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Using a video to apply texture to a pre-existing 3D model
Suppose that we have a 3D model of an object and have it machined and painted in real life. We then place a camera and the object on a rotating stand. After that, we can capture the video of the object and at the same time, rotate that object.
We know have the 3D model of the object and a video that captures the object with an uneven rotational speed, but at a fixed distance away from the object [we can assume that the object has a shape with rotational symmetry]).
How can I use the video to apply texture around the virtual object?
I have tried to use linear projection for one frame of the video and the projection got somehow wrapped around the object instead of only being projected to the front half of the object.
Thanks in advance for the help!

You could do something like texture paint, using photos of the object as stencil brush. The key here would be to use the exact same camera settings in Blender as the camera positioned IRL. Then it could be automated with Python, and the only problem remaining is to reliably rotate the object precisely. There are tools for that in machining.

Wouldn't be easier to split video into image sequence, use some photogrammetry tool to generate textured mesh and that use Bake > Selected to Active? If you add some screens of your case it would be easier to offer adequate solution.

Hi Markus,
Thank you for your suggestion.
I have redone the experiment and got a video with the object being rotated with a precise angular velocity. How can I ask Blender to do some averaging on the regions that are captured in more than 1 frame?

@ThianDanielIskandar maybe first draw with opacity 100%, and then repeat the process with less opacity? I would do it lazily, opacity 100% first, then opacity 50%, 25%, and then maybe try from another side, opacity 1% and run the loop like a hundred times (as long as I see some gradual improvements in the shared areas)


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Addon/feature to let me change the density of the retopology?
So basically I’m working on this model with very low detail in the body but very high detail in the mouth. I was hoping to retopologize with a tool or addon instead of doing it by hand but whenever I do the density is spread equally, giving the body an unnecessary amount of faces and the mouth far too few.
Is there a feature, method, or addon to somehow control the density when retopologizing? Perhaps a way to retopo the head and body separately then put them back together without ruining the mesh?
I really don’t want to have to retopo the head myself, as the mouth would be grueling, which is why I’m desperate for an alternative.

Here are some tools to retopo, I don't know if this will answer: https://www.youtube.com/watch?v=CviZw41IbMg

I reckon you really mean automatic remeshing more than retopology? Blender's remeshing tools are mostly to equalize the density but don't really adapt to the actual shape. Some third party addons and tools do that a bit better, such as wjakob/instant-meshes or even Quad Remesher if you can afford it.
But otherwise, if your goal is to have topology really adapted to your mesh, both in density and shape definition, it's remains pretty hard to beat manual topology:
I don't think I've seen an automated remesh tool that allows different densities in different areas of the same mesh.
However, if you are willing to retopologize the head and body separately and then combine them together, you can do so, though you will still have to do the joint topology manually.

Separate the head and body into two objects (edit mode > select > P > separate by selection)
Back in object mode, remesh your object with any method you like (I'd suggest the above-mentioned addons, it will be easier to work with the geometry they produce).
Join the objects together (select both object, ⎈ CtrlJ > Join
You will have only the junction area topology to do.

It's a bit dirty, but it works.
There are a few addons that can help you in manual retopology too:

RetopoFlow 3 free (here)
SpeedRetopo

source: Stack Exchange

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

sort: votes


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Stretching Animation
Relatively new to Blender here. Some questions I have, any help is very much appreciated!
I’m thinking of doing an animation of respiration where the ribs move up and down. However to animate the muscles in between the ribs, I can’t just move the muscles by scaling / rotating / movement since the ribs also have some rotation.
Thus I was wondering if there is any way, at all, to join the upper and lower surface of the muscles to the ribs such that as the ribs move, the muscles move accordingly as well.
I don’t know how to express this well in google searches and so I’ve not been able to come up with a solution. All I've been able to find is the Stretch to constraint but it's not working well for me.
Any help is greatly appreciated!

Give each Muscle two Hook Modifiers, one for the top, one for the bottom:

For each muscle, create two according Vertex Groups in Weight Paint Mode (Hold ALT key for dragging a smooth gradient) and feed them into the Modifiers.

When you set a rib bone as target Object in each Modifier, the muscle should stretch and follow the two bones' movements:

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


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Use geometry nodes to instance object in conical shape
How can I rotate each of the instanced meshes using geometry nodes to form a conical shape like the example on the left?

Make a tilt first, then use the position in the circle to rotate in Z:

oh ok, Rotate Instances is what I needed, although I don't see why you're calling that before Instance on Points, I tried the opposite and it worked as expected.

No specific reason... just did. I sort of thought that the instances would have their own rotation after being placed and that I would need a different rotation axis for each.

@Bugbeeb Well, there actually is or there could be a difference if you do the Rotate Instances before or after the Instance on Points: before, the geometry is in its original position so it won't matter if the Local Space option is enabled or not, it would also work in global space since at the start local space is equal to global space. But after instancing on points it is mandatory to use Local Space in order to get this result. Since it's enabled in the given nodetree, the position before or after does not matter as you found out.

@Bugbeeb However, the other thing is, it is completely unnecessary to use a Geometry to Instance node here: you only need it if you use Rotate Instances before Instance on Points, when rotating the instances afterwards it would work with the following setup as well and so you need less nodes: simplified nodetree

Using the logic of Daniel, which I like, you can use "Transform Geometry" node to rotate the starting geometry, then instance it. I think you can also use "Curve Circle", then "Curve to Points" and take the "Rotation" from there.

@MarkusvonBroady Sure, there are many different ways to create the desired result. Only the Geometry to Instance node is not needed, it is just necessary to convert the base mesh to an instance because otherwise the Rotate Instances node would not work on it - but as you said, a Transform Geometry node could be used instead.


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Seamlessly paint textures for cube map
I'm creating a deatiled planet so I'd like to create a cubemap of 2k textures for high resolution. How can I seamlessly paint all six textures for each face of the cube? I have the sphere uv unwrapped into a "t" shape.

How do you plan to paint, in the 3D view? How does your texture look like? You can paint each face and then correct all the visible seams

Yes 3d texture paint view. How would I go about correcting the seams?


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Blender 3d maps
I ask for help in clarifying. I have 2 head models, low poly and high poly. I baked a normal map from HP to LP and connected it to LP. Everything is fine here. In addition to the normal map, I want to connect the Roughness Map to LP. I did the following algorithm: unfolded HP, created a texture and applied a texture brush to roughness on the HP model. Baking in the Image texture and connecting it to the LP did nothing (on the created texture, the background is completely black, i.e. the roughness is 100%). I have two questions:
Should I draw the Roughness Map texture already on Low poly? Why then bake it?
What about other cards? (AO, SSS, diffuse). Are they also drawn on low poly?

Any map that you want to bake from High poly to Low you can connect to Emission Shader node, then bake Emit:

It's the easiest way.
I could also recommend some add-ons which could automate the process, like easyBake

Does that add-on still work in 3.0? I'm not OP, just someone who saw your answer and is interested. :)

I haven't tried, but last change is 4 m old, should be maintained.

I gave it a quick test and it seems to work in 3.0.  Had trouble installing it so just downloaded the script and ran it.


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Normal map baked with seams
Good afternoon, help me figure it out. I have unwrapped my low poly model. When I bake a normal map from high poly to low poly, I see seams on it. However, if I connect the Image Texture node without the map itself, I also see these seams (in the screenshot). They are baked on the normal map. I baked the map in non-color mode. What am I doing wrong?

Hello could you please share your low-poly + high-poly, also pack your map: https://pasteall.org/blend/

@moonboots The thing is, when uploading a blend file to Pasteall, I get the error message "Model.blend is not a .blend file". "Model" is the name of my file

just put the .blend suffix

@moonboots this doesn't work.
Other projects load successfully. Including standard cube

please use another platform like wetransfer, send it to yourself and share the link

@moonboots Wetransfer link with model
https://wetransfer.com/downloads/f7d51053b77274b2c144b08e675c0e9f20220304110845/f72e3ad4669dcc3bff5fd28b8e77d51b20220304110845/f3f0f6?utm_campaign=WT_email_tracking&utm_content=general&utm_medium=download_button&utm_source=notify_recipient_email

it works fine here so I'm not sure why it doesn't for you, maybe make sure that you're using a 32-Bit Float image, also what is your Blender version?

@moonboots i use steam version, 3.0.1

authors: Артём Черный


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'Render Properties' keyframes always showing in timeline, and no way to hide them?
In a scene I've made, I animated the exposure in the 'Render Properties' tab, and as expected it shows the keyframes for this in the timeline. However, these keyframes remain in the timeline permanently, even when selecting another object and they get in the way when trying to animate. I want to hide them so that they only show when I want them to. What is going on and how can I resolve it?

I don't know a way in the timeline, but if you animate in the graph editor you can tap on filter and uncheck scenes:

Make sure that Only Keyframes from Selected Channels is enabled under View settings of the Timeline Editor.


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how to split blender into two windows so that one has "edit mode" and the other has "object mode"
I found the same topic on the forum,
but I didn't find the answer to my question,
so I'll ask again
I threw off the screenshot, edited in Photoshop, so that it would be clearer what I want::

I don't know if you refer to this forum or not, but it is basically impossible at this moment : https://blender.community/c/rightclickselect/Tjfbbc/?sorting=hot

If you mean that you can see the two windows at the same time (like from a second monitor), it is impossible (for now, and it may stay like this). The mode of an Object is like a state it is in and the object just can't be in two different states at the same time.
You probably have noticed that when you switch from one Mode to another, you can undo it with CTRL + Z which means that switching from Modes actually changes the state of an object and a soon as you do that you see the little star near the name of your Blend file indicating that you have made changes to the Blend file :

so you are basically asking for a feature that allows you to view your Blend file in two different versions simultaniously. That's basically time travel and only softwares like GIT can do that.
Also there are actions that you can perform only on one Mode like removing/applying modifiers or deleting a material slot for example.
I want you to understand here that I am talking about Blender and how it handles "Modes" at the code level (since it may be different in other softwares), the answers in the link that @MikoCG gave explains some of the reason why it is (and may always be) impossible.
But in my opinion, from a user experience point of view, you don't really need to have the object in two modes at the same time, it won't make sense, since, for example when you press G Edit mode, you don't change the object's position (the origin point) you only move the vertices but if you do that in Object mode, you move the origin point therefore changing the location of the object.
I do understand what you mean, tho, and this is the reason why they implemented Mode auto-switch when you move from workspace to another in 2.8+.


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Making a geodesic polyhedron with spheres on the vertices
Firstly, I'm relatively new to Blender, so apologies if this is an obvious question.
Using the Ico Sphere, I've made a Geodesic Polyhedron. I've also wireframed this and made spheres appear on the edges of each of the vertices. However, since the wireframe registers multiple intersecting vertices, it generates multiple spheres on each vertex, as shown in the image. I'd like only one sphere to be present on each of the edges of the vertices as opposed to one. There must be a way around this. Thanks in advance!

Create a new icosphere that you parent to this one and that will be invisible?

@moonboots, great idea should have thought of that!

.. you could just use a quick little GN modifier..

I'm unfamiliar with geometry nodes but I will try this approach, seems like the quickest!

Create a new icosphere that is exactly like your original one, except you don't give it thickness, enable Instancing > Vertices, parent the little sphere to it, make it invisible (disable the Show Instancer options), align it with your first icosphere and parent it to it:


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Gscatter not showing up at all. blender 4.1

I'm using Blender 4.1 and i wanted to try gscatter for the first time. Doesn't work at all. I'm trying to scatter a asset i downloaded from the addon itself. I also tried to just scatter a default cube on a default plane, no luck. I tried to folow the official tutorial, but it just doesn't work. pls help

Since that's a third-party addon we can't really help, but are you sure that the addon has been updated to work with Blender 4.1? - Check on the web site or with the addon authors.

I just watched a tutorial a few minutes ago where someone used the Grasland assets in Geometry Nodes, because the Gscatter addon does not work in the current Blender 4.1 version. And the changelog for Gscatter clearly states the latest release only works with versions 3.5 to 4.0

thanks a lot i wass tooo worried ,and even installed blender again thank you soo muchh

Gscatter is not yet compatible with Blender 4.1. Here's the official response of Gscatter on their discord:

You can download lower Blender versions here https://download.blender.org/release/

you can download any blender version here
https://download.blender.org/release/


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Material not working in cycles

The meterial only works in eevee. And in cycles it's only blue. I'm trying to make RGB strips, but they only work in eevee. I'm using the spline paramter in geometry nodes and passing it trough to the shader editor. Can someone pls help me.

i think i got that problem as well. Try using to use the group output for the color, that should work.


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how do you freeze/stop/apply a fire/smoke/fluid simulation?
does anyone know? i found a video where they did it but it doesn't work anymore in blender 3.6.

Its rather unclear what exactly you're looking into learning when youre not using complete sentences but if I'm hearing you right you'd like to learn how to control the 'time' of your fire simulations.
There basically two things that I'd recommend you to look into

The "Timescale" feature found in your fluid domain settings under the 'physics' tab. This directly controls the speed of your simulation: standardly set to 1.0 for realtime, a value of 0.25 would give you 25% speed on your simulation. The Value is animatable if you hover your cursor over the button and press I - Now you can do ramps in time and I hope that answers some of your questions.
If you're coming from an absolute beginners perspective and you wanna learn fire simulations from the start, then Youtube is your best and fastest tutor; take the time and carefully go end to end in this while following steps and you should know what you're looking for:
https://www.youtube.com/watch?v=obxzidduhHk&ab_channel=Olav3DTutorials


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is there any way of converting to a mesh from the Instance on Points node?

i have a geometry nodes setup. and i want to convert it to a mesh. because i can subtract the geo nodes setup from the thing in the picture. is there any way of making a mesh from the Instance on Points node?

Use the Realize Instances node to create a "real" mesh.

thank you so much this helped a lot!


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I can't see smoke in cycles

i don't get it maybe i'm just stupid because in the tutorials it just works.

Smoke simulations in blender themself have no visible geometry, they simply define where a volume exists based off of various factors.  To properly visualize this, you must define a shader for the volume input of the material, not the surface as you have done.  The reason nothing is visible at all is because the boundary geometry you have defined is shown as a bounding box, and therefore there is no surface for the shader to be applied to.

thank you so much!!

Hi, thanks for the post. This site is not a regular forum, answers should be substantial, stand on their own, and thoroughly explain the solution and required steps. One liners and short tips rarely make for a good answer. If you can, [edit] your post and provide some more details about the procedure and how it works, perhaps add a few images illustrating some steps and final result. See How to write a good answer?.


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Shading show triangles on quads
Is there any option that could fix this triangles?

They are subtle but unfortunatelly still could be seen in Substance and later on texturised model. This is how topology and substance looks:

I tried to bake this, a lot more poligon heavy chain, to fix this triangles, but it's not helping :(

Hello please share one of these objects: blend-exchange.com

All meshes are triangularized at render time, there's no way around that. But baking a higher density mesh's normal map can help fake the details. Also consider how close the camera has to be to see the issue.


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Mesh will not move with armature/rig
Despite looking online for answers to this problem, I have come up still empty handed. My humanoid model will not move with his bones in pose mode. The mesh is parented to the armature, the vertex groups and bones are named the same to their respective parts, the armature modifier is active on the mesh, the bones are set to deform, the whole mesh has a weight of 0, etc. I am using empty groups, and have assigned each vertex group to the areas I want them to move. I tried using automatic weights, which worked for some reason, but the vertex groups were a mess, and so I redid the vertex groups and it did not work. I tried re-parenting the mesh to be with empty groups after trying that, and it still does not work.

If weights are 0 (if vertex groups are empty) the mesh will not move.
In edit mode select all vertices of a section of your mesh (i.e. left hand), select the relevant vertex group (maybe hand.l) and assign a weight of 1.0. Do the same with the rest of the body. Then use smooth brush in weight paint mode to soften the transitions.


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I can't add loop cut
I'm having a problem where I can't add a loop cut.
Basically, I filled a gap with the merge by distance, and now I can't add a loop cut.
(Sorry for bad english)

.blend file
Thanks in advance!

You have a face on the inside of the mesh. Select and delete it then the loop cut will follow the quad topology nicely.


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How to set object orientation in array modifier when following a curve
I'm trying to create a marble run with an array and a curve modifier to create the track. But as you can see the rail won't hold the marble because of its rotation. The rail is following a Bezier curve.

How can I make the rail to be more parallel with the plan so the marble won't get ejected ?

Oh this one's easy.
Just change the curve twist method to Z-Up.

Wow there is definitely an option for everything ! Thanks a lot, that did the trick :)

Yeah, this option appears to be specifically made for marble tracks :))


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get coordinates of selected vertex of mesh and plot them in matplotlib
i want to get the coordinates of every selected vertex in blender and plot them in maptlotlib in python.
My current code is
import bpy
import bmesh
import matplotlib.pyplot as plt

bm = bmesh.new()
ob = bpy.context.active_object
bm = bmesh.from_edit_mesh(ob.data)

def draw_multiple_points():
    x_number_list = []
    y_number_list = []
    for v in bm.verts:
        if v.select:
            print(tuple(v.co) )
            tup = tuple(v.co)
            x = tup[1] #y
            y = tup[2] #z
            #x = p[0]
            print(x,y,)
            print("yz")
            # x axis value list.
            x_number_list.append(x)
            y_number_list.append(y)
        # y axis value list.
    # Draw point based on above x, y axis values.
    print(x_number_list,y_number_list)
    plt.scatter(x_number_list, y_number_list)
    # Set chart title.
    plt.title("Nums")
    # Set x, y label text.
    plt.xlabel("Right")
    plt.ylabel("Top")
    #plt.show()
    plt.savefig(rf'C:\Users\Administrator\Desktop\save.png')
    x_number_list.clear()
    y_number_list.clear()

draw_multiple_points()

When i try to run the code for a simple mesh like this

it works

But when i try to run the code for a more Complicated Mesh like a Person

the plot completly distorts.
so can anyone help?
i have blender 3.0 and python 3.9.7

Are you ignoring the z location? Also, it seems like you are using yz instead of xy. The index of the x axis is zero and not 1.

It's not necessarily your problem but you should add bm.verts.ensure_lookup_table() before you iterate over bm.verts


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Shading issues with boolean
Before you leave a comment, I know this is a common issue, but I have tried all of the solutions I have found. With that being said, I'm modelling a bishop as part of one of my first projects. I'm doing this by using a screw modifier. I am getting weird shading using smooth shading. I tried both orders of the other modifiers, but they are both bad. Is there any way to fix this while still keeping the non destructive modifier based model? Thanks!

subsurface and then boolean

boolean and then subsurface

Auto-smooth should be able to clear this up by keeping the edges sharp.  Adjust the angle threshold until you get something you like.

If you think you have an uncommon problem it would be very helpful if you included your blend file so we can look at it.

@AllenSimpson thank  you so much, never knew that feature existed before!


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Spin tool curves objects
I am trying to use the spin tool to make some basic pipes. When I try to rotate it 90 degrees, this happens:

The first few faces go away from the pivot point. I tried moving the pivot point, but it does the same thing. For reference, this is the expected behavior:

I am running Blender 2.8 Beta.
Thanks :)
P.S. First time posting here. If I got any formatting or anything wrong, just let me know.

You need to imagine drawing a circle with a centre at the pivot. As your pivot is above the plane, that circle starts in the way you are seeing. Move the pivot parallel to the plane you are extruding and you will get the behaviour you are after.

You are a life saver, my friend.


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Transparent BG MOV not working in Premiere
I have a blender file that someone sent me with text and streaking graphics, similar to the opening credits of Superman The Movie.  When I export this animation as an MOV animation video (RLE codec; all the appropriate boxes are checked for transparent alpha), the videos play in standalone video player, but not in Premiere.  If I attempt to export to PNG, I get only the transparent background, not the text.  In Premiere, the only way to see the video is if I disregard or invert the alpha channel, which defeats the purpose since it removes the transparency.  I know it's not a Premiere issue because I have other transparent MOV files (that I did not create) which work when imported.  Any help?

A. Which is why I’m not asking a question about a Premiere function but rather one about a Blender function to facilitate Premiere compatibility. B. As I indicated, I’ve attempted to export to an image sequence, but all I get are transparent files.  I thought PNG was adequate for this, but am willing to try TIFF instead.  C. Yes.  D. Blender Render, but I’ll use any that will work.  E. Yes, when I’ve tried Cycles, I’ve had transparency enabled.  F. Yes.  As for G and H, I have no clue.  TOTAL Blender noob here.

I’ve now tried exporting a TIFF image sequence.  Same results.  Only transparent photos, no animation.  The strange thing is, I can see the TIFF’s rendering in Blender WITH the animation.  I have no idea why it’s not present in the finished images.


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Mantaflow liquid, Blender 2.82a - Not using the GPU
I'm baking a liquid simulation with Blender 2.82a.  I have an Nvidia GTX 1060 running in an HP Z600 workstation with twin Xeon CPU's.  The baking is only using my CPU's not the GPU, even though I have CUDA set to use both.  Is this normal for the Mantaflow Liquid sim or is there another setting I need to tweak?
Many thanks in advance.

Nope, simple reason: the sim won't fit into the ram of the card hence no gpu support.

Ah, ok.  That's a shame but thanks

I'm not sure mantaflow even does have CUDA support. They mention it on their installation page but I couldn't find CUDA in their gitlab code though (maybe it's used by their numerical libraries)

"the sim won't fit into the ram of the card hence no gpu support." Any reference to this claim? How much memory would be needed? An RTX 3090 has 24GB. Would that be enough? Even with less RAM, why can't parts of the computations be run on a GPU. I don't understand why you would have to fit the whole simulation at once into the GPU.


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Cloth simulation (to animate hair). The mesh breaks apart
I have anime style hair which I am animating by using the cloth simulator.  I've pinned the top part of the hair which stays where it needs to be but the bangs just break up and fall to the floor.  I've searched for a way to stop this but can't find one anywhere.  I'm using Blender 2.93

Related https://blender.stackexchange.com/a/228383/2214

Ok here is my very personal way to solve this

after drawing your hairs you need to check "fill caps" in spline shape
then convert your hairs to mesh with good resolution for simulation
Hit tab button and hit "a" button to select all your hair and hit "m" and by distance , and hit "Shift + n"
create a vertex group and select vertexes inside skin or head which you not need to move and assign to vertex group
add a hook modifier and choose the vertex group and the head ( or the bone related to head)
in the physics properties choose cloth and in "shape" tap and in  pin group choose vertex group
try to play with collision and self collision parameters (mostly reducing distance) and adding pressure (with custom volume) to achieve your desired results .

That's brilliant!  Thank you :-)

@Karmalution you're welcome , if it was useful for you please accept the answer before some looters remove it .


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How can I get rotation in the X and Y Axis in object mode?
When I try to rotate an object in object mode,
It rotates only in the Z axis.
This axis seems to be a constrained axis.
How can I get rotation in the X and Y Axis in object mode?
Thank you.

have you locked the rotations on the X and Y axis? Check it in the N panel

Shift+Z after entering rotation mode will bound the rotation to only the x and y axis.
In general, Shift+axis letter will bind the translation to all axes apart from the chosen axis.

Unfortunately, I have tried what you proposed but it doesn't seem to work. I checked it in the N panel and all the axis were unblocked.

could you please share your object? https://blend-exchange.giantcowfilms.com/

@Uri you have to press this key combination AFTER you enter your translation mode (e.g. press "r" to rotate)


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Adding Noise Texture Node to Material Using Python
I am trying to create a Noise Texture Node on a material, but nothing is working from the examples I have found.
I have an existing material and just need to add the node to my material graph.
I have seen conflicting names for how this node is called online. I can make other shader nodes
import bpy
import math
import random
import mathutils

objects = bpy.data.objects
cube = objects.get("Cube")
matBody = cube.material_slots["body"].material

# Enable 'Use nodes' for destined Materials
matBody.use_nodes = True

noise_1 = matBody.node_tree.nodes.new("Noise Texture")

Ok The issue was with the name, after finding this great collection of how to Python scripts in Blender by SpectralVectors
https://github.com/SpectralVectors/BlenderPythonShorts#how-to-get-the-vscode-extension-working-in-blender-3-and-up
Basically the name of the Noise Texture Shader node must be "ShaderNodeTexNoise" and the parameters are described below the code.
# Create and Edit a Shader Node Tree

import bpy

# Create a Material to hold the Node Tree
material = bpy.data.materials.new(name='MyCoolMaterial')
material.use_nodes = True
material.node_tree.nodes.clear()

# Create the Node Tree
nodes = material.node_tree.nodes

# Add a Material Output, then any other nodes you want
output = nodes.new(type='ShaderNodeOutputMaterial')

# Add a Principled BSDF Shader, and adjust some values
bsdf = nodes.new(type='ShaderNodeBsdfPrincipled')
# Set the Base Color to Green
bsdf.inputs[0].default_value = (0, 1, 0, 1)
# Set the Roughness to 1
bsdf.inputs[9].default_value = 1
# Move the node 100 pixels to the left, so it does not overlap the
Material Output node
bsdf.location[0] += -100

# Add a Noise Texture Node
noise = nodes.new(type='ShaderNodeTexNoise')
# Increase the Scale to 7
noise.inputs[2].default_value = 7
# Move it 200 pixels to the left so it does not overlap the Output or BSDF
nodes
noise.location[0] += -200

# Now to connect the nodes
links = material.node_tree.links
# Create a connection between the first output of the Principled BSDF and
the first input of the Material Output
links.new(bsdf.outputs[0], output.inputs[0])
# Create a connection between the first output of the Noise node and the
Metallic input of the Principled BSDF
links.new(noise.outputs[0], bsdf.inputs[6])

# Now we add the material to the active object, otherwise it will be
created but not used
bpy.context.object.data.materials.append(material)

The Shader Must be defined and node Trees must be available for the tree


text:
Iterate through a scene and return the location value of all objects and append to a created JSON file as a Set or Dict
I am trying to iterate through a scene and return the world space location data for each object in the scene. I want to zip this data into a dictionary with name, x, y, and Z being the keys and the values of those keys are appended to JSON file that is created and lists out the objects and their transforms.
Originally, I was using the dumps method, but I am new and I know I am doing something wrong, the JSON file only returns the last selected objects' data, not all of the scene's objects.
In the end, I opted for printing a lonely text file, which does work but is not like a fancy JSON file. My process involves:

-resetting the mesh origin
-capturing that location data as Name = Key and Value = Location as tuple
-Return the mesh transform to Zero.
-Save location to JSON with structured data

So what am I doing wrong, and which code does not work? I am struggling with zipping this dictionary with the name and the tuple.  How do I append to this dictionary and then to the JSON file as it iterates through the scene objects?
import bpy
import os

C = bpy.context
D = bpy.data
filepath = bpy.data.filepath
directory = os.path.dirname(filepath)
data_name = os.path.join(directory, "Scene_Coordinates.txt")

file = open(data_name, 'w')

objs = [obj for obj in bpy.data.objects
      if obj.type == "MESH"]

override = bpy.context.copy()
override["selected_editable_objects"] = objs
bpy.ops.object.origin_set(override, type='ORIGIN_GEOMETRY')

obs = {}

for col in D.collections:
    col.name
    for o in col.objects:
        name = o.name
        locX = o.location.x
        locY = o.location.y
        locZ = o.location.z

        obs["name"] = name
        obs['X'] = locX
        obs['Y'] = locY
        obs['Z'] = locZ
        data = file.write(name + ' Locaton = ' +str(locX)+ ', ' +str(locY)+ ', ' +str(locZ)+ '\n\n')

filepath = bpy.data.filepath
directory = os.path.dirname(filepath)
data_name = os.path.join(directory, "Scene_Coordinates.txt")

objs = [obj for obj in bpy.data.objects
      if obj.type == "MESH"]
bpy.ops.object.transform_apply(location=True, rotation=False, scale=False)

Uh, the given code just messes with origin positions. It does nothing to record them to a JSON file. Wrong code snippet? Also, this seems more of a Python question than a blender one: The same question could likely apply to a completely different set of data being written to file.

It is resetting the pivot points. it is recording the location and then freezes the transforms again and records the world position and name to a text file, I was also able to get it to write a JSON file but only one iteration, so I cannot get the JSON to write per iteration

While it is a python File System based question, Blender API handles this differently so it is Blender Specific

Are you sure it handles the differently? I mean, you’re the one stuck on the subject, so by definition your information can’t possibly be complete.

Did you ever close the file later in the code? If you don’t close it or flush it, the data is not actually written.


text:
Is there a way to internally restart blender, or equivalent to closing and opening manually - even if it's just a temporary save and quit and reload
.. the addons get broken and addon reload doesn't even work, tried a bunch of stuff, closing and opening blender does it..
Any ideas on how to restart blender would be great..

See https://blender.stackexchange.com/a/6308/1245, however it will save the file first


text:
How can I test a Python module that I ran in the the text editor in the Python console?
I have a Python script that I named moduleA.py in the text editor. I ran the script by clicking the "Run Script" button. Then I expected to be able to import the module in the console with "import moduleA" but I get an error saying that the module does not exist.
How does one test functions etc. from a Python script in the text editor in the Python console?

@batFINGER Is this really the same? This is about testing a script in the Python Console, not importing modules to another script.

@RayMairlot Prior to change could import py extension text editor script eg moduleA.py  into the python console with import moduleA now instead use moduleA = bpy.data.texts["moduleA.py"].as_module() Don't necessarily need to run script from text editor first


text:
Blender does not render particles
I am following a tutorial on how to make a super speed effect in Blender.
I went through half of the tutorial but got stuck now. When rendering just like in the tutorial (at 23:26), I don't see the particles- only the background.
Here is the Blender file if you need it.

You've got strips in the Video Sequence Editor, so Blender will try to render them instead of the actual scene.
You can uncheck "Sequencer" in Render / Post processing.
A good practice would be to create a new Scene (or even a new .blend) to handle the video editing separately.


text:
How To fix this weird shading issue?
]2
Weird Shading which also effects the sub d in a weird way. Maybe it's a bug but I have a feeling I screwed up somewhere :)

Go into edit mode, select the entire mesh, and then press Ctrl + N to recalculate the normals.

Thanks man works perfectly!

If this fixed your problem, please mark it as answered so other people won't have to waste their time here.


text:
Transparent Jelly-like Material
How can I create a shader that looks like the blue box in this image?

This is what I did, but not even remotely similar:

For this example, one cloud is sufficient, and here is how I created the cloud:

The final result:

The glass should use a volume shader, the cloud should use the surface instead. (Assuming you don't want transparent clouds)

I'm a beginner, so I would appreciate it if you could explain more.

How I can use a volume shader for the glass?
Do you mean that instead of a "principled volume" I should use a mesh for the cloud?
Thanks!

Yes, the clouds as mesh.... It seems to me that there is a blue background, instead of the glass being blue itself. These clouds are way too white.

@DanielMöller thanks, I'll try with a mesh cloud.


text:
Geometry Nodes: How to convert instances on points to mesh?
So I've created a track using this guide:
https://www.youtube.com/watch?v=sTHiRZebl48&list=FL5TUZmEwlbNzpAWDrGCDGmQ&index=5&t=3s&ab_channel=MiroHorvath

It's a curve with increased resolution, points on it, with instance of mesh on each point. And what is important they are rotated by curve form.
How can I transform them into mesh?
I cannot just apply modifier, it tells me "Cannot apply constructive modifiers on curve. Convert curve to mesh in order to apply."
I cannot use "Object - Apply - Make instances real" - it's just create a ton of new curves with node modifier on it.

I've tried to transform curve into mesh, than use geometry nodes on it, but seems like it's not working for me too (or I'm just dumb).
How can I resolve this problem?

You can't apply geo modifier on the curves, instead of doing node setup on the curve, do it on any mesh object and add your curve using Object Info, also after Instance on Points you need add Realize Instances node to be able to apply geo nodes modifier

@Higgsas: i cannot really believe the great Higgsas with way more knowledge of geometry nodes as me...didn't know that ;)

You can by adding a realize instances node at the end of your node tree and then select your object with the geometry nodes modifier -> object -> convert to mesh

It works! Big thanks to you :)


text:
I'm trying to use the Copy Rotation constraint but the "Mix" property doesn't exist
I'm trying to follow a YouTube tutorial on rigging and animating a book. In the video, he uses the Copy Rotation constraint and changes the "Mix" property to "Add". My version of Blender doesn't seem to have this mix property, and the book doesn't behave as it should without it. What should I do?

What version of blender are you using? Mine has it, using 3.6.

2.8 it seems like. I'll try to update and redo it :)

2.83 has it too. Can you add a link to the tutorial please? If you pause the video at the time where that constraint is used, right-click on it, and select "Copy video URL at current time" that will add a timestamp to the link so that we don't have to watch the whole tutorial. Thanks.

@JohnEason Here is the tutorial, though it should be fixed if I just update blender. https://youtu.be/geyC6FfMFf8?t=271

That tutorial was done in Blender 2.9.3 but that setting is certainly available right from 2.83 to the current 3.6 version of Blender.


text:
I did everything but my object doesnt get rigified and it doesnt move with the rig

i downloaded an .obj formatted NAO robot from sketchfab and i am trying to rig it. I watched every video, i looked at every possible error and i am 99% sure i did everything rght. its been 2 days and i cant still rig it. i can create a rog but my object doesnt move with it (i did all the parenting stuff). please help me i am literally losing my mind.

Pleae share your Blend file via https://blend-exchange.com/ (if it's under 30Meg in size) and follow the instructions on that page to add the link to the file here.

I cant use it becasue it is 37 mb and i deleted all i could even the rig, there is the robot and the armatur. i scaled them now still no change. how can i make it 30mb?

Any materials you can delete from it? You'll have to use another sharing site like the free version of wetransfer if you still can't reduce the size enough.

Just a thought: Go into Edit mode with your model selected, Hit 'A' to select all, then hit 'M' > Merge by Distance. Watch the bottom status bar when you do that and see if it reports any merged vertices. That can considerably reduce the size of a file, especially if it was produced in other software, and it might even cure your rigging problem.

I tried doing that and it didnt solve the problem. also the rig looks weird all the time. i deleted it. does this link work ? https://wetransfer.com/downloads/d2ebe1a83754e2fd0e18e24dd8774eb820230709223636/9a752d06073b42c25b410803d975eb5020230709223657/8169f2?trk=TRN_TDL_01&utm_campaign=TRN_TDL_01&utm_medium=email&utm_source=sendgrid

i also tried mixamo.. i tried everything. i am literally going crazy ...:(

I think the topology of that model is too high for rigify to cope with and there were also 1478 duplicate vertices on the model.. In addition you didn't apply the scale to your model or the armature (Ctrl-A > Scale in Object mode on both) and your armature isn't symmetrical. I don't have time to investigate any further I'm afraid.

I used the meta human armature and tried to adjust it.. what are duplicate vertices, are they a problem? and what do you mean by topology, this model won’t work? i’ve seen so many much complex chracters getting rigged. thank you for your answers i really appreciate it….

As I suggested in a previous comment you should have tried " Hit 'A' to select all, then hit 'M' > Merge by Distance." to get rid of the duplicate vertices. In fact it didn't help  in this case but can sometimes stop the armature working completely. I can't really add anythnig further apart from suggesting that you start again from scratch, use the Basic > Basic Human (Metarig) armature and turn on the symmetrise option in Edit mode before moving bones around.


text:
How can I keep transparency through refraction?

In the image you can see that the green background is being shown in the refraction object. Although I have select background as transparent in the render settings.
Is there anyway I can keep the refraction, and make it so that the green part also renders as transparent?

Enable Transparent Glass option under Film panel, Transparent sub-panel in the Render tab of the Properties Editor:

This is assuming you mean an object with Glass BSDF shader by "the refraction object".

I am using Eevee, which does not have this option. This option fixes my issue, however I will have to re-design my scene to work with cycles. Which I would prefer not to do.

It is reasonable to expect EEVEE not to have all functionality Cycles does. It's a "real-time" render engine after all.  You could look into rendering twice(two different view layers maybe?) and subtracting one from another like here But I am not sure how or if this might work.


text:
Calling view_all() operator from another context is not working specifically on 4.0
I have this code in my addon. It just runs view_all() operator from another context.
        for area in context.screen.areas:
            if area.type == 'DOPESHEET_EDITOR':
                for region in area.regions:
                    if region.type == 'WINDOW':
                        ctx = context.copy()
                        ctx['area'] = area
                        ctx['region'] = region
                        bpy.ops.action.view_all(ctx)
                        break
                break

It works perfectly fine in 3.3 or 3.6 but with 4.0 it gives me the error below:
line 76, in execute
    bpy.ops.action.view_all(ctx)
  File "C:\Program Files\Blender Foundation\Blender 4.0\4.0\scripts\modules\bpy\ops.py", line 106, in __call__
    C_exec, C_undo = _BPyOpsSubModOp._parse_args(args)
  File "C:\Program Files\Blender Foundation\Blender 4.0\4.0\scripts\modules\bpy\ops.py", line 60, in _parse_args
    raise ValueError("1-2 args execution context is supported")
ValueError: 1-2 args execution context is supported

I couldn't find any braking change in the API that would cause this and I have no idea why it's not working.

Blender dev team added a new API for overriding context some time ago:
https://docs.blender.org/api/current/bpy.ops.html#overriding-context
Overriding context should be implemented this way, context attribute was deprecated and disabled in 4.0. Info in release notes:

Blender Operators (bpy.ops)
Remove the context override argument to
bpy.ops in favor of context.temp_override(..) (ac263a9bce)

So your script should be changed this way:
import bpy
from bpy import context
for area in context.screen.areas:
        if area.type == 'DOPESHEET_EDITOR':
            for region in area.regions:
                if region.type == 'WINDOW':
                    ctx = context.copy()
                    ctx['area'] = area
                    ctx['region'] = region
                    with context.temp_override(**ctx):
                        bpy.ops.action.view_all()

                    break
            break


text:
Strange shading on some faces
I have a tyre in Blender: when I see it as "source files" - it is made of several smaller parts - it looks OK:

But when I export it (dae or obj) and reimport it with the original files disabled (that is they are not seen) the imported model has some strangely shaded faces around the inner ring of the tyre.

Can anyone explain to me why or even better provide a solution to this, please?
Here is my test blend file:

I did follow up on your comment, eventually.. @moonboots  has nailed it for you. :)

First, you have overlapping vertices so you need to Merge by Distance. Also,you have bad split normals, select these face rings and AltN > Reset Vectors. Now select the edge loops that were marked sharp and CtrlE > Mark Sharp again.

I cannot clear custom split normals as it change the overall shading that I cannot recreate by simple autosmooth angle value. What I need is some sort of solution aimed speciicaly at the specific faces in that inner ring, something like Data Transfer modifier but I am unable finding the right way how to do it.

Can't you just merge by distance then select these face rings and Alt N > Reset Vectors? You'll just need to redo a Ctrl E >Mark Sharp

yes, that actually made the trick: 1.) Merge vertices by distance first so no overlaps exist which basically autoclear the sharp edges there automatically (well at least in this case), 2.) select those inner ring wrongly shaded faces and Reset Normals, 3.) reselect the edges of the inner ring and make them sharp edges, done! I did not know about Reset Normals so I learned something new today again, thank you. In case you update your answer like I described here I will make your answer the correct one. ;-)

I've edited my answer, is this what you want?

Basically yes, tho you could add as the first step merging by distance, not as last as it would erase those already assigned sharp edges, but OK. :-)


text:
Curved text is not perpendicular to the curve
I made text that is curved according to a curve using Curve modifier placed on the text. For some reason, individual letters of the text are not perpendicular to the curve (as I would expect) but are skewed to side the more from center they are placed. See this example:

Although I know I can use Shear parameter to correct it somewhat, the letters are still deformed as you can see here:

Can anyone explain to me what is wrong and how to correct the letters so they'd be perpendicular to the curve + not being deformed (squeezed), please?
Here is my test blend file:

Hello, the font are part of your computer so we can't see it as it should be, with the default font it works fine, maybe you should convert your text to mesh, see if it works, and share again if it doesn't?

aha, so you are suggesting the possibility it is actually a font thing? Hmm, gonna check with some Arial font...

I'm not sure but anyway we can't see what's happening with the font you're using

OK, tested with Arial Regular and blender's Bfont - deformation is still there, exactly the same: it looks to me like a "balooning effect"/"expanding universe": anything on the surface of baloon gets more and more deformed the more the baloon is filled with air (hope it makes sense). With that being said: problem is elsewhere, not in the font used. (or at least it looks that way to me).

...I mean the penpendicularity problem improves/is gone as IT WAS THE FONT I USED BEING ITALIZED TO AN EXTEND, BUT THE SQUEEZING DEFORMATION of the letters still remain.

You need to put the Shear value at 0: https://zupimages.net/up/23/39/efx1.jpg Also you need to apply the scale in Object mode

I know that, I already have Shear at 0, yet the squeezing deformatrion is still there. - it'd be great if I could make animated short gif showing how it is deformed more and more the more I move the font up or downward.

the more you'll move away from the curve the more it will deform, this is normal, the shear is not normal though

test it yourself: replace the font for, let's say, Arial Regular, and move the font upward and downward - the more extreme you go the more the squeezing deformation will occur. Oh, you posted before I post my...so the "effect" is expected? Gee, what now?

If you're talking about that, this is expected: https://zupimages.net/up/23/39/ymbc.gif

It looks like I just find out the reason for the squeezing deformation: to have the font not deformed IT HAS TO SIT DIRECTLY ON THE CURVE - if it is anywhere above it or below it the more distant it is the more deformed it becomes. So now as I adjusted POSITION OF THE CURVE ITSELF to the place I want my font would actually sit and also adjusted the font position so it sits directly on the curve it seems to be OK. Am I right with this?

sure but it doesn't explain the shear you were talking about, did you fix it?

Yes, I did and I already explained it in one of the answers, maybe you just did not noticed: it was the special font that was like being already italized (skewed to the right) by default, so in that regard you were right it might be the actual font problem which it was. So it looks like I will give a solution with new post explaining the curve-text connection (position of the text to the actual curve used for the curving).

It seems that the solution is this, namely:
skewing: in fact, as @moonboots suggested, it turns out to be problem of the special font I used as I found out it was kind of already italized font type by default (font being skewed to the right), so changing the font solved the skewing I had (tho I really do need that exact font so in this specific case I solved it by adjusting text tool's Smear parameter).
squeezing deformation: I found out that the problem lays in the curve exact position used for the curving of the text. The curve needs to sit exactly at the place where the bottom of the text is expected to be (as I thought it doesn't matter and all I need to care about was the shape of the curve itself, not its position - wrong!) cos else the more you are from that position the more the font is deformed (squeezed) which is normal and expected, as I was told. Thus once I updated the curve position and also re-adjusted the font position accordingly all is OK and there is no deformation anymore (or it is not visible at least to me).


text:
Hypothetical XML representation of shader nodes in Graph editor
I am playing with a Stud.io (virtual LEGO bricks editor) renderer called Eyesight which is basically a clone of a Blender's Cycles renderer.
It stores its shader nodes and their connections in a xml file. This is a simple example how their represent Emission node from Blender:
<emission name="Emission">
   <input name="Color" type="color" value="0.0 0.075 0.0"/>
   <input name="Strength" type="float" value="0.15"/>
</emission>

My question is: if someone from you quite experienced Blende r users see this, how would you interpret in this way "Shader to RGB" node?
My own approach - tho it does not work - looks like this:
<shader_to_rgb name="ShaderToRGB">
   <input name="Shader" type="closure" />
   <output name="Color" type="color" />
   <output name="Alpha" type="float" />
</shader_to_rgb >

What do you think I have wrong there? Any suggestion would be welcomed!
And yes: I already wrote to Stud.io forum this same question tho more specific as it is aimed at their own software directly (Stud.io), but knowing there are no real Stud.io programmers team members who could answer that question only normal users replies, I am also trying my luck here as it is a Blender's Cycles clone, so who knows, right? :-)

"Shader to RGB" node doesn't work in Cycles. It's an Eevee-only node.

Oh, that is so bad for me...is there any similar node in Cycles that does what ShaderToRGB does so I can use closure output (green) for color input (yellow)?

Check out the answers here for some explanations of why not, in Cycles.

I did, thank you. Anyway, I solved this issue in a different way.


text:
How do I rotate on a custom axis in Blender 2.8?
I am trying to rotate a screw named "windage" but it is not rotating on the proper axis. I have created an armature and made the windage screw a child:
Structure:

Entire Model:

If I rotate windage screw on z-axis, it is wrong:

Armature and Windage Screw Alone:

The armature has the correct axis to rotate around, but when I rotate it on the z-axis it gets all out of whack:

How can I prevent the windage screw from swinging out and have it just rotate in place to animate coming out of the screw hole?

Rotate the bone in pose mode. Hit R then hit Y twice.

I think we have a winner. Pose mode and rotation on Y. Thanks @FFeller!


text:
is there any way to preview rendered image from command line while running script?
I have written a script to render animation, i set camera location as a command line argument for rendering so actually i want to provide to user rendered first frame of animation as an image to visualize to verify that the camera location is right and animation character is in range of camera view else user can change camera location accordingly, is there any way to do this, i tried to use matplotlib.pyplot to visualize rendered first frame image from command line while running blender from background, but i think 3rd party modules installation is very hectic. Is there any other way to do this?
I am using Windows10, blender 2.79b


text:
Alternative way to Reset to Original Pose
I just started weight painting
And have been rotating alot
I dont want to manually rotate it back
I know that you can just use Alt+R
But theres a problem it brings up AMD Settings
I dont have a PC of my own
So ive been working in this project in
A Internet Cafe
Is there an option to press on the Menu?

did you try pressing spacebar to bring up the search menu then search for "Clear Rotation"

With your bone selected go into the pose menu and clear the transform on rotation. See pictures below.

or you can do it like this in Blender 2.8
Pose >> Clear Transform >> All


text:
How to extrude a circular shape out of an object
I have some problems extruding a circle that I projected onto another object. The setup looks the following.
The circle mash was projected onto the object using the "shrinkwrap" modifier. Now I want to extrude it upwards to get an object that sits on top of the underlying structure. The same worked with a plane, as you can see on the right side of the picture. But with a circle, I have no N-Gon that I can extrude. Is it just not possible or how would a workaround look like?
Thanks for your help!

please show your wireframe or share your file, there should be no problem: https://blend-exchange.giantcowfilms.com/

Add a circle, use Knife Project tool and extrude the result. I always do and it works well every time. Or, if you insist on using Shrink Wrap, add a circle and right after select filling, e.g. N-gon, in the Add Circle panel to the left

Saved my day, works perfectly! Thx!


text:
Modeling a picture frame
I'm doing a VR Museum and I need to model some painting frames (picture for reference). I know how to make the basic structure of the frame, but the organic details are what's really bothering me. Is there any trick to do this kind of object or is my best bet sculpting, or something related to normal maps.

Thanks in advance!

I hope someone has a better Idea than what I posted because it is a pain for such a "simple" object. At least for someone like me who can't sculpt

Ty HenrikD. And cegaton sorry for the repost

I hesitate to suggest watching videos like this one.. that would just be cruel...

Ty kind stranger

You could also try geometric modelling, but if you know how to sculpt that is also my best bet. If you have a Displacement Texture you can make a base mesh with the Displace Modifier to get a first approximation. Either way if you are modeling for VR Realtime Rendering you should make a remeshed version for the final version.


text:
Blender manipulating faces like in Maya
I cannot manipulate a face like in Maya you can move it accordingly. Even when I try to use the edges as a workaround same issue. Is there another way to achieve manipulating each faces? Someone please help. Using 2.8 btw

Can you provide a little bit more information? It is hard to tell what you are expecting Blender face manipulating from your question.

At the top-left of the viewport you can choose vert/edge/face as the selection mode. Activate the face option and you can select faces.

I am not at my computer right now using my phone or I could have a picture ready but I will try to get something when I get back but let me make it in a way so you understand. You have a face selected and trying to scale it in like you trying to inset but not necessarily inseting just scaling. When I try to scale a selected face it is scaling the whole model instead


text:
Boundary smooth like in Recap Photo
I'm fairly new to Blender. I'm wondering, does anyone know if a tool in blender that does what the Smooth Boundary tool does in Autodesk Recap Photo? This tool allows you to select a boundary edge on an object that is jagged mesh triangles and it will then modify the edge to make it smooth. If Blender doesn't have a tool, does anyone know how to achieve the same result in Blender?
Thanks

The smooth vertex tool might provide the help that you wish for.  It is on the tool panel (type "t" to open) under the "tools" tab (view first image).
You can then edit how the amount it smooths it and how many times to repeat the process.  (view second image).
You can also decide which axis it uses to smooth the vertices.  You do this by checking/unchecking the boxes underneath the smoothing settings (green circle on second image).
This may be what you wanted, and it may not.  If this did not help, please let me know, and I will do my best to help you.  Best of luck!


text:
How can we implement a CurveMapping widget in a script using python api?
How do we implement a CurveMapping widget (similar to RGB curves) in our own scripts using the python API to remap a range of values?

I read all those answers. But, I couldn't get to know how to change the curve and evaluate values from it. Currently, I could get a CurveMapping widget to draw in the undo panel, but can't actually make use of it.

I get a context error that I am not allowed to write data to a CurveMap from the 3d view.

Suggest always mention what you read already in your question. Also add your code to the question... Read: https://blender.stackexchange.com/help/how-to-ask


text:
Unable to run Blender 2.8 beta on Raspbian Buster
I recently bought a Raspberry Pi 4 (4GB). I wanted to test Blender 2.8 on it, but I am unable to get it running.
If I install the 2.79 stable version from the app store or terminal, it works perfectly. However, I am unable to run the Blender 2.8 beta.
I extracted the archive and double clicked on the blender binary, but its not running. I tried copying the extracted files to /usr/bin/ or /usr/local/ and tried running it again, but, still its not running.
Unlike ubuntu, in Raspbian Buster, the binary doesn't have the option to enable 'run as a program'. Tried running from terminal using ./blender, but still nothing happens. Shows 'exec error: unable to execute binary'
Raspberry Pi 4 has arm7l (32 bit) architecture. But, both the 2.79 and 2.8 builds (32 bit) don't seem to work.
Any ideas on how to get 2.8 running?

I just ordered a pi3 to run blender. For those asking why you'd want to do that, you can run it headless (no UI) and use something like CrowdRender to share the CPU cores. I'm building a 10-pi render farm to add 40 cores to my system. Renders go lighting fast and the whole thing costs under $500

I used KALI Linux raspbian build, and apt install blender, and blender2.8 worked (however, it was REALLY laggy - 0.3fps with default scene, 2 minutes rendering the default scene with 1-sample Eevee, 2.5 minutes startup) on raspberryPi3 - so it should also work on raspberryPi4.
Edit:
Tested multiple times. Things are not so bad on a raspberry pi 4: sometimes the viewport is almost fluid, blender 2.82 (unfortunately, with no denoising) is available.

I tried 2.8 on Kali Linux in my RPi 4. It works! But, as you said its very laggy. Anyway, thanks for the info!

Blender 2.80 requires at least OpenGL 3.3 to run its UI. I don't think Raspberry Pi 4 supports that. It says:

OpenGL ES 3.0 graphics

at https://www.raspberrypi.org/products/raspberry-pi-4-model-b/specifications/
That does not look like OpenGL 3.3 to me.
As for 2.79, maybe you are not trying the correct build suitable for ARM processors. See this answer.

Yeah, I saw that. But, it's working anyway!

May I ask just out of interest - why do you want to run it on such weak hardware? How do you find use for it?

The solution is to use mesa's software rendering:
LIBGL_ALWAYS_SOFTWARE=1 blender

Does the trick, though it's a very unsatisfying experience, even with 8 gigs of RAM. So, the rpi4 CAN run blender 2.8+, please stop spreading rumors.


text:
How can I find sharp corners using geometry nodes?
How can I find sharp corners or a grid mesh using geometry nodes?

Hint: They are the only vertex that are only connected to two edges

@Duarte Farrajota Ramos Thanks)


text:
How to find the names of strings used in scripting, like the Bounding Box?
I'm tired of encountering errors due to incorrect node names. In this case, I want to create a Bounding Box node in Blender 4.1 using Python, but I can't seem to find the correct name. To avoid wasting time with incorrect names, I need to know all the available nodes and their names.
    #bbox_node_type = 'GeometryNodeBoundingBox' FAILED
    #bbox_node_type = 'NodeBoundingBox' FAILED
    #bbox_node_type = 'BoundingBox' FAILED
    #bbox_node_type = 'Bounding Box' FAILED

I can't find any documentation of a list of this type anywhere, so I tried programmatically yet I also failed miserably.
def list_all_node_types():
    # Create a temporary node tree
    temp_node_tree = bpy.data.node_groups.new(type='GeometryNodeTree', name='TempNodeTree')

    # List available node types by creating dummy nodes
    node_types = set()
    for node_type in bpy.types.Node.bl_rna.properties['node_type'].enum_items:
        try:
            # Create a dummy node to check if the type exists
            temp_node_tree.nodes.new(type=node_type.identifier)
            node_types.add(node_type.identifier)
        except Exception as e:
            print(f"Error with node type '{node_type.identifier}': {e}")

    # Print the list of node types
    print("Available node types:")
    for node_type in node_types:
        print(node_type)

    # Cleanup: Remove the temporary node tree
    bpy.data.node_groups.remove(temp_node_tree)

list_all_node_types()

Im tryin something like this, but is not working
  File "C:\Users\Usuario\AppData\Roaming\Blender Foundation\Blender\4.1\scripts\addons\chef_master.py", line 44, in <module>
    list_all_node_types()
  File "C:\Users\Usuario\AppData\Roaming\Blender Foundation\Blender\4.1\scripts\addons\chef_master.py", line 23, in list_all_node_types
    temp_node_tree = bpy.data.node_groups.new(type='GeometryNodeTree', name='TempNodeTree')
                     ^^^^^^^^^^^^^^^^^^^^
AttributeError: '_RestrictData' object has no attribute 'node_groups'

If you are asking questions about python/scripting, please use the according tags on your question - some people here filter questions by tags. And I have removed the geometry tag, because its for questions about creating, generating or editing an object's geometry, not specifically Geometry Nodes.

Seems a duplicate of: https://blender.stackexchange.com/q/249911/98738

When you add a node in UI, you can see a new line in the Info window:

It is easy to get node type from ops operator. As you see, the name is 'GeometryNodeBoundBox'

Not the answer that I was looking for...yet even better to be honest. XD. Thank you very much.

Click the node (to activate it)
⬆ ShiftF4
paste this code (you can use macro software to autotype it…): C.area.type='NODE_EDITOR'; C.window_manager.clipboard=str(type(C.active_node))[18:-2]
↩ Enter

and the type is now in your clipboard.


text:
The "Active Material" window is constantly opened with the left mouse button in all modes. How to remove it?
The "Active Material" window is constantly opened with the left mouse button in all modes. How to remove it?
I tried reinstalling the program.

I would go to your Prefs under Keymaps and at the top you'll see "Key Binding"; type in "Left Mouse" to show all keymaps that use LMB and see if there's a random one out of place like "Active material edit" or something and delete it with the X on the right. You probably right clicked > add shortcut and then clicked with the LMB on accident setting that Keymap to be LMB.


text:
How can I animate one object being the child of two bones?
I’m trying to make a reload animation, but I'm trying to switch the gun from the right arm to the left arm (Holding the gun with the left arm, mag action with right arm).
I've tried using visual location and rotation keyframes along with adjusting influence for the Child Of constraints. But sometimes the gun location and rotation will bug out. I’m using two child of constraints for the gun’s main body.

You should just need one constraint, not two. Try it with just one, and real parenting to the other bone. For more info, we’ll most likely need additional details.

You can add to a bone an armature bone constraint, adding more than one target bone and animating its weight (influence).
It's better not to use more than one child of constraint.


text:
What do these build warnings mean?
Whenever I build blender from source (2.8), I get a number of these build warnings. What do they really mean? And will it affect the performance of the built binary in anyway?

This warning stays on screen for a long time before the build proceeds and again stops on a similar warning with just the numbers updated. What do they mean?

Don't worry about it.

Compiler Warning (level 1) C4005
'identifier' : macro redefinition
The macro identifier is defined twice. The compiler uses the second macro definition.

In most of the programming language, warning often mean bad code structure that might let the compile process work in a bad situation. But most of the time it just indicate the programmer that there might be a better way to implement the code.
And in this warning (C4005). It is fine for any performance issue since the compile should handle it correctly by ignore it or replace it. And in the source code they should be the same value and it's a minor thing in my opinion.
Only if you try the build and find out there are something wrong, you should check back if there is some bug in source code. And most of the time those bug will raise an error and halt the compile process.
Advise
If you care about those thing, you can search those warning in google or something else. With the key word after your code path, e.g. warning integer conversion resulted in a change of sign

Thank you..! Actually I am not a developer. I do architectural visualisation. I usually pull changes from the btanches I like into the master and build a version that meets the demands of the projects I work on. I did google it, but wasn't able make sense of it. That's why I posted a question. Anyways, thanks again. :)


text:
Can't unhide grayed out objects
After some searching on stack / google I decided to ask this here, this is the second time I'm facing this issue this time with blender 2.8, previously with 2.7 and without a clue to how I got here.
Some of my objects appear hidden(10/12), and I can't seem to find a way to unhide them.
Solutions to the most common rookie mistakes seems to be

In local-view solved by pressing numpad /
hidden by pressing H or Shift + H, unhiding with Alt + H

I'm not in local view, I can toggle visibility for 2/12 objects with Shift + H & Alt + H, but the rest stays gray in the collection.
Last time I solved this by exporting the whole model as STL and importing it back again, I then had to re-group all the pieces but there must be a more simple solution.
Here's the .blend if someone wants to have a go at it:
https://www.dropbox.com/s/qdrsg9u0p11b995/v5.blend?dl=0

You need to go to the filter >>> Globally disable in viewports and turn it on.

Hope that helps
Good Luck


text:
Can I use my 3D Luts with Flimic?
I found this documentation → How can Blender be augmented to display color critical and accurate results?
However, this is outdated and does not work now.
How can I use the 3D Luts extracted from the calibration profile with Flimic in 2.83?

So, is there any way to use my calibrated display profile with Flimic's dynamic range?
I haven't really understood this topic yet, so please bear with me.
What I want is to see in Blender the same color as Photoshop with ICC profile.

Yeah, you're right but I couldn't add a comment due to lack of points.
Thanks for your answers.

Yes, you can add your color LUTs at the end of the existing color transforms chain to have a more accurate display.
You can add the color profile LUT to the folder where all of the other LUTs for blender are, or edit the config.ocio to look for the luts in an aditional folder.
Next, you need to create new definitions or stanzas in the config.ocio  file based on the existing ones and concatenate the LUTs at the end of the color transform chain.
Use the color corrected view transforms to work in blender, but know that you need disable them for the final output, as you don't want to bake your monitor's curves into the file.
Here's an example of an added lut the medium contrast Look to make things look blueish
Note the name change and how a lut called testlut is added at the end of the transforms chain.
- !<Look>
name: Medium Low Contrast BLueTest
process_space: Filmic Log
transform: !<GroupTransform>
    children:
        - !<FileTransform> {src: filmic_to_0-60_1-04.spi1d, interpolation: linear}
        - !<FileTransform> {src: filmic_to_0-70_1-03.spi1d, interpolation: linear, direction: inverse}
        - !<FileTransform> {src: testlut.cube, interpolation: linear}

Thanks for your answer. when I use this method, it seems that the dynamic range is broken, and can't control exposure because I can't use Flimic. Can't color calibrate with my LUT while using Flimic?

Yes, you can use filmic,  but you just got to be careful at what point you apply the LUT transform. It should be at the very end of the chain. Once the data has been converted to display referred. Not before.

https://blender.stackexchange.com/questions/65948/how-to-make-3d-luts-and-use-them-in-blender/66600#66600

Thank you very much! You gave me hope. I'll go over those articles more.
It would be nice if Blender just works like Photoshop. As an artist with no knowledge, it is difficult to understand this.

Oh no! I would not like blender to behave like photoshop when it comes to color! On the other hand if you take a bit of time to learn about color, then you will gain control on how your images are viewed and reproduced correctly. A good place to start that journey is @troy_s Hitchheiker's Guide to Digital Color

Thanks a lot! It seems to be a long journey.  I just wanted to match the colors, but the cost is high.

See edited answer.

Wow!!!! It works perfectly! You are the best, thank you soooooo much!!!!!

Susu has outlined most of the important aspects. Always remember that a LUT is like a formula, in discretized form. That means that any LUT is specifically designed for one input state, and will deliver to one output state. Both must be known! Use decent tools and you should be fine. Most contemporary displays are pretty decent, so much so that the degree of correction might be negligible. Be careful when manually characterizing displays; one small mistake can bog things up worse than not doing anything.

I have always been grateful for your contribution. Thanks a million, Troy!


text:
I can see the behind texture through front one
I wonder how to solve this problem
I can see through
this is what i did

import image as a plane
loop cut
extract

I'm sorry if my English is strange (T.T)
this pictures are captured in viewport

By default the material of Images as Planes objects will have their Show Backface option enabled, disable it:

ohhh thank ypu sooo much!!! you save me!


text:
Instances aren't aligning to normals in geometry nodes
I'm trying to make the instances I've created "lay" on top of the mesh, similar to snake scales. I have a simple geometry node setup. I've fiddled with my nodes but am still stuck.

Not sure what kind of effect you're trying to achieve, do you know that you can pass a profile (has to be 2D! all $z = 0$) to a "Curve to Mesh" node? Oh and your instances are aligning to normals, it's just that you're misinterpreting what's happening on the screen.

Hello and welcome to Blender.SE! This question looks like a dulicate of.... (please use the search) ...or any other of the myriad of questions dealing with the Align Euler to Vector node?


text:
How do you access a list of a users Quick Favorites?
I am trying to add my quick favorites to a separate panel, but I can't find any way to access the list of Quick Favorites. I've read it's in user preferences, but I can't find how to target that or the list using bpy.

Hello ! AFAIK this isn't accessible to the python API unfortunately...

blender/source/blender/editors/interface
/interface_context_menu.cc in ui_popup_context_menu_for_button() explicitly mentions the "Quick Favorites" and from there you get to Blender\4.2\scripts\presets\keyconfig\keymap_data\blender_default.py in line 702: "Quick menu and toolbar" and then it looks to me like that is where the journey ends. I do not think the data of the Quick Favorites is accessible. It's probably stored somewhere in the RNA, but not in the file specific part. You can try to find more: https://github.com/search?q=repo%3Ablender%2Fblender%20SCREEN_MT_user_menu&type=code

Default hotkey Q calls menu SCREEN_MT_user_menu in most areas.
See Preferences > Keymap > Window > Quick Favorites
The menu can be inserted into a panel with layout.menu_contents('SCREEN_MT_user_menu')
import bpy

class TEST_PT_Panel(bpy.types.Panel):
    bl_idname = 'TEST_PT_Panel'
    bl_label = "Quick Favorites"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = "TEST"
    def draw(self, context):
        layout = self.layout

        layout.menu_contents('SCREEN_MT_user_menu') # Quick Favorites Menu

bpy.utils.register_class(TEST_PT_Panel)

(tested 3.67, 4.11)


text:
Does anyone know how to get the color of the light?
I've been trying to figure out how to create a shader in the shader node editor that will take the color of whatever light is hitting the object and put that color all over the object. My intention is to then put these in a group node and use the resulting node in the creation of my cartoon shader, as the way I pick my shadow color is also based on the color of the light source. I keep coming close, but I can't seem to figure out how to get rid of cast shadows (shadows cast on the material by other objects). I've been able to get rid of all other types of shadows, and make the light source cover the whole object, except those places where a cast shadow is and I don't know how to fix it. Does anyone have any ideas? I'm entirely self-taught with Blender, and am still very much a noob trying to learn all I can, and I don't know how to fix this and I haven't been able to find anything online.

It seems you simply need to set the color of the object white?  Then your object takes the color of the light. When it comes to shadows: if you're in a shadow, you no longer receive light, right? So there's no color of the light. If the object in shadow isn't completely black it's because there's multiple light sources - sure, technically one of the source could be a light object, and the other could be a surface bouncing light. If then you want to get the color of the original light, it seems reasonable to just make a list of all lights in the scene, because they all contribute…

@MarkusvonBroady I'm trying to get the color of the light that's hitting the object, and spread that color across the whole object, even where the light isn't hitting it. This is because I plan on passing that color through an inverter, then using a multiply node to combine it with my base color, using a black and white color ramp of where the shadows are for the factor. I'm doing this so that the shadow color will dynamically change with the light color.


text:
Rendering Problem: bad resolution
I am new to blender. I am not able to render a scene correctly. I was following a tutorial on geometry nodes. Before i began I tried to render the scene but i couldnt get the color or even resolution correctly. Is it because blender ran out of memory ?
Tutorial i am following
Specs -
Intel(R) Core(TM) i5-9300H CPU @ 2.40GHz   2.40 GHz
Installed RAM 24 GB
Video RAM 4GB
I tried GPU and CPU rendering same result.
File
Thanks,

From your description it is not quite clear what the issue is - no worries it can be really tough at the beginning learning this complex software. I am just mentioning it, because this is my best guess to what your problem may be. If I didn't answer your question, don't hesitate to ask again with speficications :)

You are using a metallic material. Metal is essentially all reflections, so it needs stuff to reflect in order to look good. Currently in your scene all there is to reflect is one light and a whole bunch of grey. So the render is actually correct, no technical issue. You just need an environment. The common way to achieve this is using an HDRI - a spherical high-dynamic-range image that works similar to a skybox in video games.

You can define your HDRI by choosing Environment Texture under Color in the world tab:

Using this free studio HDRI from Polyhaven and not changing anything else about your scene, I got it to look like this:

You can find many free HDRIS on Polyhaven to try out what look works best for you.
Note: the Material Preview viewport mode comes with built-in HDRI textures, that's why your material looks different from the render there.

You may also want to right-click your model in object mode and select Shade Smooth to make your Suzannes look - well - smoother:

Note: You do have a Set Shade Smooth node in your Geometry Node tree, but it only affects the icospheres. The Suzanne heads inherit the shading mode from the input geometry of your base mesh object.
Alternatively to setting the base model to Shade Smooth, you could also put another Set Shade Smooth node right after the geometry output of the Group Input node. This would have the same effect in this case.
Hopefully I was able to answer your question. As mentioned above, if not, by all means ask again with more spefics. Happy Blendering!

That was very helpful. Thank you so much. Shade Smooth node and light source were missing.


text:
How do I programmatically set hair position and shape in Blender 2.8?
I’m working on a project where I set a (relatively) small number of hair strands using particle system. In Blender 2.79 I’d just loop through obj.particle_systems[0].particles and set each particle’s location and hair_keys[].co. As discussed in https://developer.blender.org/T58792 this doesn’t work now in Blender 2.8, but there seems to be a workaround? (or new intended behaviour?)
Anyway, I don’t get it to work. The hair strands are not updated to the positions I try to set anymore.
So my question is: In Blender 2.8, what is currently the best way to set the hair strands’ position and shape programmatically?

I’ve made a minimal example that tries to make a row of 5 hair strands. See this comparison of the code run in Blender 2.79 and Blender 2.80, respectively:

Here is the Blender 2.79 code that gives the desired result:
import bpy

# 1. Use initial cube as object and set CYCLES
obj = bpy.data.objects['Cube']
bpy.context.scene.render.engine = 'CYCLES'

# 2. Add a particle system
psys = obj.modifiers.new("hair", 'PARTICLE_SYSTEM').particle_system
psys.settings.type = 'HAIR'
psys.settings.use_render_emitter = False
psys.settings.use_strand_primitive = True
psys.settings.cycles.radius_scale = 0.2
psys.settings.hair_step = 3
psys.settings.count = 5

# Connect and disconnect (needed, but why?)
bpy.ops.particle.disconnect_hair(all=True)
bpy.ops.particle.connect_hair(all=True)

# 3. Set hair positions vertices
for m in range(len(psys.particles)):
    psys.particles[m].location = (m, 0, 0)

    for n in range(len(psys.particles[m].hair_keys)):
        psys.particles[m].hair_keys[n].co = (m, 0, n)

# Toggle back and forth to update viewport
bpy.ops.particle.particle_edit_toggle()
bpy.ops.particle.particle_edit_toggle()

And here is my current best attempt at the corresponding Blender 2.80 code (with some minor API-changes + the aforementioned workaround):
import bpy

# 1. Use initial cube as object and set CYCLES
obj = bpy.data.objects['Cube']
bpy.context.scene.render.engine = 'CYCLES'

# 2. Add a particle system
psys = obj.modifiers.new("hair", 'PARTICLE_SYSTEM').particle_system
psys.settings.type = 'HAIR'
obj.show_instancer_for_render = False
psys.settings.use_strand_primitive = True
psys.settings.radius_scale = 0.2
psys.settings.hair_step = 3
psys.settings.count = 5

# Connect and disconnect (needed, but why?)
bpy.ops.particle.disconnect_hair(all=True)
bpy.ops.particle.connect_hair(all=True)

""" https://developer.blender.org/T58792 """
#https://docs.blender.org/api/blender2.8/bpy.types.Depsgraph.html  <--- relevant?
depsgraph = bpy.context.evaluated_depsgraph_get()
object_eval = obj.evaluated_get(depsgraph)
psys_eval = object_eval.particle_systems[0]

print('Number of particles:\n  %d  (psys)\n  %d  (psys_eval)' % (len(psys.particles), len(psys_eval.particles)))
psys = psys_eval
""" ------------------------------------------------------- """

# 3. Set hair positions vertices
for m in range(len(psys.particles)):
    psys.particles[m].location = (m, 0, 0)

    for n in range(len(psys.particles[m].hair_keys)):
        psys.particles[m].hair_keys[n].co = (m, 0, n)

# Toggle back and forth to update viewport
bpy.ops.particle.particle_edit_toggle()
bpy.ops.particle.particle_edit_toggle()

Note: I posted this exact same question on BlenderArtist.org, but afterwards read that StackExchange may be more suited for this type of question so I'll attempt here as well.

Related to (duplicates?) Blender 2.8: dynamically set particle locations via python.

Halfway there now…
Following this answer for manipulating particles, and shoehorning this problem with the same approach led to the following:

Viewport: OK! :D
Render preview: OK! :D
Final render: Not OK... :(

Code:
import bpy

# 1. Use initial cube as object and set CYCLES
bpy.context.scene.render.engine = 'CYCLES'
obj = bpy.data.objects["Cube"]

# 2. Add a particle system
psys = obj.modifiers.new("hair", 'PARTICLE_SYSTEM').particle_system
psys.settings.type = 'HAIR'
obj.show_instancer_for_render = False
obj.show_instancer_for_viewport = False
psys.settings.use_strand_primitive = True
psys.settings.radius_scale = 0.2
psys.settings.hair_step = 3
psys.settings.count = 5

# 2½. Animation options
psys.settings.frame_start = 1
psys.settings.frame_end = 1
psys.settings.lifetime = 1000

# 3. Setup frame_change_post-callback
depsgraph = bpy.context.evaluated_depsgraph_get()           # Get depsgraph

# Define particle setter. Set at every frame update(?)
def particleSetter(self):
    particle_systems = obj.evaluated_get(depsgraph).particle_systems

    for m, particle in enumerate(particle_systems[0].particles):
        setattr(particle, "location", (m, 0, 0))
        for n in range(len(particle.hair_keys)):
            setattr(particle.hair_keys[n], "co", (m, 0, n))

    # Toggle back and forth to update viewport
    bpy.ops.particle.particle_edit_toggle()
    bpy.ops.particle.particle_edit_toggle()

# Clear the post frame handler
bpy.app.handlers.frame_change_post.clear()

# Register our particleSetter with the post frame handler
bpy.app.handlers.frame_change_post.append(particleSetter)

# Trigger frame update
bpy.context.scene.frame_current = 0


text:
Separating objects causing material disconnection issue
I am very new to Blender but recently picked it up and forced myself to learn the program. Currently, I have taken a logo of a friends company, sketched it out via bezeir curve and made it 3D. Now I am making an animation where the different parts come together to complete the logo. I have the logo looking somewhat metallic and satisfied thus far with the results. Now, the issue lies with when I have taken a part of the logo, separated it from the main mesh/object (which constitutes the logo). Reason being, I noticed for a keyframe to register a moving part from my logo the individual parts had to be separated. However, when the parts come together each separated part’s material does not look unified with the overall logo/object. As each small part has a weird swirl.
Hopefully that made some sense as I am new to all of this… If this is a common problem I would love to know how to get around it.
Thank you!

A screenshot of your problem would be very helpful in figuring out what is wrong.

Start with the assembled logo, duplicate it and keep that safe in another layer or
equivalent for 2.8. Break up the model by separating it's component parts and before
moving any, keyframe their (assembled) locations, rotations, etc. Animate these so they
drift apart, rotating and so forth.  Reverse those keyframes (automatically) in the
dopesheet so they come back exactly as they were. If you then want to move that around as a whole, parent everything to an Empty and move the Empty, or simply switch back to
the duplicate. (the switch-back will be indetectable)

Added to the above - your 'swirling' effect may well be two or more surfaces overlapping. It's called "Z fighting" in Blender speak.  Both surfaces occupying the same location.

Wow thank you guys. I really appreciate the feedback. I’ll make the recommended changes tomorrow and will report back. I’ll also take a screenshot of the issue ASAP. Thanks again!

Just in case normal calculation is the problem,  you could check out answers like this one

Here is the screenshot of the issue at hand: https://ibb.co/NxsyKBm


text:
Shatter a object then transform pieces to new object
I’m currently working on an animation project and I’ve been asked to make a solid block fall from the sky, hit the ground, shatter and then have those pieces come together to form a logo.
I’ve tried googling this but I haven’t found any videos that really touch on this (probably not wording it correctly). Does anyone have any information as to how this could work? I know I could have the block transform into the logo but I’m wanting to shatter those pieces and then get those pieces to come together to form this logo. Keep in mind I already have modeled out the logo and already have each piece as an object inside blender.
Thanks for any help!


text:
Do i Build Blender for every change I make in the code?
I want to see how the BVH import script in blender works.
I was thinking if i could print the values of the variables at different points in the code to the console then it would help me a lot.(just like the logs printed in Report Console in blender)
Will i have to build Blender everytime i make a change in the code ?
And what does build exactly mean ? (if it is not something similar to what the commands  "gcc -o testOut test.c"  does to a C file)
Any References, Documents, Links would help.
Thanks.

This should be asked in the Blender developer forum. Blender Stack Exchange is about using Blender, not building it.

Sorry, didn't know that.

No you don't.
The BVH import addon is a python script. You should be able to disable/enable the addon after you make changes so that blender reloads the scripts. At most you may need to restart blender.

Thank you. That really helped because the answer for the same question on developer forum was a yes.


text:
subdivision surface modifier question
noob here.
I come from maya, it's been just a couple of days since I started using blender 2.8
Now I was practicing hard surface modeling, really basic things, and I ran into the issue you can see in the picture: basically when I apply the subdivision surface modifier to my mesh there is an edgeloop that does not change its curvature at all, the vertex numbers increases but that is it. Anybody knows if that is how the modifier works (why would it though?) or if maybe I did not merge edgeloops properly or something?

The only things that come to mind.. have you creased or beveled the radials of the hemisphere somewhere along the way?  (Disable any bevel modifier.. Try unchecking 'Use Crease' in the Subdiv modifier.. and check for doubled vertices with Alt-M > by proximity)....

It's certainly not meant to behave that way.  I would first check that there are no double vertices around that edge that doesn't curve properly.  If all the vertices are properly merged and it still does that, try deleting the modifier, save the scene, close down Blender, then open it again and open the scene.

You should also make sure that all face normals points outwards

Thanx everybody, it probably was a combination of all of the things you suggested. I redid the whole thing checked and flipped the normals of the hemisphere, and now it worked. Have a nice day :)


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Create wall art / projection for actual walls
I am trying to create wall art for optical illusions (e.g. person stands close to the edge of a canyon when in reality it's just painted on the floor) with Blender, but since I am a complete newbie I don't really know the best way to do this.
Currently I have the camera positioned at a spot where the actual camera in the room would be and a plane with extruded edges to create the walls and subdivided it.

Now I am struggling to get the image onto the plane so the parts of the image ending up on the floor would be in perspective.
Important: I also need to export each side of the plane  (e.g. back wall, side wall, floor) separately so it can be printed out accordingly.

Kind of found a way to achieve it, unsure if it is the optimal solution:

Add a background image to the camera which is the image to be projected onto the walls
Adjust the scene dimensions to the dimensions of the image
Subdivide the plane, add a UV projection and project from view of the camera after positioning the plane so the image fits
Add a material to the plane and use the image itself, so it renders onto the plane
Add three additional cameras, each pointing at a wall / the floor and setting them to orthographic.

When exporting the rendered images from the three additional cameras, each of them should have the perspective view of the wall / floor.


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geometry node distance used to measure distance between faces
Hi everyoby it’s first time i use geometry nodes so i’m trying to learn something; to do this i’m doing some experiments to better understand behaviour of each node and i’m stuck on a probably simple step that i don’t understand.
As shown in pictures i’m trying to see in viewer the distance between original face and the extruded one but i’m doing something wrong cause it returns the value of 1.732 instead the measured one (0.826572) and if i change the scale offset value in extrude GN it doesn’ change. where am i wrong?
thanks

I do not understand how do you define the Distance. It is mixing a Boolean (the Top output socket of the Extrude Mesh node), with a Null vector (the Attribute output socket of the Capture Attribute node with Value set to 0). This attribute is in the Face domain and the Viewer node is in the Point domain. It looks like a mess for me...

About the 0 or 1.732 value displayed in the Spreadsheet viewer, it will be a constant whatever is done because: the Top socket is returning 0 or 1 (Boolean) ; connected to a vector, it is transformed to (0,0,0) or (1,1,1) ; the Capture Attribute node is returning 0, which is connected to a vector, so it is (0,0,0) ; the Distance node is computing the distance between (0,0,0) and { (0,0,0) or (1,1,1) } ; this value is 0 or square root of 3 (i.e. 1.732). QED

I can see two sources of confusion:

The Capture Attribute-node is not "capturing" anything.
The geometry that the Capture Attribute-node is modifying is not what is being used in the subsequent steps.

In the image below I "capture" the position of the faces by connecting a Position-node to the Capture Attribute-node and then compare it to the extruded face's position (using an Evaluate on Domain-node).

thanks for your reply. You're right it's a few days since i started to work on GN and i'm trying to understand how they work; it's not so easy without any reference and i'm still a little bit confused. I'll take your solution and i'll try to understand it. Also i'll search a course on Geometry Nodes to learn the foundamental. again thank you very much!


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extrude some faces along a vector combination of two normal axes and one global axis
Hi everybody, I’m Davide and i’m a newbie. i'm using 3.6 ver; i have to extrude some faces so that the extrusion vector is a combination of face normal (along x,y) and global orientation (along z). I succed in doing this but in a very tricky way, and i’m wondering if there is a fast way to do this or if exists an addon. I’ve been searching online for a few days without finding a solution any suggestion would be of great help. in the attached img there's what i'm trying to achieve, thanks

Just to make sure this is understood correctly: you want to move the vertex along the vector which is the projection of global Z onto the triangle?

what i'm try to do is a sort of "one click" to achieve the following behaviour: extrude face along its z normal, move on z global axis the extruded face to allign to the orginal one and the two faces must have a distance of 1.2

Isn't that just (With 'Global' Transform Orientation set.. )  EZZ 1.2 ? I'm sure it's not.. I must be missing something..

thanks Robin for your replies. doing EZZ 1.2 in 'Global' transform orientation extrudes the face along z 'Normal' but the extruded face is not at same z 'Global' height of the original one(unless it's not perpendicular to xy 'Global' plane) and i have to raise or lower it to make it so. After doing this, however, the two faces are no longer at the right distance and I have to fix them. I'm searching a workaround to use a command like extrude (or extrude with an option) to do this in a "oneclik" way.

but I'm afraid I'll have to bang my head with scripting.

OK, I'll go back to the definition in the first comment

HI Robin thanks for your time and sorry for my delay in replying but i was fighting against a big wasp nest. At first i didn't unserstand your first comment but now i think it's as you say. thank

Hi Robin thanks, i've found a workarond, maybe a little tricky but it works for me. with geometry nodes i’ve extruded faces of 0 scale and then i’ve moved them on z normal = 0 and x,y calculated finding Hipo of x y normals, divided with that the distance i’ve choosen in input attributes and multiply the result for respective x and y normals to find the offset on these axis and here it is.
cheers
Davide

https://i.sstatic.net/kNg2r.jpg

https://i.sstatic.net/8vfWf.jpg


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blender 3.6 hidden faces still selectable and manipulable
i'm using blender 3.6i'm a newbie, i've searched everywhere but i couldn't find an answer and i'm going mad! I’ve to hide many faces not contiguous in edit mode so i can select and manipulate only visibles (i think it should be the default option) but, for some reason, if i use A key, Split, P loose part, it works on all faces even the hidden ones. I think i’ve accidentally hit some keys combination that change the setting but i can’t figure out what setting and the way to revert it back.

Can you add images to your question to demonstrate what you are seeing and what you want to do? https://meta.stackexchange.com/questions/75491/how-to-upload-an-image-to-a-post

I was able to recreate your issue. But I will need to know what exactly you are trying to achieve in order to answer. So please provide the images

I suspect this is working as designed. For instance: Subdivide a simple cube and hide one of the faces. Subdivide again and unhide the face (Alt-H). You'll see that the hidden face has been subdivided with all the other faces.

thanks John and Akshay, i don't have the option for uploading a photo, as soon as i can i'll upload. John i try with cube in a new project  i hid (H) two faces of the cube i selected all (A key) i splitted edge and i converted every faces in objects (P loose geometry) and the two faces hidden were together in one object. In my case instead it happens that, using the cube example, the two hidden faces are converted in two separate objects, as if select all, split edge and P loose geometry work even on hidden faces