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How to modify existing mesh UVs with geometry nodes?
I'm trying to use geometry nodes on Blender 3.3 to modify existing UVs of a mesh, while keeping the mesh data otherwise unmodified.
For a minute, I had trouble understanding how to put UVs "back in" to the geometry data, until it clicked that it's an attribute. Here's what I currently have:

This doesn't work correctly. In my 3D viewport, the UV map appears to be zeroed out. Looks like 0,0 for all vertices, resulting in flat colour of whatever pixel is at 0,0 of the current texture.
I notice that when inspecting corner data in the spreadsheet view, this method produces a 3D vector in the UV data - without this method applied, the spreadsheet shows a 2D vector. Could this be the issue? If so, how to specify a 2D vector in the geometry nodes?

Above: UV data without geometry nodes, 3d viewport look

Above: UV data with geometry nodes, and how it looks in viewport. Note that the vector addition seems to be working fine for the x component, but that an extra component now exists in the vector.

BTW, applying the geometry nodes from the object's modifier stack removes the UV data - not even the "UVMap" channel remains.

You could use a similar technique to this one: Assign vertex group in Geometry Nodes (v3.3) except you would use a single UV Project modifier instead of vertex edit + proximity modifiers.

Simply modifying and storing UV map as an attribute work but make sure to store it as 2D Vector

That's handy if I want to re-use data for some object, but make it unique looking with the same textured material. It gives fine control and also preview in the viewport unlike some shader tricks.
For anyone else who wants to be able to transform existing UV map with geometry nodes group(it's marked as asset in the file):

The key here is to store a 2D Vector (not a Vector [3D])

You have basically already understood this correctly and set it up correctly.
However, I assume that you use the node Texture Coordinate in the shader to read the UV map.
But this node always uses the original attribute and obviously ignores all changes made in Geometry Nodes.
To read the attribute changed in Geometry Nodes, you would simply have to use the Attribute node in the shader instead, and then it will work as expected:

(Blender 3.2+)

Do you know if there's a way to get these exported UVs to show up when a UV pass is exported in the compositor?

@AnsonSavage If I have understood your question correctly, you can solve it with this: https://blender.stackexchange.com/questions/299012/

Nice, that did it! Thank you:)


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Blender was running fast then randomly became extremely slow to open
I had left a blender file running for a couple days in the backround and went to open it and it wouldn't pop up, so i ended the task. When i went to open blender again it took 5 minutes to open and usually it opens instantly. Then when it finally opened it took several more minutes after pressing open file, which is also usually instantaneous.
I uninstalled and reinstalled all the the blender in the DL section and it was the same issue with every iteration of blender. I then did a clean reinstall of my gpu drivers. Then Did a Clean reinstall of blender and it is the same issue

Could you still have an old process from the session you previously killed taking up system resources? Check in Task Manager that you have nothing unexpected taking up CPU, Memory or Disk activity. Try a full reboot by right-clicking the start button and selecting Reboot (after ensuring to save all your work first).

not really a fix but i ended up reformatting my laptop and blender is running fine now thank y'all for tryna help

source: Stack Exchange

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

sort: votes


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How to view all layers in timeline while animating 2D?
I've been animating this project mostly on a laptop in the past.
I transferred it to my new PC and wanted to keep working on it but all the layers I had opened on the timeline are no longer there. Its probably a settings thing because I had to re download Blender~

Did you try to click on the triangle icon next to "Summary", to expand the layer list?

yes but nothing displayed.

To help troubleshooting, try to expand the outliner and see if there are layers reported, try selecting them, try adding a new layer with the + button in the GPencil Dopesheet, try to copy and paste the GP object into a new file, or upload here the file. https://blend-exchange.com/

I tried sending it through the stack exchange but it wont work. my file is 29.5mb and it says the most it can send is 30mb. Im not entirely sure why it isnt sending, it should be working but it just wont.

Start a new file, use the append function in the file menu to append the grease pencil object and see if it works. Uncheck the "invert search" button in the layer section (blue double arrow), Try type in the name of a layer. If nothing works, delete the heavier layers and upload this new file here.

Thank you for the feedback! appending the grease pencil revealed all the layers automatically. Thank you so much, I couldve lost a lot of hard work!

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


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Layers can't be edit because they are locked

My layers claim they are locked but the ones I am editing or at least trying  to edit are not allowing me to do so.
The one I am trying to erase is the background layer.

Hi were you able to solve this problem, coz I'm experiencing something similar

i came across a similar thing, and i think it happens because no layer is selected. clicking on a layer resolves it for me. And actually in your screenshot you're in draw mode in the object "Stroke" but the selected object is "Stroke.001", so it could be that as well


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How to make the Grid floor Axes (X and Y) visible with plane on Z height 0?
I have using blender on and off for years but never did it on regular routine. Now while I'm following Blenderguru aka Andrew Prices Donut Blender Beginner Tutorial, I noticed that in Andrews Viewport one can see the green and red Grid Line Axes (X and Y) in the viewport while the plane is resting exactly on the floor (Z height 0):

I tried to solve the Problem in the Viewport via the Viewport Overlays section, however, I could not make it work. I assume it has something to do with the Blender version Andrew is using (since I'm using the newest Blender version (2.92.2).
At first I didn't care about the visibility of the Grid Line Axes, however I find it to be useful to always see the Grid Line Axes when the plane lies on the floor. It makes it easer to have an orientation to always know where I'm in the room/perspective while working on objects (that are resting on the floor plane).

are you sure, his plane is on z=0 ?

Yes. I checked the Transform Panel and the height value (z) of the plane is set to Z=0.

he can have applied the location...that it is 0 although it is not a zero position....

I don't understand. So what can I do, to see the Grid Line Axes on the floor, even though the plane lies on the floor?

Just move the plane just a little bit down on the z-axis

So if you want to work with even numbers and later transfer that to more complex scenes that are supposed to lie on a plane, I don't find that a very elegant solution. My main concern is that these colored axes (X and Y) should always be visible when several objects in a scene lie on a plane, which is simply more helpful for orientation and faster when working in three-dimensional space.
I remember when I first started this tutorial series a few months ago (the 2.8 version at the time), I didn't have this problem, I found it clear when I was in the viewport and could see very quickly in the camera view exactly where I was in space (solid mode). Maybe this has been changed in the latest version (probably for UI reasons).


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Textures not showing on animation model?
PREFACE: I am a programmer, not an artist.  If I ask something that seems obvious too, this is why.
I bought two animation models from TurboSquid.  Both FBX models.  You can see them here:

The animation model on the left (Tarologist Robot), shows its textures properly.  As you can, the animation model to the right (Fighter Drone) does not.  It is plain white.  I opened the Fighter Drone FBX file in Blender and it does have the textures, see the screenshot below:

Here is the TurboSquid page for the Fighter Done model:
https://www.turbosquid.com/3d-models/3d-fighter-drone-model-1487327
And here is what it is supposed to look (default texture set):

However they don't seem to appear on the actual model.  When I open the Tarologist Robot FBX file in Blender I do see the purple textures on the model in the Blender canvas, but when I open the Fighter Drone I do not on the fighter drone.  At least to me, it looks like a uniform drab grey..
Here is the directory of the exported FBX file:

Is this just because I don't know how to use Blender (I really don't), or did the artist/animator that sold the model on TurboSquid, expect the buyer to do the final step of applying the textures themselves?  If so, is it a simple procedure to apply the textures that I could do myself and if so, how?
The Tarologist Robot animation model also came with alternate texture sets.  But if my theory is right about unapplied textures, then I'm wondering if the artist for that model applied one of the texture sets as a "default", saving me this trouble I'm having with the Fighter Drone model?.
Note: I found a post about a somewhat similar problem:
https://discourse.threejs.org/t/texture-of-fbx-model-is-shown-only-black/26981/3
So I added this to my code for loading the Fighter Drone:
                fbxMOdel.traverse(
                    child => {
                        if (child.isMesh)
                            child.geometry.computeVertexNormals();
                })

But it did not help.

Bonus question:  Where can I find reliable Blender animator/artists for hire to help with the problems I'm see to run into fairly often with purchased models?  I've asked this question many times in different forums, and for some odd reason I have never gotten an answer.

You need to check the materials of the bot. A purple color indicates that Blender cannot find the image textures. According to the description, the drone comes with 6 PBR textures (albedo/color, metallic, roughness, normal, and emissive maps.) These are PNG image files. Have a look at the Shader Editor and check the materials from the list (var_1 to var_5 ). You need to connect the image textures with an Image Texture node to the Principled BSDF node. Connect the albedo with the Color slot, the metallic image with the Metallic slot, etc.

About the bonus question: Try https://www.blenderartists.org They have a forum, including subforums for paid and volunteer work.


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Cant toggle orthographic view in object mode, can toggle in edit
I switched auto-perspective, and that didn't work. It seems to happen whether an object is selected or not. tried compositing and layout - no difference.

The Numpad 5 key should toggle between Orthographic and Perspective mode The auto-perspective setting is in Edit > Preferences > Navigation > Orbit & Pan > Auto > Perspective.

yes, correct, and for a laptop, lacking a numpad i reassigned that command to the keyboard 5.  and it does work in edit mode. In fact you can see in the top left corner the text ndicating the switch from perspective to ortho.. No luck in object mode.

Hmm... Works here in both modes, but that doesn't help you! What Blender version are you using (3.3.1 here)?

3.3.0 - but i cant recall this having happened before, and i beleive ive been on 3.3.0 since i started on blender a week or so ago - real newbie here.

I'd try turning it off in the settings, saving them via the bottom left "hamburger" icon on the Preferences panel (usually set to Auto Save), then close and reopen Blender, reset Auto > Perspective and re-save again. If that doesn't sort it, maybe a reinstalling over the top of your current installation would sort it out? It should keep all your settings. 3.3.1 didn't squash any settings bugs to my knowledge although it's always worth staying up to date.

turned off auto perspective, saved pref, closed, reopened, turned on auto persp, saved pref. no result.  will reinstall over current installation - on a mac, does that mean simply rerun the blender installer? thank you much!

No idea on a Mac I'm afraid.  I've never used one. (Using Windows 10 Professional here.) Maybe someone here who uses one may have more ideas about your issue.


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Bevel not working sometimes
Im new in Blender and im watching tutorial. But here is a problem. Part of my objects works like it should with Bevel Tool. BUT sometimes just not. I don't know what im doing wrong or what should i change. This is how it looks when im Beveling those edges and its alright...
But right here im trying to Bevel edges below previous. And when im trying to Bevel them they like... Bevel in 2D? I don't know how to call it.

I have no idea what im doing wrong, i did research about it but didn't found anything helpful.

Hmm. If this is truly one mesh ie what it looks like, this shouldn’t be happening. Try selecting all, and then Merge -> By distance.

you have many edges in the same place,

you can disolve these by selecting all mesh and press "M" key and select "By Distance"

Wow i don't know how this works and what i did wrong in my "project" but it worked. I mean i tried before delete one of those edges, vertexes and after deleting there was nothing, soo i thought it is not a problem here. Thank you very much, sometimes simple ask takes less time than hours of searching! Thanks again, should i delete this post?

I don't think it's necessary to delete this post. Maybe someone in the future will have this same problem.


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How to get the bounds of all objects in a scene
I'm working on a basic script that gets the maximum x and y values for objects in a scene and generates a base plane based on that, however, I have not been able to get the bounds of the scene with the API

There's probably a better way to do this, but this will work.
Get the evaluated version of all the objects (which takes into account all modifiers), combine them into one object and get the bound box size from that.
import bpy
import bmesh
from mathutils import Matrix

context = bpy.context

bm = bmesh.new()

depsgraph = context.evaluated_depsgraph_get()

for obj in context.scene.objects:
    if obj.type == "MESH":
        eval_mesh = obj.evaluated_get(depsgraph).data.copy()
        bm_tmp = bmesh.new()
        bm_tmp.from_mesh(eval_mesh)
        tmp_mesh = bpy.data.meshes.new("Tmp Mesh")
        bm_tmp.to_mesh(tmp_mesh)
        bm_tmp.free()
        tmp_obj = bpy.data.objects.new("Tmp Obj", tmp_mesh)

        # retain location, rotation and scale of original object
        mx = obj.matrix_world
        loc, rot, sca = mx.decompose()
        scale_mx = Matrix()
        for i in range(3):
            scale_mx[i][i] = sca[i]
        applymx = Matrix.Translation(loc) @ rot.to_matrix().to_4x4() @ scale_mx
        tmp_obj.data.transform(applymx)

        # add object to bmesh and clean up
        bm.from_mesh(tmp_obj.data)
        old_mesh = tmp_obj.data
        bpy.data.objects.remove(tmp_obj)
        bpy.data.meshes.remove(old_mesh)
        bpy.data.meshes.remove(eval_mesh)

new_mesh = bpy.data.meshes.new("New Mesh")
bm.to_mesh(new_mesh)
new_object = bpy.data.objects.new("New Obj", new_mesh)
context.view_layer.active_layer_collection.collection.objects.link(new_object)
new_object.display_type = "BOUNDS"


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Blender and Python script. Error when I press "run script" button but it work as expected
As the subject i have a script that is working as expected while the "run script" button report an error. Is this normal? Thanks in advance

The text block is evaluated in the context of animation nodes, if you execute it as a  standalone script, the variables will not be initialized

Thanks a lot for the fast answer. :)


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Glitches appearing in Cycles but not in Eevee (Keyframes in GeometryNodes) v.3.3.1
After finishing my first projet ever in blender 3.3.1 following Blender's Guru famous tutorial https://t.co/fthNpnRTQY
I tried to add a few animated keyframes on some nodes to go further a little for the purpose of learning more by myself.
I'm quite sure my GeometryNodes Modifiers are quite a mess but my question is essentially on some glitches appearing on the sprinkles (changing shapes) only appears when I render the final version in Cycles.
Those glitches don't not appear in the viewport, Workbench nor Eevee render...
Please check the gif comparison below, Eevee animation on the left is the wanted result (no glitches).
I'm guessing the cause might come from a bad way of connecting nodes with keyframes (I am  a newbie after all) but why thoses sprinkles glitches only appears in Cycles?
The full animation with unwanted glitches can be seen in this post https://twitter.com/sbgraphic/status/1579198150438707200?s=20&t=ltsoreHxq8-zl6gG4aMz5g
I finally adjust some sounds accordingly to get over with this for the fun but thoses are an unrequested glitches.

Scene link is here https://sb-graphicdesign.ch/cloudbox/index.php/s/R7WudeL7rhzOieD
All the best!

No idea why this happens in Cycles, so just a comment instead of a proper answer: your "Icing" object has 3 keyframed animations. On the Factor in the "Pop_Icing-01" Cast modifier, one on Max of a Random Value node and one on the Axis Z-value of a Vector Rotate node. If you remove them all (not one or a combination of two animations, it must be all three), than the glitches disappear. Don't know what to do to get rid of it while keeping the animations, sorry. Oh, and there are drivers on the sprinkles objects that throw errors, but they don't seem to be the problem there.

Thank you  for your comments, very appreciated, I will check this again. One of my guess is something is happening as the 'Icing' get distorted (influencing the 'instance on points' (?) as they become active and are not static anymore, so the random node get confused somehow ? but yeah why only in Cycles ? I might need to rebuilt those messy nodes from scratch differently as I a bit better understand how it works now.

I suspect something like that, too. But I don't know why Eevee isn't influenced by that...


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How do I maintain quads and shading after this bevel?
I'm trying to keep everything in quads and at the same time maintain a good shading on this mesh.
This is the bevel operation:

Now I know that I can maintain the quads with this method, but unfortunately that way the shading looks really bad as it introduce a bad pole in there:

So I approached this issue another way, this time with separating the vertices by creating new edge loops. However this also didn't solve the shading issue:

What is the most efficient way to keep both topology and shading after beveling operations like this?

You just need some coplanar faces that will prevent the shading between some faces that are not coplanar. To fix it, inset the faces around your bevel:

Then select the new edge loop here and dissolve with CtrlX:

Result:

As Gordon Brinkmann says you don't necessary need quads, but if you use ngons or tris make sure that they are coplanar with their adjacent faces.

You just solved my issue! I really appreciate your help. Thank you so much!

@AlivePositive By the way, what moonboots demonstrated to you here is that it is absolutely not necessary to always keep everything quads, especially not when the topology gets more complicated and messy than with using n-gons.

@Gordon Brinkmann Thank you for your input, I will keep that in mind!

@AlivePositive Looking at the MatCap you're using this reminds me of Josh Gambrell's tutorials on hard surface modeling. He also has some good videos about why ngons are sometimes better than quads or when to prefer ngons and how to use them reasonably. Just search for "josh gambrell ngon" on Youtube.


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How can I plug multiple image texture nodes into the base color?
I'm trying to put two different kinds of scratches on my mesh, but I'm not sure how am I able to mix the two image texture nodes into the base color. How can I do that?

Hello, you haven't packed your images so we can't see them, also maybe tell what kind of mix you want? You probably can do it with the MixRGB...

Hello, @moonboots. I'm sorry I couldn't upload the .blend file with the resources it exceeded the maximum upload size. I want to mix the two scratches together. Basically have two kinds of scratches on my mesh. I don't know what mixing methods should I approach. I'm pretty new to the nodes and texturing. Any help would be greatly appreciated.

You should try the Color > MixRGB, it has several modes, the correct mode will depend on the scratch images and how you want to mix them. To share your file you can use workupload.com for example

@moonboots I've packed the images and uploaded them on workupload.com. Would you please take a look? Thank you. https://workupload.com/file/WrXTVtSGPDC

Does this answer your question? How to combine texture nodes?

In your case you could mix your 2 textures with a Color > MixRGB in Lighten mode and push the factor up to 1:

Thank you, moonboots! I really appreciate your help!


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How do I rotate the highlighted faces in the photo below without the previous face showing as well?
I have applied all transformations before I used the inset tool, now I am trying to rotate the highlighted faces to straighten them, but each time I try it leaves extra lines(where the face was before rotation, see second picture)

Welcome to BSE,
It looks like you may have some duplicate vertices.
Please try the following steps before try to rotate your object:

Select your object and press Tab to enter Edit Mode
Press A to select all vertices
Press M > Merge by Distance

This will merge any vertices that are sharing the same space ("sitting on top of each other"), and I believe should resolve the problem you are having.


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Exporting & reimporting particles as alembic replaces meshes with cubes & empties
I'm trying to export a particle animation as an alembic file.
When using the following settings to export it, and then re-importing that file into blender again, some of the meshes are in completely different spots, some are replaced with cubes, others with empties and others are replaced with (what I assume are) animated points.

Why is this happening? How can I fix this to ensure the export is identical to the cached particles?
Here's what the particles look like before exporting:

And here's what they look like after being re-imported:


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Importing cache files in blender
I'm working on a particle simulation and have cached all frames, then enabled "Disk cache" and found the folder with the cache files.
However, when I then select "external cache" and select the folder to use these files, it either tells me "no valid data to read" or "4 points found", which ends up only displaying 4 particles, instead of all 40.
How can i properly import cache files without this happening?
If I use the regular cache (not files), it looks like this:

If I use the files I just baked, it looks like this:

I need to bake the animation in a separate file before loading it in the main file, so I can't just use the "regular" bake without cache files.

Duplicated https://blender.stackexchange.com/questions/279518

The "solution" (more of a workaround) on that page doesn't work for me, since the particles would be imported as objects instead of particles, which would add many unnecessary polygons to the scene, which I can't afford in an already large scene.

Alembic comes with particles saved as animated vertices, so you just instance particle object in the similar way particle system does, right? So I don't think it will enlarge your scene radically. If you didn't succeed (simple test plain with particles) share this sample file, so I can check. Thanks

Doing that results in the rotation of the particles to be lost, since the animated vertices seem to not save the particle rotation

Yes, rotation is lost. From your screen it looks like you want to instance a Sphere shape so I didn't care about rotation. If you need to use particle's cache, than your only one chance due the bug (mentioned and persisting in the first comment) is to move cache folder with blend file (keep the same directory).

Those cubes were only a placeholder, the rotation is extremely important for the final particle system.
The "regular" cache also doesn't persist between sessions, so even if I could keep it in the same file, I would have to re-bake all systems every time I re-launch Blender.
Keeping the same directory also doesn't work, since I would have to first import the cache directory in the new file, which causes the same bug mentioned above.

can you tell me how did you do to fix the problem? I have the same question now, I cached 300 frames and i can find them in my computer, but when I selected external, only displaying 9 particles. thank you.

Hi, as I said in my answer below, you just can't. (at least afaik)
I opted to import the particles as objects, which massively slowed down my scene and increased render time, but it was either that, or no particles.

Again, after tinkering around with this I found out that Blender falls short again.
In short - you can't.
You have to import the particles as objects, massively increasing the polycount in your scene or it just doesn't work.


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Can you limit a force field to a specific particle system, while the particle system is still affected by other force fields?
I know there's an "Effector collection" setting in the particle system, but that only limits the force fields the SYSTEM is affected by, but it should still be affected by all.
I on the other hand have a specific force field that should ONLY affect this one particle system, which should still be affected by all others.
Is there a way to do that without reorganizing all force fields and collections to make use of the "effector collection" setting?

Since there is no way to tell the force fields which particle systems to affect, the workaround is to simply create different collections. Now that sounds like completely re-arranging, but it's not since the force fields can be assigned to multiple collections.
Here is an example. Let's say I have three force fields, Magnetic, Turbulence and Wind. I want one particle system to be affected by all forces, another one should not be affected by wind.
At first I'm assuming you already have all force fields in a single collection. In my example the name is "all forces". Then I create another collection, call it "no wind" and in the outliner I select all force fields except for the Wind. Then while holding Ctrl I can drag the selected fields from "all forces" collection into the "no wind" collection. This links the fields to the second collection without removing them from the first one.
Which means, you can use different collections for different particle systems, but you don't have to duplicate the force fields which of course makes it easier if you want to change settings.
Of course another way would be, if one particle system should simply be affected by all force fields and another one just by certain fields, to put these certain fields into a collection and let the Collection field on the first particle system empty so it's affected by all force fields, no matter if in a collection or not.
By the way, if you have very many force fields and a few ones to be only present in one collection, it might be easiest to select all force fields in a collection, link them all to another collection and then in the new one you can remove single force fields by right-click and choose Unlink from the context menu.

Thanks, I didn't know you could have force fields in multiple collections!

@Aci You're welcome! Not only force fields, other objects as well. The outliner method seemed to me as the easiest one in this case, but you can do it in the 3D Viewport as well. Instead of using the shortcut M for moving objects in a different collection, you can use Shift+M to link to another one. Also in the Object Properties under Collections you can click on Add to Collection which lets you assign the object to more than one collection.


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Masking objects behind objects on another render layer
I'm using render layers in my scene to seperate multiple objects for compositing, but want to add them back together afterwards.
For that, I need to a way to hide parts of the volumes on layer 2, that would appear behind objects on layer 1, if they were on the same layer:
Layer 1:

Layer 2:

For example, the volume lights on the front should be partially hidden, since the Submarine on layer 2 would obscure them, but the light in the back should be fully visible, since it would be in front of the Submarine.
How can I achieve this in Blender?
Older versions seem to have included "mask layers", but I can't seem to find any mention of them from 2.8 and onward...

Enable the "Holdout" restriction toggle in the outliner.

You're able to enable it on a collection of your choice that will be used to mask anything behind it, but not show up in your render. Simple and effective:


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When playing the animation in compositing some render layers are disabled or switched
I'm quite new to compositing in blender and wanted to start comping an animation I created. I've plugged all the different passes to get my beauty layer for each view layer. When I'm on the first frame everything seems fine:

zoom in on the plants for instance:

viewer result:

But when I play the animation and stop on a random frame, some layers get disabled or switch to another render layer, which doesn't make sense, and I have no idea why. I've looked everywhere checked so many tutorials but nothing covers this issue.
here I'm at frame 42, the view layer "plants" just got disabled :

viewer result:
I really have no idea what is causing this, and I'm thinking that if this happens while comping, I'm pretty sure that when I render I will have the same issue. I would be so grateful if someone could help me out with this!

It sounds like a bug ... could be a reason you use blender with Real-time Compositor feature?

I haven't activated the feature, so I don't think the issue comes from that. Could it be something with my view layers? I'm wondering if I don't have data in my openEXR files from different viewlayers maybe

Pink color indicates missing data ... you already see missing name (for some reason) it never happened to me ... also we don't know how EXR was generated and saved, but if it works in one frame should be same in all others. You can try to share working frame and frame with issue to let as check how does it behave in our machines. Frame 42 is always like that or is it randomly per play? Are Layers still listed at frame (file) 42? Did you render sequence at one run or you re-rendered some frames?

thanks for getting back! The layers go missing randomly per play, the layers are still listed, they just get unchecked, so I would have to manually reselect the layer in order to see it in the viewer result, and when I go back to frame 1, I have the issue in frame 1 too, so I have to reselect the layers in order to see them. I've done render sequence in one run, but, I rendered single layer each time instead of rendering all layers in one go

I assume EXR file is rendered by blender ... since it is impossible to create an EXR in blender without ViewLayer (to set empty field for view layer name) it seems to be a bug, but I can't reproduce your issue in my setup https://we.tl/t-1Sry7cHE3k. so try some simpler scene, try Defaults > Load Fabric Settings (if it is not some setup or addon conflict) or try different blender version (official release in the best.

Thanks a lot for your help here :) I will test a render to see if in the final render the issue appears, maybe it's a display bug from Blender, could that be? I can't really share the file because there are 7 different viewlayers, each 200 frames, so a bit too heavy to share. I checked your file and indeed, it works fine on my side as well. So maybe I did something wrong while rendering the view layers, not sure

I was writing previous comment without seeing your last one :) Why did you render only one viewlayer? They can be stored in a single EXR. If does it happen randomly it is more some cache issue, than file issue, but disappearing selected layer looks like file issue for contrary :) Can you share few frames of some layer? If issue will considered as a bug expect closing your Q (bugs are not allowed here) also we are here to close by automatically moved to chat room (chatting also not allowed here :) BTW if you overexpose your last screen, plants seems to be there https://imgur.com/rHKWDgZ

First time user, so didn't know bugs and chatting is not allowed! I've shared 10 frames per layer here: https://drive.google.com/drive/folders/11iywVriCcapMFqVRdTyUNxLIL3LrvKoo but, will only be uploaded in 40 minutes! Thanks again for your help!

OK I'm going for jogging, I will check your files later (or someone) ... just be sure you set your shared files as public (so people can access file without asking special permission).

all set to public! thanks again!

I can't open cave_comp.blend - "Missing DNA block", but that isn't the issue. Also cave_exr folder is missing frame 8, 9 ... I'm noting that so you can ensure your sequence is complete (probably some upload issue or humanity :)

Let us continue this discussion in chat.

Plants - frame 1 appears fine, frame 2 and others are pink - blender says - "Can't load image" ... due unassigned Viewlayer I guess.

Issue
Your Viewlayer list is not consistent for whole image sequence. Almost all sequences contains one layer more at frame one.
It seems like blender is not looking for a viewlayer name, but is using position index.
Let's say at sequence Plants ...
Frame 1

1 Composite
2 lantern
3 plants

Frame 2-10

1 Composite
2 plants

When you set plants at frame 1 that is under position 3 and move to frame 2, blender can't find position 3. Name field in node became empty and blender is notifying you "Can't load image".
When you are at frame 2 and try to fix it by assigning view layer to plants, that is on position 2, than moving to frame 1 appears layer lantern because it is on position 2 at that frame.
... if I don't use frame 1 viewlayer stay assigned to plants and all is fine for me.
If you don't know how to solve the issue by your self with knowing this - please share your source file (used to generate EXR). You can delete all objects just keep one (can be a cube) in each Viewlayer.

So basically I should remove frame 1 from the sequence and then it should work fine?

So i removed frame 1 from the image sequence and it works! Thanks so much for looking into this :) I'm not sure why there are more layers in frame 1 compared to the other frames, but removing it did the trick! Thanks again!!

Great it works for you :) You'r welcomed.


text:
In Blender, my character doesnt come with bones in fbx format
In Blender, I am currently using a panda bear from the link https://3docean.net/item/cartoon-panda-rigged/21749155. I inserted the Panda Bear model in Blender as an FBX and I added the texture in. But when I went into wireframe mode I didn't see any bones in that Panda Bear, I'm trying to see if the Panda Bear can move with the bones that are in the Panda bear. However there aren't any bones in the Panda Bear. Please help

Since you appear to have to  register and pay for the model when downloading it there's no way we can see it. However the details say "In Max version only: the model is rigged ( pelvis, head, legs, arms, hands, spine, head, foot, fingers mouth)." I assume this means that the export format files don't include rigging.

oh Sorry about that


text:
How to achieve "spherical" mapping in procedural materials?
What I have:

What I would want (sorry for a terrible sketch):

How to convert object/generated coordinates in such way?

the answer is here: https://blender.stackexchange.com/questions/44292/procedural-texture-for-longitudinal-lines

@moonboots Thank you, it works well :)

If you just want the longitudes, the answers linked by @moonboots will suffice.. if you want to map a 2D procedural texture to a sphere, this sort of setup will do the Y dimension (latitudes) as well..


text:
Disable Inset's 'Right Click To Cancel'
I Would like to assign an Inset tool on Ctrl+Shift+RMB and everything is fine except that when I release RMB tool cancels inself due to its own parameter (release RMB to cancel)
Video Example
Is there any way to disable 'RMB to cancel' in that specific tool?
Some tools like Knife do have a Modal Maps which allow to set 'No Operation' state to cirtain circumstances like mine, where 'RMB-Release'should Confirm operation instead of Canceling it.
I have just started to use Blender and concidering migration from Modo and the most critical parameter for me is customization

See https://blender.stackexchange.com/questions/63430/what-identifier-of-operator-must-be-entered-for-assign-shortcuts/63449#63449

Inset does not have modal map parameters. i specificly pointed that out in my initial question


text:
Merge meshes in edit mode
beginner here. Is there any way to merge overlapping meshes? See both of the images provided. What I made is just one object, but a terrible amount of vertexes crossing over.

You can use the Remesh modifier. It may be slow to operate and be worth applying, but that will merge and remove any internal geometry you might have.

I beleve that your mesh is to messy for my and even regular workflor.
But try to you Mesh Boolean Geometry node with only one input.

Then you need it to Convert to mesh.
But in result you'll get even more vertices amout.

Yeah I reckoned that. I've made this shape with geometry nodes. Therefore I hoped to get an more even shape, since all of the egdes are crossing over. Is there a better way than what I proposed?


text:
Smooth edges with CurveToMesh instead of hard edges [geometry nodes]
I want to create an square arch using geometry nodes, but the Mesh to Curve returns a geometry without hard edges. Is this problem with geometry nodes or smoothing for lighting, and how can I make it to show hard edges with flat surface.

Simply apply the Set Shade Smooth node afterwards. Or, if that doesn't help, apply the Split Edges node after the grid so that you get separate edges.

So far I found EdgeSplit modifier does this, but I am still wondering why I am getting smooth result from geometry nodes.

@quellenform Thank you, Set Shade Smooth worked. Setting Split Edges modifier after geometry nodes modifier so far works the best as it keeps the inner surface smooth.

Split edges going between the vertices with the same local (modulo) index:


text:
Zoom out of multiple strips in a grid layout
I want to make a video sequence where you zoom out of one video strip to many in a grid like layout. The problem is that If I want to use scale, each video strip gets scaled from its center. If I use meta strip all other strips outside the render regions gets cropped. I also tried using adjustment layer or a new scene with adding previous one, but the problem is the same - all strips outside the region get cropped.

At this point it is probably just simpler to create a 3D scene with a plane using multiple video as textures, than fight the video editor.

As Duarte wrote in the comments, just import your movies as planes, change the start frame as you need it, then animate your camera like this:


text:
Want crack map as Segmentation mask
I am completely new to Blender and I want your help to get a mask of cracks that I generate on any surface. For my project I need to generate cracks on the object and get on the cracks as an output (which will be segmented). The approach I am trying now is giving me the object surfaces instead of cracks that I generate.

Have you tried the cell fracture addon? It comes with Blender.

Yes, I am able to generate cracks on the surface and I want the mask of the generated cracks. In the output I want an image having surface as a background and cracks segmented.


text:
Is it possible to export 'Instances' data from Spreadsheet viewer?
Until patch https://developer.blender.org/D12546 is available, is there an existing, alternate method (e.g. third party add on, python script) for exporting the geometry node instance positions from the spreadsheet viewer?

This prints a list of positions of the instances of the selected object:
import bpy
from bpy import context as C

dg = C.evaluated_depsgraph_get()
eval_ob = C.object.evaluated_get(dg)
instances = [i for i in dg.object_instances if i.is_instance and i.parent == eval_ob]

positions = []

for instance in dg.object_instances:
    if instance.is_instance and instance.parent == eval_ob:
        positions.append(instance.matrix_world.translation)

print(*positions, sep="\n")

See also: Python: Get Geometry Node Instances

Brilliant, thank you, Markus!

Hi! I'm trying to export geometry nodes instances data to a CSV file. So I started with your code, and for some reason it only gives me position of the last instance in my spreadsheet. I'm using blender 4.2.


text:
I lost my blender render
I left my PC running over night for rendering. Blender crashed for some reason and I lost my render. It doesn't show up if I press F11. Is there way to recover it?

Unfortunately there is no way to recover the rendering that was completed before the crash. The render data is held in Blender's internal memory and is lost when Blender closes.
If you are rendering an animation, I strongly recommend rendering your individual frames as .PNG first, then compositing the individual frames into a film using Blender's Film Editing tools, after all of the frames have been rendered.

This way, if you suffer a crash while rendering, all of the frames rendered before the crash will be saved locally in your PC. You can resume rendering from the frame where the crash happened.
If you are finding you need to leave your PC running overnight to render a single frame, you may want to consider lowering your sample count and adding some more aggressive denoising:

To avoid to lose your render after it is finished and your computer crashed you could use an addon called Autosave-Render


text:
Can I animate a figure with already made bones
In Blender, I recently downloaded a model from UnionAvatars.com and when I added it into Blender. I saw that there was a rig inside of the character already. But I couldn't move the character. I tried to go to the green stickfigure icon and then go to rigify. but I couldnt generate the rig of that character. I really need help to know how I can move that union characters body so that I could animate it.

It's quite likely that the armature layout, bone naming, etc. don't comply with what Rigify expects as it isn't a Blender armature. Without seeing the Blend file with the model it's impossible to say what needs to be done to rig it in Blender. If it's non-commercial and smaller than 30Meg you can share it via https://blend-exchange.com/ following the instructions there to copy the link on that page and then edit your question here and paste the link into it.

Hello, N. Barrett, welcome to BSE.  As @JohnEason suggests,  without more detail, it's not really possible to answer this, and your post is vulnerable to closure as 'unclear'. Please try to give us a bit more.. a share would be ideal.


text:
Naturaly view for rotated objects
I create a car and place it in a scene. I rotated it to adapted it to the road.
Now when I want to edit the car to modify it, it's dificult because the car is rotated.
Is there a way to view it like it was before I place it in the scene.
I would like to use the keys '1', '3' and '7' to work with the car naturally.
Thanks for your help and sorry for my awful english.

In addition to the linked answer (which consist on pressing Shift + numpad number, you can also Alt D > Link Duplicate your object, reset the rotation of the copy and work on it?

Thanks for the answer. Is what I'm looking for :D


text:
Identifying vertex to use with Geometry Nodes
Wich is the best way to identify a vertex to use in a Geometry Node?
In my case I needed to know the number of a specific vertex to create a curve from this vertex, and it was tedious to find it.
There is a way to view the number of each vertex in the 'Evaluated Window' ?
Thanks for your time and help :)

Try my addon here https://psyonic.gumroad.com/l/GN_Indices_Viewer

Thanks Psyonic I will tried it :)


text:
Changing material with Geometry Nodes
I've created a ring that changes the material of a pill based on its position.
What I don't understand is why I have to raise the ring so much to change the material of the entire pill.

I expected that the height of the ring and the material changed at the same speed.
What is wrong in my Geometry Node?

Thanks for your help :)

you did a small mistake here. You compare the face.position.Z with the ring.location vector (XYZ). But you actually want to compare it with the Z value of location only. So add another Separate XYZ node between the Object Info and the Greater Than math node and use its Z value. That's it :-)

How easy. Thank you so much Blunder :)


text:
Reproduced a sound with Geometry Nodes
I've searched in Google, Youtube and within Blender's own Geometry Nodes, without success, if there was any Node to reproduce a sound.
Do you know if theres a way to do it?
Thanks :)

There is no such node in Geometry Nodes. Could be done in Python, which would create a graph as a curve, geonodes could then read this curve and work on it further.

Not Blender, but a wonderful (node-based) alternative for creating audio: https://puredata.info/ ...and I'm pretty sure it can also be bridged to Blender ...somehow.

Thanks to both of you.
It's a shame it can't be done. I hope that in a new version of Blender it can be done. I think it would save a lot of time.

Possibly in a distant future, and even then not without add-ons. Generating audio is not the core task of 3D software.

It is logical what you say, it does not allow that in some cases it could be very practical.

You may want to explore Animation Nodes which supports midi tracks


text:
When is the depsgraph_update handler triggered? (and how does the depsgraph work? )
I've been looking at the depsgraph changes in the documentation here, but I don't know if I understood it right: the dependency graph is a sort of diagram that links data blocks to each other so that blender updates only the necessary items, and not all the entire project, right?
So when is the bpy.app.handlers.depsgraph_update handler updated?
When changing any value in the project (so on any user input that changes a data-block), while rendering, when saving the project, when playing an animation...?

I think you could probably get an answer to your question by running Blender from the command line with one of these options:

Just decided to randomly check out the "unanswered" questions tab, only just now realized this was from 3 years ago. Lol anyways, hope it's helpful to someone in the future.

that will only display the debug messages, doesn't provide info on when it gets triggered.

Even when you use --debug-depsgraph-time?

taht one is just timed initialization info

In any case, OP isn't asking what time it's being updated as in "What is the GMT time the depsgraph is being updated?" they just want to know what actions cause the depsgraph to update. Running blender with --debub-depsgraph shows everytime it's updated, which seems to be essentially every time you do any single thing in a .blend file that would change it's save state.

It doesn't give you the triggers, only shows you when it updates. That means it's still up to the user to figure them out. (btw, you have a typo debub -> debug

Tbh, I ended up scrapping the project for which I needed this info. However, flagging this as accepted answer, as I don't see better answers.


text:
Controlling light's power by geometry nodes
Someone know if it's possible to control the 'Power' of a light with Geometry Nodes with Blender 3.6.
Thanks :)

Does this answer your question? Passing GeoNodes attribute to Shader frame offset You can drive the light power just like you would drive anything else. See the right "Linked" column there for more examples of this technique.

https://blender.stackexchange.com/questions/285192/is-it-possible-to-get-camera-information-in-geometry-nodes

https://blender.stackexchange.com/questions/285772/

https://blender.stackexchange.com/questions/248482/

Thanks for the replies :D


text:
Why isnt my gpu recognized?
I have a EVGA GeForce RTX 3060 and Blender doesn't recognize it. I am very sure I have all the drivers installed. I don't know what's wrong.

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= Blender 2.83.19 System Information =
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Blender:
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version: 2.83.19, branch: master, commit date: 2022-02-01 20:05, hash: 86c526d2c733, type: release
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build linkflags: /MACHINE:X64  /SUBSYSTEM:CONSOLE /STACK:2097152,70656 /INCREMENTAL:NO  /ignore:4049 /ignore:4217 /ignore:4221
build system: CMake

Python:
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file system encoding: utf-8:surrogatepass
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Python (External Binary):
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binary path: 'C:\\Program Files (x86)\\Steam\\steamapps\\common\\Blender\\2.83\\python\\bin\\python.EXE'
version: Python 3.7.4

Directories:
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OpenGL:
======================================

renderer:   'NVIDIA GeForce RTX 3060/PCIe/SSE2'
vendor:     'NVIDIA Corporation'
version:    '4.5.0 NVIDIA 471.96'
extensions:
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    GL_ARB_ES2_compatibility
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    GL_ARB_transform_feedback3
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    GL_ARB_uniform_buffer_object
    GL_ARB_vertex_array_bgra
    GL_ARB_vertex_array_object
    GL_ARB_vertex_attrib_64bit
    GL_ARB_vertex_attrib_binding
    GL_ARB_vertex_buffer_object
    GL_ARB_vertex_program
    GL_ARB_vertex_shader
    GL_ARB_vertex_type_10f_11f_11f_rev
    GL_ARB_vertex_type_2_10_10_10_rev
    GL_ARB_viewport_array
    GL_ARB_window_pos
    GL_ATI_draw_buffers
    GL_ATI_texture_float
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    GL_EXTX_framebuffer_mixed_formats
    GL_EXT_Cg_shader
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    GL_EXT_bindable_uniform
    GL_EXT_blend_color
    GL_EXT_blend_equation_separate
    GL_EXT_blend_func_separate
    GL_EXT_blend_minmax
    GL_EXT_blend_subtract
    GL_EXT_compiled_vertex_array
    GL_EXT_depth_bounds_test
    GL_EXT_direct_state_access
    GL_EXT_draw_buffers2
    GL_EXT_draw_instanced
    GL_EXT_draw_range_elements
    GL_EXT_fog_coord
    GL_EXT_framebuffer_blit
    GL_EXT_framebuffer_multisample
    GL_EXT_framebuffer_multisample_blit_scaled
    GL_EXT_framebuffer_object
    GL_EXT_framebuffer_sRGB
    GL_EXT_geometry_shader4
    GL_EXT_gpu_program_parameters
    GL_EXT_gpu_shader4
    GL_EXT_import_sync_object
    GL_EXT_memory_object
    GL_EXT_memory_object_win32
    GL_EXT_multi_draw_arrays
    GL_EXT_multiview_texture_multisample
    GL_EXT_multiview_timer_query
    GL_EXT_packed_depth_stencil
    GL_EXT_packed_float
    GL_EXT_packed_pixels
    GL_EXT_pixel_buffer_object
    GL_EXT_point_parameters
    GL_EXT_polygon_offset_clamp
    GL_EXT_post_depth_coverage
    GL_EXT_provoking_vertex
    GL_EXT_raster_multisample
    GL_EXT_rescale_normal
    GL_EXT_secondary_color
    GL_EXT_semaphore
    GL_EXT_semaphore_win32
    GL_EXT_separate_shader_objects
    GL_EXT_separate_specular_color
    GL_EXT_shader_image_load_formatted
    GL_EXT_shader_image_load_store
    GL_EXT_shader_integer_mix
    GL_EXT_shadow_funcs
    GL_EXT_sparse_texture2
    GL_EXT_stencil_two_side
    GL_EXT_stencil_wrap
    GL_EXT_texture3D
    GL_EXT_texture_array
    GL_EXT_texture_buffer_object
    GL_EXT_texture_compression_dxt1
    GL_EXT_texture_compression_latc
    GL_EXT_texture_compression_rgtc
    GL_EXT_texture_compression_s3tc
    GL_EXT_texture_cube_map
    GL_EXT_texture_edge_clamp
    GL_EXT_texture_env_add
    GL_EXT_texture_env_combine
    GL_EXT_texture_env_dot3
    GL_EXT_texture_filter_anisotropic
    GL_EXT_texture_filter_minmax
    GL_EXT_texture_integer
    GL_EXT_texture_lod
    GL_EXT_texture_lod_bias
    GL_EXT_texture_mirror_clamp
    GL_EXT_texture_object
    GL_EXT_texture_sRGB
    GL_EXT_texture_sRGB_R8
    GL_EXT_texture_sRGB_decode
    GL_EXT_texture_shadow_lod
    GL_EXT_texture_shared_exponent
    GL_EXT_texture_storage
    GL_EXT_texture_swizzle
    GL_EXT_timer_query
    GL_EXT_transform_feedback2
    GL_EXT_vertex_array
    GL_EXT_vertex_array_bgra
    GL_EXT_vertex_attrib_64bit
    GL_EXT_win32_keyed_mutex
    GL_EXT_window_rectangles
    GL_IBM_rasterpos_clip
    GL_IBM_texture_mirrored_repeat
    GL_KHR_blend_equation_advanced
    GL_KHR_blend_equation_advanced_coherent
    GL_KHR_context_flush_control
    GL_KHR_debug
    GL_KHR_no_error
    GL_KHR_parallel_shader_compile
    GL_KHR_robust_buffer_access_behavior
    GL_KHR_robustness
    GL_KHR_shader_subgroup
    GL_KTX_buffer_region
    GL_NVX_blend_equation_advanced_multi_draw_buffers
    GL_NVX_conditional_render
    GL_NVX_gpu_memory_info
    GL_NVX_gpu_multicast2
    GL_NVX_linked_gpu_multicast
    GL_NVX_multigpu_info
    GL_NVX_nvenc_interop
    GL_NVX_progress_fence
    GL_NV_ES1_1_compatibility
    GL_NV_ES3_1_compatibility
    GL_NV_alpha_to_coverage_dither_control
    GL_NV_bindless_multi_draw_indirect
    GL_NV_bindless_multi_draw_indirect_count
    GL_NV_bindless_texture
    GL_NV_blend_equation_advanced
    GL_NV_blend_equation_advanced_coherent
    GL_NV_blend_minmax_factor
    GL_NV_blend_square
    GL_NV_clip_space_w_scaling
    GL_NV_command_list
    GL_NV_compute_program5
    GL_NV_compute_shader_derivatives
    GL_NV_conditional_render
    GL_NV_conservative_raster
    GL_NV_conservative_raster_dilate
    GL_NV_conservative_raster_pre_snap
    GL_NV_conservative_raster_pre_snap_triangles
    GL_NV_conservative_raster_underestimation
    GL_NV_copy_depth_to_color
    GL_NV_copy_image
    GL_NV_depth_buffer_float
    GL_NV_depth_clamp
    GL_NV_draw_texture
    GL_NV_draw_vulkan_image
    GL_NV_explicit_multisample
    GL_NV_feature_query
    GL_NV_fence
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    GL_NV_float_buffer
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    GL_NV_fragment_program
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    GL_NV_fragment_program_option
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    GL_NV_framebuffer_multisample_coverage
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    GL_NV_geometry_shader_passthrough
    GL_NV_gpu_multicast
    GL_NV_gpu_program4
    GL_NV_gpu_program4_1
    GL_NV_gpu_program5
    GL_NV_gpu_program5_mem_extended
    GL_NV_gpu_program_fp64
    GL_NV_gpu_shader5
    GL_NV_half_float
    GL_NV_internalformat_sample_query
    GL_NV_light_max_exponent
    GL_NV_memory_attachment
    GL_NV_memory_object_sparse
    GL_NV_mesh_shader
    GL_NV_multisample_coverage
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    GL_NV_occlusion_query
    GL_NV_packed_depth_stencil
    GL_NV_parameter_buffer_object
    GL_NV_parameter_buffer_object2
    GL_NV_path_rendering
    GL_NV_path_rendering_shared_edge
    GL_NV_pixel_data_range
    GL_NV_point_sprite
    GL_NV_primitive_restart
    GL_NV_primitive_shading_rate
    GL_NV_query_resource
    GL_NV_query_resource_tag
    GL_NV_register_combiners
    GL_NV_register_combiners2
    GL_NV_representative_fragment_test
    GL_NV_sample_locations
    GL_NV_sample_mask_override_coverage
    GL_NV_scissor_exclusive
    GL_NV_shader_atomic_counters
    GL_NV_shader_atomic_float
    GL_NV_shader_atomic_float64
    GL_NV_shader_atomic_fp16_vector
    GL_NV_shader_atomic_int64
    GL_NV_shader_buffer_load
    GL_NV_shader_storage_buffer_object
    GL_NV_shader_subgroup_partitioned
    GL_NV_shader_texture_footprint
    GL_NV_shader_thread_group
    GL_NV_shader_thread_shuffle
    GL_NV_shading_rate_image
    GL_NV_stereo_view_rendering
    GL_NV_texgen_reflection
    GL_NV_texture_barrier
    GL_NV_texture_compression_vtc
    GL_NV_texture_dirty_tile_map
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    GL_NV_texture_multisample
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    GL_NV_texture_shader
    GL_NV_texture_shader2
    GL_NV_texture_shader3
    GL_NV_timeline_semaphore
    GL_NV_transform_feedback
    GL_NV_transform_feedback2
    GL_NV_uniform_buffer_unified_memory
    GL_NV_vertex_array_range
    GL_NV_vertex_array_range2
    GL_NV_vertex_attrib_integer_64bit
    GL_NV_vertex_buffer_unified_memory
    GL_NV_vertex_program
    GL_NV_vertex_program1_1
    GL_NV_vertex_program2
    GL_NV_vertex_program2_option
    GL_NV_vertex_program3
    GL_NV_viewport_array2
    GL_NV_viewport_swizzle
    GL_OVR_multiview
    GL_OVR_multiview2
    GL_S3_s3tc
    GL_SGIS_generate_mipmap
    GL_SGIS_texture_lod
    GL_SGIX_depth_texture
    GL_SGIX_shadow
    GL_SUN_slice_accum
    GL_WIN_swap_hint
    WGL_EXT_swap_control

Implementation Dependent OpenGL Limits:
======================================

Maximum DrawElements Vertices:  1048576
Maximum DrawElements Indices:   1048576

GLSL:
Maximum Varying Floats: 124
Maximum Vertex Attributes:  16
Maximum Vertex Uniform Components:  4096
Maximum Fragment Uniform Components:    4096
Maximum Vertex Image Units: 32
Maximum Fragment Image Units:   32
Maximum Pipeline Image Units:   192

Cycles:
======================================

CPU device capabilities: SSE2 SSE3 SSE41 AVX AVX2

OpenCL device capabilities:
No OpenCL platforms found

CUDA device capabilities:
No CUDA device found

Enabled add-ons:
======================================

io_anim_bvh (version: (1, 0, 0), path: C:\Program Files (x86)\Steam\steamapps\common\Blender\2.83\scripts\addons\io_anim_bvh\__init__.py)
io_curve_svg (version: UNKNOWN, path: C:\Program Files (x86)\Steam\steamapps\common\Blender\2.83\scripts\addons\io_curve_svg\__init__.py)
io_mesh_ply (version: (1, 1, 0), path: C:\Program Files (x86)\Steam\steamapps\common\Blender\2.83\scripts\addons\io_mesh_ply\__init__.py)
io_mesh_stl (version: (1, 1, 3), path: C:\Program Files (x86)\Steam\steamapps\common\Blender\2.83\scripts\addons\io_mesh_stl\__init__.py)
io_mesh_uv_layout (version: (1, 1, 1), path: C:\Program Files (x86)\Steam\steamapps\common\Blender\2.83\scripts\addons\io_mesh_uv_layout\__init__.py)
io_scene_fbx (version: (4, 20, 5), path: C:\Program Files (x86)\Steam\steamapps\common\Blender\2.83\scripts\addons\io_scene_fbx\__init__.py)
io_scene_gltf2 (version: (1, 2, 75), path: C:\Program Files (x86)\Steam\steamapps\common\Blender\2.83\scripts\addons\io_scene_gltf2\__init__.py)
io_scene_obj (version: (3, 8, 0), path: C:\Program Files (x86)\Steam\steamapps\common\Blender\2.83\scripts\addons\io_scene_obj\__init__.py)
io_scene_x3d (version: (2, 2, 5), path: C:\Program Files (x86)\Steam\steamapps\common\Blender\2.83\scripts\addons\io_scene_x3d\__init__.py)
cycles (version: UNKNOWN, path: C:\Program Files (x86)\Steam\steamapps\common\Blender\2.83\scripts\addons\cycles\__init__.py)

"Provide additional details" means provide more details, not ask the same question but again in the comments.  Go to Help > Save System Info and paste the contents of that text file into your post. We can't figure out your problem by just knowing the name of your GPU and the fact that Blender isn't recognizing it.

Why are you using an outdated version of Blender?

It doesnt matter. I already tried the newest version and alpha and beta and even older versions. It doesnt work


text:
Why does lighting on figure look bad at certain locations?
I'm trying to figure out why I can see some polygons when I put a MatCap on my figure, but I can't see others (figure looks very smooth there). It isn't because of the size of the polygons I don't think, as they are around the same size. Anyways, if I subdivide the polygons that stand out they still stand out. What is the reason for this?

whereas this is what I see in the UV Editor:

I think we'll need to see your Blend file. You can share it via https://blend-exchange.com/ following the instructions there to copy the link on that page and then edit your question here and paste the link into it. That second image isn't the UV editor screen. It looks more like Edit mode in the 3D view.

Solution is to add smoothing to object. I'm not super smart in blender, but as I'm finding solutions elsewhere I'm realizing these are fundamental options that nobody on stackexchange seems to know...


text:
How come I don't have vertices with import SVG?
I imported my SVG, but I don't seem to have any vertices that make sense (select all only selects some random points that don't even appear to be there when I select on the model. Please help anyone..

Edit Mode, select All:

Click off, vertices aren't even there anymore:

What do you mean with you "don't seem to have any vertices that make sense"? In your second screenshot when you select all in Edit Mode, those two points make perfectly sense, they are the end points of that one curve - I actually used the same handles for the pen tool in Photoshop to draw the dashed line showing the curve:

And what do you mean they aren't there any more when you deselect them, at the ends of the curve are those black dots, those are the end points. Of course the handles are gone, they just show on selected points.

I guess your problem here is that the SVG is not imported as one complete curve but in many many small separated parts. This might not be the solution but that's all I can guess from the few information in your question. But to answer what you asked for, how come you don't have any vertices: you have them as I showed you. (Technically on a curve these are called control points, not vertices, but anyway.)


text:
Why can I not subtract this inner cylinder?
I have created two cylinders, an outer and inner. The outer is a little wider, while the inner is a little taller.
I have tried the boolean tool multiple times to subtract the inner, but it is not working. I first select the outer, and then in the boolean modifier select the inner.
I have tried changing the inner body to wire just to see if it is subtracting, but no luck. I have also tried solidifying each body with a few mm of thickness without luck.
Any ideas greatly appreciated! File attached here: https://file.io/b3W2jsOWbOy7
and pictures below:

Apart from the flipped normals you found, you said you want to subtract the inner from the outer - but in the screenshot your Boolean modifier is set to subtract the outer from the inner... or at least it seems so, since the outliner says the selected object is "Circle", and in the viewport the outer cylinder is selected... the modifier is on "Circle.001" which supposedly is the inner cylinder.

I found the issue. I could have sworn I went to each object and clean->fix normals, but the normals were still off. For others interested, a good way to check your normals visually is going to "Face Orientation" option in object mode here:
Red means you need to flip the normals (they are directed inside instead of outside). You can flip them here in the edit mode:

The boolean is working. You need to switch off or delete the object you used to make the cut. Then you will see the hole you are looking for.


text:
How do I get more pixels on UV map?
I don't understand how to get more pixels on my UV map. What I am doing is creating new image textures having UV grids with 1024, 2048, and 4096 length and width properties, and mapping the color to base color on the shader editor.

I am then selecting all faces and remapping. I notice that this island, for example, is still staying the same width and height, so no change. Also, the UV rectangle does not show increase pixel density. What am I doing wrong?

if you change the size of the image the UVs will keep their relative proportion if this is what you're asking

What I want is to be able to give more UV boxes for my UV faces to map to. I found somewhere else that you cannot change the size of the UV grid, but you can make larger textures with a larger texture size which will give you more UV boxes for your faces (from what I understand so far). That's why I was just trying to create new materials with larger pixel width and height to prove that.

Nevermind, I just wasn't changing the view on the UV editor. Dumb mistake. thanks.

oh ok great then ;)


text:
Hair spawning in wrong direction
I'm trying to model a bunny for learning purposes and I'm stuck on hair. After many tries I reworked my model and got almost satisfying effect. But I have one area where hairs (probably) are spawning in wrong direction. This happens only on top of legs.
Particles (I moved them so they're all up, thought it would at least make them visible):

Faces and normals visible:

Look of hairs in object mode:

After flipping normals:


text:
Blender EEVEE not rendering smoke simulation
For some reason the EEVEE viewport is actually rendering the smoke simulation, however, on the actual render, it does not seem to render it at all as if it's excluding it.
I have checked Volumetrics on, so I'm quite stumped here.

Besides Volumetrics turned on, you also need to add smoke material (to the Domain object). And it must be Principled Volume Shader (not another Volume shader).

Make sure you add the Principled Volume shader to the Volume not Surface in the Material on the Smoke Domain (not the emitter), that did it for me

If that doesn't work compare your system to the F3->'Quick Smoke' with a cube selected

So I think I solved the problem here.
I been having this problem since morning today. I just realised that in Blender once the animation player passes the end frame mentioned in the cache settings, it disappears in the render.
If the animation is in between Frame start and End frame mentioned in cache settings while baking, the smoke appears in the render. This worked for me. Do check this out and let me know.

Make sure to use Principled Volume shader in Mantaflow Domain
If you render (with camera), in RENDER PROPERTIES > VOLUMETRIC, check the distance (START and END) for 'volumetric' , it depends on your scene, in my case it appear when use 500m but not visible with 9999m

if you see the smoke in camera view then it will also will appear when you render it

Actually when you use a custom domain for some reason in the Object tab (the little orange box, upper the modifier tab) the Domain is not checked in the Visibility > Render.


text:
Materials not lining up properly with an edge
I'm trying here to put two materials on one mesh, but the material doesn't line up the way i want it to be:

I want the line between red and white to line up with the blue line. How to I do that?
Note that subdivision surface modifier messes that up here.

Thanks! Those links helped me, suprising that I didn't notice myself i could just add more loop cuts there.


text:
How to Make Glow Effect to Fade?
I'm trying to make a glow stick. Current result (it's just a stick with emission shader) looks like this:

Problem is that, it looks really boring.
So to make it more interesting and better, I want to make the glowing effect to fade at the end of the stick like in this reference:

How could I make the glow effect to fade at the end of the stick?

Here's one way. This assumes that the long axis of your glow stick is the Z axis.
The Texture Coordinate node will give you a value for each dimension that varies between 0 and 1, in the form of a color map.
The separateXYZ node will give you just the Z value.
The ColorRamp converts that value into a single color.
My color ramp goes from black to white, but you can change the color

Select the color ramp
click in the vicinity of one of the two pointers
click on the color patch just about the Fac input
Select a color from the color picker

There are many ways to adjust the color ramp.  You can move the pointers around.  THe most useful to you might be that moving the right pointer farther left will reduce the area where the fade happens.


text:
Showing face/vertex normals as fancy arrows
I would very much like to show the normals on a model (vertex, face, split).
I am aware how to make them visible in editing mode, where they can be shown as blue, cyan and purple lines (overlay menu).
For educational purposes, I would like to show those normals as fancy arrows, like in the figure below. Is there a simple solution for this?

Does this answer your question? how to create a vector (a arrow) in blender

We can do this with geometry nodes, with a few tricks involved.  We'll start with an no-subdiv icosphere like you have.  We have no custom normals on this (we'll get to those in a bit.)  We'll start with face normals.

There's actually more than one kind of face normal in Blender.  Because quads and ngons can be non-planar, they can have their own face normals that are different than their triangulated normals.  Here, I'm assuming you want the triangulated face normals, and we're starting by triangulating the mesh (even though in the case of our icosphere, it's already triangulated.)  The nodes are pretty simple; we just turn our faces to points, align with the nearest normal, and instance our arrow mesh.  Testing it out, the domain of "face" normals seems to be set by choosing "faces" in the mesh-to-points node.
We'll group that and move on to vertex normals.  It wouldn't make any sense to show vertex normals in the middle of our faces; the interpolated vertex normal there is (right now) the same as the face normal.  So instead, we'll instance these onto the vertices:

You can see this is roughly the same structure, except we're instancing on our vertices, making it point domain data.
Custom normals are where we have to get tricky.  First, of course, we're going to need an arrow for every face-corner; additionally, there's little GN support for direct use of custom normals, so we'll have to hack it.
Rather than instancing on our previous object, I'm going to make a linked duplicate, autosmooth it, and then start from scratch with modifiers:

So what are we doing here?

Edge splitting all edges creates a unique vertex for every face-corner, which can receive its own custom normal and can spawn a new instance;

Our data transfer modifier creates the face-corner custom normals (it can target a hidden copy of the mesh if you'd like).  Here, I'm copying normals from the wireframe Suzanne;

We make an attribute to back up our current position;

We do a constant displacement in the direction of custom normals.

At this point, we can find the custom normal of the vertex very easily, by simply subtracting its position from its old position (it's a unit-length displacement).  We can also restore our original position very easily.

Shown with other object at the same time.  We're figuring out our custom normal by subtract posBack from position rather than using a Normal node.  Note that we're transforming our instances by -1 in their Z axis to counteract our displacement.  Otherwise, this is the same thing as our vertex normals.  We're not joining to our original geometry, just outputting the arrows, because we intend to use this object in conjunction with our other object, and because our original geometry is no longer much like the icosphere with which we started :)
Finally, we can enable cage display on all modifiers, parent both the source of our custom normals and our custom normal display to our object that displays face and vertex normals, and we can make any edits to the original object (or, to our source of normals) to see them displayed, in real time:

In your question's image, you're using 3 arrows for each normal.  We could easily use a set of 3 arrows instead of a single one for each instance.  However, what we can't do, is align those with a UV tangent vector.  So we can't use this to, for example, demonstrate tangent space.  It would be nice if there was some way to get UV tangents into geometry nodes, but that's life.

Face Normals can be displayed by a Geometry Nodes modifier. Note that the origin of the arrow object should be at the bottom (3D Cursor) so the arrows stick out correctly.

The Custom Split Normals and Vertex Normals are not accessible yet in GN in Blender 3.4. There are plans to add them (at least the Custom Split Normals) as you can read here: https://devtalk.blender.org/t/custom-split-normals/24642

Thank you for your reply! This looks like advanced level usage of blender, which is beyond my skills.

Unfortunately, this method will not work in general. The arrows point into "some" normal direction defined at the vertex of the dual mesh. For less regular shapes, this direction does not necessarily coincide with the normal of the face. This problem dose not occur in the solution given by Nathan.

Instancing
Blunder's answer is quite fine and really not that difficult, you should try it. This can't be said for Nathan's answer, which is amazing but definitely advanced.
Here's my attempt to make it as easy as possible:
Create your gizmo, make sure it's aligned to axes:

Now select this gizmo, then select another object. The order is important, because the last selected object becomes active. Press ✲ CtrlP to parent the gizmo to that (active) object.
Then in  Object Properties enable instancing:

 Keep in mind a normal is a single vector - represented by the blue bar; the direction of green and red bars is arbitrary (there is a logic behind where they point, but it's not of much value, and could be changed in future versions of Blender).


text:
Error Generating Rig using Rigify Add-on after deleting a few bones
I intentionally deleted the bones for teeth and tongues, while using the rigify add-on. I am using the human meta rig. I was not aware of this previously. Those bones were completely unnecessary, so I thought I would simply remove them. While trying to generate the rig, it is giving errors like those particular bones not found type of error. I cannot recover the file because this mistake was done in the earlier stage. So, it's lost. Besides that, for the missing teeth part, I recreated bones, renamed them, and parented to the spine, so the error was gone. But for the tongue, I added another bone, named it tongue, then extruded it, like making tongue.001 to tongue.003. I parented this tongue to face bones, same error. Has anybody ever faced this? I even tried transferring the constraints from a duplicate meta rig, did copying pasting things, nothing is working. Need help sorting this out, will be grateful. Thanks!

None of the answers on the internet worked for me. So, I had to start from scratch observing a fresh meta rig and configure new bones to the problem. Here is the complete video solution: https://www.youtube.com/watch?v=m8S8G2zeEQ8

Please avoid posting external links as an answer. If the link is invalidated at some point, this answer will also be incomplete. Thank you!

@quellenform is correct. Please read this meta post, and then please edit your answer to include the steps to your solution. Link only answers may be deleted or converted into comments if not otherwise improved.


text:
Render glow over transparent background blender 3D evee
How i can render glow from emission material over transparent background in blender 3D eevee, thanks!

The glow you are showing was not made with emission material (Neihter Eevee nor Cycles add glow to emission) - was it bloom? I guess you need to use compositing for that.

I think it's either a bug either not supported yet. Maybe see with the devs on devtalk.blender.org

@internetofmine do you can helpme to build these compositing?

Okay, I am not good with compositing but maybe will be able to help you a bit. It is a bit cheatish way to create a false bloom using gaussian blur.
This should work with both cycles and eevee, my example is in eevee, which does not support lighting from emission material.

First a basic scene with sphere, cube and transparent background:
What we want to do is to make the cube glow. We will do it like this:

Add a new view layer, so we have two view layers.
Sphere will be excluded from one view layer, cube will be excluded from another, each of them will have their own view layer.

Lets add view layer:

Lets add collection and put cube into that collection

Set viewlayer to our first layer (defaultly named View Layer), select Collection 2 and exclude it from the layer:

Set view layer to the one we have added in step 3:

Select first collection (one with sphere, light and camera), right click it and exclude it from currently selected view layer:

What we've done so far is set two view layers, have cube in collection 2 included in View Layer.001, and Camera, Sphere and Light included in View Layer.

Now lets add emission material to our cube:

Open Compositing window, turn on Use Nodes, Auto Render and Backdrop. Two last options make preview of the render be rendered in the background whenever you change something in compositing nodes. As of this moment it seems to be requiring you to make one render before it starts working (just press f12 to render and then close rendered image).

What we are doing now is splitting image into two Render Layers, one for View Layer (with sphere) and other for View Layer.001 for Cube. Cube is blurred to create lighting aura effect and then added to cube (so we get a solid cube with blurred cube behind it). Then we add sphere from view Layer on top of that. Connecting to Composite node causes it to be renders output, Viewer node is required for Backdrop to display.

And final render:

thanks for your help, it is amazing :D i now can continue doing my prerendered game, thanks thanks!


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Problem with blender noise
I have my scene with building. Scene has HDRI light and some additional light sources (area light) inside building. Problems is - after turning on layer with light inside building all scene gets more noise.
Photo with light on (50 samples)
http://www.part.lt/perziura/d74281caa2fff8977cdfece330bef225382.PNG
Photo  without light (20 samples)
http://www.part.lt/perziura/74b2f9f35932cb707c639afe99faad22636.PNG

Try making the light source bigger. (Larger area)

Light is hard to calculate. Cycles is a path tracer, which means it shoots out light rays from the camera, bounces them around the scene and looks where they end up.
How many light rays are bounced is controlled by the "Samples" setting.
The issue that you're facing is that you've got a lot of light sources behind (I presume) glass panes, with a lot of geometry for the light to bounce around in. This is coupled with a very low sample count, and is the reasn for your noise.
Increasing the samples, leaving the lights turned off or decreasing light bounces might all be solutions to the issue you're facing at the moment.
If you find yourself sitting at 1000 samples or above with a lot of noise left then I'd recomment getting enabling the denoise in the scene settings. Be aware, this washes out colors and works against surface detail. Use it with caution!


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Fit timeline to first/last frame via python
I'm trying to setup a scene in Blender 2.8 and I'm having problems "fitting" the timeline to the first/last frame.
There's no problem to set the frame-range of the scene via python, but the actual timeline still shows frames 1-250 even if my start/end is 50-100.
In the timeline it seems like you can press View/View All to fit the timeline to only show the scenes actual frame-range. But how do I do this with python? In the tooltip I see a command, but if I execute that command it tells me the context is wrong. So do I change the context to the timeline somehow, or is there another way?
scene = bpy.context.scene
scene.frame_start = 50
scene.frame_end = 100

# Does not work
bpy.ops.action.view_all()

You have to set a custom context, because the operator requires a specific context in which it can be executed. Otherwise the check implemented in its .poll() function will return false and execution fails.
You can accomplish this by iterating through the areas to find the timeline (which is now called DOPESHEET_EDITOR instead of TIMELINE in Blender 2.8). Then you also need the correct region with the type WINDOW. Once you have both you can create a custom context.
This script requires that you have the timeline open as an area somewhere in the UI.
import bpy

scene = bpy.context.scene
scene.frame_start = 50
scene.frame_end = 100

for area in bpy.context.screen.areas:
    if area.type == 'DOPESHEET_EDITOR':
        for region in area.regions:
            if region.type == 'WINDOW':
                ctx = bpy.context.copy()
                ctx['area'] = area
                ctx['region'] = region
                bpy.ops.action.view_all(ctx)
                break
        break

Thanks, works well. Should I also reset the old context after execution?

@SimonBjörk The code creates a copy of the current context and only uses the modified one for the operator. There shouldn't be the need to reset any context.


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Camera - set background image - python
I'm trying to set a background image to a camera using python, but no luck so far. The background image checkbox on the camera item is checked, but no file is loaded.
Also, I'm actually trying to load an image-sequence, not a still image.
filepath = "D:/path/to/image_seq.jpg"
img = bpy.data.images.load(filepath)
# cam is a camera object.
cam.data.show_background_images = True
bg = cam.data.background_images.new()
bg = img

You have to assign your image to bg.image. The last line should therefore be:
bg.image = img

Below you find a modified version of your code that runs properly.
import bpy

cam = bpy.context.scene.camera
filepath = "D:/path/to/image_seq.jpg"

img = bpy.data.images.load(filepath)
cam.data.show_background_images = True
bg = cam.data.background_images.new()
bg.image = img

If you want to use an image sequence you will have to set the img.source:
img.source = 'SEQUENCE'

Make sure that your filenames of the sequence are numbered, so that Blender can automatically identify the consecutive frames.


text:
Custom exporter and problems with matrix and rotation order
I'm trying to write a custom exporter for cameras from/to Blender, but I'm having some problems with rotations and rotation order. In my mind I should be able to extract euler values from the world matrix in whatever rotation order I want, and as long as I make sure my camera in my other app use the same rotation order it should all work. But no.
Here's some example code:
import bpy
import mathutils
import math

item = bpy.data.objects["Camera"]

rot_mat = mathutils.Matrix.Rotation(math.radians(-90.0), 4, "X")

wm_src = item.matrix_world.copy()

wm = wm_src @ rot_mat

wm.transpose()

# Only works if rotation order is set to this.
rot = wm.to_euler("ZXY")

rotx = -math.degrees(rot.x)
roty = math.degrees(rot.y)
rotz = -math.degrees(rot.z)

rot_fix = (rotx, rotz, roty)

print(rot_fix)

This code works and the values match with the Alembic exporter.
However, it only works when I set the rotation order to ZXY. If I don't use ZXY, the camera is not rotated correctly. Am I missing something to be able to use whatever rotation order I want?
I'm not great with C++ code but is the Alembic exporter hardcoded to this order as well? It seems so.
Also, why do I need to transpose the matrix?

For example, If I take the default camera in Blender (which is set to XYZ rotation order) and run the above code I get (-26.4, 46.7, 0.0). If I change the rotation order in the code snippet above to XYZ and keep the camera unchanged I get (-18.8, 43.5, 18.9). When applying those values to cameras with the correct rotation order the one with XYZ does not match.

I think this could be just a matter of converting the axes?,  Blender uses Y forward Z up. The camera object in blender looks -Z forward Y up.  I don't know how it is in alembic. There is a helper method see from bpy_extras.io_utils import axis_conversion which creates a transform matrix from one def to the other.  On the transpose, my guess is it is a quick way to invert an orthonormal matrix (eg a rotation matrix)

(* -Y forward)  Related https://blender.stackexchange.com/a/102356/15543

Thanks a lot. I did play with this before, but I must have missed something. Works perfectly now :). I did have to remove the transpose now though, not sure why.

With ther help of batFINGER and the other post, here's the working code:
import bpy
import mathutils
import math
from bpy_extras.io_utils import axis_conversion

item = bpy.data.objects["Camera"]

wm_src = item.matrix_world.copy()

m = axis_conversion(from_forward='-Y',
        from_up='Z',
        to_forward='Z',
        to_up='Y').to_4x4()

wm = m @ wm_src

rot = wm.to_euler("XYZ")

rotx = math.degrees(rot.x)
roty = math.degrees(rot.y)
rotz = math.degrees(rot.z)

rot_fix = (rotx, roty, rotz)

print(rot_fix)


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Panel UI - subpanels and buttons
I'm trying to create a simple panel that is organazied in the following way:

Properties of the main panel (text, operators, etc).
Subpanel that has it's own properties and operators.
More properties in the main panel.

However, I can't get it to work the way I like. See attached code. The layout is correct except that the "Plane" button is in it's own sub-panel (becuse I give it a parent_id). I want the Plane button to be in the main panel, no dropdown into a subpanel.
Example code:

import bpy

class EXAMPLE_panel:
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "Example Tab"
    bl_options = {"DEFAULT_CLOSED"}

class EXAMPLE_PT_panel_1(EXAMPLE_panel, bpy.types.Panel):
    bl_idname = "EXAMPLE_PT_panel_1"
    bl_label = "Main"

    def draw(self, context):
        column = self.layout.column(align = True)
        column.operator("mesh.primitive_cube_add", text = "Cube")

class EXAMPLE_PT_panel_2(EXAMPLE_panel, bpy.types.Panel):
    bl_parent_id = "EXAMPLE_PT_panel_1"
    bl_label = "Subpanel"

    def draw(self, context):
        layout = self.layout
        layout.label(text="Here there will be more stuff")

class EXAMPLE_PT_panel_3(EXAMPLE_panel, bpy.types.Panel):
    bl_parent_id = "EXAMPLE_PT_panel_1"
    bl_label = "(should not exist)"

    def draw(self, context):
        column = self.layout.column(align = True)
        column.operator("mesh.primitive_plane_add", text = "Plane")

classes = (EXAMPLE_PT_panel_1, EXAMPLE_PT_panel_2, EXAMPLE_PT_panel_3)

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

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

if __name__ == "__main__":
    register()


text:
Python - Linear interpolation before keyframe
I'm having trouble to find a way to set the interpolation before a keyframe. For example, this is useful if you want to animation to continue before the first frame and after the last frame to get correct motion blur.
I haven't found a way in the UI either, as setting the interpolation to linear is not acting the way I want.
Is there a way to do this?
Attaced is an example from Nuke where the interpolation is set to linear before the keyframe (which makes the animation continue).

Between keyframes is interpolation, before and beyond is extrapolation. https://blender.stackexchange.com/questions/163045/how-do-i-use-change-animation-extrapolation-cant-find-f-curves-animation-mo

Thanks a lot, it works :)

Just to follow up with the help from @batFINGER:
import bpy

o = bpy.context.selected_objects[0]

for fc in o.animation_data.action.fcurves:
    fc.extrapolation = 'LINEAR'


text:
Naming object issues
I'm trying to add some items to the scene and rename them but ran into some issues. Example code:
import bpy
context = bpy.context
name = "Cube"

bpy.ops.mesh.primitive_cube_add(location = [1,2,3])
item = context.active_object
item.name = name

bpy.ops.mesh.primitive_cube_add(location = [10,20,30])
item = context.active_object
item.name = name

I thought that this code would name the first cube to "Cube" and the second cube to Cube.001, but it actually does the opposite and I end up with the second cube (10,20,30) named Cube and the first is named Cube.001. Is this a bug?
Is there anyway around this other than manually looping over existing objects and generating a unique name?
I would be happy to use bmesh instead (as that will give me the expected behaviour), but I can't get that method to work either as I need to create a uv map as well. Example workaround:
import bpy
import bmesh

bm = bmesh.new()
bmesh.ops.create_cube(bm, size=1.0, calc_uvs=True)
mesh_name = "Cube"
mesh_data = bpy.data.meshes.new(mesh_name)
bm.to_mesh(mesh_data)
bm.free()

mesh_obj = bpy.data.objects.new(mesh_data.name, mesh_data)
bpy.context.collection.objects.link(mesh_obj)

With this example the naming is correct, but I have no uv maps.
Any suggestions?

This is not a bug. Same behavior using the UI. When you assign a name, Blender do what you want (so the second cube is named "Cube"), but as all names are unique, the other ones are renamed in consequence.You can manage that in your code, generating the wanted names by yourself.

I see. But in order to know a unique name (like Cube.001) I would need to loop over all objects in the scene first. Right? Seems like that would be a bit slow if you have thousands of objects in the scene?

No.  bpy.data.objects["name"]is a map/dictionary. And you can test using "bpy.data.objects.get("name")

Ah perfect, works well. Thanks!


text:
Get the active/current clip in Motion Tracking tab
I'm trying to get/set tracking values of the currenct active clip in the motion tracking tab, but I'm having some problems.
Is there a way to get the currently loaded clip without knowing the name? I thought that using context.active_clip would work, but that returns None.
Currently I need to loop over all clips with:
for clip in bpy.data.movieclips:
    for o in clip.tracking.objects:
        print(o)

It seems bpy.context.edit_movieclip is doing that I was looking for.