mode then hold the Shift key and select the destination vertex, and in the side panel (press N, Item section) choose Copy.

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


text:
Rotating the Graphs in Graph Editor
I would like to ask a question regarding Curve handling in Graph editor. To ask the question here I have taken a help of an example. In the screenshot, as attached, I would like to rotate the line AM ClockWise (CW) for X axis, centering at A, so that AB can looks like similar to CD of Y axis and vice-a-versa CD to rotate CCW centering at C, so that it looks like similar to AM.
Submitted please for a solution.

Select the pivot point keyframe press shift S > Cursor to selected. Change the pivot point mode form "Bounding box center" to "2D Cursor". Then select the keyframes and press R to rotate, click to confirm.
If there is no keyframe where the 2D cursor is supposed to be, you can set its loc coordinates in the side N panel, view tab.

You can rotate and translate a selection of points in the graph the same way you do in the 3D viewport.
That being said, it doesn't lock any axes, the keys will move in both X and Y axes:

So if you need to keep the variation of value between A and B while making the curve go globally downwards/upwards, you can't rotate it.
What you can do however, is make a new action like you already did, that contains the downward/upward change, overlay it via the NLA editor, and bake the entire result into a new action.
Otherwise, if you don't need to preserve the animation between A and B and just want it to go from A to B, the easiest way is to just delete the keyframes between A and B.


text:
Shortkey to turn on/ off x symmetry
Is there any Shortkey to turn on/ off x symmetry for modelling for both Meshes & Bones in edit mode?

You can assign a shortcut with the context menu. The shortcut works but there seems to be a bug and the switch is not updated to reflect its current state if you use the shortcut key. The correct state is shown when you hover the mouse over the switch (Blender 3.3)

The bug has been reported here: T95251


text:
Vertex weights after Extrusion
I have a character, the character is rigged. However, it requires extrusion in forehead area, after rigging. In the N- Panel it also shows vertex weight of the newly extruded vertices. Although, when the character is switched to object mode, that white circled extruded portion disappeared (Screenshot attached).
Alternatively, the character can be rigged again but I want to learn procedures to extrude mesh after rigging.
Thanks.

The vertices of the extrusion will inherit the weights of the original vertices that you've extruded, if you want to correct this weight you need to remove the weight and reassign, either in Weight Paint mode or with the Assign button under the vertex groups list


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Shifting the Root Bone Position after Animation
A Character (Rigged with Rigify) starts walking at the Root Bone position and stops from a distance of the Root Bone position. In the whole process of walk animation, the root bone position remains same, only the torso bone alongwith the other bones change location. The walk animation starts from Frame 1 and ends at Frame 41. Both the Screenshots at Frame 1 and Frame 41 are attached.
My question is to how at Frame 42 the Root bone can be shifted from its original position to the new position of the Character, without shifting the Character from its final location? Whenever, the Root bone is set manually to Character position at Frame 42, the Character is also getting moved to the same distance as it moved from the Frame 1.

You need to apply a transformation to the root bone, while at the same time applying the opposite transformation (in the same space as the root bone transformation) to all of the root bone's immediate children.
We can use a bake action operation to do this.  Make a duplicate of your armature with a new, empty action.  Animate its root bone as desired for your new action-- let's say, at 0,0,0 at frame 1 and -2,0,0 at frame 42, with linear interpolation.  Now find all immediate children of your root bone (the outliner is handy for this) and give them copy transforms constraints targeting their counterparts in the original, animated operation.  These bones will need to not have the "connected" property in order to accept the new location transforms, but if they've been moved in your original animation, then we know that they don't.
Now you can use a "bake action" operation on your duplicate armature, in pose mode, baking the pose.  Enable "visual keying" at the least; enabling clear constraints is optional but a good idea; and baking only selected bones (the root and its immediate children are the only bones here that matter) will save some calculation time.
It will create keyframes for every frame on the baked bones.  You can copy these keyframes from the graph editor and paste them directly into the old, animated action to replace the keyframes from your root and its children with your new, adjusted transforms.  (To copy/paste keyframes, you want to be at frame 1, and destination channels need to be keyframed to accept the paste; any that have not been keyframed should be keyframed before pasting.)
If any immediate children of your original armature's root bone have any constraints, these should now be deleted (or muted, perhaps with keyframes) as they've now been baked into the action.  You can now delete the duplicate armature you made-- or, save it to repeat the operation on a different action with a similarly misplaced root.

Your solution seems exact and what I look for but could you please mention all the process in flowchart? Actually this walk animation is downloaded from Mixamo, however, imposed on a custom character and now after finishing the walk cycle at frame no. 41, I want to bring back the root bone to the character center at frame no. 42, so that from frame no 42 onwards, I can create some more animation (not Mixamo) on this character.

There are 2 ways of animating a walk: either with static walk, like if your character was walking on a treadmill (the bones stay aligned with the root) or a normal one like what you've done (the bones move away from the root).
In the first case (treadmill), in Object mode, you'll need to move the armature through the scene at the right pace so that the feet don't slip.
In the second case, in Object mode, at the end of the cycle, you'll need to shift the whole armature in order to move it to the correct location.
In both cases I think you generally parent the armature to an empty and move the empty, not the armature.

Note that animating an armature in object mode is fine only if you don't leave Blender and/or don't intend to make use of the animation as an asset. Otherwise it's most likely better to use solutions that remain in pose mode.

Wouldn't you say that the treadmill solution is the best for long walks while the second is better for smal walks?

IMHO treadmill is more versatile for hand-made cyclic animation. It's common for animators to create the walk cycle "in place" as it's easier that way, and have an animation layer that adds the root movement and can be toggled ON/OFF at any time to check the cycle in movement and see how the contacts go with the character motion. While having the cycle moving in the first place and adding keys to the root to make it teleport is significantly harder to manage for making a cycle, but absolutely better if there's no cycle involved. Though in some softwares it can create issues with motion blur.

Ok thanks for the precision


text:
Rendering in batches
I am now in a process to finalise a Blender Project. In this project, there are more than 15 nos. of blender files with animations nearly 1500 frames for each of the Blender file.
Now, I need some idea for rendering. Before that let me explain further. As already mentioned, one blender file consists nearly 1500 frames. As per my system strength, 1500 frames can be rendered as .PNG in nearly 4 hours in EVEE and I need a process to render blender files simultaneously one after one, so that rendering of second file can start automatically after finishing of rendering of the first file and so on, without my intervention.

i would recommend using the free loom add-on. Just search for it on github. It's great, stable and fullfills your needs.

I have found a tutorial in YouTube but need to check, whether it works for rendering as image. Link:
https://youtu.be/UlpiUOxLKUU

yeah, of course you can do also everything manually


text:
Animation on the same two characters
I was trying to create a simple walking animation of a character in NLA. However, due to some unavoidable reason, I have to append walking animation on the same two characters once at a time. The positions of root bones of both the characters are at different locations. The same walking animation was also duplicated in Action Editor and linked in NLA with two characters. However, after doing all of the above some adverse movements on the second character is appeared, although, no problem in animation was found for the first character. A screenshot is attached. Please help.

the bones of the second armature may not be rotated the same way?

But both the rig are ditto and the Animation used for both the rig are also exactly same.

Looking at the second character, it looks like its FK legs are animating correctly, but is using the IK legs instead. Try setting it to FK maybe.

Check if IK foot are child of Root bone (IK parent n. 1, default).


text:
How to cut cylinder in a bending shape without deformations?
First message in blender but after hours trying to find a solution, I need help from you guys!
I would like to draw with 3 lines a sharp curve, in which a cylinder will follow them and be cut at the meeting points without deformation (like a rigid object).
Of course there will be superpositions of the pieces of the cylinder if there is no deformation to take the curve, but this is perfect because I would like to know the shape of this superposition.
Like that I will know how I have to cut the cylinder (so remove littles triangles) to shape it exactly like the curve.
so 1) Do you know a tool to design just lines linked together to design the shape (path is not good because it s not a curve I need, but a sequence of 3 lines changing direction at nods points),
2) I can I do to force the cylinder to take the shape of the 3 successive lines and tell me the superpositions parts?
Thank you so much!!!

To get straight lines using the bezier curve you can set a low amount of resolution:

(You could even draw the path as a mesh and than convert to a curve with Alt+C to get a similar result.)
Than assign as a "Bevel Object" of the curve the wanted profile section.

To get the individuals cylinders, you can enter in the curve edit mode, select a pair of adiacent vertex and than separate them from the curve object with the P shortcut. Repeat the process for every couple of vertex of each segment.

Now that we have individuals cylinders that follows the given segments of the path, we should convert them to mesh to operate with Boolean Modifiers to get the shape of superposition parts (intersection) and the cut shape (difference).

While in edit mode you can translate the cap faces along their normal to extend the cylinder to the chosen lenght.

If you can use not only rect cylinders but also oblique cylinders to avoid the part in which you have to bool the parts (can be tricky), you can convert th curve to mesh before splitting and than Rip (V) the edge ring on the path angles and than slide it slightly.


text:
Add nodes to a custom node tree
I have a custom node tree called MyCustomTreeType. I know that there are scripts to add nodes to the composite and material node trees: Controling compositor by python
How can I use this with my custom tree?

The example of the custom PyNode tree includes information about how to add nodes to the menus via NodeCategory so i'm going to assume you've got menus working.
(if not: see TextEditor > Templates > Python > Custom Nodes )
If you want to add a node via python, it's the same as with shader trees or compositor trees, except you use data.node_groups.
ng = bpy.data.node_groups['MyNodeTree']
new_node = ng.nodes.new(your_nodes_bl_idname)
new_node.location = (20, 40)

I have thousands of objects for which I need to update their materials' nodes/links using Blender's Python API. I am pretty new to nodes stuff in Cycles and I haven't been able to wrap my head around how I can do that. I wonder, do you know how one can do that? If so, could you please take a look at my question here and see if you can offer a solution?


text:
Object Grab Moves Origin Then Mesh
I duplicated an object and moved it aside but noticed that when I click on the object to move (pressing G) the origin moves but not the mesh.
When I confirm the move by LMB , then the mesh moves to that location. Is there some setting I'm unaware of?
The Affect only Origin option doesn't do anything to remedy the problem
Running on MAC Big Sur with M1 chip. Blender Version 2.91

Please [edit] your question and add more info. What kind of computer? OS? GPU? Version of Blender?

Mac is not the best match for Blender, Apple has been successfully trying to make their users and their products not compatible with the rest of the world...


text:
How To Add Arms To A Character

I dont know how to add arms to my character without destroying his round body shape. If I add shoulders, his overall body shape becomes rectangular, wich I don’t want. I rather want to  exaggerate the round torso, by adding arms, not destroying it. If someone has an idea please let me know.

check how to cut round holes in spheres: https://www.youtube.com/results?search_query=round+hole+in+sphere+blender  ... then extrude a cylinder

The arms could be tubes that are completely separate geometry that intersect the torso, but are not PART of the torso.


text:
When I render in cycles white background comes out
I have been struggling to solve this I cant make it more than a week so can you help me out? Actually when I finish all stuff and start rendering in cycles it start to show me white so if you have any solution please help me!

The plane object appears to have a white material, thus it is reflecting a portion of the light it is receiving in the scene. What do the shader nodes for the plane look light? How is the lighting set up? Is the scene color management exposure set above 0? Please [edit] your question and add more information.

Please [edit] your question and add more information. What are you supposed to get instead of white? How did you set up your materials? What kind of lights are you using? How bright are your lights? Remember that no one else but you knows what you did, so we're going to need your help to help you.

please share your file: https://blend-exchange.giantcowfilms.com/


text:
Blender is not running on Nvidia gtx 1050TI
Problem
I tried to install Blender software on my computer. I tried installing it via the .msi file downloaded from the blender site.
Installation was a success, but I was unable to run the app, neither as a user or administrator.
Each time I was receiving Exception_Acces_Violation and the app was not running.
What I have tried so far
After installation, I tried to use OpenGL to run it, but there was no success. I have also tried to run via command line and even in debug mode - I was still receiving Exception as stated over.
After those problems, I've decided to download it as a zip, unzip it, and create a shortcut to it. Also - I have changed my computer to use Intel GPU rather than Nvidia GPU for Blender and somehow I was able to run Blender finally. The only thing I was mad about was performance - it was more than bad.
What I hope I would like to run it on Nvidia with better performance. For now, I have no idea what to do.
I am trying to run in on a laptop, specs below:

Processor Processor Intel Core i7 7th Gen 7700HQ Base Clock Speed 2.8 GHz Cache 6MB

Memory RAM 16GB

Graphics Graphics Processor Nvidia GeForce GTX 1050 Ti Dedicated Graphic Memory Type DDR5

OS Microsoft 10 Home Edition OEM

Update the drivers for the gpu

I have already upgraded all drives for my computer. Still same :/

I don't know if this could be helpfull, but try to unistall blender, after this try to reinstall it again from Steam

Done. Same exception occured -.-

Have you tried 2.83 LTS?  I can't believe a 1050Ti wouldn't work, but apparently there are some users experiencing similar in the google resullts.  Worst case use CPU rendering.

I did tried with same error! Also - worst thing, It runs on CPU rendering. Performance is worse than bad.... I am really mad because of this and it makes me furious such a thing is happening :/

Have you tried blender --debug-gpu-force-workarounds?


text:
Surround an object with particles using Geometry nodes rather than a particle system
Is there a way to surround an object in a cloud of particles using geometry nodes?
I chose geometry nodes rather than the built in particle system because the built in system doesn't allow particles to take the shape of the fluid.
I want random colored tiles in a cloud around this "corruption fluid", but I can't find a way to have them select the volume around it rather than on or inside it. Any help is greatly appreciated (ignore the annotations+text)
i.e I want the particles to create a cloud around the object, within the bounds of the volumetric using geometry nodes. They don't have to have a specific pattern, but just need to float around the vicinity of the fluid sim, like a cloud.

i am not sure what you want to achieve? something like saturn rings? particles flying around an object?

I want the particles to create a cloud around the object, within the bounds of the volumetric using geometry nodes. They don't have to have a specific pattern, but just need to float around the vicinity of the fluid sim, like a cloud.


text:
Check if bone is manipulated by constraints
My question is following.
Is it possible to see if a pose bone is manipulated/influenced by any constraint.
Python offers the function in_ik_chain for bones. Is something similar possible for other constraints? If so, how? :-)
And as small addition. Is it also possible to get the bone that is used as target?

Are you looking for a Python-based way of seeing influences, or just through the GUI?

All constraints on the active pose bone,
import bpy
context = bpy.context
pbone = context.active_pose_bone

for con in pbone.constraints:
    print("Constraint:", con.type)
    target = getattr(con, "target", None)
    if target:
        print("Target:", target.name, con.subtarget)
    print()

Other ways to access pose bones of an armature object
# armature object has the pose.bones collection
arm_obj = bpy.data.objects.get("Armature")
if arm_obj:
    #bone named "Bone"
    pbone = arm_obj.pose.bones.get("Bone")
    #items() gives key value pairs
    for name, pbone in arm_obj.pose.bones.items():
        print(name, pbone)


text:
How to force a redraw of a panel in the 3D_View
I have a panel in 3D_View that shows the current file and allows the selection of a new file.  When the file is selected, the panel needs to redraw.  How do I force a redraw?
In Operator.py file
class OT_TestOpenFilebrowser(Operator, ImportHelper):
    #https://sinestesia.co/blog/tutorials/using-blenders-filebrowser-with-python/
    bl_idname = "file.open_filebrowser"
    bl_label = "Open the file browser (yay)"
    filter_glob: StringProperty( default='*.xml', options={'HIDDEN'} )
    run=0
    def execute(self, context):
        if not 'PMTfileName' in globals():
            global PMTfileName
            PMTfileName = "None2"
            self.report({'INFO'}, PMTfileName+ " created in op")
        PMTfileName, extension = os.path.splitext(self.filepath)
        head_tail = os.path.split(self.filepath)
        PMTfileName = head_tail[1]
        print(PMTfileName)
        self.report({'INFO'}, PMTfileName)
        self.report({'INFO'}, extension)
        self.report({'INFO'}, self.filepath)
        context.area.tag_redraw()
        self.__class__.run += 1
        """Do something with the selected file(s)."""
        return {'FINISHED'}
bpy.utils.register_class(OT_TestOpenFilebrowser)

If Panel file:
class PMT_PT_Pannel(Panel):
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_label = "PMT Builder"
    bl_category = "21Geo Builder"

    def draw(self, context):
        global PMTfileName
        layout = self.layout

        #2 Columns with Buttons
        box = layout.box()
        box.label(text="Open File: "+PMTfileName)
        row = layout.row()
        row2 = layout.row()

        col3 = row.column()
        col3.operator("file.open_filebrowser", text="Select File" )

        col = row2.column()
        col.operator("object.apply_all_mods", text="Apply all")

        col2 = row2.column()
        col2.operator("export.some_data", text="Export")

I suggest start here: How to create a custom UI?

Blender will take care of (re-)drawing the layout properly without doing anything if you add a dedicated StringProperty for your filepath to the Scene, Object or whatever makes sense in your case eg. bpy.types.Scene.my_path = StringProperty(name="My Path") and assign self.filepath attribute from the ImportHelper class to your path property:

Code example based on the famous Operator File Import template that comes with Blender:
import bpy
import os

# ImportHelper is a helper class, defines filename and
# invoke() function which calls the file selector.
from bpy_extras.io_utils import ImportHelper
from bpy.props import StringProperty, BoolProperty, EnumProperty
from bpy.types import Operator, Panel

class ImportSomeData(Operator, ImportHelper):
    """This appears in the tooltip of the operator and in the generated docs"""
    bl_idname = "import_test.some_data"  # important since its how bpy.ops.import_test.some_data is constructed
    bl_label = "Import XML Data"

    # ImportHelper mixin class uses this
    filename_ext = ".xml"

    filter_glob: StringProperty(
        default="*.xml",
        options={'HIDDEN'},
        maxlen=255,  # Max internal buffer length, longer would be clamped.
    )

    # List of operator properties, the attributes will be assigned
    # to the class instance from the operator settings before calling.
    use_setting: BoolProperty(
        name="Example Boolean",
        description="Example Tooltip",
        default=True,
    )

    def execute(self, context):
        folder, file = os.path.split(self.filepath)
        context.scene.my_path = self.filepath
        print (folder, file)
        return {'FINISHED'}

class OBJECT_PT_CustomPanel(Panel):
    bl_label = "My Panel"
    bl_idname = "OBJECT_PT_custom_panel"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "Tools"
    bl_context = "objectmode"
    '''
    @classmethod
    def poll(self,context):
        return context.object is not None
    '''
    def draw(self, context):
        layout = self.layout
        scene = context.scene
        layout.prop(scene, "my_path", text="File")
        layout.operator(ImportSomeData.bl_idname)
        layout.separator()

def register():
    bpy.utils.register_class(ImportSomeData)
    bpy.utils.register_class(OBJECT_PT_CustomPanel)
    bpy.types.Scene.my_path = StringProperty(name="My Path")

def unregister():
    bpy.utils.unregister_class(OBJECT_PT_CustomPanel)
    bpy.utils.unregister_class(ImportSomeData)
    del bpy.types.Scene.my_path

if __name__ == "__main__":
    register()

    # test call
    #bpy.ops.import_test.some_data('INVOKE_DEFAULT')

When I do this I get this error:
AttributeError: Writing to ID classes in this context is not allowed: Scene, Scene datablock, error setting Scene.my_path

Are you trying to re-write the property (assigning something to my_path) within the panel class...? If so, please study my demo code. OR What part of my demo code do you have changed to get this error? Tested on 2.91 but I don't see any reason why it should not work for versions pre 2.91 @doby Can not help much based on your comment, I suggest edit your question and add more detail about what you're doing exactly.

I got it working.  I failed to see that you initialized the variable in the execute.  It worked once I did that.
Thank you!

bpy.data.screens['Layout'].areas[3].regions[3].tag_redraw()
works in v3.3.
More generally, you can figure out the area and region index you need by typing / iterating though
bpy.data.screens[<screen/tab name>].areas[x].type
bpy.data.screens[<screen/tab name>].areas[x].regions[y].type
in the interactive console since this displays the name of that area/region as they aren't keyed like the screens are.


text:
Keyframing a bone at a predesignated positions in the Timeline
I am in a process to animate a character. I would like to know, is there any way to jump at the keyframes that have already been made for some other bones (say Bone.Ys) and now wishes to jump at those keyframes by up and down arrow for the bone (say Bone.X) on which keyframing has not been made yet.
For better understanding, I am attaching a screenshot. In which it may be seen that in Dope Sheet, there are many keyframes at various position in the timeline for some different bones (say Bone.Ys) except for Eye bone (i.e. the Bone.X). Now, I wish to put keyframes for Eye bone at the same keyframe positions of the other bones (i.e. Bone.Ys) by pressing up and down arrow and then press ‘i’ to put keyframes for Eye bone at that particular frame. Is there any way or setting to do so?
Currently, I  note the required keyframes in my notebook then type the same in timeline so that the timeline slider can move at the particular frame. This way of putting keyframes is a very tedious process and I want a better solution to jump quickly at predesignated Frames.

i think you could search for an add-on with that functionality...or write one on your own, shouldn't be too hard.

Would you pl suggest me about any Add on or how to program? This will be a great help for me.


text:
Audio and Video sync issue in the Project after Render
I have faced a strange issue of syncing video action with audio. I am working in a Project. The entire project is of 4787 frames (Start frame 2154 and End frame 7150). There are numbers of audio files and connected lip synch & actions were prepared. Before putting the file in image sequence rendering, everything was checked (including fps) and all Audio- Video syncing were fine. However, after finishing the image rendering of 4787 nos. of images, and also finishing final video rendering, it is found that the audio and video are not synced. While examining it is found that every audio files in VSE are scaled down from their respective start frame. The Screenshot may please be seen. In the screenshot, previously, the audio file ‘X’ and NLA strip ‘Y’ were perfect paired. However, it can be seen now that the audio file ‘X’ start frame is 2157 and the end frame is 2323 but the lip sync audio strip ‘Y’ start frame is 2157 and the end frame is 2363. There are total 18 nos. of audio files and NLA strips. For each of the audio file and NLA strips start frame is same but somehow audio files are scaled down. Because Camera marker ‘Z’ and NLA strips ‘Y’ are matched, only the audio file ‘X’ is somehow scaled down for each NLA action. If I replace the audio file ‘X’ from the original audio file saved in my PC, the length of audio file is unchanged.

Maybe a 44.1 vs 48 Khz Sample rate conflict?

Would you please describe a little for my understanding.

44.1 means that sounds get sampled 44100 times per second. If your audio has been recorded at 44.1 kHz, and then it gets  read at 48 kHz, as the number of samples remains the same, the audio will get shorter (and shifted up in tonality). Many softwares recognize the sample rate and change accordingly, or give you an alert, but Blender doesn't.

44.100 is standard for CD production, 48 in film industry, 96 and 192 for hi end productions. The quality difference between them is barely noticeable (unless you do heavy processing).

Thank you very much for your detailed explanation. I have examined that my Blender default settings was 48kHz and the audio files were of 44.1kHz. However, when I transfer my audio file of 44.1kHz to 48kHz in Audacity, duration of both the audios (i.e. 44.1 kHz and 48 kHz) are same only audio quality changes a little. I am providing both the audios as Google drive links. Audios are in Bengali language but regarding technicalities there would be no issue. https://drive.google.com/drive/folders/1VtKJbPFOWgeheiD4T5wTbhTJGvOUmKMK?usp=drive_link


text:
How to append Audio Strips from One Blender VSE to another Blender VSE
I am having a Blender file with an image strip and four nos. of audio strips (as shown in ‘A’, at the attached Screenshot). I would like to place all of the audio strips at the exact frames as ‘A’, at a fresh VSE of a different blender file (in ‘B’, at the attached Screenshot).
2.  The main reason is that in the Blender file ‘A’, the original Animation was done and due the size of the Blender file (may be), the image quality of the appended image strips appears different from the original rendered image. However, when the rendered image is appended in a fresh blender file, the original image quality can be retrieved but if I do so, the all audio strips are required to be placed manually, since, I don’t know how to bring all the image strips from one Blender VSE to another Blender VSE.
3.  This is also a general query because in this short duration and for four nos. of audio strips, this might not be a tedious process if I do manually, but for a large blender files where there are many nos. of audio files, a solution is required as to how audio strips can be appended in a fresh Blender file at the exact frame.

Well, I guess the easiest thing would be to simply change the Color Management in A, because I suspect that is what is making your image sequence look different. If you rendered it with let's say Filmic and High Contrast for example and saved the images like that, adding them in the image sequencer would now apply those view transforms a second time on the images. Set Color Management > View Transform to Standard, Look to None, Exposure to 0 and Gamma to 1 and see if the image sequence still looks wrong.

Firstly, Thanks for your reply. Your answer developed the quality of the image from its initial appearance. However, the original quality could not be retrieved. a Google drive link is shared here for your observation, what it looks now vs. the original rendered image quality.  https://drive.google.com/file/d/15zTa7yDoCwn2iS-RTrxSqrNuwMBZwFdU/view?usp=drive_link

Honestly, the comparison is already visible in the question - just from seeing two different appearances of an image it is hard to examine why they differ, because they shouldn't so there must be a reason behind this. For copying the audio strips from A to B there is no option to do that.

In my example I suppose that the first audio strip starts at frame 10:
Select all audio strips that have to be copied, press Ctrl C.
Open the new file, set the VSE time cursor to frame 10, press Ctrl V.


text:
Blender wireframe & cycles acting wierd
Backstory
I have a Radeon RX 570 and decided to try out Blender and 3D modelling in general. But after about 2 months I started getting some strange graphical bugs. I did manage to fix a couple of them but apparently blender doesn't like AMD Users. Then I got the wireframe issue.
Problem
Wireframe viewpoint comes up with this now  and I have yet to fix it. Also for Cycles, It can't even render on the viewpoint and if I dare to render it as an image, my whole PC freezes up.

What I've tried
For the wireframe viewpoint strangely breaking I've tried...

Reinstalling Blender to an older version
Reinstalling Blender and install a portable install
Going through each setting
Updated any possible driver and software

For Cycles I've tried...

Changing Cycles rendering device to each possible selection
Reinstalling Blender again

Each solution I've tried hasn't fixed anything

https://blender.stackexchange.com/questions/204297/amd-gpu-material-in-material-preview-mode-and-rendered-mode-is-entirely-gra

Please use the [edit] link at the bottom of your post
(https://i.sstatic.net/lXFuK.png) and use the tools from this site
to upload images so that they are displayed as part of your question.
See How to upload an image to a post?


text:
When I join objects they are getting all same material as target object
When I join objects they are getting all same material as the target object. That's why I don't like. I need them to have different materials. How do I prevent this ?

hello, they should not get the same material, could you please show an example?

I editted image above . It doesn't matter which one I  select target object it only referances the target object meterial

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

Nothing simpler. If you want to insert several materials in the same composition, just select the entire object and switch to edit mode. Once this is done you just have to select the interested parts and in the material editor assign a certain material to the selection, same thing with the rest of the object, the selection again, create a new material and assign it to the selection.
In the screenshot (1) I posted you can see how the parallelepiped is actually formed by two joined cubes, and in the material editor you can see the presence of two materials associated with different meshes of the same object.
1.

Bonus tip:There are actually other ways, [see Gif. (2) ] if you don't want to merge the object and leave the meshes separate you can link the two objects. in the sense that although the meshes are separate, the interactions of one of the two objects will affect the corresponding linked. Which will represent the aspect of parents-children, where the influential object is the parent and it will be he who commands the movements etc. This will allow you in your example to move the base of the donut and with it the icing and the sugars that will follow the movements of the donut, being able to apply different textures and materials.

To make the parent link, use the shortcut CTRL + P and click on Object or with Keep Transform which allows you to maintain the original positions, bearing in mind that the parent will be applied to the object with the light yellow selection and not to the orange one.
I hope I was helpful.
2.


text:
User Profiles with specific Add-ons loaded?
Is there an option to create custom user profile that has all of the preference options saved to that profile?
Would be wonderful to have my tools available to me, at least visually, always.
But this is turning out to be impossible in the way that blender displays add-ons on the side.
Then it would at least be nice to have seperate profiles with seperate tools loaded via splash screen or in some other form.
Do I have to install 4 versions of Blender?
Has anyone else ever thought of this or made a tool for just that?

This also sounds like overkill. Blender has workspaces which can have per workspace enabled or disabled addons, for each separate workflow https://blender.stackexchange.com/questions/172502/too-big-addon-list-what-should-i-do-how-expand-names-and-keep-it-all

Awesome!!!!! Thank you.

Hello and welcome. Please don't add thank you as a comment, upvote the answer instead. If you feel it completely solved your problem consider marking it accepted


text:
How to Add Visibility Keyframe on Collection?
I have many animated objects with keyframes. I want to hide/ make visible all objects with one click or one keyframe? How I can do this?
In previous versions, I could easily add a keyframe in outliner with shortcut key I but now I can't.

https://blender.stackexchange.com/questions/181316 https://blender.stackexchange.com/questions/185837 https://blender.stackexchange.com/questions/205895


text:
How to find if a point is inside a mesh?
I need a python script that would help me determine if a point is inside a cylindrical mesh.
I tried the .pointInside(point, selected_all=False) but it is deprecated in the newer versions of blender and google search yielded a couple of scripts (below) and they don't work for me.
Ray-casting method: (http://blenderartists.org/forum/showthread.php?228683-Point-in-mesh-scripts-not-working)
import bpy
import mathutils
def pointInsideMesh(point,ob):
 axes = [ mathutils.Vector((1,0,0)) ]
 outside = False
 for axis in axes:
    mat = ob.matrix_world
    mat.invert()
    orig = mat*point
    count = 0
    while True:
        location,normal,index = ob.ray_cast(orig,orig+axis*10000.0)
        if index == -1: break
        count += 1
        orig = location + axis*0.00001
    if count%2 == 0:
        outside = True
        break
return not outside
print(pointInsideMesh( mathutils.Vector((3,0,0)),bpy.context.active_object))

And one described here (http://blenderartists.org/forum/showthread.php?228683-Point-in-mesh-scripts-not-working)
## normals should be pointing out
import bpy
obj = bpy.context.object
cur = bpy.context.scene.cursor_location.copy()
cur = obj.matrix_world.inverted() * cur
cpom = obj.closest_point_on_mesh(cur)
vec = cur - cpom[0]
dot = cpom[1].dot(vec)
if dot < 0.0: print(dot, 'inside')
else: print(dot, 'outside')

let's look at the documentation for object.ray_cast(start, end).
The ray_cast function returns 3 values:  (location, normal, index):

location, The hit location of this ray cast, float array of 3 items in [-inf, inf]
normal, The face normal at the ray cast hit location, float array of 3 items in [-inf, inf]
index, The face index, -1 when no intersection is found, int in [-inf, inf]

It will return the index of the first face encountered on the path between start and end Vectors.

If the start vector is outside of the Object, and the face index is -1, you already know the point is not inside the object.
But if it does return a face index, then you start counting how many consecutive faces it intersects by doing a ray_cast from the Vector of the  most recent intersection (plus a small offset towards the destination to push it away from the most recent face) to the end point.
When at some point the face index returns -1, you know there are no more faces between the checked point and the end point, then you add up the total number of intersections.

If that number is even, it went in and out, and is currently out.
If it's odd, it's still inside.

In code that might look something like this:
def is_inside(ray_origin, ray_destination, obj):

    # the matrix multiplations and inversions are only needed if you
    # have unapplied transforms, else they could be dropped. but it's handy
    # to have the algorithm take them into account, for generality.
    mat = obj.matrix_local.inverted()
    f = obj.ray_cast(mat * ray_origin, mat * ray_destination)
    loc, normal, face_idx = f

    if face_idx == -1:
        return False

    max_expected_intersections = 1000
    fudge_distance = 0.0001
    direction = (ray_destination - loc)
    dir_len = direction.length
    amount = fudge_distance / dir_len

    i = 1
    while (face_idx != -1):

        loc = loc.lerp(direction, amount)
        f = obj.ray_cast(mat * loc, mat * ray_destination)
        loc, normal, face_idx = f
        print(face_idx)
        if face_idx == -1:
            break
        i += 1
        if i > max_expected_intersections:
            break

    return not ((i % 2) == 0)

Here a test blend using Sverchok Scripted Node with that algorithm.

caveat: The fudge distance is not very nicely calculated, if might help precision to repeat the algorithm from a few randomly picked points around the object, and take the most common return value.
edit:
I just realized you can track the indices of intersected faces and adjust the fudge factor of the ray until the ray_cast no longer returns the index of a previously intersected face, letting it progress on..
Another approach
using obj.closest_point_on_mesh. Offered by Kosvor on sverchok issue tracker:
def is_inside(p, max_dist, obj):
    # max_dist = 1.84467e+19
    point, normal, face = obj.closest_point_on_mesh(p, max_dist)
    p2 = point-p
    v = p2.dot(normal)
    print(v)
    return not(v < 0.0)

this assumes all faces of the object are pointing outwards

Please note: the arguments for ray cast have changed since this answer was written.

A non node version
Here's a bmesh version I've been using for when the data isn't in a Mesh datatype.
from mathutils import Vector
from mathutils.bvhtree import BVHTree

def are_inside(points, bm):
    """
    input:
        points
        - a list of vectors (can also be tuples/lists)
        bm
        - a manifold bmesh with verts and (edge/faces) for which the
          normals are calculated already. (add bm.normal_update() otherwise)
    returns:
        a list
        - a mask lists with True if the point is inside the bmesh, False otherwise
    """

    rpoints = []
    addp = rpoints.append
    bvh = BVHTree.FromBMesh(bm, epsilon=0.0001)

    # return points on polygons
    for point in points:
        fco, normal, _, _ = bvh.find_nearest(point)
        p2 = fco - Vector(point)
        v = p2.dot(normal)
        addp(not v < 0.0)  # addp(v >= 0.0) ?

    return rpoints

Here I show a Vector Grid (points) and a Torus (a bmesh). The red dots are outside (False), and white dots are inside (True).
warning

This doesn't produce desired results on low poly meshes.
subdividing low poly meshes for the sake of inputting them into the algorithm, also doesn't work.

a better solution will come.

start with known point outside of mesh...ray_cast from outsize known point to test point.  At each find, move epsilon....ray_cast again until no intersection.  Odd number of intersections = inside, even number = outside.  Can test each corner of bounding box to avoid low angle errors "slipping through."  I plan to write this algorithm sometime soon :-)

If false-inside positives are important to you, consider the following tweak of the dot-product method.
One issue with the dot-product method is that if the angle between the closest-face normal vector and point-closest-mesh-point vector is close to 90 degrees, rounding errors will result in some points that are outside of the mesh to be classified as inside.
Below method adds a tolerance (in degrees) parameter:
from math import pi, acos

def is_inside(target_pt_global, mesh_obj, tolerance=0.05):

    # Convert the point from global space to mesh local space
    target_pt_local = mesh_obj.matrix_world.inverted() * target_pt_global

    # Find the nearest point on the mesh and the nearest face normal
    _, pt_closest, face_normal, _ = mesh_obj.closest_point_on_mesh(target_pt_local)

    # Get the target-closest pt vector
    target_closest_pt_vec = (pt_closest - target_pt_local).normalized()

    # Compute the dot product = |a||b|*cos(angle)
    dot_prod = target_closest_pt_vec.dot(face_normal)

    # Get the angle between the normal and the target-closest-pt vector (from the dot prod)
    angle = acos(min(max(dot_prod, -1), 1)) * 180 / pi

    # Allow for some rounding error
    inside = angle < 90-tolerance

    return inside

The downside, however, is that due to the tolerance parameter, there might be some points that are inside the mesh that will be classified as outside (false negatives). Adjust tolerance based on your sensitivity to false-positives.
In my test with ~25K random points, tolerance of 0.02 eliminated all false-positives without any false-negatives.

I am trying to figure out if a point is inside an object. It's throwing the following errors - for the first line inside the function
""Element-wise multiplication: not supported between 'Matrix' and 'Vector' types""

@Sourav I can't test this right now, but try replacing '*' with '@' in the first line. It looks like a blender 2.8 issue (see https://blender.stackexchange.com/questions/129473/typeerror-element-wise-multiplication-not-supported-between-matrix-and-vect)

Yeah, the * has to be replaced with @. However, the script is producing tons of false positibe results for me.

def insideMesh(x,y,z, mesh):
    p = Vector((x,y,z))
    max_dist = 1.0e+20
    hit, point, normal, face = mesh.closest_point_on_mesh(p, max_dist)
    p2 = point-p
    v = p2.dot(normal)
    return not(v < 0.0)

E.G.
def add_cube(x,y,z,r):
    bpy.ops.mesh.primitive_cube_add(radius=r,location=(x, y, z))
    return bpy.context.active_object

#add cube with dimension = 10 on x,y,z
add_cube(0,0,0,5)
mesh =  bpy.data.objects['Cube']
print('inside: '+str(insideMesh(0,0,-5,mesh)))
#(0,0,-5) results true since mesh{x,y,z}  is bounded by  -r to r

don't forget

import bpyfrom mathutils import Vector

Been watching this one for the improvement.. but closest_point_on_mesh is quite expensive? If you're assuming the mesh is right-way-out and closed, won't shooting a ray down X do?

you 're right, couldn't get the coordinates to work correctly with the earlier ray cast approach so it had to be this

def is_inside(point,ob):
    box_size = 0.15
    bpy.ops.mesh.primitive_cube_add(size=2, enter_editmode=False, align='WORLD',
location=point, scale=(box_size,box_size,box_size))
    box=bpy.data.objects[bpy.context.active_object.name]
    try:
        bpy.ops.object.modifier_add(type='BOOLEAN')
        bpy.context.object.modifiers["Boolean"].operation = 'INTERSECT'
        bpy.context.object.modifiers["Boolean"].object =    ob
        bpy.ops.object.modifier_apply(modifier="Boolean")
        result = (box.dimensions.x >= box_size) and (box.dimensions.y >= box_size) and (box.dimensions.z >= box_size)
    return result
finally:
    bpy.data.objects.remove(box, do_unlink=True)

None of the other answers worked for me with an object that I imported from OBJ files, not sure if that was the cause.  The object was plane that was then made into  a mesh with solidify.  The above code is my hack that works, but is slow.
I use the following code to drive the method:
obj_object is the mesh.
The flipping of z with y is because I am targeting Table Top Simulator.
delta = 0.5
nb_x = math.floor(obj_object.dimensions.x / delta)
nb_z = math.floor(obj_object.dimensions.z / delta)

half_x = obj_object.dimensions.x / 2
half_z = obj_object.dimensions.z / 2
x = -half_x
while x <= half_x :
    z = -half_z
    while z <= half_z :
        p = mathutils.Vector((x, z, 0))
        if is_inside(p, obj_object) :
            print("{x=%f, y=%f}," % (x,z))
        z = z + delta
    x = x + delta

i numpyfied the version of @zeffi

def numpy_apply_transforms(ob, co):
    m = np.array(ob.matrix_world)
    mat = m[:3, :3].T
    loc = m[:3, 3]
    return co @ mat + loc

def volume_boolean_data(vg_name, bool_name, reverse=True):

    _t = time.time()

    target_object = bpy.context.object
    bool_object   = bpy.data.objects[bool_name]

    #create mesh data
    bm = bmesh.new()
    bm.from_mesh(bool_object.data)
    bmesh.ops.transform(bm, matrix=bool_object.matrix_world, verts=bm.verts) #local to global coord
    bm.verts.ensure_lookup_table()
    bm.edges.ensure_lookup_table()
    bm.faces.ensure_lookup_table()
    bvh = BVHTree.FromBMesh(bm, epsilon=0.0001)

    _d = datetime.timedelta(seconds=time.time()-_t)
    print(f"after bmesh {_d}")

    #create array of points
    l = len(target_object.data.vertices)
    points = np.zeros((l * 3), dtype=np.float, )
    target_object.data.vertices.foreach_get('co',points)
    points.shape = (l, 3, )
    points = numpy_apply_transforms(target_object, points) #local to global coord

    _d = datetime.timedelta(seconds=time.time()-_t)
    print(f"after points apply transform {_d}")

    def check_if_inside(row):
        nonlocal bvh, reverse
        fco, normal, _, _ = bvh.find_nearest(row)
        p2 = fco - Vector(row)
        v  = p2.dot(normal)
        return v < 0.0

    def check_if_inside_reverse(row):
        nonlocal bvh, reverse
        fco, normal, _, _ = bvh.find_nearest(row)
        p2 = fco - Vector(row)
        v  = p2.dot(normal)
        return not v < 0.0

    if reverse: values = np.apply_along_axis(check_if_inside, 1,points)
    else: values = np.apply_along_axis(check_if_inside_reverse, 1,points)

    _d = datetime.timedelta(seconds=time.time()-_t)
    print(f"after along axis in {_d}")

    if vg_name not in o.vertex_groups:
           vg = o.vertex_groups.new(name=vg_name)
    else:  vg = o.vertex_groups[vg_name]

    for i, v in enumerate(values):
        vg.add([i], v, 'REPLACE')

    _d = datetime.timedelta(seconds=time.time()-_t)
    print(f"finished in {_d}")

    return

Can you provide an example how to use the volume_boolean_data() function. What is o? For example in my case scenario I would like to check if points of one object are inside (or overlapping with) another. First I randomly put some objects inside another and then I want to check whether the object in the new location is within the boundaries of another or not https://blender.stackexchange.com/questions/212266/randomly-distribute-objects-over-a-plane .


text:
How do I add extra bones to rigify armature?
I am using rigify on my blender character, but I added some extra bones because my character has wings. I'm trying to make the extra bone I added become one with the rigify add-on. How do I go about doing that?

By 'become one with rigify' you mean to get controls added like the arms and legs?

Yes, this is exactly what i am trying to do.

You can add new bones without modifying the script.
Just create new bones or duplicate existing bones in the MetaRig, before generating the rig, orient and parent to the bone you want them to follow, then, in Pose mode, set the rig_type in the bone options.
The rig type determines how rigify handles the new bones. Wether it will create controls, etc.
Video demo from DanPro

The rigify addon generates all the rigging through python scripting. To extend the rig created with it you need to add and/or alter some python scripts.
The README included with the addon provides a description of how it works and how to extend it. In simple terms you define a class with __init__ and generate methods that generates the control bones and widgets for your wings. The main key to making it work is the bone names used, the script that generates the controls is chosen based on the bone names.
For a one off rig I would suggest manually creating the controls for your wings. You can use rigify to create the main body rig, then add the controls for the wings, they don't have to be generated to work with it. If you are looking to have the addon generate ik/fk controls for you then you could try naming your wing bones as shoulder, upper_arm, forearm and try the rigify generate.
If you would like to make your wings a permanent part of the rigify addon then read through the docs and scripts in the addon to see how you can add to it. You can submit your additions to developer.blender.org to be reviewed and considered for addition to the addon.


text:
How to make a flowing aura effect
Is there a way to make an aura effect like the picture shown below?
I just want it to be able to (flow around the object/This is not shown in the image below.) and (flow away from the object/Is shown in the image below).

http://img.photobucket.com/albums/1103/lionheart/Yamazakiaura.jpg
If i need to be more specific please tell me what about.

I think you will need to show us sample animation how this aura is working.

You can use a Particle System and a Force Field.

The particle system is on the sphere (or your object). You can see the settings on the left panel. I added more particles so the effect is more visible (Emission/Number : 25,000). I increased the initial speed of the particles (Velocity/Normal : 2). I disabled the gravity so the particles wont fall (Field weights/Gravity : 0).
Then i added a Turbulence Force Field (Shift+A/Force Field/Turbulence). The settings can be seen on the right panel. I increased Strength and Flow. The more you increase Flow, the more you will get the "tentacles" effect. To find the settings that works best for you, you can play the animation with Alt+A then play with the settings.
To go further, you can try different force fields (ie, a Wind turned up so the particles will go up). You can also animate the location/rotation of the force field. You can even mix many different force fields.

You can try turning these particles into hair for linked dynamic effects like the lightning in the OP .

the particles don't have as much of a trailing effect like in the picture


text:
Access points along a bezier curve
I've got a tube, created from a bezier curve, similar to this example. I'd like to be able to move an object along this curve, as if it were a spline, in Unity. From Unity, I need access to each point in world space, so that I can adjust the object that moves along it programmatically (Animation will not work).
Is there a nice way to turn the various points along that curve into objects that I can then get the position of inside Unity, or do I have to manually add objects?
Thanks in advance for any hlep!

You could convert a curve to mesh and add particle system. Adjusting settings, you can get desired objects e.g. at the locations where vertices of the curve are placed. I'm not sure these cubes really can describe all the needed points of the curve though.

What about a script that created an Empty where each point on the curve is? Would that work for what you need? You can hook the Empty's to the points as well to control their position if needed.

@ToddMcIntosh That would be perfect. Any idea how I go about accessing these points in order to use them in a script?

Would it be practical to use the formula for a Bezier Curve (wikipedia article)?

You can evaluate it for t varying from 0..1.  One complication is that the distance between evaluated points will vary, so if you want constant speed you'll have to compensate by adjusting your time->t mapping.  P0..P3 correspond to the points and handles of each segment of the bezier curve.
Here is a short python example of how to inspect the control points and handles of a bezier curve (in case you are unable to inspect them in the N-panel pop-out of the 3D view):
import bpy

def mission1(curve):
    for spline in curve.splines:
        for kp in spline.bezier_points:
            print("%r"%[kp.handle_left, kp.co, kp.handle_right])
        print("")

mission1(bpy.context.active_object.data)

See also Mathematical formula for Bezier curves  and How can I know the data paths of certain point of bezier curve?

That would be great, but I still need a way to get the points from the curve before I can do any math to interpolate the vertices myself.

I have upgraded my answer with sample python.

I've found an alternative to the accepted answer:
If you create a path/curve, then create an empty object, vertex, and parent that object to the path/curve, after selecting the empty object again and going de-selecting Speed under the frames, it will duplicate itself across the path. At that point, there will be a new empty object along each section of the path and it will import into Unity the same way.


text:
Render settings are not applying
Why i have 40 Path Tracing with low render setting?
It seems like the render settings i make are not applying anymore.
What can i do solve this? I want to regain my old render settings with 1 Path Tracing.

I see, i confused samples with path tracing tiles x.x
That explains why the regular render viewport,
shows me just 1 sample to render an preview....
Good, this takes alot of stress from me, thought i did something wrong and ruined the entire project.
Thanks for answer!

Is it possible to make "samples" visible in the "render view" window?
I would like to have/get more information when a render process is ongoing.


text:
Why will my rigid body objects not come to a rest after landing in a bowl?
I am making this scene of a bowl of chips in a bowl and I am trying the use rigid body physics to place them in the bowl in a realistic fashion.
There are two ways I have been trying to achieve this:

Simulating all the chips falling at once.

When I try is this the chips fall down and collide with the bowl just fine but then will not stop jigging bouncing and catapulting out and and thru the bowl.

Dropping the rigid bodies in one at a time.

This seems the prevent the jigging and clipping issues but I can't find a way to switch the individual rigid body back to a normal mesh without the timeline resetting thus preventing me from simulating the rest.
(I suspected if the turn the physics off for each chip after they stopped moving would prevent the next chip violently reacting with it).
Any ideas on how to get the damn things into the bowl and then turn them back the normal meshes?

Mesh collision box deform base.
I looked at other tutorials but nothing helped, I just dont know what the problem is.

Here's the site for uploading your file: http://blend-exchange.giantcowfilms.com/ and a related question about rigid bodies http://blender.stackexchange.com/questions/26401/how-to-bake-rigid-body-physics-frame-in-blender-render. If you are looking for simulating a real behaviour I would suggest to simulate all at once, or you'll not get the interaction between all the pieces.

The solution is quite simple! you need to enable deactivation on the chip meshes.

If they don't settle down fast enough, raise the linear and angular velocities. I'd especially recommenced the angular velocity (amount of rotation).
How this option works is that when the rigid body gets still enough, it is deactivated and stops moving.
For you particular simulation, values around 2.6 seemed to work well.
Here is a working .blend

didn't work. they still end up leaving the bowl. probably should have mention that the meshes keep clipping into each other, maybe that had something to do with it?. did it work for you? can you show a picture of the successful result?

@amillionlittlepolygons Here: https://i.sstatic.net/Cznxc.gif

@amillionlittlepolygons Higher FPS: http://gfycat.com/UnhappyRealHind

they still clip into eachother which is just about the last thing i want. anything than can be done about than?

@amillionlittlepolygons You will need to increase the simulation quality in the properties panel then; however, I will note it is virtually impossible to get a perfectly clean simulation.

authors: Павел Мезенцев


text:
Blender rendering is grey and black

hello . how to get rid of this grey plane that hides my interior. in 3d view it doesnt appear but when i rendered it shows. I try to make some changes in render then camera setup.  please can anybody tell what to do.

Most likely it's hidden in the 3D view. Try pressing Alt H and see if it shows up.

May be this plane is on another layer?

Thank you very much. I was stressed out about it. :) yes there was a plane :) finally its all okey :)

Related: http://blender.stackexchange.com/q/6857/599 and http://blender.stackexchange.com/q/28315/599.

It sounds like your object is hidden in the viewport, but not in the render. Press ⎇ AltH in the viewport to unhide all hidden objects, or examine the outliner for objects with their eye icon disabled:

The eye icon controls object visibility in the viewport and preview render, and the camera icon controls object visibility in the final render.


text:
Baking textures in Cycles vs. Blender Internal

I am trying to write a command-line script that bakes vertex colors from one object to a UV-map on a new object that has been remeshed and smart-projected. I have gotten the code working using Cycles, but I find that the output texture looks a lot worse than when I bake the texture manually using the Blender internal renderer.
I am wondering if there is some setting within Cycles that could be resulting in the "splotchy", inaccurate texture in the image I have attached, or if there is a good reference or example for a baking script working with the Blender internal render. Based on this post it seems like a lot of GUI navigation as opposed to just setting up nodes using Cycles.

Hi, could you post your images inline? There should be an image icon if you press edit. You can use that to select your image and it will then be posted inside the page instead of in your dropbox. Thanks :)

Ah, thanks. The image is now embedded above.

What bake settings are you using?

Samples is set to 24, I've been adjusting the margin between 0 and 16 px thinking that this would be the issue, but I think that the texture bleeding seems to happen regardless.

Sorry for not knowing a solution, but the Cycles looks quite artistically interesting. Maybe keep a copy of the setup for other occasions? Question: Is the result any different if you do it in GUI instead of by script?

Yeah, the same thing seems to happen in the GUI. I'm going to keep investigating the margins just in case it's contributing to the issue. I'm thinking it could also be that my retopology is somehow not close enough to the source mesh it is baking from, so I'm looking into that as well.


text:
Boolean + Subdivision modifier warped surface
I was following this tutorial, but I am not getting the mesh to work correctly with subdivision surface.

I was using the boolean modifier to cut my mesh, and was stressed that subdivision surface was causing my mesh's surface/geometry to be warped after applying that boolean modifier.
The problem was that I was using the exact solver instead of fast(in bool modifier), and choosing the fast solver fixed the geometry warping, presumably because the exact method was causing some imperfections that I made when trying to align two objects.

Edit your title to something more specific, attach a screenshot of your issue, append simplified blend via https://blend-exchange.giantcowfilms.com/ Remember this site is knowledge base, so others can find answers from questions of others. Your title is meaningless, external links are not allowed, they are not permanent. Thank you to keep this site helpful.

No problem. I assumed that this was a popular tutorial so didn't think I needed to explain myself much.

Thanks for improvements :) Popular or not Andrew can decide to remove it any time and here nobody will understand what are you talking about. To avoid this broken links - all important part should be included here. I did few more edits (you can anytime to revert  changes to previous). Anyway your edit looks like you also answering your issue in last senetence too. If so please move this part into your answer section via edit.

Your question would be probably a duplication, but I voted to reopen it since you improved your question - with  question like that we can easier to get into your issue and others can learn from this post. Thank you

Well, I figured it out myself. I just needed to delete the bottom face.


text:
Why I can't export a model with double-sided materials in gltf format?
When I export that by in Gltf format and open it, just the front side appears on both sides. Can you help me please?

In Blender

In 3D Viewer

Like most formats, glTF does not support arbitrary Blender material nodes.  See https://docs.blender.org/manual/en/latest/addons/import_export/scene_gltf2.html

Does this answer your question? How to set up shader materials with main node Principal BSDF


text:
How to animate rotation of projection vectors on XY,YZ and XZ plane
I want to make an animation of a main vector (which is an arrow) rotating in all xyz directions about the global origin. In addition, three different arrows representing the projections of the main vector on the XY, YZ and XZ plane, respectively rotate with the main vector on their respective planes.
How can I do this using animation nodes?

if you mean, it should look like this:
https://youtu.be/TSl5OJdv6Lc (please be a little bit patient because my internet connection is not that blazing fast)
you can do it like this:

where "cube" is the main vector, and red, green and blue are the projected vectors.

I am expecting all the three projected vectors should rotate simultaneously with the main vector, while remain confined within their respective planes. The rotation of all the four vectors ( one main and three projected vectors) will be in such a harmony that every time the tip of the arrow head of any projected vector becomes co-linear with that of the main one. Therefore, when the main vector becomes parallel to one of the global axis the length of the projected vector on the plane perpendicular to the that axis vanishes.

i showed you how to animate the angles in animation nodes. I hope you can adapt the length of the vectors yourself. And by the way - this is a "we help you with your project what you tried so far" not a "we make everything from nothing for you"- platform

Actually this was my first test project. I have started to learn the Blender just a couple of days earlier. I was trying with rotation to direction and direction to rotation nodes to achieve this. I couldn’t manage the animation having rotation and scaling in length simultaneously. But what you suggest that is a great learning for me but not the exact thing what I was searching for. I can understand it’s my mistake that I couldn’t convey my thinking properly. I am sorry for that and thank you for what you have taught me today. Thanks once again.

No problem. We all started one day and learnt more and more. Here on this site you can kind of show your „thank you“ by tapping on „right answer“ or/and tapping that up arrow beneath the answer.


text:
Transferring attributes in geometry nodes
I have a reduced node set for the purpose of this question. In the node group a grid is initialised with 10 by 10 verts (100 points). I am then instancing subdivided cubes onto these points but displacing the mesh with 'set position' connected to a noise texture. The goal is to use the index of each point to drive the 'seed' or 'W' value of the noise texture so each instance has a different displacement. As detailed I am using the 'store named attribute' node, which I believe to be similar in this 'use case' as the 'capture attribute' node (which I tried to no avail either). I have also added a viewer node and it looks as if the index information is being transferred yet the viewport does not show any variation in the instances. I will continue to dig until I resolve but any help would be greatly appreciated. Thanks

You are interested in using the index of an instance/point to influence different inputs of Noise Texture.
You can achieve this as follows:

Use Capture Attribute instead of Store Named Attribute. If you use Store Named Attributes, you will add additional values to each element that are already present. Namely the index of the instance/point. In this case, this would only be additional ballast, which ultimately affects the performance.
If you capture the index directly after Instance on Points with Capture Attribute in the domain Instances, you can apply this value to every single point of the objects uniformly, even if you append the node Realize Instances afterwards.
And this is actually the problem the other poster is causing with his "solution": Without Realize Instances you can't move any points individually here at all!
Therefore you have to solve it this way, no matter if you use Noise Texture or Random Value.

The usual approach for this is to put a Set Position after the Instances on Points node and randomize the offset.  Where you have the Set Position there is only one object to position, and its position doesn't matter because the instance position comes from the points, not the source.  Here's a simplified version of an approach that leaves the X and Y coordinates alone but randomizes Z:

You can replace the Random Value/CombineXYZ node pair with another combination that will randomize in whatever fashion you would like.  Here's one that randomizes all three coordinates:

Note that you don't need a Noise texture unless you want a specific noise pattern and the Randomize node doesn't need a driver.

Ah ha, thanks, set position after instancing makes sense now you mention it. I'll give it a try. Cheers again

@IanMasters Since you're apparently a new user to Blender StackExchange, you might want to read What should I do when someone answers my question? and perhaps upvote or accept my answer


text:
Freestyle multi-color per object?
New Blender user--
Can you mark edges for a single object to different linesets in order to assign different colors (in line style)?
Many thanks
I'm adding this drawing-- solid geometric object with selected edges marked for freestyle render-- but in different colors, thickness etc.
(Sorry i didn't do this originally, and just saw response after Thanksgiving travel.)

something like this could be achievable, perhsps, but it could depend on object features (mesh), can you show an example of the dedired result?

I would suggest using the Material modifier for the freestyle edges.
Apply different materials to the object for the parts you want to color.

To control a property, use the Material modifier and select the material property.

Select the Freestyle Line color as you wish. I'll use the Diffuse Red channel to control the thickness and the Diffuse Blue channel to control the Opacity.
Note that the color channels can have any float value.

The green material has a Priority of 1.

This has been a great help--THANK YOU!!!

@Archigram You're welcome, if this answer solves your problem, mark it as accepted. If you want to generate more answers, consider editing your post to bump the thread.

I've succeeded using m. ardito's suggestion, but am not sure how to post a new image of my result. A couple of notes for anyone else going down this path:

@Archigram You can answer your own question. You can also accept your own answer. It's encouraged to add an answer if you provide additional details or a different take. Alternatively you can extend my answer by editing it.

Here are my notes for others trying to do this:

Freestyle box must be checked at bottom of Render tab or freestyle line option will not show up in Materials tab.
Render Layers tab is where you find the freestyle linesets and their linestyles, with the option to add the materials modifier.
For the attached image I remade the geometry to eliminate seams that result from extrusion and inset tool, instead manipulating vertices directly and joining separate primitives into single object.
The crease setting is 166 degrees.
I also marked a few edges that weren't showing (in 3D view, mesh, mark edges for Freestyle) and checked Edge Mark box in edge types. They render in correct color for that material.
I made a second lineset, checked only contour, and set that color (black) separately.


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Joining Nurbs Circles?
I was trying to do this simple tutorial but when I tried to join the circles these just smashed into one and I can't even move them along the z axys.
Thanks in advance!.
EDIT: Adding de blend file, sorry fot the wait

You want to join all the circle if so. Make a single nurb and in edit mode make all the circle nurb and select all the nurb and then press F key


text:
Problem: Can Not Make Blur Affect Emission
So I have 2 emission materials (yellow and white). I want them to be blurry together, so they wouldn't be so distinct on 3rd image. I did as was said in some tutorials: I've put index 1 for both materials and activated index pass, I made the same nodes in compositor, but it still didn't have any effect on render. Both in 3D View and in Image Editor. enter image description here
enter image description here

Firstly, your blur is set way too high - 100% will blur everything over the entire image. This results in the mask becomming a uniform grey that has little noticable effect when added to the image. Try toning the blur down to, say, 5% or less for a more subtle effect.
I've set up a scene similar to your example - with two materials (each with pass index of 1), one yellow, the other white. I've added some monkeys around the border to illustrate the lack of blurring for other materials.

I presume the effect you are going for is something like the following :

Here are the compositor nodes I used to achieve this :

The main difference is to use the mask as the input to a Mix node (rather than Add) to mix between the blurred version and the original image. In this way, anything that is Material Index 1 is blurred but everything else is left untouched. I'm sure there are other ways to achieve this but this was the closest I could come up with to your original setup.
Obviously you can adjust the Blur node to affect the amount of blurring - either by changing the percentage or by reducing the 'Size'.

EDIT
Another way of achieving a similar effect is to use the Defocus node and drive this directly from the ID Mask :

My original post used a Blur node in a similar way but it seems that the Blur cannot be dynamically controlled in this way - but the Defocus node can.
Also, I notice that your emission materials are outputting values much higher than 1. This could be causing oversaturation, masking any blur. Try reducing your emission to 1 and see if that helps. If it does then you may need to use a Light Path node to limit the emission for camera rays - or include nodes in the compositor to limit the light before passing into the blur/defocus.

Thank your for your detailed answer, I've tried to use both ways, but unfortunately neither solved the issue for me. I've added screenshot in the topic.

@VORPAbeingofLight Is the mask working? To test it, connect the output of the ID Mask directly to the Viewer node. You should see pure white on those parts you want to blur (the white and yellow) and black everywhere else. If that isn't working then it's a problem with your material ID pass.

@ Rich Sedman, I've just tested it and it turned out just the way you said it would - pure white and black everywhere else.

That's weird. What if you disconnect the ID Mask from the Size and manually adjust the size? Setting it to 0 should have no blur and setting it to 1 should blur the whole image. Failing that, is it possible to share your blend file on https://blend-exchange.giantcowfilms.com/?

I have fixed it. This particular setup did the  trick for me:


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Blender Crashes [Possibly Nvidia Driver Problem]
At first my problem started when using programs such as Substance Painter and Substance Designer - they stopped launching, completely. So I contacted Allegorithmic support, and in the end we deleted Iray folders from SP and SD software, and then those programs started working, although we came to conclusion that there is a problem between Iray and Nvidia Cuda driver.
Now I've detected problems with blender - whenever I try to add a new material in cycles, it crashes instantly, or whenever I try to render my scene in cycles, it crashes instantly. Some very big scenes that I have stopped opening at all, they instantly crush. Also I can't open "system" menu in the preferences, it crashes instantly.  I have tried to reinstall my Nvidia driver many times, several times I have cleaned old version of it completely, it didn't help. What is interesting is that Videogames run fine so far, but 3D redactor programs don't. I really don't know what to do. Perhaps there is a problem with graphics card? That would be very sad ;(
I have run a test of my Intel Processor from official intel website, it passed it, so hopefully Processor is alright. I have also reinstalled my blender, didn't help. I have also performed a clean installation of Nvidia drivers using DDU program, didn't help.
Anyone have any idea what to do?
Full application error log from substance painter:
Name of failed Application: Substance Painter.exe, version: 2018.2.1.0, time marker: 0x5b645cf0
Name of crushed module: nvcuda.dll, version: 23.21.13.8871, time marker: 0x5a3449b2
Exception code: 0xc0000005
Error offset: 0x0000000000317665
ID of failed process: 0x3168
Launch time of crushed application: 0x01d0d1dbda2c7290
Path to crushed application: D:\Steam\steamapps\common\Substance Painter 2018\Substance Painter.exe
Path to crushed module: C:\WINDOWS\system32\nvcuda.dll
Report ID: 2f914d9c-a893-40e4-be83-8af0b8d69596
Link to the allegorithmic support forum topic I made: https://forum.allegorithmic.com/index.php/topic,25095.0.html

What GPU do you have?

Geforce 1060 gtx

I have them same issue. Just update your graphics card driver.

I did it numerous times, didn't help.


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Converting Shading Nodes
I need to export a model that uses both geometry nodes and shading nodes.
I can figure out how to make the sprinkles a part of the mesh with realize instance, but they lose all their varying colours I have with the shading nodes. Is there a way to convert the varying colours into a texture on the sprinkles?
For the doughnut texture itself, is there a way to export the shading nodes into an image texture or something like that?
I attached images of what the 3 nodes look like, 1st one is the sprinkle geo nodes, 2nd one is the sprinkle shading nodes, 3rd one is the doughnut shading nodes.

There is a way to pass a numerical value from geometry nodes to the shader, and even pass color. I think it has to do with passing it to the geometry nodes group output and then taking it into the shader as an attribute.

@TheLabCat I'm sorry, how exactly do I do that? I'm still very new to blender.


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Exporting a model with geometry and shading nodes?
I started using Blender late last year, early this year. I'm currently following Blender Guru's video on making a doughnut. He uses shading nodes for the textures on the doughnut itself, as well as geometry nodes for the sprinkles on the doughnut's icing.
Is there a way to keep these nodes when you export the 3d object(s)? I'm trying to export them for use in Roblox.

The geometry nodes you can apply to mesh, but shading systems are pretty much 100% application dependent. You will have to bake the shaders to image textures for use in a game engine.

@TheLabCat do you have an resources for applying the geometry nodes with the colours? or would I have to do that manually?
And how would I bake the shading nodes into image textures?

@Chen Colours come from shaders. When TheLabCat said applying the geometry nodes to mesh, this means only the mesh, no colours. To apply the GN modifier you have to plug a Realize Instances node as last node before the GN Group Output. Then you can apply the GN modifier. (The materials given in GN are applied as well, but that's not making them automatically usable in other applications.)

@GordonBrinkmann I know that colours come from shaders. The way the sprinkles are built is super weird. Both the shaders and the geometry nodes are randomized (as to not make the design too repetitive). Is there a way to bake the textures for the sprinkles as well? Also thank you for your help.

@Chen I'm sorry, I'm not into texture baking since I mostly use procedural textures and never need them outside of Blender.

@GordonBrinkmann That's ok. Thanks for your help with the geometry nodes though. That's definitely a good start and a lot of help for me.


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Why Solver Option is not available in Boolean Modifier Blender version 2.79.7?
I don,t know why Boolean Modifier in my Blender version of 2.79.7 doesn't have Solver option, when i use Boolean Modifier, i get the result of my object like this
I know by applying Solver option in the modifier, it can be solved.But the problem is in my blender there is no such option in my Boolean Modifier
Meanwhile, people in tutorial with Blender version 2.79 can do that
What is the problem? why Solver option is not available in Boolean Modifier?

Carve solver was removed in later 2.79 builds:
https://developer.blender.org/D3050


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Square object proportional editing's problem
I have bevelling my square object,and i want to bend upward both of top and bottom vertices of square object just like this
But instead of first image, i get the result like this
In the first one, both of top and bottom vertices of his square object bend upward in z axis, but in mine, only top vertices that bend upward, the bottom doesn't and both of vertices doesn,t really fully bend like in the first image, only portion of it. Is this some sort of bevelling mistake
or is there another reason for this?
And before i end this, i also want to duplicate the top vertices like this
But i don't know why the result end up like this
How can i fix this mess? here's my blend file https://pasteall.org/blend/136ff1141d514357837b953a31290380
Thanks

Go in Edit mode, put your mouse over the mesh and press L to select the whole mesh, and move it, as you see you have 3 meshes overlapping, only of of these is subdivided. Remove the other ones:

oh yeah i forget to check if there is overlapping mesh or not.... thanks


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Substance Painter Problem: Texture Badly Unwraps in Some Places
I guess I can ask about substance painter here as well.
I don't know how to prevent from happening thing that is presented on the picture. When I put materials or smart materials on my mesh, it looks good in some places, but in other (usually the tall parts of mesh) it looks like this. I've tried to use different options in substance such as UV Scale, Projection, Filtering, UV rotation, UV Offset to different layers of materials, it didn't help so far. How?
P.S. Baking is done.

The same texture, but looks good on one side and bad on the other.

So far this is a question more about Substance. Show UV map for you object, in particular how do islands on UV map for the bad looking faces differ from good looking ones. It seems from the screenshot that either faces are scaled down too much or they are rotated in a wrong way

Yes, I guess the reason is that automatic UV unwrapping made those faces very small on UV map.  I looked into UVs and these faces are really small for their size.

I’m voting to close this question because it doesn't appear to be about Blender.

It looks like you have a problem with your UV Layout.

Go in your Blender Project
Select the Model and tab into Edit Mode with all faces selected.
Go in the UV Image Editor, enable the checkmark "Stretch" and select "Area" underneath.

I used a Cube as an Example.
Edit your UV Layout until all Faces have a dark blue color.
Hope that helps.


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How to Remove Weird Black Spot
I have pressed some button and it created black spot that can be seen on the screen. How do I remove it and what is this spot?

No, it's not a vertex, it's not selectable. It also looks a lot different than any vertex and can be seen through entire 3D view through all other surfaces.

I figured out that it was a grease pencil dot, I just selected "erase" option in the grease pencil menu and used it on dot, it got erased.

It's a map and that is how it look outside, it's not supposed to be pretty on the outside as that view is never going to be shown.


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Problem: Armature Twitches at Its Own Volition During Posing
When i move any bone of my armature, which is applied to a character, mesh moves accordingly, but then mesh together with bone move a little to the side and sometimes mesh even changes its shape on its own. Why? What do I do to stop this from happening? I have been animating my character for quite some time and I've never seen this happening, it only started recently.

How can anyone know if you don't show/detail your setup, at least a minimum?

well I added some images if they help

You can try to apply the scale location and rotation . You can do that by clicking Ctrl + a then apply all what I stated above . IF that still doesn’t work then in edit mode select all vertices and click ctrl+n . If all this doesn’t work then I suggest clearing the parents of the rig and the mesh by click alt+p and parenting them again .

Thank you, Ctrl+N did a trick for me.  What does it do though? Can I see it changing some options somewhere?

It makes the faces outside or inverted on the right way and yes you can the changes if u click t on the bottom you will find an option that says inside most of the time you don’t need to click that since in most cases you want the faces facing outside not inside