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How is the handling with 'Magic Textures' or similar?
For example, if i assign the 'Magic Texture' (or 'Brick Texture) to the standard cube and duplicate this cube three times, i would expect that all these cubes have this texture assigned. But only half of the cubes show this texture, even though it is assigned to all. I am using blender 2.82.7.

Am I doing anything wrong? This 'problem' increases when I add more objects to the scene. Why does blender behave like this and how can I make all cubes display the texture?
[Edit]
The file:

This is quite strange, I could not replicate the issue, can you upload your file?

I've downloaded your file: i don't have this issue.

What can i do now? I have checked, that i have installed the latest driver for my graphic card. Are there other things that i could check?


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the emission of the lamp isn't working at all
I am beginner in blender.
according to my toturial (grant abbit) I have to create an emission lamp in my project.I did what he had said. (make emission white and assign it...) .but it didn't work.what's wrong?

here is the blend file:

and this is the result (with light)

https://blender.stackexchange.com/questions/99631/how-to-make-mesh-lights-work-in-blender-eevee

you will have to use irradiance volume for this purpose. take a look at https://blender.stackexchange.com/questions/99631/how-to-make-mesh-lights-work-in-blender-eevee

The emission value of the Principled BSDF isn't very strong, and in EEVEE emissive materials don't interact with volumetric materials anyway, in fact they don't cast light to other objects either. To get the desired result, you would have to place another spot lamp underneath the lamp like so:

pleas have a look at the last picture (the result) .I want to change the color of the face (like you) but it is not working and it is gray :( and also have a look at torch .

You can change the color of the spot lamp directly, and copy that color over to the emissive material on the lamp post to be a bit more realistic. You can also swap out the Principled shader to an Emission shader to give off more visual light. In not sure what you want with the torch?

thanks it worked!

You are in Eevee, and the emission shader lighting other things can only be done in cycles (or at least as far as I know).

yes .you are right and if I go into cycles mode the emission gets well.but in the toturial (I mean the first picture) , he(grant abbit) is in the Eevee mode.

Oh yes, sorry. I don't know.

ok.no problem :)

source: Stack Exchange

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can't use different materials in one object (blender 2.82a)
I am beginner in blender, I want to use different materials in an object.in order to do it , I have to select the face I want and assign the color but the result I see is different!

I want to create some green faces but when I assign the new material,the face gets disapeared!

I am using blender2.82a . is it a bug?
here is the file :

can you provide the blend file? Use Blend-Exchange for that: https://blend-exchange.giantcowfilms.com/

yes:) I uploaded it.

just try restarting blender it may be a glitch

Im using 2.82.7, windows 10 and have had no such issues.
I opened up file, didnt change a thing, except switched workspaces and put the two 3d views in rendered and lookdev modes, seems to work fine for me.

Possibly you just need to tab out of edit to make it update a change properly.

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how can I sync the object in the texture paint?
I am beginner in blender ,
according to my totural , I have to sync the object in the texture paint but I can not do this.

Hi, iam not sure what you mean by sync. To use paint you need to have some UVs for that donut and assign a texture to the material to be able to paint on it.

hi :) I want to paint the donut in the texture paint. but the donut is not syncing.I mean this:
https://www.youtube.com/watch?time_continue=541&v=nht2RoYBUfA&feature=emb_logo
thank you:)

I have no idea what you have done :D but the sync is just make the texture the base color to make the connection, what you already have, according to your nodes. Your model doesn't even want to change materials. I just duplicated the donut and delete the original and everything worked.

@Fowl. I had  problem with the connection yes! maybe I have found the problem and that was my mistake:) I copied my donut three times and they are inside of their the solution is to delete the copied donut:D thank you :)

Just sharing my story in case someone else comes here with the same scenario as me. My image texture was out of sync with what I painted. I then realized that every stroke I was making was appearing on the opposite side of my object and I had the normals issue described here. By pressing Ctrl+N in Edit mode, that recalculated the normals and solved the problem.


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about Grow along the path animation to unity!
I have an Grow along the path animation
My question is How do I export this animation to Unity via FBX?
I tried the bake animation but the result was wrong。
I do not want to use Amelbic
thank you !!!!

Please clarify your question or tell us, what your problem is. What did you try to solve it already?

Most likely you need to change your bake settings. Here is a tutorial for doing this for Blend4Web - a different engine, but I imagine Unity expects the same kind of data.

@Mentalist Thank you very much, but it did not succeed

@Grimm  sorry My English is bad 。My question is How do I export this animation to Unity via FBX? I tried the bake animation but the result was wrong。I do not want to use Amelbic

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


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Joining objects in Blender 2.8 causes the objects to disapear
I created multiple objects in Blender 2.8 using the Bezier curves and converted them to Mesh using the Object->Convert To->Mesh from Curve.

Now for whatever reason when I select all of the objects in object mode and do "Ctrl+J" to join them, 5 of the objects disappear and I'm left with only one.

I tried to replicate this again, but it's working fine for all of the other objects I try to join, it only acts like this for these 6 specific objects. I tried to select them and export them and then re-import, but for some reason blender is exporting only 80bytes for the STL, not sure if it's related or not.
When I go into the edit mode, I can see that they're all "Mesh" instead of "Curve" why is it acting like this? I never have faced this issue before, maybe I enabled some kind of 'property' for the object that causes this? Thanks!
Here is the Blend file:

Sound confusing, can you upload the file with those 6 objects to blend-exchange.giantcowfilms.com?

@Leander I uploaded and updated my post, thank you very much!

This looks like a bug. But you can use a helper object, to merge these objects.

Add a Curve Object. ⇧ ShiftA > Curve > Bezier
Go into edit mode ↹ Tab and delete X the selected control points leaving you with an empty bezier. Exit edit mode ↹ Tab.
Select all other objects with the border selection B. [Make sure, that the newly created (empty) bezier object stays the active object.]
Merge them with ⎈ CtrlJ.

I ran into this issue as well... this (weirdly) worked for me:

Highlight all items you wish to joint
Right click > Convert to Mesh
Right click > Join

I just ran into this issue and Leander's solution did not work for me. It seems to have occurred because I mirrored an object using negative scaling factor (probably).
The two objects I was joining had different transforms, so the joining process had to resolve that. Applying the transforms manually also caused the object to "disappear".
My solution was to:

apply transforms (object disappears! maybe bug as suggested by Leander?)
recalculate normals (object reappears!)
join with no issues.

I'm using version 2.90.1

I had the same problem. The cause seemed to be that object had no depth at one side. It worked after using the Solidify modifier.


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Weird sharp vertices with subdivision modifier
I have a simple skull model, to which I applied the subdivision modifier. For the most part everything works as expected, except I keep getting these weird sharp vertices and I can't seem to figure out how to flatten them.

I'm using Blender 2.8. Is this some kind of feature I can disable/enable for particular vertices? The distance between the sharp vertices and the gray outline differ.

Any suggestions please? Thank you!
EDIT: I also tried selecting as both - vertexes and edges and then applied Edge->Clear Sharp, but nothing changed.

Can be this https://blender.stackexchange.com/questions/148479/mesh-sticking-to-edges-when-using-subdivision-surface/148499#148499

@lemon thank you so much, that was it!! If you'll post your comment as an answer, I'll mark it.

This is typical of inverted normals.
To fix it, go in edit mode, select all the vertices and use ShiftN to recalculate normals.


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Align face with a vertex via python
Hi and good days to everyone.
What I have been trying to accomplish is rotating the plane (in the image below) in its x (red) direction until it aligns with the top vertex of the cone. Is there a way for me accomplish this via scripting? My tryouts have given me no result.
Edit: I have added a picture how it should look. And top of the cone is just a point. It could be 3d cursor.

you mean the normal of the plane should point to that cone vertex? or?

Rotating around what?

@Maxx, Origin point of plane. It's shown in first picture.

Ok. Why do you need it via scripting? Are you assuming it can't be done otherwise? Or do you really need it via scripting (for instance, you are developing an addon)?

@Maxx, No I am trying to automatise a process that I do everyday by hand. :)

OK ! And can you assume the the direction of the plane is one of the three local axis of your plane's object?

And if not, can you assume that the plane's object contains only a plane (single face object)?

And last question, how could you specify which point you want to touch? Is it a single point in a vertex group? Do you already have the coordinate available in your script? Anything? ;)

Ah and also : when you do it by hand, what is your workflow? You just do it with your mouth by getting as close as you can, or have you find a better way to do it with no guess work? (if you have, it would be nice to simply automate your already working workflow). Can I assume that if you do it by hand, you do not need to do it on a very large amount of objects, and that you don't mind if the process takes a few extra milliseconds?

1- It's stated in main post. Just rotate "x" axis. 2- Yes. 3- Spesified point is a world space in script. So it is known. I just wanted to make it visual.

@Maxx, I don't believe this is related but part of my work is cutting 3d models into smaller printable parts. I just need to rotate planes used for cuts on just x axis. That will make my work easier.

Here is how I would do it.
I'll just show a workflow for doing it with constraints and blender operators.
I assume you will manage to code the same process in python?
I add an empty which is the point you want to track. I had a child cone for consistency with your image ;-).

I add another empty with a set of contraints :

And then I add a constraint to the plane's object :

It is over, the plane is like you want.
Now you can either leave it as is. You can move the first empty, and the plane will follow it.
Or, you can select your plane, and "Apply visual transform". And then you can delete everything you don't want anymore.

Now you can do these steps in python ! I guess it is slower than computing directly the good rotation with some trigonometry, but it has the avantage og being simple, plus you can still move your point at the end !

I didn't know how to put a point with directions, so I used a cone :D

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Bevel inside cylinder
I am trying to bevel selected faces as shown below:

The problem is too many overlapping faces are created (example below) and clamp overlap creates too small bevel. Is there a better way to bevel in this situation or is there an efficient way to clean overlapped faces?
What I have tried: Remove doubles just merges vertices randomly and overall shape is broken.

.blend file

Are you sure you are trying to bevel "faces". Shouldn't you just be selecting the top and bottom loops instead?

Well, you are not only bevelling the two circular edge rings, you are bevelling every edge between them.
That can for example happen when one uses Vertex Select Mode. When selecting vertices, every edge between them is automatically selected, too. That's why it's not possible to extrude a checker pattern in one go.

Use Edge Select Mode and only select the two edge rings, for example with ALT right click. Then you will get a nice and clean bevel. Make sure your object isn't scaled. That can distort the bevel as well.


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Volume emission not working in blender 2.8 eevee
I got this fire shader a while back. from what I can remember it worked in eevee but now it doesn't. also a normal emission shader in the volume is not working either.
any suggestions?

I can remember it worked in eevee, I'm going to need a source for that. Also, do you mean 2.8 in the title?

Oops yes, here a source. i followed this tut when it came out and it worked perfectly https://www.youtube.com/watch?v=1PdLIKr4Vjo

Did u activate "Bloom"?
I know nothing about this shader, but I know only one - emission need this!

update blender 2.8 and it worked again so most likely a bug.


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Slime effect material

I know the normal + glossy effect but I want the yellow to red color effect by light.
thanks

this is what I got so far. It kinda looks like the picture but the sss is not emitting the yellow light.
Any thoughts?

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

maybe try a Subsurface Scattering node? or a mix between Diffuse and Volume Scatter node?

Look into translucency or subsurface scattering

Final:

You can also make it with Principled Shader only if you like to keep things simple.
Node setup:
As mentioned above, add Principled Shader, set Subsurface Scattering to around 0.2-0.3, tweak Roughness and you are ready to go.

Scene setup:
For this setup (and reference image) you will need some strong directional light in front of your object. I've used Area Light, scaled on X axis.

Oh nice! very simple but perfect. thanks for taking your time to answer my question


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Can I render the render border with full quality
Let's say the image is my project.
I got my composition and camera done and got it rendered.
Now I want a close up of my shot without changing the camera perspective and such.
Can I render the render border only, but make it full quality?

Hi rendering in Blender depends by camera view. Pablo Vazquez did Amaranth patch for what you're looking for:
https://pablovazquez.art/amaranth/

Hi thanks for your answer. It is exactly what im looking for. Too bad it's not for 2.8

I still haven't tested 2.8, I don't know if there are new controls for that. In the other case you have to create a second camera. Best wishes


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iridescent snake skin shader
I'm working on this snake and want it's skin to look like these reference images.

This is what I got so far but I don't think this is the optimal way.
Any suggestions?

With iridescent shader from other question. But stil doesn't look like reference at all

I think the correct term is iridescent, not holographic, this will help if you want to find resources on this subject

Perhaps related: Iridescence In Cycles?

Hmm yes okay its iridescent. But how do I combine it with a shader/textures.

Hey :). The linked anwers output rgb color - plug it into Base color of the Principled BSDF

I tried as you can see in the added post but it still doesnt look like the references at all. I think it has to do something with the reflection from the looks of the reference

Looks good. You just have to match the colors...

But how to make it interactive with light? And color details on the scales? I don't think it looks good at all. Any more tips or suggestions?


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Is it possible to extract part of an object and move it
I have an object which is a single mesh (is that the correct term? - I can only select the entire object) and I would like to actually raise the height of part of the object to match the rest.
It is a single building and for whatever reason, maybe a mistake, it is lower than it should be. The author created the object about 13 years ago and I have not been able to get responses from emails sent to him.
The object is below and I have circled the building which is at the wrong height and which I would like to raise the height (Z axis) about 0.3 metres).
How would I do this?

go in Edit mode and see if it's a separate mesh, select it with L and move it? And you can separate it as a separate object if you press P

Select the entire pier/building combination in Object mode
Enter edit mode
Deselect all.
switch to vertex select mode. (This isn't necessary but it makes the next part easier to explain.)
hover over a vertex that is part of the building you want to raise.
Island Select (shortcut L)

At this point all of the vertices of the building should be selected if it is actually detached from the other parts of the deck.  If more of the object is selected, see below. You now have two choices:

You can leave the object intact.  In this case, just move the building on the Z axis until it is at the right height.  (Shortcut GZ)

You can separate the building into a different object using the Part menu.  Open the part menu (Shortcut P) and choose Selection.  This will make the building a separate object.  Once that's done:

return to Object mode
select the building.  (This is a good time to give it its own name).
use the right mouse button menu and choose Set Origin -> Origin to Geometry
move the building on the Z axis to the correct position.

If Island Select selected more than the building, that means it is attached to the mesh.  At this point, before you can part the building you have to separate it from the mesh. Start by deselecting all.
Examine each place where the building is attached to the rest of the mesh.  Either it is attached by an unnecessary edge, or it shares a vertex with the rest of the object.

If it's an unnecessary edge, select the edge and delete it.
If it's a shared vertex, select the vertex and Rip Vertices. (Shortcut V.)

Once you have completely separated the building you can go back to the first part of my answer to fix the elevation.

Thanks Marty, I followed your instructions (as best I could and feel I have made a mistake) but when I 'hovered' over a vertex and pressed L (shortcut) it only seemed to select a FACE (see image added to the original post). Note where my cursor is highlighting Vertex Select which was selected. Also note that there are 'spaces' between the building and everything else which should make it easier ie the last part of you method unnecessary. Where am I going wrong?

Added later. That gave me an idea so I chose FACE select and (holding down shift key) selected every face and was able to raise the building (G + Z keys). Thanks though for giving me the right idea. I did notice though, that when selecting faces every separate face consisted of two faces with a diagonal line across the face (joining vertexes)n so I have so select two faces for every visible face. That (diagonal line) probably came from when I imported a .glTF image extracted from the original (Flight Simulator) model. I have added another image to my original post where you can see what I mean

@JohnArnold You managed to find one possibility I didn't think of: The building is made of more than one mesh.  Your approach works well.  The alternative would have been to keep hovering over unselected vertices and pressing L until you finally had all the faces you wanted.

Thanks be to you though for making me consider using something else which I have done in the past but never considered as I didn't realise I could select just part of a single mesh.


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Pose mirroring not mirroring y-axis position
I'm learning to animate a creature I recently created and I need your help. I know that it's possible to mirror poses by naming the bones of the armature correctly using the following naming system: example.L and example.R
I've named my bones so the mirror pose action would work properly. The body of the creature is also done by using the mirror modifier (so it should be symmetrical along the y-axis). In addition, the weight paint of the bones is also mirrored.
I have an IK target that somehow won't mirror the Y-axis location. I don' t understand what may cause it. There's no lock icon next to the y-axis location parameter which is strange. Here's a picture to visualize the problem:

Here's a picture of a graph - the green line shows the y-axis location frame by frame. It shouldn't be constantly linear as you can see the movement of the other leg.

The leg animation.

EDIT: Added few pictures of the movement after y-axis position started working but there are still few problems with the pose mirroring.
Animation from the back of the creature:

Animation from the side view:

Blender's armatures are mirror along X axis

Thanks for the answer. I managed to solve the problem. I am not sure whether it was because of the wrong axis or just some kind of bugged pose. I deleted the Foot_Controller_Back.L bone from the dope sheet and added a new instance of it. After that it was all fine. Thanks for the answer once again  :)

I also rotated the armature so it was on X axis, I forgot to mention it :)

Hmm... Sorry to mention, but I showed my gratitude too early. It seems something is still wrong. I rotated my armature so it's properly positioned along the X axis. the IK target now moves along the y axis properly but the pose mirroring is still problematic, it doesn' t work as it should. I've added a new animation to the question.


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How to cut a .obj file in half?
I might seem stupid and my request may seem obvious (that's what I hope) :
I found a .obj file of a wolf head i like a lot. The thing is, for what I'm trying to do, I would only need half its head. See the wolf there :

I tried following this tutorial : https://www.youtube.com/watch?v=U3J-oYFdyqQ ; but didn't get the results I hoped : on one side, only the silhouette was kept, no more details (vertices?); and on the other that's all that was left. See there :

If you're still with me now you probably guessed : I never used Blender before. Now as a perfect newbie I'm hoping there is a way to just cut trough that wolf like it's a cake. Is it the case ? Or am I gonna have to "try hard"? (How?)
Wishing anyone who read me all the best !
Stay safe.
Kendrick
EDIT : I managed to cut my wolf following Jachym's advices. So i do now have half my wolf :

My problem is now that when i export it, i lose every detail ! I only get the shape :

Are there any export settings i should consider ?

Can you share your .blend file?

You can use the Bisect Tool for that.
It's pretty simple.

In Edit Mode, select the whole mesh through Select > All
Use the Bisect Tool and adjust the parameters to your needs
Enable X-Ray Mode and select the parts you want to delete

Note: If you don't need a sharp cut, step 3. should be enough :)

Use the Bisect Tool to cut the object in half

Then enable X-Ray mode and select the parts you want to delete

thank you very much for your awnser ! i managed to cut my wolf as i wanted, following your steps. the thing is, when i export it, i lose every detail on my wolf. i'm left with a full-white half wolf shape. are there any export settings i should consider ?

Hello :). I'd reccomend posting this as a new question. Meanwhile you can mark this answer as accepted ✓.


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The model is black
I bought a model that has a .blend file in the archive. I opened the .blend file with the Blender 2.82 on Mac (it couldn't be opened in 2.79, I get an error). But instead of the model, I saw the black object. I tried all 3 render engines: Eevee, Cycles, and Workbench. Only Workbench shows the object (though without the textures, but it's another problem). I need to use the Cycles render.
I'm totally new to Blender and have no clue what to do. I suppose that maybe some settings are wrong. I tried to google, but haven't found an answer yet.

UPDATE 1
The error I see if I try to open the model in Blender 2.79:

Also, here is the interface of Blender after I opened the file (the top menu is gone):

UPDATE 2:
Some of the objects in the model have UV Maps: here's one of them:

Could yoou tell us what kind of file you opened in blender, and what kind of error message you got?

i think the model is older. Its from Blender internal. So all the 3 engine will not support. Open the file in 2.79 search for addon activate the -> convert to cycles. You can find the addon in Properties - material - convert to cycles. Just click on convert all to cycles.How preview render it i hope it will render. If so copy all the object paste in 2.82

I added the screenshot of the error in Blender 2.79

Error says: "File written by newer Blender binary (280.0), expect loss of data". The scene is empty and also the top menu is gone, so I cannot open another file, etc. I have to close Blender and open it again.

Usually in "bought" models, created in other software you will find custom split normals.
To clear them click here:

Strange black shading. Cannot fully light mesh. (Cycles)
My model is not reflecting any light / looks dark

The problem might be because of various issues. Try these and see if any of those is useful in fixing the issue:

Recalculate the Normals of the object ("Shift+N").

Try disabling the "Auto Smooth" option in Object Data Properties-> Normals -> Auto smooth.

Check if the UV maps are connected to the image textures of the object materials. For this, add a "UV map" node and select the respective UV map and connect it to the image texture.

If you are having multiple UV maps for the object, make sure that the correct UV maps are turned on for the rendering: ( You can check this in Object Data Properties->UV Maps and click in the camera icon adjacent to the UV maps)
See if any of these fixes the issue

I did the 1st and the 2nd and it didn't help. As for the other 2, I'm not sure. I added the screenshot of the UV map at one of the objects (Update 2). Does it mean that UV maps are connected?


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Why don't hair particles rendered as an object follow parent object when the parent object is falling under gravity as a rigid body?
I  have an issue where i have a cube mesh, I create hair particles, and set the hair to render as an object, say a cylinder.  I then enable rigid body physics for the cube. I also have a passive plane below the cube.  When I run an animation, the cube falls as if under gravity and stops at the plane, but the cylinder particles remain in their original position?
If I add soft body physics to the cube and order the soft body physics before the particle settings, then the cylinders fall, but lag behind the cube.  The cube falls through the plane below, but the cylinders are stopped by the plane?

Here with soft body added (to top of stack).  Particles do fall but have a lower acceleration rate, and the cube no longer detects the floor and passes through the plane?!

I probably need some screenshots, but I'll give it a shot:
Blender hair physics cannot get the same physical behaviour as their visualized object. Not that the object gets inserted in the "Render" tab, not the physics tab. Hair have their own strand based physics, which are limited. Unfortunately (to my knowledge and frustration) you cannot even make the rendered object bend along the hair's path.
If that wasn't your question, make sure you did this:

If your using softbody, make sure they are above the hair in the modifier stack. And lastly, make sure to bake the rigidbody animation to keyframes.
Blend File

Hi Frederik, I did as you said, but I still get the same problem.  I've added a couple of screen grabs to clarify. Thanks!

I'll have a look at that later, did it at least solve your rigidbody problem?

Can you provide your .blend ? I can't reproduce the behaviour based on what you wrote above.

Hi Frederik, I've added a link to the blend file, thanks!

If you run the animation, you will see the problem.


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Texture/material mapping changes from viewport to render (p)
I am making a room in the blender game engine. I created corner, side and middle pieces. With linked copies of those pieces I assembled a room. The floors in the corner, side and middle pieces are exactly the same texture and material (seamless tiles image file) and in the viewport the floor of all pieces looks exactly the same. However, when I go into game mode ('p') suddenly the floor texture of the middle pieces shifts a little. How is this possible? Since they all use the same material and they are linked copies, the floor should look the same in all pieces right? GLSL is enabled.
In response to Monster's comment, I hereby add images:
Picture of Viewport: http://s1180.photobucket.com/user/knyntje/media/Work-related/game_mode_zpsabit55gz.jpg.html and of game mode: http://s1180.photobucket.com/user/knyntje/media/Work-related/3Dviewport_zpszy8j3ue0.jpg.html
Best, Nynke

An image of your setup and the effect you get would be nice.

Thank you for the images. Now I can see the shifting. Is the Texture/Mapping(Coordinates set to UV?

Hi, no for all three types of pieces (the corner, side and middle pieces) the setting is generated and I scaled the texture to 1.67. You can see in these images that the settings for the corner pieces and middle pieces are equal. The middle pieces are the ones that have the shifted texture. Corner: http://s1180.photobucket.com/user/knyntje/media/Work-related/corner_pieces_zpsgnjq2eu9.png.html?sort=3&o=0. Middle pieces: http://s1180.photobucket.com/user/knyntje/media/Work-related/middle_parts_zpsiip8kbtk.png.html?sort=3&o=1 As also visible in the images, all of similar type are linked copies.

I'm thinking you have scaled the floor piece that moves, check that it has a scale of 1.0 - Ctrl-A->Scale to apply the scale and set it to 1.0.

All types of pieces (corner, middle and side pieces) are scaled at 1.5... so that can also not explain the difference between the middle and other pieces....

In response to Monster's comment I have tweaked some settings regarding UV. I found out that when I unwrapped the floors of all three types of pieces and I set the texture coordinate to UV that it looks the same for all floorpieces and also the same in the 3D view and the rendered view.
Why it only went wrong with 1 type I still do not know (because I had not unwrapped any of the pieces earlier) but luckily the problem is solved now.


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Make two meshes with same topology, vertices, etc identical for UV map transfer
I have two meshes, both have the exact same number of vertices/faces/tris and the same topology, but when I transfer the UV maps between them, this happens:

The same happens when I attempt to transfer the vertex groups and weights between them, the weights are painted in the wrong part of the mesh.
I don't fully understand exactly how meshes work but I assume the problem is the 'order' of the vertices, or something like that.
Is it possible to make the 'order' of the vertices the same as the other mesh so that when transferred the UV map will work?
The solution
The 'Data Transfer' modifier.
I scaled and positioned the meshes until they were as close as possible to being exactly on top of each other. I applied the 'Data Transfer' modifier and copied the 'Vertex Data' (vertex groups) using the 'Nearest vertex' to the target mesh.

You probably want to have a look at the Data transfer modifier.

@Jerryno That appears to be exactly what I was looking for, thank you.

Instead of including the solution in the question box you can answer your question using the answer box below.


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Move Part of uv island to new island, but keeping original seams
I need to move the highlighted uv's down. This i can do fine but they will no longer be apart of that uv island, joining the new island at the bottom and creating new seams. Is there anyway to move them without creating new seams and keep them apart of the original island?

I tried spltting with Y but it creates new seams. This will be exported to srouce filmmaker and the new seam creates creases becuase of the way source light works with uv.
This is before i split, then after i split and joined with the lower island. Blender creates new seams and thats what im trying to avoid, if its possible

Thanks in advance


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Is it possible to create editable 3D templates in blender?
I hope someone can help me:
Is it possible to turn animations created in blender into editable 3D templates that can be used in websites or apps where users can edit the scale and add textures etc I’ve seen this done before, I just don’t know how this was done perhaps there are 3rd party platforms such as “unity” that can transfer animations from blender into code to be edited later and added into a mobile app or website
I greatly appreciate any help
Best regards
Aggers

Hi. Please only ask one question at a time. You are welcome to ask multiple questions but as separate posts. I suggest editing your question down to just one question (by using the [edit] link below it) and asking the other one separately. Thanks


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how to control splines trimming in animation nodes
I was following tutorial on youtube.
Its about to animate trimming of many splines generated from random particles points.(first picture)
I could come up to generate arc splines, but at animation part, the video said to loop objects in group,
but  in 2.8 I use collection instead of it.
and also "Curve Object Output" node seemes changed from then.(second picture)
to compare, the third picture is from youtube which i try to study.
I could generate only one preferable spline in fourth picture. but only one.
How do I loop curves inside collection to create trim animation using each of them?
I would appreciate it if someone could give me advice. thank you.

I found the way to do this.
"curve object output" needed target curve for each animated curve.
so I duplicated 13 curve by hand,and called those by index from loop node.
But I guess there are more straight way for this problem, so still wish to get advices.


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Can control particle emission from material’s texture?

question is if I can emit particle from texture which assigned as material.

I could do it as using Texture toggle in Particle properties tab.
and assigned same texture with texture in Material.
Thank you for first answer, It is very efficient tip, I will use it too.

Ok so wrong answer, but I keep it for those who may be interested:
If you want, for a particle, to get the right color from an object that has an image texture on, you need to:

Create your emitter material.

Duplicate this material, assign it to your particle, enable the Texture Coordinate's From Instancer option.

It should work:

Thank you very much for the reply.  And sorry about my vague question,   I wanted to say if it’s possible to birth particle only at yellow color in your answer for example.

to emit particles only depending on the color of the texture? I don't know, you can emit from only a vertex groups but it doesn't answer your question I guess. Maybe edit your question to make it clearer?

I will edit question in two hours.. sorry


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non liner animation strips have rotate problem

trying to make loop animation by mixing .mdd  animation by NLA window.
as base model has no transform(position at 0, rotateion is 0)
first import animation by mdd, and duplicated strip,
then the object rotate 90 degrees when the second strip starts. is there any possibily solutions??
I could not upload blend file somehow, but the picture.first strip and second strip has different rotate.

(this picture below is about the added file, this object is the one i want to export and make loop animation)

Can you add a sample blend file to your question that shows the problem? (How to add a blend file)

thank you for the reply, I added file and this link is the tutorial i followed > https://www.youtube.com/watch?v=U7oistIgo1U

I found one solution. its not straight forward though,  I deleted first frame and last frame after importing mdd file. then It got no rotation problem.


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can dynamic paint work only at weighted vertex?

Can I use dynamic paint to only weighted vertices?
desired effect is the picture below.  i made left picture by using shrink wrap modifire with baked mesh, but i hope if there are way to do it more simple.

Do I understand the question correctly that you want the particles to deform/displace only those parts of the sphere where it's weighted, i.e. the red part should be affected by the particles but not the blue part?

thank you for comment.   yes, like shrinkwrap can change shape only on choosed vertex group.

What is your desired final effect? You may be able to use a Vertex Weight Mix modifier to restrict the influence of your DP, as opposed to the DP itself?

Thank you for a comment robin, I could make restricted weight paint by vertex weight mix, and I can use "displace modifire" or "wave modifire" using that restricted vertex group to look same with dynamic paint's "wave".

It depends on the surface type which you choose:

"Paint" changes only vertex colors.
"Weight" changes the weight of vertex groups.

thank you very much "weight" and "paint" are conplicated. "weight" can change the only choosed vertex group? or it change whole part of hit point?


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A texture pink in Texture Paint mode?

For some reason some of the textures are pink in texture paint mode. Please help!

well, there are 2 options for material, one is for render and one is for viewport... go to your material settings, go down and there will be "viewport display", if you downloaded this object then it may be just that author used texture in solid preview

similar problem to this https://blender.stackexchange.com/questions/27105/texture-appears-pink-in-blender-render

TL;DNR: You are in texture paint mode and don't have a texture image to paint on.  Return to object or edit mode using the drop down:

In your top image, you have the 3D Viewport in Texture Paint mode.  Texture paint mode is specifically for using Blender to create textures by painting on images.  The pink color is Blender's way of telling you that you don't have an image where you should have one.
This case is slightly different than when a material shows pink.  That's usually because the material's node group contains an image texture node and Blender can't find the file that contains the image.
In this case, the problem can be seen if you go to the Texture Painting, but unless you really want to set up a texture to paint, I think you should probably just go back to object mode.


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Onion skin option disappeared
I have run into a problem. I'm new to blender, and i'm working on an animation. The onion skin button was working/showing and then it disappeared from the layers menu. Could anyone help me bring it back?

I think you've encountered a bug, because even turning it off in Overlays shouldn't make the option disappear from the layers.  I notice you're on 2.90. I know that there have been Grease Pencil bug fixes since, although I don't know if they're related.  Can you try 2.93.5?

I'll try 2.93.5, thanks for the reply.

Go to view menu and turn on "SHow sliders".

that fixed it! thank you so much!

If useful please upvote the reply.


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How to Import Nuke (.chan) format in blender?
I am trying to import the Nuke camera track in the Blender with .chan format. But it's not perfectly imported.
It shows a very small on-grid and perfectly tracks, but the same camera fully tracks in max. can any buddy help me out? how to exactly use .chan format

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

There's a built-in add-on for importing Nuke .chan files:  Nuke. Be sure to read the tips and limitations in the manual.
To enable it

Edit -> Preferences
Select the Add-ons tab
type nuke
click the checkbox to enable:

To import a .chan file

File->Import
Select Nuke (.chan)
use the file browser to navigate to and select the .chan file you want to import.
Be sure to set the camera sensor size to match the size you used in Nuke to do the export.

I already activate this and import it with the addon, but the scale of  seen is very small,

Did you set the sensor size during the import?


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After joining meshes armature ignores new (second) mesh
First question for this beginner. Slowly kinda understanding some of it but I have a long way to go. I may be using the wrong terms so your patience is appreciated.
I am using blender to create things to 3D prints so my end goal is to add clothing/gear to characters, pose them however I want and export into stl and print.
Anyways, here goes:
I have a rigged character I am trying to clothe. I pose my character to be inside the clothes and merge with Ctrl+J (tried boolean tool but most of the cloth disappears). After Ctrl+J the clothes do not move with the character.
I thank you in advance for your help.
Tim

Hello could you please show some pictures?

When you parented your character to the rig so that you could pose it, it created a set of vertex groups, one for each bone.  (Either you used 'with automatic weights'; or 'with empty groups' and then weight painting)  Joining the clothes to the character does not add the clothes vertices to those vertex groups.
The vertex groups are what tell Blender what part of the character mesh to move when you move a deforming bone.  You need to use weight painting or some other tools to add the vertices from the clothes to the vertex groups that match the bone you want to use to move the clothes.
You might be able to undo your parenting and redo it with the new mesh, but you'll probably be better off learning and using weight painting.

Guess I have to learn weight painting then. Thanks for taking the time to explain that MF, I do appreciate it.


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how can i set particles static until collision affects to them?
I ask novice question.
I am trying to make sand simulation with molecular addon.
What I want to know is how to set particles tobe static until collision object
touch to particles.
When I bake simulation, particles never stop and keep slight moving.
I want sand to be as static until the monkey collied to sand.
I thought about maybe I should use cache, and use from collided frame,
but its also looks strange, non collided  particles are also start moving
from the frame.
I hope for any possible advices. thank you.

I add link to .blend here.

Just set the friction to max, bouncing to lowest and the damping also to (i think) max - just try out. Just keyframe that values until your monkey touches, than you can change them on that keyframe. The touch of your monkey you can either manually set via keyframe, or e.g. by an invisible plane you insert there and then you know also, when it starts touching.

thankyou for the answer, i tried to keyframed the friction and damping value. (and also gravity)   now it looks more static, but still looks shivering,,

Can you provide blend file?

thank you for your reply. I will send in one hour.

I added .blend in my question post.  I am sorry for late.  it took while to reduce file size to put on Blend -Exchange.


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fill weight paint to selected vertecies

hello  I would like to know the way to fill red color to all the selected vertices at once.

weight gradient (ctrl + drag) is effective to paint larger area at once, but are there more simple ways?
thank you.

Go to edit mode, select the desired vertices, go to properties window, Vertex Groups tab (green vertices triangle), select the desired vertex group, choose the weight value (default 1.0 in your example) and click the "assign" button.

Thank you very much.

"go to properties window" what does this mean? Where do I find this? Using Blender 4

When you open the default Blender, you see 4 areas: on the left a big 3D View window, on its bottom a Timeline window, on top right an Outliner and on bottom right the Properties window. Here you will find the vertical row of little icons, among them the mesh data tab (green triangle). Ensure to be in edit mode to reveal all Weight assign buttons in the Vertex Groups panel.


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how to move 3dcursor with axis constraint
i am trying to use 3dcursor to set at center bottom of the object.
"shift S" can set the cursor at center, then i would like to move only Z axis to snaps to the some other bottom vertex.
i could do this with maya using "D" (move the pivot) and "V"(snap to vertex) with active manipulater axis.
moving cursol as pressing "Z" also could do similar,but it slips from the start position.
please if someone know other tips for this??

for now, i copy the z position from vertex first, and paste it to cursor z position.

To do this, you should first enable Face Snapping. Press the magnet icon to enable snapping, and open the drop-down menu and select Face. You can toggle snapping using Shift+Tab. Also, Ctrl+Shift+Tab can be used to bring up the snapping type menu.

From there, use the Cursor tool and press Z to lock the motion to the z-axis. Holding down LMB and hovering over the face of the cube will then move the 3D Cursor downwards to the face.
Tip: You can also move the 3D Cursor by pressing Shift+RMB.

thank you for reply.

thank you for reply. I tried to do so, but when I press Z, I see shading menu appearing.and also I tried to hold down LMB first,and pressed Z after that, then cursol sliped by the action of holding.  maybe I should set Z key to axis short cut or something??

Hm...my bad. I didn't even notice that the cursor was already jumping off of its initial location. I didn't find a fix for that...but I guess what you could do is add an empty axis, move that to the desired location, and then Shift+S > Cursor to Selected

Thank you   I will use that way, “add an empty axis, move that to the desired location, and then Shift+S > Cursor to Selected”


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animating width of “distribute matrices” with float input is possible?

I’m practicing animation nodes and
I would like to animate width of “distribute matrices” by float input or parameter itself.

additional edit
i would like to adjust entire matrix size, like keyframing width parameter of distribute matrices. and Time info can animate, but I think it will be complicated to set.

Do you want to adjust scale entire matrix ?

Why dont you connect it with a math node set to multiply and the frame info to the "Distribute Matrix" inputs ?

thank you for comments. I edited my question.  yes I want to adjust scale entire matrix. and frame info worked to animate by frame, but   to calculate the value at the frame will be bit complicate for me.

I found "Animate Float" and could get preferable result.


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Blender Python Axis swapping on PoseBone
I am writing an export script to export a custom animation format. I need to export a bone's location, rotation, and scale, and easily obtained the location and scale information with no problems. But trying to get the rotation data, the Axis flip at the first and last frame, but they still animate fine in blender itself. This dose not matter if I use a script or just the python console in blender, regardless of rotation system. I am accessing the rotation via
Primary = bpy.context.active_object.parent.pose.bones['Primary']
loc, rot, scale = Primary.matrix.decompose()
rot = rot.to_euler()

Here is my blend file that shows this behavior. http://www.pasteall.org/blend/37681 and yes this script is for a Minecraft mod. The bone named "Primary" is the one in this file that exhibits this behavior. It will be used to track a Minecraft item to an animated rig.

Didn't manage to recreate your issue with a simple test scene (link at the end). Upload your blend file and people might be able to find your issue (I suspect it's caused by something in your specific animation). http://www.pasteall.org/blend/37651

Did you look into Euler.make_compatible() to stop it from flipping?

@CoDEmaxX I tried this and initially thought it worked, and then the flipping returned on another animation test. maybe its something with my .blend or something.


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GPU rendering no light penetration in large scene
When i am rendering in cycles large scene (not really, 470k verts) in GPU mode there is no light penetration through holes and glass, even if i render with 10 samples. In small scene (<80k verts) all is ok. In CPU rendering also all is ok, but it's not funny when you render one frame for 2 hours.
Radeon 7970 (OpenCL).
Is there any solution for this problem ?

http://joxi.ru/KAgKeYWcdbZWAl Sorry for this noise

Hm. Is it possible you could upload a .blend demonstrating this behavior? It's possible this is a bug..

.blend is too large. For example, I copy all objects from the scene and then put into another - result is the same. Then i delete 80% of objects - all lights and shadows rendered good

@ne1s At least that suggests that some stray object is causing this. Perhaps the window object has a transparent shader? It appears openCL doesn't yet support transparent shadows, which is an optimization which vastly improves sampling lamps which cast light through partially transparent objects. What happens if you try a mesh light outside the window? If that appears to be the cause of the issue, it shouldn't be too hard to rig up a workaround using renderlayers.

check the progressive refine box in render panel.

Same problem on NVIDEA Quadro K4200.
Progressive refine didnt solved the problem.
Enabeling Refracive Caustics dit solve the problem.

Please don't use answer function for your comments

Oh, i tohught of it as anoter solution alternative that might works for some people. Does this edit help?


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Apply Auto Smooth and its angles in a script
I am modifying an Import OBJ script. I want it to make all objects smooth, with Auto Smooth turned on, and with an auto_smooth_angle of 30º.
My edit is as follows: after
for mesh in new_objects:
I have added
bpy.ops.object.shade_smooth() and it works as expected, but
bpy.context.object.data.use_auto_smooth=1 fails me. Any thoughts?
Just do clarify: I want this:

to become this:

how does it fail ?

" AttributeError: 'NoneType' object has no attribute 'data' "

Maybe use something like this which first selects all the objects that you have listed in 'new_objects', and sets autosmooth to 1 on them, then once they're all selected it sets smooth shading on all of them
import bpy
import math

for obj in bpy.data.objects:
    obj.select = False  # safe to un-select first, all objects.

    ''' if you have a 'new_objects' list , then skip objects not on the list: '''
    # if not (obj in new_objects): continue

    if obj.type == 'MESH':
        obj.select = True
        obj.data.use_auto_smooth = 1
        obj.data.auto_smooth_angle = math.pi/4  # 45 degrees
        # ob.data.auto_smooth_angle = math.radians(40)  # 40 degrees as radians

bpy.ops.object.shade_smooth()

That worked [virtually] out of the box. Perfect, thanks, @zeffii. [virtually] explained: I had to comment out the import bpy and import math lines, because it was giving me an error, and I already had those imports in he beginning of the code.

is it possible to do this without bpy.ops and/or without having to select the object?


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Hot to get rid of strange object borders
I'm following blender guru's tutorial for spaceship corridor and I found out that during panel moddeling phase I've god these strange borders/artifacts.
They are not visible from distance but when I zoom into some distance I can see them during rendering or modeling phase.
As you can see on the third image there is more places with dark areas.
I just joined simple objects like cubes and cylinders.
I have no idea why is this happening.

-----

Looks like z-buffer/depth-buffer precision problem to me. What are the dimensions of the scene and the clipping distance of the viewport camera shown in the N-Panel (Select Object, Press N-key -> Transform > Dimensions/ View > Clip: Start/End)?

The far clipping distance is too big for the viewport to handle in Ortho mode (for your scene dimension). E.g. the effect will increase/decrease with the increase/decrease of the End value of the clipping (In fact both values matter). That's because the z-buffer has only a certain amount of precision and can not represent all depths. So the depth test will fail and you will see the faces behind others and get the typical stair step pattern. It's a known and cursed effect in computer graphics and not something special with blender.. ;)

Yes, I actually discovered it by myself and I was hitting my head - I was playing with start value and not the end value. Thanks!


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How to put LaTeX equation on blender?
I've been wondering if it is possible to put LaTeX equation in blender like any other text. Does anyone knows how?

"like any other text"?  Not in the sense that you could enter LaTeX into the edit field of a Text object and have it properly formatted, no.  Blender doesn't have a TeX processor built in.
The usual workaround, as seen in the various answer to this question mentioned in a comment is to use a combination of tools to eventually generate some kind of 2d graphic in a format that Blender can import.  Schematically that means

Place your LaTeX in a file.
Use a tool to typeset the LaTex.
Use a tool to turn the typset LaText into a 2D graphic.
Use an importer to import the 2D graphic into Blender.
Bang on the imported graphic in Blender until it is suitable for your purpose.

Updating the answers from the previous question with yet another variation:

Using MathJax online you can type your LaTex into a form and get an SVG file as a result. LaTeX to SVG is one such approach.  This has the small advantage over the approaches in the question that it is OS independent and doesn't require you to install software to process the LaTex.

Save the SVG file to your computer.

Use the Import-Export: SVG 1.1 importer to import the SVG file.  This produces a lot of curves.  You may want to convert them to meshes if you want to do things like add textures.

Done:

If you want to process the image further, you may want to install Inkscape, and use it to convert the text to a png file after cleaning it up.  Then you can use Images as Planes to import it and not bother with the SVG.


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How to put a keyframe on render visibility through python on blender
I'm trying to automate an application that involves a lot of objects appearing and disappearing, then a thought in using python to do this bot I don't know the specific command to create a keyframe for the viewport render, somebody help me please
By the way, what I trying to do is creating a bezier curve that can moves, so I'm thinking in create a sphere in every point of the curve and then move the spheres, make it pop ups and so on, something like that https://www.youtube.com/watch?v=aVwxzDHniEw

This line will set a keyframe on visibility for an object called "Torus" at keyframe 1:
bpy.data.objects['Torus'].keyframe_insert("hide_render", frame=1)

So, if you wanted to change this to something more generic, the steps are:

Select the object you want to hide
Set its hide_render value to True or False
Select the frame number you want the keyframe on
enter a statement like the above.

If I wanted to keyframe the value to True on the active object at frame 17:
bpy.context.active_object.hide_render = True
bpy.context.active_object.keyframe_insert("hide_render", frame=17)


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Scaling not coming properly on rig

Hope all are well. I tried human meta rig. After successfully placed bones I clicked generate rig button. Rig also comes perfectly. But while I check the finger bones all are good except pinky bones. While I tried to scale the fk tweaks are moving reverse. Any one could you please help me to fix this issue?

It looks as if the bone roll direction is completely wrong on the lower bone of that finger. The Z axes of all the bones except that one are pointing down towards the palm, but that one is pointing towards the wrist. Difficult to tell without seeing the blend file though.

https://blender.stackexchange.com/questions/42545/rigify-finger-controls-rotation-not-moving-correctly?rq=1

This is a known issue, where often Rigify isn't able to find the correct bending direction of fingers.
To solve select your MetaRig, in edit mode set the bone roll of all fingers bones so that the main rotation will happen on positive values of X axis.
Then switch to pose mode, select the first bone of every finger and switch its bend rotation preference from "Automatic" to "X axis".
Then generate the Rig.


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Blender rig will not bend properly
I created a torso for a character to rig, made the bones, and parented it. When I rotate the entire leg, it works out good.

But if I attempt to move the knee, it bends the entire leg and the bones are left exposed.

Any help would be appreciated.

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

It looks like you don't have any geometry to bend. Try adding a few loop cuts where the knee should be. (control R)

How did you parent?  That is, which option did you pick from the parent menu?  It will probably be helpful if you added your blend file to your question. (How to add a blend file)

@dunnowhattocallmyself perfect yo. Can you post as an answer so I can mark it correct to help you and others?

This is probably due to not having enough geometry. Go into edit mode, add a few loop cuts using Control R and put them where the knees should be


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Delete polygon using python
I have a script that returns the 4 vertices of a polygon. How can i delete this polygon?
I've tried using bmesh but need the face index and not vertices.
This is a follow up to this question. See it for more details.

v.link_faces gives you all the polys v is used in. So you just need the face common to all the verts.
fs = set(v0.link_faces)
fs.intersection_update(v1.link_faces)
fs.intersection_update(v2.link_faces)
fs.intersection_update(v3.link_faces)

for f in fs:
    bm.faces.remove(f)

Thiago: If you want to use this code in the answer to the original question, simply ignore the index argument; replace the try block with the first four lines of this code and use f as the argument to the call to to_delete

I got "AttributeError: 'int' objects has no attribute 'link_faces"...

are v1, v2, v3, and v4 vertex indices or actual vertices? if they are indices, you need to replace vN in the above with bm.verts[N].  You also need to put bm.verts.ensure_lookup_table() as a line at the start of the code.


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Displace texture and assigning in python
def displace(obj):
    mod=bpy.ops.object.modifier_add(type='DISPLACE')
    tex1 = bpy.ops.texture.new()
    bpy.data.textures[tex1].type = 'VORONOI'

I am trying to add a Voronoi displace texture, but I just can't assign my freshly made tex1 to be a type of Voronoi.

Passing obj to your function doesn't matter, because modifier_add works on the active object.  If you don't want that, see this answer for how to avoid bpy.ops altogether.
bpy.ops.texture.new doesn't return a value, nor does bpy.ops.object.modifier_add,  so you have to find tex1 some other way. You also have to assign your newly created texture to the modifier. Here is one way to do this, there are others.  This code is verbose to make it clear what it is doing.  It can be simplified a bit.
def displace():
    bpy.ops.object.modifier_add(type='DISPLACE')
    texture_set = set(bpy.data.textures.keys())
    bpy.ops.texture.new()
    new_texture_set = set(bpy.data.textures.keys()) - texture_set
    texture_name = new_texture_set.pop()
    texture = bpy.data.textures[texture_name]
    texture.type = 'VORONOI'
    bpy.context.active_object.modifiers[-1].texture = texture

This uses a common technique for find what an bpy.ops operator has created:

Create a set of all the things created by that op
Execute the op
Create a set of all the things created by that op and remove the old set from it.

This will leave you with a set that consists of the newly created things.  In the case of a texture there is only one.
It also relies on modifier_add adding the modifier to the end of the modifier stack, making it possible to find it with the index -1.
Often, there is a better approach because the op will set some contextual "active" data, and instead of constructing the sets you can just refer to whatever that is.
Also, Markus von Broady just reminded me in a comment that if the op adds one newly created thing to a list you can use the index -1 to retrieve it rather than the set operations. (In other words, I could use the same technique I used for finding the modifier to find the texture!) This leads to the shorter version:
def displace():
    bpy.ops.object.modifier_add(type='DISPLACE')
    bpy.ops.texture.new()
    texture = bpy.data.textures[-1]
    texture.type = 'VORONOI'
    bpy.context.active_object.modifiers[-1].texture = texture

Damn you, you've beat me again :) Interesting set operation, afraid the last added texture won't actually be last in the list?

Not afraid, just trying to share a seldom described technique.  Notice I used last in the list for the modifier.

I did notice that! I was wondering why two different techniques, definitely makes sense for an operator that outputs a variable number of stuff or might not output something if it already exists etc.

If you enable the System Console (option in Window menu), you can see the error complaining about an invalid key being a set. This is because your tex1 is a set {'FINISHED'} - a typical return value of an operator. You can instead assign the last texture and the last modifier to your variables to use them:
import bpy
bpy.ops.object.modifier_add(type='DISPLACE')
mod = bpy.context.object.modifiers[-1]
bpy.ops.texture.new()
tex1 = bpy.data.textures[-1]
tex1.type = 'VORONOI'
mod.texture = tex1

Or use more direct API without operators: How to create a generic texture using python?
import bpy
from bpy import context as C, data as D
ob = C.object
mod = ob.modifiers.new('', type='DISPLACE')
tex1 = D.textures.new("displace_voronoi", 'VORONOI')
mod.texture = tex1

why not skip tex1 in you second version and go with mod.texture = D.textures.new(...)?

@MartyFouts honestly that's what I would do, but the OP used a variable tex1, so I wanted to make both codes as similar to his as reasonably possible. You could also do C.object.modifiers.new('', type='DISPLACE').texture = D.textures.new('', 'VORONOI'), which is 83 characters long (and according to PEP 8, lines should be at most 79 characters long, counting indentation)


text:
Making many objects move within another object constrained to a function generated pattern with variations
2d animator and Blender newb here.
So, I recently installed this program for a project I'm making, and I would need to animate some object with these factors:

The object moves only within another object.
The object has numerous instances that move independently.
I have control over their number through a slider.
The objects' movement has a specific pattern that I have control over, not through keyframe animations, but through some kind of
function, and there are variations between every instance of the
object

The final project would basically be a human figure made of polygons that move in an erratic pattern within the figure's boundaries; the figure's mesh itself would be hidden, so that the result would be an "Abstract" human being, that I could easily edit with sliders.
I don't really want a full tutorial on this. (I mean, you would do the work for me lmao), but I'd really appreciate some "Vague tips" (like idk, "For point number one try playing with these nodes")
Thanks a bunch in advance!

You could instance points within the base mesh and then use an fcurve modifier to add noise to the instance locations. - https://blender.stackexchange.com/questions/107102/how-to-add-bumpiness-to-a-car-roller-coaster-motion/107107#107107 - I'm not sure how hard this is to implement with something like geometry nodes

Since you asked for vague tips:

You'll need some scripting support, so I suggest "Scripting for Artists" if you're not already familiar with Blender's Python API

The controls probably should be a panel in the VIEW3D UI region

You might want to investigate blender's boids implementation to get a sense of how flocks of objects are controlled in a boid simulation.  (I don't think boids will solve your problem because you seem to want more control over the flight path, but they're a tool that you might copy from.)

The hard part is going to be programming the function.  You're basically implementing a physics simulation where you compute the positions of each object from frame to frame.  You might be able to fake this with constrained motion and randomness, instead.

Good luck. It sounds like a fun project.

Thanks a bunch m8! It seems more complicated than i imagined but i'll try getting some help from a friend who knows programming better than me

Also, thanks for the vagueness haha

Feel free to ask specific questions as you progress towards your goals.  I really want to see your final render.

Ok, i'm starting to try something and i think the particle system might be a good start

https://www.youtube.com/watch?v=cLuDIUbtzYI i managed to make this and it has a lot of the factors i need, but i still need more control over it and well this was the easiest part. I'll update when i get something!

Ok, i studied for some days and i had an eureka right now as i'm reading again! I just have to put about 10 boids generators with different properties inside of a human mesh with collision!!!!

I managed to do it!


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shoulder bone bends like arm problem

I bought character model and I tried to bring into mixamo then shoulder bends like arm. How can I fix this?

how shall we help you without seeing any of your settings, your model and without any useful information? pls provide blend file and describe detailed the steps you took so we can reproduce your problem. thx.

We really do need  bit more detail, here, to answer.  A share on https://blend-exchange.com/ would cover a  lot of bases. This post is vulnerable to closure as 'unclear'

I am sorry,I attatched blend file.

How have you imported the model into Mixamo? Just the mesh or the mesh with the armature? I've imported only the mesh, placed the auto rigger marks, and the deformation looks good.

Thank you for reply,  I imported with the armature. I wish to know how to let mixamo to recognize shoulder bone as shoulder bone.

I renamed bones then it recognized as shoulders


text:
Using Video Textures for Shading & Displacement
This video was made in Blender, and has a seemingly straightforward effect that I'm still struggling to figure out how to do.
Here are two gifs I made for reference:
RAMEN sign
Trees
In the clips, it seems like a glitch overlay video was made in After Effects, then used as both a displacement texture and a shader that wraps over the geometry of the object (such as the trees). I've used video sequences as displacements before, but I've never been able to use a video texture as an overlay as it appears in the video. Is it just Image Texture > MixRGB w/ the model's actual material nodes?
Alternately, could these just be 3D model animations pre-rendered out, effects added, then brought back in as 2D image planes? I could maybe see that for the trees, but the "RAMEN" sign seems to have dimensional displacement to it.

You could achive that with After effects, you need to render a model and add like glich effects (for the trees). With After Effects, also the Ramen Sign could be made completely. Another Option is Davinci Resolve

Thanks, I agree. Making a glitched video in AE is second nature to me. But do you think that everything in the gifs is just 2D image planes of videos made in AE, or is there any Blender input going on?

You can do "overlay" effects in Blender, even per-material overlays, by using "window" coordinates as your vector for a texture lookup.  This texture can be an image sequence or a still.  These lookups can be used in a wide variety of fashions, even for true displacement if you want.

@Nathan this seems like an appropriate answer if you could post a demo link etc


text:
Defining locked start and end points on turbulent splines in Animation Nodes
I'm attempting to make an animated "sound wave" effect using AN. So far I have the bouncing spline looking the way I want it --

How do you define specific points along the spline to NOT move (I'd like to make the start and end points stationary, and also have control of two points in the middle so I can place something in the center)?
These are my splines so far:


text:
Increase resolution with enlarging rendered area / or snap rendered area to the edges of geometry
Let's say I have 3 cubes attached and I need 2 renders from above.

The first render should be square and aligned exactly to the size of a middle cube. There is no problem with it. I set the resolution to 1080x1080 and zoom in.

But the second render I want to have Y resolution the same with X resolution bigger to contain all 3 cubes. It's logical that I should just increase X resolution. But when I do so it makes the rendered area SMALLER not bigger!

What I need to do now is to move camera up by Z axis and have a painful guessing game trying to catch the same number of pixels for my geometry on both renders.
I added the red rectangle in the middle to make it more visual. What I'm trying to achieve is to have the same number of pixels for this red rectangle on both renders. It's important for me as I plan to use PNG images with transparency as layers in another software so the scale should be perfectly matched.

The way I fix it right now (make render, send it to Photoshop, see if I need to zoom in or out to match the scale and make it again) is very annoying and time consuming...
So I'll be very grateful for any help or advise!

Hello :). I think @Duarte will know how to do this using orthographic camera. You can hit him up in the chat ;)

@Jachym Michal thanks! not sure I have a chat option though..

Hey :). Simply join our main Renderfarm chat https://chat.stackexchange.com/rooms/8888/the-renderfarm

@JachymMichal thanks I did! by the way I can't understand why my mention of a @ name doesn't work...

I think you can only mention people in chat who were participating in that chat room before. Anyway see if https://blender.stackexchange.com/questions/64914/setting-camera-to-position-where-it-can-render-a-seamless-repetable-orthographic/64920#64920 helps with camera scale

Default sensor fit is "Auto" - modifying output resolution only affects the smaller sides:

You can go to your camera settings to change the sensor fit to "Vertical":

Related: How to set specific sample spacing (meters in between each pixel) for a Blender Cycles Render
And a great thorough explanation by Gordon Brinkmann here: Why does reducing Resolution X increase my camera's FOV and increasing it reduce FOV?

wow it's great! thank you very much! can you please also clarify what width and height under Sensor Fit represent?

@LiliaLilia both a human eye and a camera sensor are not points - they have area. In case of a camera, the sensor is typically rectangular (I don't know of a circular sensor but I imagine some could be created for some scientific purposes). Since Blender already deals with quite a few effects simulating taking a picture (like depth of field), it makes sense to allow to specify camera sensor dimensions.


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How to add more light to the 3D view
Is there some way to add more light to the 3D scene during modeling?
Not to the final render, but just make the object more visible.
I followed few tutorials and I do exact steps but somehow their model during modeling phase is with more light even if no light in the scene is present.

To better explain myself - I'd like to make modeled object (without material and other stuff) to be more lighten up
Here is how I see object during modeling:

Here is the same object but I moved my position in viewport:

During tutorial (space corridor from blender guru)
is his object far more visible during modeling from different angles.
For me is my object far more darker - as it is visible on picture 1.

Perhaps it might help if you add a screenshot showing what is different between your 3D view and in tutorials.

at first I would select all of your object in edit mode then hit space -> and enter flip normals. This is because the normals of your faces are inside out, it also makes the object look darker.

To me your object doesn't seem like in the tutorial just because your Normals are inverted, go to edit mode of your mesh and press A couple of times until all your mesh is selected then press CtrlN To recalculate Normals.
Also if this will still not be enough you might consider changing the Shading in the properties panel to metcap and setting it to a light color

I'm afraid there is no way to fully fix this issue, but you can help slightly.
In file > User Preferences > System under "Solid OpenGL lights" (1) you can see three sets of colours (2).

Editing all of these to a full white, (Clicking on each then adjusting the colour to the brightest white.) will help your issue.
EDIT: After viewing your edited post, i can say this is what my answer does. But like i said only to a extent. But, i have noticed, if normal's are pointing inside of a object, it is darker, the dark side of your object is unusual.
Try selecting the darker side in edit view with faces selected, then hold down 'CTRL' and press 'N'  this recalculates the normals. Also another thing to try is checking them manually. To do this, press 'N' then while in edit mode scroll down until you see a section called normals. (1)

Then click on one of the three boxes, i prefer faces (2) for normal things, but sometimes it doesn't matter what you prefer.

You may do this in the Material settings. Go to the Settings panel and decrease the viewport specular's Hardness value or increase the viewport color's value.

NEW ANSWER
Looking at your current information, it looks like your real issue is that your normals are reversed. To fix this, Tab into edit mode, select everything and then press CtrlN. That should fix it, but if it doesn't, press W and look for flip normals, and click on that.
ORIGINAL ANSWER
While I know this isn't directly what you want, but changing the background color, or even the entire Blender theme is a way to make your objects more visible.
If you make the background color darker, it will make your objects seem lighter in contrast (although it may make some of the darker elements fade out a bit).
Here's an example:
Normal

Darkened 3D view

As you can see, the extra contrast makes it seem brighter.
How do you change the background color?

You'll notice that I highlighted an entire section. This is because there are options for gradients.
For gradients to be used, the Use Gradient checkbox needs to be enabled. Then the color used for each end of it is the high or low color fields, each controlling their respective ends. For a solid colored background the High/Off color field is used.
To choose a new Blender theme, simply use the Presets dropdown to choose one.

Set the lights to be visible in 3D View and NOT rendereable in the final render.
In the outliner window you will see an eye for view, arrow for selection, camera for render.
The camera should icon be clicked and set to dull gray so it is not used in final render.
In Blender Render your 3D View should be in Texture Mode.


text:
Import revised Z coordinate data into an Object
I exported the vertex coordinates (x,y,z) of an object in a csv file.  I adjusted the Z coordinates in EXCEL, for the purpose of smoothing (a road).
I now want to import the adjusted Z-coordinates into the mesh/object, i.e. the reverse of when I exported the coordinates.  I did the export using a python script I found here.  Is there a way (script) to import x,y,z into an existing object?  I don't want to do it manually!

If you have excel output the coordinates in a csv file you should be able to read the csv file into an array and use it to adjust the points.  If you assume that the index of the coordinates haven't changed this should be an easy script.

Here is one of many ways this could be done.
What to Do
This will only work if you've done nothing in Blender to change the order or number of vertex coordinates and assumes that you didn't write the coordinate index into the original CSV file.
Export your coordinates from Excel as a CSV file.  Export them as 'x, y, z' using comma as the separator.
Select the road object.
Run this script, setting csvFilename to the name of the CSV file
import bpy
import csv

csvFilename = "YOUR_FILE_NAME_HERE"

import bmesh
object = bpy.context.active_object
assert(object.type == "MESH")
if not object.mode == 'EDIT':
    bm = bmesh.new()
    bm.from_mesh(object.data)
else:
    bm = bmesh.from_edit_mesh(object.data)

verts = bm.verts
verts.ensure_lookup_table()

with open(csvFilename, 'r') as csvFile:
    csvreader = csv.reader(csvFile, delimiter=',',
        quotechar='|',
        quoting=csv.QUOTE_NONNUMERIC)
    index = 0
    for row in csvreader:
        verts[index].co.z = row[2]
        index += 1

if not object.mode == 'EDIT':
    bm.to_mesh(object.data)
    bm.free()
else:
    bmesh.update_edit_mesh(object.data)

If you don't use comma as a delimiter, you should change the delimiter=',' argument to whatever you do use.
If you export the data in a different format, change the 2 in row[2] to the Z position in the row, counting the first element as position 0.
How It Works
This uses Python's csv library to read your file.  Setting quoting=csv.QUOTE_NONUMERIC as an argument to the reader causes the reader to convert each element to a float, unless it is quoted.
The reader returns one row at a time, in a Python array, with one value per array position.

My adjusted coordinates (x,y,z) are in an Excel workbook.

Excel has the ability to export to a CSV file.  I can't give you specifics, because it varies by version of Excel, but basically you select the coordinates and export to csv.

sorry.  missed my edit window

What is the proper CSV format and how does one create that in Excel?  Is it simply the same format as I exported from Blender, i.e. the x y and z coordinates for each vertex in one row separated by commas and a space?
Where should CSV file be when I run the script?  I assume I run script with blender object in EDIT mode and w/ ALL selected?

You want the file to have one row per vertex, with x y and z separated by commas.  In other words it should look just like the file you copied from.  You change the csvFilename from YOUR_FILE_NAME_HERE to where you had Excel write the CSV file.  You can run it in either EDIT or OBJECT mode and the selection doesn't matter.  It assumes it will change every vertex.

where do I save the CSV file?  I am running the script from Blender with the object in question "open", and the python script in the "scripting" tab, but not clear to me where csv file is supposed to be such that the script execution can access the csv.
b.t.w, you are very helpful.

In Excel, when you write the CSV file, it asks you where to put it.  Put it anywhere you like.  On Windows systems I use C:\tmp\file.csv for example. If you put it there, then change the csvfilename line to csvFilename = r"C:\tmp\file.csv"    You can use any file you want though.

My blender file is Z-up.
when I exported the vertex data from blender it was arrayed as X, Z, Y, so my CSV file (adjusted z coordinate) is arrayed as X, Z, Y.
I can get script to work (modify the z coordinate) when line 24 is: verts[index].co.z = row[2].  This seems to
suggest that the first column is not being counted as zero but rather as "1"?  So, it's working, but I want to understand
why I'm having to work-around your fantastic instructions!

You're not working around them, they just weren't clear.  the '2' is for X, Y, Z, because Python counts from 0, so X is 0, Y is 1 and Z is 2 if the numbers are in that order.  But yours are in the order X, Z, Y, so X is 0, but Z is 1 and Y is 2.  That's what I tried to say in the sentence "If you export the data in a different format, change the 2 in row[2] to the Z position in the row, counting the first element as position 0."

Let us continue this discussion in chat.


text:
How can I join two bones in a specific coordinate through python?
I have been given a text file containing 28 bones where each line in the text file has the format (j,k,x,y,z) where j & k are bones and x, y, and z are the locations where these bones are supposed to be joined. I cannot seem to find a command in python for blender that allows me to connect to bones using a coordinate.

Can you provide a link to where you learned that the x,y,z refers to a location at which the bones should be joined?  The concept itself doesn't make much sense, but given better context, people may be able to figure out what that means.

Your question is somewhat ambiguous because it doesn't specify whether j or  k is to be the parent at this new location, but let's assume that it's supposed to be j.
I'll assume you know how to read the values in, and further that j and k are text strings that contain bone names.  Your need to first find the correct armature and put it in edit mode, using code like this, perhaps:
# Replace the next line with code that selects the proper armature
armature = bpy.data.armatures["Armature"]
bones = armature.edit_bones

if bpy.context.mode != 'EDIT_ARMATURE':
    bpy.ops.object.mode_set(mode='EDIT')

Once you've done that, then you can accomplish your goal with code like this:
parent = bones[j]
child = bones[k]
# This line moves the parent's tail to the correct location
parent.tail = (x, y, z)
# This line moves the child's head to the correct location
child.head = (x, y, z)
# The next two lines make the connect
child.parent = parent
child.use_connect = True

There are several simplifying assumptions here.  The most important is that connect means setting up a connection the way you would do it if you connected two bones manually in the editor.
Next, there is an assumption that the bones already exist and have the correct names.  If you need to create the bones, then you need code something like this for each bone:
bones.new(name)

before you try to use the bone the first time.  This might mean keeping track of j and k values to see if you've already encountered the name.
Which brings us to the last assumption: The armature and data are "well behaved" in the sense that all of the names in the file belong to actual bones in the armature and that applying the file would not lead to attempting to make an impossible connection.  Impossible connections include creating a loop, for example.
Putting it altogether in an example that doesn't read the data in:
import bpy

# Not shown: code that reads these arrays from a text file
j = ['A', 'B']
k = ['B', 'C']
x = [0, 0]
y = [0, 0]
z = [2, 4]

def connect(bones, parent_name, child_name, x, y, z):
    print(parent_name, child_name, x, y, z)
    parent = bones[parent_name]
    child = bones[child_name]
    parent.tail = (x, y, z)
    child.parent = parent
    child.head = (x, y, z)
    child.use_connect = True

# Replace the next line with code that selects the proper armature
armature = bpy.data.armatures["Armature"]

if bpy.context.mode != 'EDIT_ARMATURE':
    bpy.ops.object.mode_set(mode='EDIT')

bones = armature.edit_bones

for i in range(0,len(j)):
    print(i, j[i], k[i], x[i], y[i], z[i])
    connect(bones, j[i], k[i], x[i], y[i], z[i])

for those playing along at home: Yes there are better data structures; the code to read the CSV file would be only a few lines; and you don't have to move the child head because use_connect will do that for you.  I was trying to keep the answer as close to the format of the question as possible.


text:
How do I align generated textures?
I have this metal texture seen on the screenshot that is used on the pillar and on the support beam, but it is misaligned on the support beam.

Its made using a noise texture and color ramp
Is there a way to have it align properly with both objects using the same material?
(Pillard and support beam are separate objects)

are you sure that the transforms are applied for your support beams (scale and rotation)?

Let me use a wave texture to better illustrate what's happening:

Duplicate the plane and add a diagonal strip to it with the knife tool:

That plane will have exactly the same pattern:

It's easier to see if we remove the corners of the second plane:

I would fix this by UV unwrapping the support beam and use the UV output of the texture coordinates.  Here's the UV Map

Don't forget to change the Texture Coordinate to UV

and the result

ohh thank you that did the trick. I didnt know the UV map affects procedular generated stuff, thought it would only affect if when I put a direct image in there for mapping


text:
My edges are overlapping. It is not the vertices
The edges seems to be on top of each other. I already verified that there are no double vertices, the only problem are the edges

Edges can overlap even if vertices don't:

And how do I solve it? ;-; I could erase the edges and then reconect them, but it would be nice if there is a option to just "join" the overlapping edges in just one edge. The software cuold "see" where are overlapping edges and, if the vertices that create the edges are in line, just resume in one edge, or not?  What I just said could be dumb, I'm new to blender sorry.

@joãovitor I don't know if such tooling exists... I didn't put a lot of thought into it, but I think the problem might be far from trivial... First of all, two overlapping edges usually don't overlap ideally, because of floating point inaccuracies, I wrote about it a little here. So for each vert you could look for all neighboring edges within a tolerance, and then see how far you can climb in either direction of that edge, though sometimes you could move in two directions and have to figure which is right... https://i.imgur.com/YOrLP5l.gif

Damn, to see it's such a complicate matter, no wonder I spend 2 hrs searching every place and fuction of the blender, thank you so much.


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Heavy Poly Boolean pie menu not working
Does anyone happen to know a work around for heavy poly pie menu not working on latest versions of blender. I’ve downloaded blender 3.3.0 and latest script from GitHub but no joy, I followed the installation process on Vaughn Ling’s YouTube video. Any suggestions very welcome. Thanks.

3.2 isn't even out yet, did you really mean 3.3?  Either way, better off asking the addon creator than here.  But if you want to try your luck here, maybe add some more detail to your question.  What happens?  Error messages?

Hi there @MartyFouts, thanks for your advice really appreciate you took the time. I have been trying to contact creator via fb forum but no joy yet. yes I did mean 3.3.0 as that is latest version here but I am new to all this so I would welcome your answer if I am misunderstanding the latest versions https://builder.blender.org/download/daily/ am I going about this all wrong? No error messages but all other pie menu's work fine in blender once script installed as instructed here https://youtu.be/TRESMUenxa8

You're not doing anything wrong, but some of us only use the released versions from this download page and so might not be able to help in this case.  It does sound like something changed in 3.3 and the addon just hasn't caught up.  Maybe someone else here will be able to help.

I Found the problem, it was me not the software or add-on, thanks for your time sorry I wasted it but I appreciate your help!

Could you please include in your answer what your mistake was that caused the problem? Currently your answer will not provide much help to other users.

Apologies. My mistake was to assume the software script was out of sync with the version of blender I was using. The Boolean pie menu does not appear in edit mode as per the video tutorial. However, it does appear in object mode and it does work in object mode. Thanks again for your help and in future I will have a better practised process for posting questions. Thanks again.


text:
How to assign a material through Python
I have an .obj file that contains hundreds of materials. These are however not correctly named. The vast majority of them are duplicates of the original materials. Somehow every instance of the original materials have been assigned their own variant of that material.
For example we have mtl_brick, and in every other instance where that material is assigned a duplicate has been created called, mtl_brick.001. In some cases, where that material is assigned in a lot of places, there are more than 50 variants of this.
The material variants are exactly the same they just have different names. So I tried to rename it correctly using its Base Color texture name. So in our example, mtl_brick would use brick_c.png. I tried to write a simple script doing the renaming.
import bpy

i = 0
while i < len(bpy.data.materials):
    mat = bpy.data.materials[i]
    if mat.name != 'Dots Stroke' and mat.name != 'Material':
        mat = bpy.data.materials[i]
        l = len(mat.node_tree.nodes['Image Texture'].image.name)
        mat.name = mat.node_tree.nodes['Image Texture'].image.name[l:-6]
    i = i + 1

This script does not work. When it encounters a duplicate it simply renames it into Material.001,002,003 etc.
The process that I want to script, and not do manually is going into the Material Properties tab, selecting the variant materials, Browse Material to be linked and Choose Material data-block to be assigned to this user, in order to reassign the variant materials to the original.

How do I use python scripting to re-assign all of these variants to its original material?

I'm not sure what you want.  I assume your screenshot is of a single object that has many copies of the same material assigned to it.  Do you want to remove all but the first material, or do you want to fill all of the material slots in the object with the first material, replacing the duplicates?  I can do code for either but I'd like to be clear on your goal first.

Try this. Save beforehand in case something goes wrong.
import bpy

for ob in bpy.data.objects:
    for slot in ob.material_slots:
        try:
            name = slot.material.node_tree.nodes['Image Texture'].image.name
        except Exception:
            continue

        if name not in bpy.data.materials:
            slot.material.name = name
        else:
            slot.material = bpy.data.materials[name]

Afterwards, you can use File > Clean Up > Unused Data Blocks to remove the extra unused materials.

Thank you very much! This script worked wonders.
I only added a line to remove the '_c.png' from my material names.
name = name.removesuffix('_c.png')


text:
Code for creating a mesh from a collection of points in Blender
I have a set of points in a text file that define the edges of a solid object. Each line in the file is a collection of points (x,y,z) which form a closed loop. Stacking these loops forms the object.
I am trying to create a surface mesh of the object and write it to an.STL file. What would be the best way to do it in Blender? Can the process be automated with a script?
I am totally new to blender and have no idea where to start. Any pointers are much appreciated.
Thanks!
Edit:
I understand that once all the points are loaded into Blender, I can connect the vertices in each layer to form edges. But, how are the vertices defined?
Here is what I have:
with open('contoursb1_0.25res_60SCD.txt','r') as file:
test = [[[float(i) for i in pt.split(',')] for pt in line.split()] for line in file]

Now for each layer, I would like to go across the list and create vertices and edges. How should I proceed? I found this post helpful, but am unable to create vertices. I am also a novice in python. So if you have any suggestions or see any errors and point them out, I would be greatful.


text:
No shadow with Eevee
I have a problem creating an animated film as a university project. We work as a group. One of us created a landscape and the others animated a panda. I appended the landscape to the panda file and the others the panda into the landscape file. All my files have shadows on the ground from trees and the panda. The other files just have a shimmering shadow. I've been googling a lot but I can't find any solution. This happens only with Eevee, with Cycles all shadows are shown. I'll upload two files, one from me and one from a fellow student. Maybe someone can help me :)

Best wishes
Nathalie

(Not a complete answer, but comments have a limited amount of characters, and i still thought it helpful to share some things i noticed)
Wow, this is really weird. Most of your settings in EEVEE look the same but the color shading is different somehow. The sky (or himmel) object is light blue in the Shadow file, but the sky in the No Shadow file has a turquoise quality to it. I couldn't figure out why.
The most notable difference between the files was the scale, though. The sky object in the Shadow file is 430+ times larger than the the one in the No Shadow file ( I had to increase the Clip End value in the Shadow file a lot to be able to navigate the scene). This can account for a difference in resolution of shadows (one being sharp and another being very blurry and hardly noticeable) but I don't see how it would cause the absence of shadow.
I wonder how this scale difference happened and wonder about the way things where appended. Maybe it helps to use Ctrl+C to copy element to the clipboard in one file and Ctrl+V to paste them in another in the future, instead of appending via file menu. In any case, the scale difference might point in the direction of solving the problem.
EDIT:
In eevee, shadows are clipped by camera distance

Thanks a lot! Unfortunately we did not discuss about the size, so the landscape was much smaller than the panda. My fellow students scaled the panda smaller and I scaled the landscape bigger. This probably caused the problem. I will try to scale things up or down.

I got it! I set the Max Distance of the shadow from 1000 to 0.100 and there it is! Thank you so much!!!

Ah, that makes sense : ) Glad I could help out a little. (For clarity I'll add a referral in my answer.) Good luck with you project.


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How to make a sword appear from behind a tree in 2D Animation

Hello, i am brand new to blender.
I am trying to make a short Stickman animation for learning purposes.
I would like to make the sword appear from behind the tree, and not in front of the tree as it does now.
I have been looking for tutorials, but i can't find any answers on how to do this.
I thought maybe i could make the tree a layer somehow and get the sword to be behind that layer, but dunno how.
The best clue i got was somebody talking about "shrinkwrap" tho, i don't think it's meant for stuff like this ?
Any tips would be a great help! :)
Best regards Mathias

Hey there, may i suggest to add the "Outliner" and "Object Data Properties" tab to your screenshot, as it may be making a difference depending on if the sword is it's own object grease pencil or not and maybe you could elaborate a bit what you tried, to make it easier to help understand your current situation and eventually solve your problem.

i have downloaded a image of the sword from google, and masked it in gimp, then added it to blender.
I drew the tree with the draw tool, and haven't done anything else.
i'm not sure how to find the object data properties.
and not sure if my second screenshot has the outliner you were talking about ?
I know it seems a bit effortless, but i have only been using the program for about 10 hours, and have been stuck here for the past 3 hours.
haven't tried so much,other than finding answers on google, since i have no idea where to begin atm.

Realized that i could just fill out the tree with the draw tool, and that would make the sword get behind the tree. but i would like it if the tree didn't have to be filled out with the draw tool, like i did at the last screenshot

Okay, i have here a screenshot with the areas marked to make it easier to understand my previous comment. You should add information to your question using the edit link, since it's your question, you always have the right to edit/correct/add more to make it easier to help. In that regard you can also allow others to help by sharing your file using Blend Exchange, where you need to copy this questions address for it to work, since it's only for questions and answers.

If you press TAB to go to object mode, then duplicate the tree with SHIFT+D, then extrude (E), and fill (F):

between the vertices at the edges, to make an object that will cover the sword (or anything else), then make the material of this object just filled white (or whatever colour* your background is):
*I'm British so I spell it properly

then that should cover the sword perfectly behind the tree. If the sword is still in front the tree, then check that it is behind the tree in 3D space.

Thanks a ton, That did the trick! :)

Glad to help! (and I have to add more characters to post this)