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Blender Viewer Nodes showing different values for the same vectors depending on the geometry attached to them?
I posted a question on StackExchange directly 4 days ago (link), being unaware of this specific Blender-StackExchange. So please appologize my double-post. Here is my question that meanwhile keeps me from sleeping at night because I don't get were my fundamental error of thinking is.
In Blender (3.1.2) I tried to connect the "corresponding" points of two curve-circles with the same center (at world-origin) with cones, like the beams of a symbolic sun with the inner circle being the circumference of the sun-disc and the outer circle being the circumference of the tip of the beams. This is just an exercise to later do the same with curves of different shape, for instance between an inner circle and an outer ellipse.
Therefore I want to calculate the relative vectors between corresponding inner and outer points to scale the cones accordingly to these vectors' length. However, I found that my simple vector math don't work as I expected.
I created a simplified scenario without the cones to demonstrate the issue I'm facing. The upper and lower half of the Geometry-Nodes tree attached as screenshot #1 below are identical. The upper part is for the outer circle with radius 2, the lower part for the inner circle with radius 1. Both circles have only 4 points for simplicity (so they appear as rhombs as seen in screenshot #3).

In the 5 boxes I do the following:

Create the circle-curves, convert them to points and capture the point positions.

Subtract the positions of corresponding points to get the relative vectors pointing from the outer to the inner circle's points. The result should consist of a list of the 4 vectors [(1,0,0)(0,1,0)(-1,0,0)(0,-1,0)] with all having length 1 due to the radius difference of 1.

Put small Ico-Spheres to the points of both circles by Instance-to-Points nodes. Here is where also the cones would be instantiated, but on just the inner circle.

Group-output the geometry of the circles and ico-spheres.

Here comes my issue, displayed by 4 Viewer-Nodes (see points a-c below):

a) The geometry-sockets of the top two viewer-nodes are attached to the ico-sphere instances on the outer circle, with the top one showing the positions of their points captured in step 1. The positions are shown correctly.
b) The geometry-sockets of the bottom two viewer-nodes are attached to the ico-sphere instances on the inner circle, with the one on the very bottom showing the positions of their points also captured in step 1. Also here the positions are shown correctly.
c) The value-inputs of the two viewer-nodes in the middle are attached to the same vector array calculated in step 2. So I would expect their outputs showing identical vectors in the corresponding spread-sheets, independent of the geometry the viewer nodes are attached to. But these two viewer nodes show different vector outputs. Why is that?
My expectation would have been the following outputs:
a) From the top-most viewer node (points on outer circle):
(2,0,0)(0,2,0)(-2,0,0)(0,-2,0) <-- shown correctly
b) From the bottom-most (points on inner circle):
(1,0,0)(0,1,0)(-1,0,0)(0,-1,0) <-- shown correctly
c) From the two at the center (attached to the same vector-subtract node):
(1,0,0)(0,1,0)(-1,0,0)(0,-1,0) <-- NOT working as I expected
The outputs of the center viewer-nodes differ depending on whether the geometry of the inner or outer circle is attached to them (see screenshot #2). This leads to also different length calculations, while all 4 vectors should be of length 1 in my opinion.

Where is my fallacy of thinking, and how can I actually calculate the distance-vectors between corresponding points on the inner and outer circle for later scaling of cones positioned between them?
For completnes here screenshot #3 with my entire Blender screen:

Thank's in advance!

Hi :). I'm sure our GN afficionado @Chris will help once he gets here :)). You can also hit him up in the chat. Good luck.

Why different output for the same vector?

Because here you try to compare a certain position with the position of another mesh, which you don't have access to in this context. Therefore the second vector will always return $0,0,0$.
In other words, you are not using the right node here. Simply put, the node Capture Attribute stores information in a mesh. You can use this information in the same mesh/context. But you have no access to this data from another mesh. This is exactly what the Transfer Attribute node is for. It transfers information from one mesh to another.
So if you want to capture and compare the vectors of two different meshes, you would just have to use the node Transfer Attributes instead, then all the necessary information will be available to you and your vector calculation will work as you would expect it to.

By the way, this is how I would solve your specific example:

With this you actually have all the possibilities you need for your project. For example, if you scale the circles with the node Transform, you will also get the elliptical shape for the outer circle.

Wow, perfect explanation and very nice "how I'd do it" example and annimation! Thank you very much! With a programming background of 42 years I'm still thinking too much in classical arrays and references to them when it comes do GN. But a noodle to a node in GN isn't necesarrily a reference to a previously calculated constant array. It's a reference to either a context-aware function or context-dependend multiple arrays, and, a bit counter-intuitiv, the context of nodes which have no geometry input themselves is provided backwards from the target to the source node. Guess I have it now! :)

@SvenW You're welcome! And yes, you got it right: With Geometry Nodes everything is context specific  ;-) If your question could be answered, click on "Accept Answer" and consider an upvote. This way you show your gratitude and signal to others which answers are helpful.

I just did (first time), hope I pressed the right buttons.


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Scale issue with curve-to-mesh geometry-node and profile curve
I've two different 2D Bezier-curves, one straight line, the other a closed curve "drawn" with the Curve-Pen tool. I subject both to the same GN-tree via "Object-Info" along with a common closed profile curve. Rotation and scale of all three curves are applied.
The GN-tree simply applies the base-curve(s) and the common profile curve to a "Curve-to-mesh"node and outputs the resulting mesh with flat shading set.
The result with the Bezier-line as base curve works as expected, the resulting mesh has the shape and exact hight and width of the profile-curve.
The resulting mesh of the manually drawn curve however has also the right shape, but hight and width are smaller, as if the mesh was down-scaled, which is not the case (at least not deliberately).
What am I missing here? Why has the mesh derived from the manually drawn curve a seemingly downscaled cross-section compared to the profile curve applied in the "curve-to-mesh" node?
I'm using Blender 3.3.0 on Windows 10.

For full reference see the Blend-file
Thanks in advance and
kind regards
Sven

It's the radius.
When you scale a profiled curve in Object Mode, by, say, 2, that transform is matrix-multiplied into the entire mesh, after everything else. Internally, the object-space vertex-locations are as they were before the scale.. and so is the curve's radius, despite, visually, the object having twice the girth it had before.
When you apply the scale, the object-level transform is baked into the mesh data. The curve's own control-point locations are scaled by 2, and, to maintain the appearance, so is its radius. If the curve had a radius of 1 before the scale-application, it now has a radius of 2.
Any profile you give the curve then, will be twice as large as it is on another curve, with radius 1.

@robin-betts Thanks a lot, you nailed it! The hand drawn curve seems indeed to have been scaled in object-mode and then applied the scale. All control-points' radius is 0.584 which, multipied with the 15 mm hight of the profile curve, gives the 8.76 mm hight of the cross-section of the resulting mesh.
The easy fix was to explicitly force the curve radius back to 1.0 with a set-curve-radius node.

The way it worked for me was:

Ctrl+A Apply > All transformations in the objects without the modifiers I wanted to apply
Adding the new node Set curve radius to 1, as suggested here, in the modifiers.
Selecting the objects (with and without the modifiers) in the correct order
Ctrl+L Copy modifiers

source: Stack Exchange

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

sort: votes


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Blender 2.91.2 zooming out from an object until it disappears but will not come back when zooming in
Just loaded Blender 2.91.2 and the object in question is a small table (size x 240mm, y 150mm, z 230mm) and clip start settings are 0.001mm and clip end settings 100000mm.
Furthermore, if I zoom out until the object is just before the vanishing point (but I can still see its presence) zooming in doesn't work.
I don't know if this is a bug with this version or perhaps I have some settings wrong. Any help would be appreciated.

select the object and press numpad period.

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


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How to scale with mirror modifier as if modifier was applied?
From what I know the scaling action has changed since Blender 2.8 when editing while using an unapplied mirror modifier. I want my object to scale just like Image 1 (evenly towards the center from all 8 corners). Unfortunately, this only works with the full mesh and not when editing with an unapplied mirror modifier.

If I use a mirror modifier (Image 2) the mesh only scales towards 1/4th of the full geometry.

Turning on clipping doesn't help either, as then the Octagon scales into a square (Image 3).

Any suggestions?

Create a new project and remove default cube.
Press Numpad 7 to set Top Orthographic view
Press SHIFT + A, then M, then Y, to add a cylinder

Set Vertices to 8.

Press TAB to enter Edit Mode. Then Press R, and type 22.5

Press ALT + A to deselect all vertices

Drag over the entire shape to select all vertices on top, then press X, then V to delete them.
Press A to select remaining vertices, then I and type .2 to inset 20 cm (default radius should be 1 m)

Press X, then F to delete the inner face

Press CTRL + R, click on the top (in this view) face, then right click to create a loop cut going through the middle of it.

Repeat above step for the right face.

Press A, to select all vertices, hold CTRL, and deselect all vertices in top-right quadrant (including those on edges of the quadrant)

Press X, then V to remove these vertices.

Press TAB, to go back to Object Mode.
Go to Modifier tab, and add a mirror modifier. Add Y to mirrored axes.

Move your mouse over the viewport and press TAB to go to into edit mode again.
Press A to select all vertices, then change Transform Pivot Point from Median Point to 3D Cursor.

If you moved the 3D cursor accidentally, realign it again, by pressing CTRL + S, then W

Press S and scale the shape. It will keep its proportions.

Thanks alot. Crucial for me was to select "Pivot around the 3d Cursor". With the cursor right, this did the job from where I was.


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2.92.0 bug? EEVEE AOVs are not fully opaque
Been using aovs in the experimental 2.92 version in eevee to export EXRs for compositing in Nuke and even though all my materials are have alphas of one, the AOV layers have a max alpha of 0.984. Example attached below.

In Nuke the max value is always 0.984 when it should be 1.00

Try switching the ColorRamp from linear to constant - you could be getting the slightest amount of bleed-over from  the linear interpolation

Was able to reproduce, bug report has been filed.  ColorRamp wasn't the issue.


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Distribute Points on Faces: what am i doing wrong?
I am having an issue with blender crashing when using the geometry nodes. I am relatively new to blender and very new to geometry nodes so i probably do not fully understand a lot of basic things about it yet.
I am trying to add trees on a map by using the "Distribute Points on Faces" node. But when i add just the "Distribute Points on Faces" node to the mesh, Blender first takes up all the available memory of my pc and then crashes. So i thought the mesh is just to large in scale, or has too many vertices. But when i reduce the number of vertices it still happens. And strangely on other meshes even if they are much larger in size or number of vertices the crash does not happen. Only the one mesh i need it to work on does not work.
Here an example where it works fine:

So i suspect it is not the node itself that has an issue, but my mesh (map). But i don't know what could be wrong with it and how to fix it. The problem occurs instantly when the single node is applied, but also happens when i make complete geometry node on another mesh (that works) and then try to add/move it to the map i want it to be on.
Here the example that crashes the software:

Does anyone have suggestion on what could be wrong with the mesh that makes blender crash when applying the node? And more importantly how i can possibly fix it.
Thanks in advance!

The mesh you have seems too big (I can see it in the dimensions tab), so then you add this node with a default density of 10, Blender adds billions of billions of points, which is too much for your computer's memory.
So try lowering the density or making the mesh smaller.
For a mesh that is larger as you pointed, I can't see the dimensions tab, but it may be small but scaled up. The node setups are applied to the object before scaling.

Thank you! You seem to be completely right. I did not realize i did not apply the scale to the other mesh i used for testing.
I also assumed for some reason that the density was the number of points that would be added. I really don't know why i assumed that, as it does not make sense now i think about it.
I heard somewhere that you should try to model in a 1:1 scale. That does not seem to be realistic for this large of an area. So i guess i will need to scale everything down. Just hope that goes well. Or i'll experiment with a lower density.
Thanks again anyway

Model at 1:1 is a good idea, but you have to keep that in mind through multiple things like the density of the distribute, lights power, camera focal length, ... If you're afraid to have issues like these, you should indeed scale it down. You'll always can tweak some things here and there to have a similar result to a 1:1 scale.


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i9 9900k overheating in cycles
Does anyone have a similar issue? I have a i9 9900k cpu stock with a Dark Rock 4 cooler. While rendering the temperatures rise to 100C and it begins throttling. Blender is the only software on my pc that can reach this temperature.
I believe the cooler is quite capable of cooling this cpu, so why does overheating happen in blender only?
Thank you for your answers!

Because Blender is probably the only software you tried that uses all cores on the CPU. Try Cinebench, Aida64, etc. you will see the same issue. It's a hardware issue. Check if your cooler is properly seated, if the thermalpaste is not a problem, and make sure your pc case is not one of those closed of stylish garbage ones with no air circulation.

Under the performance section in the render tab you can change the number of threads Cycles uses. Check task manager while you're doing the render and see how much stress your CPU is under

@Steve That helps the overheating issue. By setting it to 1 from default 5. The render time is increased 5 times, obviously.

Yes, though that would be a bad idea. changing it from the number of cores you have to the number of cores you have -1 to see if it's still a problem would be a more reasonable option. Hopefully this is not an issue any more in Blender 2.9 or 3.0 . Would be interesting to see if the OP still has the problem.


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Decimated parts falling into each other
I created a plane, subdivided and decimated it. After that I edge split the plane to create multiple triangle. To give them a 3rd dimension solidify was used.
When I now want to animate the triangles falling down on a rigid plane, everything works fine so far except that the triangles fall into each other. Is there a way to prevent this? I played around with self collision but nothing I did helped. Do you have any tips?

Since you are using a single object, you have to enable Self Collision to allow parts of itself to collide with itself.

However, you will need a lot of accuracy and samples. The situation of many rigid pieces would be better suited with a Rigid Body Simulation.

Thanks for you answer. Can you elaborate accuracy and samples? Where do I find these settings? I just started using blender and some settings are confusing. What is actually doing the physics simulation? Is it the render engine?
If I used rigid body simulation I would need to seperate the plane in to parts. Is there a quick way to apply rigid body to all these parts in one go?


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How to merge particles to new shape blender
I am looking to achieve an effect similar to the particles shown in this tutorial: https://www.youtube.com/watch?v=Q93pE5jB1Uw
BUT
When the particles are in mid-air - whilst being affected by the force field, I want them to come back to the center to create a new shape or text field.
I do not want to simply merge one shape into the next - like in this tutorial. https://www.youtube.com/watch?v=lPCs4XbGth8
Thanks in advance!

So you want the particles to go from one object, to free-floating, then back to another object?

@snipers500 - thanks for commenting :) yes, this is correct. That's what I am looking for but I could not seem to find any tutorials like that.

I think you could just key it from one particle system to another particle system which is free-floating, then back to the third particle system


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How to reverse direction of object along path
I have a camera with the track to constraint added, and the camera is circling around a circle pointing at an object.
Please can someone tell me how to make the camera move in the opposite direction?
Cheers

The animated path has a parameter called "Evaluation Time". This shows in percents where is the constrained object along the path. When you click on "Animate Path" button (at the constraints menu, you already did it) the curve gets an animation modifier what you can find in the graph editor. After you delete it, you can animate the Evaluation time as any other parameter. So you can increase or decrease its value by inserting keyframes at the appropriate frame.

Thank you so so much! Answered the problem!!


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I accidentally deleted a vertex
So I'm relatively new to blender, and I've been following a tutorial to get started. I'm at a part of the tutorial creating a mug, but I accidentally deleted one vertex on the lip on the mug: (which, oddly enough, can be seen in edit mode but there is no hole in object mode:) and didn't realise 'til later, so I can't simply undo back to before I deleted it. I have no clue how to put it back. help?

THIS is a job for "F2" Mesh Tools. It's an addon you can enable (Edit > Preferences) and it will correctly place a vertex in EXACTLY a situation like this. With F2 addon enabled, in Edit Mode for your mug [Tab] select the vertex that IS already in the corner opposite of your missing vertex. Press [F] then commit to that new vertex with a left-click (I think). Now, two vertices selected and [F] will produce a FACE. Make enough Faces to close the hole the right way. But creating that dangling vertex is really F2's power.

thank you for your help! However, after I closed and reopened the file... the hole mysteriously vanished. I guess it got fixed automatically lol? thanks anyway though!

When anything in Ediit mode is missing but is shown in Object mode it is not deleted of course since Object mode shows the data is there; that vertex was hidden with shortcut H. To unhide press Alt+H in Edit mode. I can't tell how it appeared back after reopening since hiding like any operation is saved with file

You can do it this way:

Enable the Type of Element to Snap to > Vertex. You won't need to enable the Snap button, you can use the ctrl to activate snapping when working.
Select the vertices on the top, extrude it on the Z axis, use the snap so that the extrude reaches the top ring level.
Fill the faces.

.. Loads of ways to do it.. but one option..
Assuming your mug is circular, Z-up..
Set Pivot to '3D Cursor' and Snap to 'Active', 'Vertex', affecting rotation

Select a good circle in your mug, which will yield its XY center
ShiftS > 'Cursor To Selected'

Select a region of faces you can copy to patch the hole
In Vertex Mode, select a suitable vertex to snap to, and make it active

ShiftDRZ duplicate and rotate the patch, and snap it into place.

After AltM merge > 'By Proximity'.. repair done.

Note that if it was deleted it wouldn't be shown in Object mode as clear surface rather the same as in Edit mode instead. But in case if vertex was deleted F2 would be probably the fastest way (lots of ways though indeed)

@MrZak Point 1: with you..that would explain the mysterious reappearance....Point 2; I still haven't got the F2 way.. restoring the missing vertex n the right place? I'll have to keep trying.. I just wanted to guarantee the curvature... (I use F2 all the time, just not this way)

or even simpler, select the 2 vertices and extrude up on the Z axis, with the snap enabled so that they stick to the right level, then fill the holes

@moonboots exactly.. so long as the framework is there, somewhere, to capture the curve. I guess I was thinking worst-case. Which this isn't. :)

sure your method is good in some cases  ;)

@Robin F2 way is simple, select corner vertex and hover mouse over empty space where you want face to be, then some cleanup to fill in last face and top ones.

@MrZak  Why, Thank you! There's a knack to it. I especially like the Alt-J at the end :). It may be obvious to you.. but maybe that gif  should  be in an answer?

@Robin you can append it to your answer as one more method. Though the question from beginning was about something else likely however OP "automatically" fixed it so no one knows exactly now


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Hide a texture in UV Editor
I'm planning to hide the texture of a certain object, but I can't seem to find the right tool.

what do you mean by "hide the texture"?

I want to hide that encircled drawing in UV Editor. It causes some Error in projecting the design of what I have in photoshop. Here's the result in Blender 3D and in Photoshop, respectively. https://imgur.com/a/RtaMWPI

if you want to give this part another texture, create a new material, select this part of the mesh, and click Assign under the materials list


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Duplicating object aligned with and on faces
I'm trying to duplicate the cube in the image on the center of the faces of the torus facing inwards. I've tried a few things with curve deforms and array modifiers but couldn't get anything to work. Also I might want them to scale with the size of the face.

If this didn't change in the 2.8 (I use the 2.79), choose align to view on the editing preference
Then in edit mode choose the face you want your object to be aligned to
Hit shitf + 7 to get your view parallel to that face and shift D to duplicate the face (now extrude it and you have your cube.
If you need to extrude a face and have it's size to increase with the distance, do it with option + S (on mac)

Duplicate your Torus shift+d then enter to set it in the same location
Hide the original Torus

Parent the Cube to the new Torus by selecting the Cube then Shift selecting the Torus and ctrl+p

Select the Torus and under Instancing -> Faces

Remove any geometry where the faces of the Torus should not instance a Cube

Untick the Display Instancer, so you can just see the instanced Cubes.

Show the original Torus again.

You can continue to edit the Cube and it's instances will update in real time.

Or edit the Torus.001 Mesh to add/remove Faces etc.

This is great, but I don't have the cubes aligned with the faces on the torus, and there seems to be some interesting transformation going on. I'd like it if they only scaled to the faces (by some factor) and stayed oriented in the same direction. https://imgur.com/a/4YNBjYf

Try Instancing on Verts instead of Faces


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Combined Matrix from LHS to RHS
I am rotating an 3D object around a point that is not the origin.
To do this I perform this I create a combined matrix transform by following https://www.euclideanspace.com/maths/geometry/affine/aroundPoint/
[R] = [T]-1 * [R0] * [T]
This was done in a Left Hand system.
What do I need to do to [R] to use it in a Right Hand system (basically Blender)?

The basic operation-- translate to pivot point, rotate, untranslate-- doesn't depend on handedness of the coordinate system.  But the exact rotation matrix you use is dependent on handedness.  The same matrix will go in opposite directions depending on handedness.

@Nathan So if I just transpose the rotation part of the matrix (if I'm using 4x4, just transpose the 3x3 part), I should end up with the RHS version of it?

I believe so, yes.  Not an expert, just a bit of HLSL experience.  (I also misspoke above: the general procedure is translate pivot point to origin, rotate, untranslate.)


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How to turn off snapping while tumbling (3d rotating) in sculpt mode?
When I 3d rotate around my model as Im sculpting (I do this with middle mouse button), it does this annoying thing where it snaps to front side and 3/4 angles... I searched the forums and manuals about turning this off but no luck. Help please.  Thank you.

What Blender version? In 2.79 and prior locking to preset view could be done while Alt was pressed (after pressing mouse button to rotate). If it isn't then you use custom shortcuts and something is conflicting there

I have v2.80.75. Holding alt makes it even worse...just tried that. :*(


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How to display hidden objects in editing mode？
I follow the tutorial to make a model, in editing mode, the demonstrator can press H to show the hidden face, but I can't... Version 2.80
Thanks

hide = h unhide=alt + h check it out

.. and hide unselected is shift+ h


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Why are there fewer objects when I use “dyntopo” to sculpt small objects?
I don't press CTRL.
The little object gradually disappeared.

I found my own solution to the problem.Increase the value of resolution...

Hi, good for you but a little cryptic for others to learn from your experience :) You could add more info about which resolution value worked well for you, and maybe some visual reference to compare with what you asked...


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Iterating vertex groups in Python
I'm having trouble with a script. I'm trying to duplicate a selected object and copy them into an array configuration. Afterwards i'd like to select the same vertex group of each of the duplicated objects and move them.
For some reason each loop on moving the vertex group only moves the first duplicated object... I feel like I must have a fundamental misunderstanding of how edit mode works in scripting. I've tried multiple versions, but always have the same result.
The script I have is below:
import bpy
import random as random
import time

dup = bpy.context.selected_objects[0]

list = []

for i in range(0,4):
    bpy.ops.object.select_all(action='DESELECT')
    dup.select_set(True)

    bpy.ops.object.duplicate()

    obj1 = bpy.context.selected_objects[0]

    obj1.location[0] = i*4
    obj1.location[1] = 0
    obj1.location[2] = 0

    list.append(obj1)

for obj in list:
    bpy.ops.object.select_all(action='DESELECT')
    obj.select_set(True)

    bpy.ops.object.editmode_toggle()
    obj.vertex_groups.active = obj.vertex_groups[0]
    bpy.ops.mesh.select_all( action = 'DESELECT' )
    bpy.ops.object.vertex_group_select()
    bpy.ops.transform.translate(value=(0, 0, 4.32424), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False)
    obj.vertex_groups.active = None
    bpy.ops.object.editmode_toggle()

And this is the result, object i'm duplicating is upper left and all the vertex group moves are only going to the first object

Not an answer, but something to keep in mind: https://blender.stackexchange.com/questions/2848/why-avoid-bpy-ops

Ugh, I figured it out, didn't realize that 'active' was different than 'selected' in the context of edit mode.
Here's the updated script:
import bpy
import random as random
import time

dup = bpy.context.selected_objects[0]

list = []

for i in range(0,4):
    bpy.ops.object.select_all(action='DESELECT')
    dup.select_set(True)

    bpy.ops.object.duplicate()

    obj1 = bpy.context.selected_objects[0]

    obj1.location[0] = i*4
    obj1.location[1] = 0
    obj1.location[2] = 0

    list.append(obj1)

for obj in list:
    bpy.ops.object.select_all(action='DESELECT')
    bpy.context.view_layer.objects.active = obj # Set active object
    obj.select_set(True)

    bpy.ops.object.editmode_toggle()
    obj.vertex_groups.active = obj.vertex_groups[0]
    bpy.ops.mesh.select_all( action = 'DESELECT' )
    bpy.ops.object.vertex_group_select()
    bpy.ops.transform.translate(value=(0, 0, 4.32424), orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(False, False, True), mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False)
    obj.vertex_groups.active = None
    bpy.ops.object.editmode_toggle()


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What may be the problem with this beveling?
I am working on a small project, but I cant seem to figure out why beveling is different on the sides on a symmetric object.
This is how it looks like:

I'd like to bevel the shorter sides of it. These are rectangles, bit with 5 vetrices, because the corner of the top of the base connects to these ends.
One end and its beveling with clamb overlap and 1 segment:

Same for the other side:

These look like the same on the both sides, however the bevels are different.
I've checked for possible double-vetrices as well, and found none, so I have no idea what may be wrong here.
Could anyone please help me bevel these sides? I want them to look similar to these corners, where only the sides are curved:

Have you checked if your faces are flipped?

I haven't. I did a quick googleing and found out that the problem was that one side was indeed facing inwards. Thank you very much for the help!


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How do I merge two meshes with high density and different structure?
First of all, I have never used Blender nor any other modelling software before. I have seen a lot of solutions showing how to merge verticies and join objects together, however I'm curious if there is any solution not including merging hundreds of vericies one-by-one and still resulting in one mesh. I'm going to 3D print the object, that's why joinink only the objects together is a no-go.
Here is a picture how the two meshes overlap each other:

And a close-up:

Can anyone help me with this please? I am using Blender 2.91.0.

you need to look into the Boolean modifier (Union mode), try the 2 solvers, Exact or Fast, it may bug for some reasons though, depending on the quality of your mesh

That didn't work unfortunatelly, somehow the mesh the Boolean was applied to disappeared, I ended up starting over :/

maybe share your file so that some people can test? (i'm afraid i won't be able with my own computer though) https://pasteall.org/blend/

Unfortunatelly I started over the same file I was stuck with, and I don't think I can recreate the situation, bad thing I haven't though about making a copy of the file.. Guess it remains a mistery

The example looks straight so I think this case is resolved by joining both objects with Ctrl+J then selecting all the edges that you want to merge.

and then scaling it in the perpendicular axis with S+(X or Y or Z depending which axis is perpendicular). Once it is all together, use M > Merge by a Distance. That should do the job in this case since it is all straight.


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Is it possible to create labels for the integers on custom properties?
I'm creating a series of objects that have multiple interchangeable materials and node groups. Using the custom properties has been excellent for quickly changing elements on my objects but having ten custom properties with 20 integers can be a little confusing or random especially on small details. Is there a way to show names instead of numbers for example,
Laces > Red Laces / Blue Laces / Black Laces
rather than
Laces > 1 / 2 / 3...
I'm sure there some script but I actually have never scripted in Blender, I don't actually know where to implement it. If there is a non-scripting alternative that would be excellent.


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After applied as rest position mesh doesn't move
I'm really new to blender and english isn't my native language so i'll try to be as clear as possible. I'm making an animation for an university exam, i made a simple videogame character that i'm going to animate.
The character is an archer so he got a rigged bow and arrows as props; he wears a shirt, a vest, trousers, gloves and boots. All of them are different elements, i didn't joined the wearing stuff because i thought it could have been more simple to manage and edit the single elements.
After i used the Rigify Modifier i tried to put him in an idle position and when i had done it  i had accidentally applied the pose as rest pose. Since then, the only thing that moved was the rig but the mesh seems to stand still and even if i try to move the rig in pose mode it doesn't move.
There are many question that i would like to do, but essentially: Why the meshes doesn't move along with the rig anymore? And where i can find that bloody rest pose!? (I just selected "Apply as rest pose" because i was thinking maybe that was the only way to make that position the default pose in viewport and a good starting pose for my animation)

Your rig may still be in pose mode. Click on your rig, and go to the armature menu to change it.

If you have nothing to loose, delete and regenerate your rig.
When i reset my rig i select all the bones and then
Select all the bones, in pose mode with A. Then, hit:
ALT R to reset all rotations,
ALT G to reset all translations,
ALT S to reset all scales.
Or select all bones (A) and hit space. Then search for "clear pose"


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Re-topology setup: in-front attribute
I'm learning how to re-topology and I learn from a tutorial that the best way is to set the new mesh as "in front" so it can be viewed "over" the original mesh.
The problem is that this "in front" attribute creates a "wireframe" view when a part of the new mesh is overlapping itself.
Can you explain me if it's possible to setup the new mesh so it's IN FRONT of the mesh I'm redoing, but not in front of the new mesh itself?
In front ON: I cannot see what is IN FRONT and what is BACK inside my mesh

In front OFF: I cannot see my mesh IN FRONT of the original mesh.

A few things:

there is a retopology shading feature in development. The RCS proposal has the "in development" tag and I saw a few tasks on developer.blender.org about it (here's one I could find back).

in the mean time, there are add-ons. Draw X-ray uses a shading method to put the geometry of the edited object "on top" of other objects using a distance threshold and Backface Hiding (made by yours truly) simply uses the face normals like backface culling does, except not in real-time but with the push of a button. Finally there's Retopoflow which does a lot of things including a similar shading method to Draw-XRay. They all have their pros and cons and use cases. If you need the hiding feature but don't need other retopo tools. In terms of pricing, Backface Hiding is completely free, Draw X-Ray is a "pay what you want" on Gumroad and Retopoflow is currently $86.

I found some tips for these problems (thanks to this yt tutorial: https://youtu.be/wLqBzU3p6_8?t=1001 )

use H to hide portions of the meshes
use ALT-B to set clipping borders

ALT-B info:
Allows you to define a clipping border to limit the 3D View display to a portion of 3D space. It can assist in the process of working with complex models and scenes.
https://docs.blender.org/manual/en/2.79/editors/3dview/navigate/clip.html


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UV Editing: copy UV from one side of a mesh and paste on the other side
I've got a CUBE with some subdivisions and so on (it's an house).
I did some UV editing to one side of the house and I want to copy that "UV" to the other side of the cube, that has the same geometry.
Is there an automatic way to do it?
thanks


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Install Blender on macOS 10.10.5
Trying to install Blender on my Mac and I am being told that I cannot do it with my operating system (macOS 10.10.5). Is it possible?


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Can a single Action from the Action Editor hold multiple Transform animations?
I have a chimney and low poly cloud.
The cloud and chimney should have a shared animation in a single Action for later usage in Unity 3D and to make sure that the Animations play perfectly synchronously over numerous cycles.
But I only manage to animate a generic Object transform which affects both objects in the same way when I add them to the same action.
Here is a picture of what I am looking for. Is it possible like this?

Actions are attached to objects, so as far as I know, you have to combine the cloud and chimney into a single action.  However, you can use the NLA to combine multiple actions, including those from different objects, into a single NLA track that will give you the synchronization -- although I don't know if you can export NLA tracks to Unity.

@MartyFouts can u "bake" multiple NLA tracks from different objects to one actions?


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How to "Disable in Renders" on multiple selected objects? 2.93
I'm trying to disable rendering on various selected Objects in the 3D View.
But the here mentioned CTRL + H only shows me hide collection. Because of the nature of my project the objects are splitted between different collections, so I can't use hide collection.
I also tried to asign a shortcut, but the entry is not shown when rightclicking Disable in Renders.
What could I do about it?

Select all of the objects in 3D view
In the outliner, hold the Alt key while clicking the "Disable in Render" toggle on one of the objects.

All of the other selected objects will toggle.

Alt +  wont work if Emulate 3 Button Mouse is enabled, disable it from Preferences -> Input.

Alternative method to hide all except relevant:

Select objects you do want to render (don't forget lights)
Ctrl+I (Invert selection)
In the outliner, hold the Alt key while clicking the "Disable in Render" (camera) toggle on one of the objects.


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Can I pack an archive with Ranchecker in the newer version?
According to the info provided by Ranch the render farm, with the addon Ranchecker you are able to pack the archive, but in the new version that button doesn't exist or I can't seem to find it yet one of the lines says I have to pack my archive before sending it to the render farm. I didn't find an updated document of the process either.
blender 2.91

Don't even bother using this render farm. It's been a month since I emailed them and haven't got a reply. They offer you 30$ credit to render your first project but never received that credit. People asked questions on their youtube videos and they never reply. They never updated the documents to the latest version of Blender. Zero professionalism.

According to your screenshot, you clicked on the button "Create Archive" (which was called "Pack your project" in the previous version I guess).
Reading the logs, it says that a cup9_16_manu.vub archive was created. This is the file that you can upload to the render farm.

First of all, you are using an old RANCHecker version. Please update to the last one available (from November 2020) version 1.1.25
After double checking, we did not receive any e-mails from you, otherwise we would have respond shortly, as usual. Could you try again with the e-mail indicated on our website?
You can also contact us over Skype or Facebook.
Regarding the 30€ free credits, you should have received a free coupon code in the registration e-mail. I can also add the free credits manually, as soon as I know your login (e-mail address used).


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How do I get this rainbow to fade and disappear?
I'm very new to Blender. I had wanted to learn it some day and my young daughter has decided to make a TV show, so I guess that time is now.
I'm using version 2.91 and working in 2D. The rainbow is a Grease Pencil object and the cats are imported images. In this scene, the rainbow is supposed to disappear, leaving the cats to fall down to the ground. I finally managed to work out how to assign opacity values to different keyframes, but instead of fading to transparency, they fade to white and I can't work out why. What am I doing wrong?

Yay! That's the best reason to lean Blender I ever heard.

Me too a beginner and me also don't know much about 2d animation but I think I figured out how to do it.
After drawing the rainbow chose the frame you want the rainbow to see, then go to object data properties and make sure that opacity is at 1.000 (1). Then move your mouse pointer to the opacity and click 'I' you can see that the opacity tab is now yellow. Then chose the frame that it want to be completely disappear. Make the opacity to 0 and click 'I'. Press space bar and see it fades away.

Thank you for your comment. If I understand you correctly, that's exactly what I did. The opacity property turns yellow whenever the little blue line on the dope sheet is on top of a keyframe. The rainbow fades, but it fades to white instead of transparency. I tried pushing buttons on all the "fill" options I can find, and none of them change anything.


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How to make toothbrush Bristle animation
Hi all, I am a student and a newbie in using blender. I just know the basic for the modelling and animate with time frame. I want to make an animation for brushing teeth but I don't know how to animate the bristle. I want to make the bristle to be soft and bending when contacting the surface of the Teeth and not penetrating into the teeth model. below i have attach the sample animation picture that i made but the bristle is not real as it penetrate into the teeth model. Can anyone help to teach me how to make the bristle soft and deform/bend when contacting the surface of the teeth? I really appreciate your help. Thank you everyone!

have you tried particle system? you can change stiffness and other values for realistic results . but i think some bones will do better and you dont need simulation for it( i mean bendy bones)

As suggested by mma78 in the comment try a Hair Particle System.

Brushing the default cube

Make an emitter plane:

Copy a few faces of the lower side of the toothbrush head where the brushes sit. In Edit mode, duplicate Shift+D, press Esc or RMB to leave it where it is, and separate selection with P)
In Object mode, rename the plane, and parent it to the toothbrush (Ctrl+P). Parent must be selected last = highlighted light orange.

Add a Hair Particle System to the bristle plane

150 particles
3, 5, or 8 segments (I used 8. Test it, less can make the bristle stiffer)

In Field Weights turn off gravity:

Gravity: 0.000  (we do not want to bend the bristles to the ground)

Adjust these values for render and the shape/appearance of the bristles:

Render:

[_] Show Emitter (disabled, we don't want to render it)
Path → Steps: 5

Viewport Display:

Strand Steps: 5

Children: Simple

Radius: 0.02m (adjust this to your toothbrush size! Value here is for the 2m default cube!)
Roundness: 1.000

Clumping:

[X] Use Clump Curve
(edit a curve. Make it round in the top right corner. This makes the bristles heads round)

Hair Shape:

Strand Shape: -0.850    (for rounded bristles)
Diamenter Root:  0.3m    (adjust this to your toothbrush size!)

enable [X] Hair Dynamics. Run/bake the simulation and play with the Hair Dynamics values:

Collision

Distance: 5cm (adjust this to your toothbrush size!)

Pin Goal Strength: 10
Structure:

Vertex Mass: 0.3 kg (default, higher values make the bristles inert)
Stiffness: 30 (higher values result in less bending)
Damping: 0.300 (default, increase if the bristles swing too much)

Happy teeth brushing!

thanks for the reference, but what about the settings for collision sir?


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Bender guru coffee issue

Hello everyone when rendering my coffee cup form the blender guru tutorial I run into this issue. I don't know if this is a lighting issue or if there is something wrong with my mesh. I tried resizing the liquid to match up with the glass. I have also checked and ensured my normals are facing the correct way (Blue).
Any advice or help would be greatly appreciated.
Thanks

can you identify the issue?

You will learn a lot if you re-watch the video and see what you did differently.

The issue are the texture at the bottom half of the glass. when I delete the plate it doesn't happen anymore so I'm assuming it's a light issue. or how the light passes through the glass and the liquid. @KOOKIREO


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Subsurface choke on a vertice
I am trying to put a subsurface modifyer to my model but it seems that the subsurface is choking on a vertide and I don't know why nor how to solve it. here is some screens

for some reason blender wants to choke on the highlighted vertice. I tried to remove it and redo my model but the result is the same
Any help please ?
Thanks

Try this https://blender.stackexchange.com/questions/195354/subdivision-surface-problem-1
If this works, please label your post as [ Duplicate ]


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Texture inside out (XNALara) .idk what im doing
TLDR :
texture inside out of solid.
im a beginner at blender and practicing it.
so idk whats happening.
i appologize if i sound ignorant or seems to be stupid but i've done some research about this and have 0 clue on how to fix it still.
XNALara was used. (ver. 2.0.2).

https://i.sstatic.net/5Wzuh.jpg

You can try changing blend mode in material settings

Press F3 and search Flip Normals. If that doesn't work press Ctrl +  T while the image texture is selected in the Shader Editor. Try using object/generated coordinates.
You might also want to try applying the scale and location, and apply all geometry shifting modifiers like Solidify or Subdiv.
I am not an expert, that is just the troubleshooting procedure I would have tried based on my very high number of mistakes.

https://imgur.com/a/IdbHPFq
thanks. i fixed it by randomly pressing everything and crashing blender over and over again untill i found this one tiny button called " Show backface"
i did what you said too and it "kinda" worked but not the solution it needed. thank you for the guide on how to fix similar solution in the future

@Chrome Hello and welcome. Please don't reply "Thanks" as an answer or comment, instead upvote the post that helped you. If you feel it completely solved your issue consider marking it as accepted.


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How to apply a animation as default pose?
I have a rig on an ogre and I want to cross import some mixamo animations. But because Im exporting a A-Pose model to mixamo, the imported animations have a faulty arm offset.

the default pose of my ogre is a A-Pose in Edit-Mode
I have a T-Pose animation action in Pose-Mode

How do I apply the animation action T-Pose so that my rest pose is no longer the A-Pose.
A-Pose in Edit-Mode

T-Pose in Pose-Mode

I think I need some clarification, I don't have Pose in Edit mode
Pose is a separate mode

I went to pose mode in the T-Pose animation
Pose > Apply > Apply Pose as Rest Pose
resulting in this https://i.imgur.com/cOZd53R.png
thank you for your time :)
the new bone position is now set to T-Pose but the mesh did not follow along in edit mode

sorry yes I meant once in Pose mode. For the mesh, maybe you could duplicate the Armature modifier and apply one of the 2?

thank you soooo much

For the mesh, duplicate the Armature modifier and apply one. For the armature, switch to Pose mode and header menu > Pose > Apply > Apply Pose as Rest Pose, or shortcut CtrlA.

when I duplicated one armature modifier and applied it the arms had an offset again
Idk why exactly

isn't it fixed once you apply the pose? Also, you should still have the weight paint as you still have the vertex groups, weight paint is just a way to assign vertices to vertex group and if you apply the Armature modifier it won't remove the vertex groups. If it still doesn't work please share your file: https://pasteall.org/blend/

I will test if for you once more ^^ u are completely right
I will delete my somewhat incorrect answer


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Can I use blender to make construction plans for furniture I want to build?
I know I can use the metric measure unit.
What I want is some sort of export function to save all parts of the furniture as an image or PDF, containing all the metrics etc.
Can I use blender for that?

You could, but Blender isn't cut out to make it simple. You'd be much better off using CAD software instead.

... agreed..Blender would be more suitable for visualizing the piece, after the plans have been made.

Thx! Any recommendations for such a software?

A pricy solution would be AutoCAD by Autodesk, but maybe Google SketchUp does what you need, too.


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Blender 2.8 Clothing collision with other object overlapping
thank you in advance for answering. As the tittle says, I'm having problems with cloth collision.
There's the cloth object, then a mesh object for the shirt and a mesh for the body. The body collision with the cloth works fine but I'm having problems with the collision of the shirt, as seem in the picture:

Here is the cloth object settings:

I think it's cool that you got that far, I couldn't do that.

You can make the lowpoly-base any way you feel more comfortable. I started with a plane, then subdivide it, delete the center vertex to make it into a simple circular edges, place it where the arm starts and extrude to the elbow and then to the wrist and started adding edge loops, then started to extrude the rest of it until I got the base shape, add a mirror mod. and save it as bkup. Then subdv mod and cloth sim, stopped the sim until desired position, apply cloth sim, pin the vertex in the front vertex of the hoodie and the wrist. Then another subdiv and sim cloth.
https://imgur.com/b2EaG6Z

Found the answer in this topic: How to prevent a cloth from entering another mesh?
Lowered the collision distance in both objects. Edit: And increased as much as needed the "impulse clamping" parameter.


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2.8 Light Bleeding in EEVEE?
I am modeling a quick interior scene in Eevee but I cannot seem to get past the light that appears to be bleeding through the small crevices of the cube and the randomly lit regions. I solidified it and selected ambient occlusion in an attempt to resolve this as some suggested, but it's just not working. What am I doing wrong here? Will you please help me resolve this?

Here is the blender file:
quick_interior.blend

EEVEE is not good at calculating shadow light path, since it's not ray tracing.
There is a contact shadow option in your light source setting:

It uses ray tracing to "fix" those bleeding area:

In game practice, light will not likely put outside the wall, and should use some light stop method to make it stay in specified area. Might use Cycles for those great lighting result.

Okay, I will use Cycles for better lighting results. Eevee is not pulling through with the type of lighting I'm trying to achieve in my scene. The contact shadow tip certainly helped resolve this problem, though. Thank you!

In your light's Shadow settings, adjust the Exponent value to be higher.

This tip worked as well. Thank you!


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displacement detail problem
I'm trying to set up some greeble panels and I keep getting these undulating faces when I use a displacement map. I am using a pretty high res 6000x6000 PNG to generate the displacement but I can't figure out why the faces aren't smooth. The subdivision level should be high enough to accommodate the details (its on level 4 with 10,000 polys to start) but it doesn't for some reason. This happens when I use the node render based displacement through cycles as well as the evee method with using subd and displacement modifier. Here are some screen shots to demonstrate what I am talking about.

I have a few possibly helpful pointers:

Foremost, I have noticed that Blender doesn't always play nicely with .png files (especially with normals and displacements). Try a .tiff, or other type.
I had the same issue of 'undulating surfaces', surfaces that should be smooth, but appear bumpy for no apparent reason.
Second, I notice thin, horizontal rectangles in your second image. Check that your mesh geometry is composed of squares, not rectangles. Otherwise you'll experience issues when displacing or otherwise deforming the mesh.
Lastly, double check that your UV's are unwrapped properly, same reason as above. If the UV is stretched in one direction and not another, it will distort the effect. Not sure if this is the problem here but thought I'd suggest in case.

One more thing: you might want to try using adaptive subdivision in this case.
Andrew Price does a good job explaining what it does and how to use it in this video.
I hope one of these helps!

Hey thanks for responding. Unfortunately after trying unwrapping again and remeshing and adaptive sub d and changing the displacement file type I am still getting the same result. I guess next I am going to try with different maps maybe just randos from the internet and see what happens.

Strange. However, that is a good idea to continue troubleshooting! If you want to post the .blend I may be able to help further.
Good luck!

Ok here's a google drive link to the .blend. Thank you for your time, I really appreciate it.
https://drive.google.com/file/d/1iu6IzzgQv5aEI82oWBKOeP8zs8xRLuvq/view?usp=sharing


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How can I attach this hand?
How do I successfully attach this hand I made to my forearm, without creating extra geometry. I just can not seem to connect them properly, and when I subdivide the surface or knife bisected the lines to create extra vertex points, it messed up my faces on the rest of my forearm and wrist area.

you can reduce the topology, some tricks here: https://topologyguides.com/

Or please share your file   :)

Visibly, you have done it with fingers to the the wrist, so... what do you expect as answer?

You need to reduce your topology to be able to make the joint. Try to avoid triangles because it can create ugly artefacts. Typically you can use the method above, but it won't work every time. Here a site about topology. Maybe share your file here so that we can test some solutions?


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Pie Menu simple script condition
I've been using Pie Menu Editor and I'd like to create one that activates only in object mode when nothing is selected. I did a lot of research but since I have no background in coding it makes it very hard for me.
The idea is to have one pie menu to create meshes when nothing is selected and another one with the same shortcut to merge two meshes together for instance.
It seems like it has to do with poll options. An example they give for instance if you want to create a pie menu that activates only while in edge mode you have to write :
return C.scene.tool_settings.mesh_select_mode[1]
Thank you for your help :)

I found a way !!!
return len(bpy.context.selected_objects) == 0

This works just fine :)

It might be better to use context than bpy.context

May I know why ?

So other script, that are run in different contexts can call your operator (even from the wrong context) by passing whichever context they want to. Unlikely in your pie menu case.


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Where are my background images
Previously I used blender 2.79b to model simple things. I have project created in 2.79b with background images. I put much effort to scale, rotate, position them in 2.79b.
I want to start using blender 2.8 but I came across weird issues. In blender 2.8 my background images are gone.  What should I change/set to have them back?

Object mode>Add>Image.

@FFeller I don't want to add new background image. I want my background image that I set in 2.79 to be visible in 2.8


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How can I fix this stacking UI bug?
I'm practicing rigging/animating, and I need to open the dope sheet editor, but the button to change what editor is open is currently blocked by the mode selector drop down. I closed and reopened, reset my UI to factory default, saved as, etc, and nothing will move it back to where it's supposed to be. When I open a new file, it's perfectly fine.
Here's how it looks:
And here's how it's supposed to look, and how it looks when I open a new file.


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How do I edit UVS without having every face selected?
To be able to edit and move my uvs in the uv editor panel, I have to have every face selected on my mesh. That makes everything bright orange, which makes it hard to be precise with my uv editing. Is there anywhere to not have the mesh be bright orange while selected/editing UVs? I'm used to other programs where just having the mesh selected at all is enough to edit the uvs.

Turn off the Overlays on the top Bar in 3D Viewport.

exactly the answer i was about to post!

Check UVSyncSelection in the UV editor. (Top left double-arrow icon on the UV Editor toolbar) You can then select single Verts, Edges or Faces in either the 3D view or the UV Editor and the selection will be mirrored in the other window.


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How do I fix the shading on these edges?
I'm currently splitting off the hair of this model from the body before I fix up any issues with it, but the shading on the edges where the hair used to start is extremely dark and weird, despite being flat in wireframe. When I pop into sculpting mode it looks how you would expect it to look, so I'm not sure how to fix it. The extreme dark shadows are visible in material preview and rendered as well, in fact it looks even worse in rendered view because the shadows are darker and more extreme. The shading is visible when it's shaded flat or smooth.

I think your normals are messed up,
select all your faces in edit mode and press ALT+N, then click Set from faces.

That did it, right before I saw this I also figured out that turning off auto smooth in the normal panel achieved the same thing, but your method seems to be a lot better in the long run. Thank you!


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How to change the parent of a mesh in Blender 2.70a?
This is probably a bit of a weird question, but I'm doing a project that requires me to work in Houdini, and then import the mesh to blender for it to be imported to the sims 4 as custom content. The problem is that I can't figure out how to parent the imported geometry to the existing geometry node (which I removed all faces/vertices in).
Is there a way to do this? If not, is it possible to copy and paste the imported geometry into the existing (now empty) group?

The end goal is to have 'TestCube' replace 's4studio_mesh_1', but I can't remove the testcube parent object.

Are you sure the Blender version in the title is correct? 2.70a was released in April 2014! The current version is 3.4.1.

Unfortunately it is version 2.70a. The program to import custom content exclusively (as far as I know) uses 2.70a as I believe that's the version that was out when the program is released, and it hasn't updated to the newest blender version

Hmm. Can't help in that case. The oldest version I have here is 2.83.

No worries, turns out there's a beta version that uses 3.3, so I'll be switching to that which will hopefully solve my issue.


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How to tile an image for Uving in Uv editor?
I'm doing some texturing using trim sheets, so a lot of my uving is done off the image on the editor. Is there a way to tile the image so it repeats over and over so I can see where I'm placing things? As of right now I'm guessing where it should be placed and then checking the placement in the 3d viewer.

In the UV editor, Press "N" to open the tab on the right and click view > repeat image


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Car model to glTF with multiple parts
I have a model of a car which I have exported to a glTF. How can I group elements in Blender like the wheels so they appear separately in the JSON code? I have created Vertex Groups but they don’t seem to appear in the code.

For things like the wheels of a car, you want them to be separate meshes, in separate nodes.  A glTF "Node" corresponds to a Blender "Object" which owns the glTF "Mesh" or Blender "Mesh".  Each node and each mesh get their own block of JSON in the glTF.
If your car is all one mesh, go into Edit Mode on that mesh, select all the faces/vertices of the wheels, press P, and choose Selection.  This will create a second object with the selected faces.  Leave Edit Mode and rename the new object to a more descriptive name like "Wheels".
If your plan is to spin the wheels, you may wish to take some extra steps.  The back wheels and the front wheels should be separate objects (or perhaps all four wheels could be separate, if they spin individually).  The origin point for each wheel should be somewhere along the centerline of the axle for that wheel.  The wheels should each declare the car body as a parent object, so that when the car itself moves, the wheels come with it.

Thanks for the tips emackey, I've been able to separate elements like the wheels into new objects.My aim at the moment is for the user to be able to rotate the car and select/highlight various areas of the car.


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Subsurf doesn't use creases outside of edit mode
I couldn't find anything on google, but as soon as I tab out of edit mode, subsurf ignores the creases I set. I just use the standard settings, and I never had problems like that before. Is there maybe a project setting or something that controls how creases are used which I accidentially changed?
Thanks in advance

Alright, found the problem. A boolean before the subsurf messed up the creases.


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Is there a way to analyze what's using frametime or view all simulated meshes at once?
I have relatively large scene in which I did some cloth simulations. I'm sure I don't have any simulation enabled (went through all visible and invisible meshes). But even without apparently nothing running, I get only 2fps. Surely there must be some simulation still running that I can't find. Is there a way to check that? Thanks in advance.

Alright, turns out using simplify solved the issue. I didn't know that the subD modifieres are such a frame eater for nonanimated objects.


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Grease Pencil Curve Editing button not showing up in the UI
I've tested in versions 2.92, 2.93 and 3.0.
I open a new project, add an empty grease pencil object, paint a stroke, select it and go into edit mode. But it doesn't show the curve editing that was introduced in 2.92
https://docs.blender.org/manual/en/latest/grease_pencil/modes/edit/curve_editing.html
What am I doing wrong?
The documentation says
Select the desired strokes to edit as curves.

Activate curve editing in the 3D Viewport’s header with the toggle button (Bézier curve icon).

Once activated you can:

    Edit the curves with the curve handles.

    Select strokes to automatically convert them to curves.

But that icon is just not there.
Thanks in advance

Click on the right upper corner on the small grey button (in edit mode), the header will appear.


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Export of Georeferenced 3D .obj File
I am exporting a 3D model in .obj format.I want to georeference it.
I require the export to be in the Global Coordinates System (UTM)
The problem is that I am getting coordinates like:-
v 0 0 -0
v 0 -145 0
v 147 123 125.3
v 120 -2.5 30
…
But I require coordinates to be like this (The results I got with other softwares georefrenced .obj data)
v 733711.541 24.000 -3157883.355
v 733715.789 24.000 -3157880.456
v 733721.676 24.000 -3157888.570
v 733720.655 24.000 -3157889.166
…

Its not crazy complex... you need to transform your model into UTM coordinates. Firstly you need a few known points on your model, for which you know the utm coordinates. The (Helmert) transformation can be done based in these corresponding points. If you want a quick and easy way, use Cloud Compare an the "Align Two Point Clouds" Workflow

This is a very specific task, if I may add a personal note to that. But luckyly I studied physics and happen to know the answer.
OBJ are saved in form of Vectors. One point is represented by 3 vectors along X,Y,Z -axis. Most likely they are called a,b,c. 0,0,0 being the origin. I don't want to go to deep into that. Unless you want that - let me now.
Representation in Form of a,b,c, in a 3D space is called a Cartesian System.
Since earth (approx) is a sphere we need to transform this Cartesian System into a Spherical System. From a,b,c, to Spherical coordinates (r, θ, φ) radial distance r, azimuthal angle θ, and polar angle φ.
you can calculate each point with this:
Cartesian (x,y,z) → Spherical (r,θ,ϕ)
r=√x2+y2+z2
θ=tan−1yx
ϕ=tan−1√x2+y2z
Last step is to calculate Sperical Coordinate to UTM which is a cylindrical projection. Which results in X and Y [Because a cylinder is a unfold rectangle]
X=rθ
y=r ln[tan(pi/4 + ϕ/2)] = r/2 ln [(1+sin(ϕ)/(1-sin(ϕ))]
There are calculators for this.
search for Cartesian to UTM / Spherical to UTM
Hope it helps


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Blender python screenshot wait
I am new to python and blender.. But an old c/c++ dev years ago with working knowledge of c#.
So concepts are OK.. But knowledge poor lol.
I have a script that creates some text then rakes a screenshot and stores in file.
All works but the screen shot doesn't have the object in it.. Lol..
If I run again without deleting the first it's in there (obviously I now have 2 objects)
Do I am guessing the blender did api accepts the request and returns immediately without finishing? Or at least finishing and not updating the viewport until the script ends!?
Tried time sleep but that's prob on same thread so doesn't work..
Any ideas how to wait?
Thanks

OK so in my case putting
bpy.ops.wm.redraw( type="DRAW_WUN_SWAP", iterations=1) worked... Before I took the screen shot in code.
Got the info from here Update viewport while running script


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How to apply a specified Pose Library pose to the rig via python script?
I'm trying to create a Python script which applies a pose from an imported pose library to the rig in my scene. I can set the pose library and the active_index of it:
bpy.data.scenes['Scene'].objects['Armature'].pose_library = bpy.data.actions['PoseLib']
bpy.data.scenes['Scene'].objects['Armature'].pose_library.pose_markers.active_index = 2

but when I try to apply the active pose:
bpy.ops.poselib.apply_pose(pose_index=2)

I get the following error:
RuntimeError: Operator bpy.ops.poselib.apply_pose.poll() failed, context is incorrect

My question: Is there an other way to apply the pose? or how can I switch to the correct context?


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OptiX Denoising is making the text in my Render come out blurry. How can I turn down the strength of the denoiser?
I have seen this question asked a few times; denoising seems to always blur out finer details in a render, which would be fine, except it blurs out text that I am projecting onto a wall in my scene. I have seen others recommend turning the denoising strength down, but I can't find this option anywhere, and the internet doesn't seem to want to give me the answer with this one. I am using Blender 2.93 (stable), Render Engine Cycles, GPU compute, OptiX denoising. Here is what my settings look like; it seems that on older versions there were options in the denoising tab such as strength etc, but I can't seem to find them on my version.

I don't know if there's an alternative route to stopping the denoiser from blurring out the text, so I welcome any suggestions!
Thank you so much!

From the docs: "The denoiser will change in the future and some features are not implemented yet. If denoising fails to produce good results, more samples or clamping will often resolve the issue."

Ah, I see. I hope they implement the changes soon, but for now, thank you so much for your input. I'll look into clamping and/or more samples...if my computer can take it, that is. Thanks again!


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Image Texture completely washed out in Render, but not in Viewport Shading
Newbie to Blender here.
I'm trying to render an interior scene - it's a very simple gallery with two windows. I have added an Image Texture to the 'floor' - this is supposed to be a mid-dark brown wood texture. There are a number of lights in the room, as well as a light outside the windows. (I will attach pictures and the .blend file). In Viewport Shading, the room looks exactly how I need it to look - the colours are saturated and the lights look ok. However, when I go to render it, the floor texture becomes entirely washed out and grey. I have changed the world background colour, I have tried to see if the colours are desaturated, I have changed the image texture to be in the sRGB space - nothing seems to work. I also made a backup and removed all the lighting, and put one spot in the middle of the room to test if my lighting was the issue, and the problem persisted.
I imagine that there's something in the render settings that isn't quite right, but I can't figure out what it is.
Here is a google drive with the relevant pictures and .blend file.
https://drive.google.com/drive/folders/1SfXgCVzyjKCa4T7CZW_Y_u9V0HuZLg4p?usp=sharing
Hope you can help!

A quick tip: You can upload and add the images directly to your question so that people can see at a glance what it's all about. It may be just an extra click, but when you go through 20 questions, it gets annoying ;-)

There is object "Plane" in a Collection "FloorPlan" which is hidden in viewport ("closed eye" symbol) but it's still rendered. So it overlaps the floor and causes the glitch in the final render.
In Blender 2.8x, the nasty thing is that objects in a collapsed collection, are still rendered. You need explicitly disabled them (or the collection) for render ("camera" icon). The toggle is not shown by default. You need to activate it in the filter settings of the outliner.

In Blender 2.9x, the checkbox of the collection collapses and inactivates the collection. Then everything inside of the collection is automatically hidden, in viewport and render.

Thank you so much! That's excellent :)


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Viewport is Moving Weirdly
I'm experiencing an issue with Blender where the viewport's center of view is moving weirdly: [https://drive.google.com/file/d/1Z95j6IGuPqdQPRhJHlbw-6MLU1FyXR7u/view?usp=sharing]
I noticed about a month ago and it's been annoying me ever since. I don't know what's going on and the internet isn't providing an answer (I use Blender 2.8 BTW).
Here is a Picture of My Input>NDOF Settings

It looks like you have Auto Depth turned on

Thank You so much! That solved the problem


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Is it possible to merge the ends of a path
I am trying to create a racetrack in blender using my city, as long as there are no intersections i am doing fine. However i have no idea how to connect loose ends with the main track, snapping did not do the job, because i need to lay an array of roadpeaces on the curve and for some reason it does not work with snapping. Pls help me out on this one, if you have an idea.

https://blender.stackexchange.com/questions/86539/how-to-weld-two-control-points-of-a-curve https://blender.stackexchange.com/questions/57284/is-it-possible-to-extrude-a-curve-in-two-directions/

Make sure you set the curve type to Cyclic.

What is the keybinding to connect the two selected dots?

The shortcut is F. List of shortcuts.


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Object will not fit curve
So i habe tried it multiple times, i create a path, make an array of planes and fit it to said path. All good, but when i started to snap loose parts together and fitted the curve afterwards, it would only pick a small part of the entire path.
Next thing on my list is to sperate the entire path into multiple sections, doing that none of the mentioned modifiers work for the sperated piece.
Afterwards i noticed that the track didn`t snap together at all, it just looks like it on edit mode, but in object mode it is a whole different story:
If you have any idea on what is going on, pls help me out, because i sure don`t.

hello please share your file: https://pasteall.org/blend/

Array modifier works only on single curve segment (from curve start to curve end point). Snapping does not connect start/end points of curve. Curve cant share point with more than two splines.
You can try set for curve under properties Geometry > Bevel > Object and select simple straight line (another curve object) ...

I don't know what will be your next step so ... converting into mesh there will be overlaps ...

Another way can be convert your curves into mesh, connect what should be connected and try Skin modifier ...

... but also here expect corner issues :)
Probably the best way is to use other software, set stroke, outline and merge ... import as SVG into Blender.

The problem is, it is allows the same path, i am only extending and snapping different parts of it, so it does not make any sense to me why it would only fit one part of it.

The array actually matches the snapping of the path, but when i divide the path in 2 sections it all goes out of hand. Suddendly the array only follows some parts of the selected path and othertimes completley different ones.

Each of your two curve objects consist from several disconnected parts. You can see it if you move cursor above some part and hit L, it will select part of connected control points. Each control point has internal index number (indices) starting with zero. Array starts at curve with control point zero and fills this part up to last connected point. I don't think you can display the indices, but it doesn't solve nothing here, if you still want to use array modifier you would have to separate each disconnected part of curve into solo object with another Plane ...that is tedious  ...

Tedious but possible, well thank you very much for your help. I will try it out when i got time.


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How to see Vertex weights on a mesh in Edit mode?
This thing is new to me because I didn't saw or noticed it (if it already exist on the older versions of Blender)( I'm using 3.01 ). If you go into Edit mode, select the Items tab, it will show you the Vertex Weights of a mesh.
In this mesh, you can see the Weights it has on the Items tab

In this one, it's doesn't show it

Just a side note: In the "Overlays" menu there is an option "Shading > Vertex Group Weights". When this option is activated, the weights are displayed as colors, just like in the "Weight Paint" mode.

In the Numbers Panel you only see a weight of a single vertex - you need to have a vertex active (marked white). Since it's possible to select multiple vertices without making one active, it's also possible to not see a weight for any vertex.
If you want to see weights for multiple vertices, you could use this answer:
how can i use vertex weight value in shader nodes?
And in order to set weight for all selected vertices, you can do so in Object Data Properties
Of course there's also Weight Paint Mode.

Selecting a vertex worked, Thank you very much!


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How to add a loop cut not along an axis?
I'd like to add a loop cut but have it be at an angle. I'm used to houdini, so the best comparison I can make for this is to use a clip node in houdini and just rotate the plane to the angle I want. As far as I can tell in blender you can only add a loop on a specific axis. Is there a way to have it rotated?

Hi :). Knife Project with a simple plane might be what you're looking for. You can rotate the plane to any angle and then "project it" onto geometry to make a loopcut

Or you can use a the Shear tool on a loop cut.

The closest equivalent in Blender is the Bisect tool, which can be activated from the T toolbar, or simply by LMB dragging a line across selected mesh elements.

Here, the tool has been set to remove the geometry of the backfacing side of the clipping plane. As you can see, there are options, including simply cutting a planar cross-sectional edge-loop. You can rotate the clipping plane about View Z by dragging on the gizmo's circle, or numerically, by setting the plane's normal vector.


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Texture Painting UV Map Merging
Blender 3.4. I UV mapped my model. In Texture Paint I select the specific map. It shows correctly? However, each map seems to be combining with the previous selected map. I wind up with all the UV maps combined into one UV map and the painting applies to all at the same time.

Hello could you please show some screenshots of your whole interface (Shader Editor, 3D scene...)

Hi, I think I have some kind of link error. Texture naming and link assignment. Let me work a little longer on it, then if all fails, I will send screen shots. Thanks for the quick response. Sorry for the panic. Only the second Blender exercise.  WIlliam

OK, the tutorial linked multiple uv. I created a material for each. Works. I know linking is good for the same material (multiple uv) but I am not sure I totally understand it yet. Thanks again.


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Can we extract just the outside surface of a 3D model?
I am new to using Blender and wanted to know if this software can serve my purpose before jumping into using it.
I have CT(Computed Tomography)-scanned an object and exported the mesh into a PLY file. However, since this object has other objects inside, this mesh has both internal and external surfaces. However, I would only like to extract the surface area on the outside where it touches the air or delete the internal surfaces.
Because my object seems very complicated, the surface of the outside can often be connected to the internal object as well.
Previously, I have tried Meshmixer to hollow it out however, it did not work as it thinks the internal surface is still a surface.
Is there a way to solve this using Blender?

https://blender.stackexchange.com/search?q=remove+internal+faces

Thanks so much. 'Internal geometry' was the key word. I will look into it!

sorry LTTP but I solved this problem with meshmixer and netfabb. First, repair part in netfabb. Then, in meshmixer use "separate shells" and delete the internal parts that separate. If necessary, simplify slightly the model via "make solid" tool, and repeat. Eventually you will obtain one main surface and hundreds of internal "bubbles" that can be deleted.


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Animate a character with walk cycle on a path
I have a animal character which is having a walk cycle and going on a path. I need the character to stop in some points and like look around and then continue on the path again. How do I do that?

you need to use the NLA editor, repeat a walk cycle strip, then put a strip above this track with the second action (stop and look around), then again the first strip. When he stops, create a keyframe on the curve.

I did that but then walking on the path totally stops and looking around action works.


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Editing a primitive's values AFTER initial placement
first time posting in here so please forgive any protocol mishaps, I will try to adhere to the rules as much as possible!
So this is an often asked question and I'm not so sure how or why the absolute correct answer has never appeared.
Is there a way to change the parameters of a primitive object once one has exited the initial pop-up window that appears bottom left upon placement of a primitive?
Here are screenshots:

Apologies for the sacrilege, but in Cinema 4D, until you make the primitive editable, you can go back and change parameters way after initial placement:
!]3

As a switcher from Cinema, it's little things like this that can make the transition questionable initially. For all of the far superior mdelling tools in Blender 2.8 compared to Cinema, this is an essential oversight. Yes one can simply delete and start again, but that really shouldn't be part of the equation…
Thanks

if you move the object, or go in Edit mode, or create another one, you won't be able to change the parameters anymore. Can you in Cinema 4D?

In Cinema you can change every parameter until you make it editable. As I mentioned in my reply to Tareyes, I relise in Blender the best way to model is non-destructively with modifiers whereas in Cinema it's best to create everything using quads manually.

No, you can't do that right now. Blender is a software that focus primarily on artistic rendering of complex scenes, and not much on motion graphics or other kinds of precise projects. That's why Blender doesn't have effectors or parametric objects, and why its modeling style is quite destructive.
Once you create an object, Blender sees it as a mesh, so a 3D model with a number of vertexes, edges and faces, so it doesn't know anymore if it is a cylinder or a sphere. This could change in the future, but I've heard Ton Roosendaal (Blender Foundation's Chairman) doesn't consider it a priority.
You can also check the answers of this similar question: How to edit Parameters for an Object after it is created?

Thanks Tareyes. I actually bought the Speedflow addon, and there's a tutorial series for modelling a speaker. The way Cedric Lepilliere approaches it is to create a path and use the screw modifier to create a cylinder that's eminently editable forever.Now, I have come from Cinema, and learned to create topology avoiding modifiers. For a while I've been resisting this approach because in Cinema it isn't the best way whereas in Blender it's the only way. So if I want to learn Blender I have to unlearn Cinema!

I don't know if that's the case: you should use the tool that best fits your needs. If you do motion graphics or similiar videos, C4D is still better than Blender (for now), so you shouldn't move to a software that is focused on other things.
However, mesh manipulation is a skill that every 3D artist should have, and Blender is a good place to learn it. With time you will be able to plan ahead your scene, and model history won't be so important anymore (it would be great, but you can work without it)


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Separate by selection not showing in Object Mode
I am trying to select an edge loop and separate it by selection. So I did that, however, when I tab out into object mode to select it, it is as if I did not make the separation. It is there in the outliner though, it is not hidden, but not visible in the 3d viewport in object mode, only in edit mode.
I have even tried to perform the same operation on other parts of my model and it works, however it does not work the same on this part of the model.
See attached gif.

Ok so after hours of trial and error I was finally able to figure it out. I needed to  turn off the bool and subdivision modifier on the separated selection in order to see it in object mode and for it to work properly.
I hope this helps someone else also and saves them the time and headache.

If there's an odd difference between Object and Edit modes, that's almost always modifiers. or hiding.

Thanks for that Robin!


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How can Image files be properly organized?
I am using Blender on Windows, version 2.92.0. I have "Relative Paths" selected in the "Save & Load" panel of the Preferences.
I have a lot of directories, each with a set of .png images with the same names.
When using the shader editor, and creating an Image Texture node, the Blender File View has "Relative Paths" also selected. When I navigate through the directories and select the image, the Image is given the name of the image, with none of the previous sub-directories considered. For example, if I have a .blend file C:\Example\example.blend, and an asset directory with the following contents:
C:\Example\Icons\foo\1.png
C:\Example\Icons\foo\2.png
C:\Example\Icons\foo\3.png

C:\Example\Icons\bar\1.png
C:\Example\Icons\bar\2.png
C:\Example\Icons\bar\3.png

...

If I import all of these, they will show up in the Blender File Outliner, under images, but as 1.png, 1.png.001, 1.png.002, and so on, instead of what I would expect, which is in a series of directories or groups based on the relative path, such as //Icons/bar/1.png. At one point I was able to find the properties of the image itself, which did in fact use that path as the filename of the image. I can't find that dialog box anymore.
I would expect the Blender File Outliner to allow me to create some kind of subcategory or group in the "Images" node in order to organize them, but that doesn't seem possible either. It's not clear to me how one is expected to organize a large amount of Image assets in a .blend file. and manually naming individual images "some/long/directory/foo.png" seems like the only option. Am I wrong?

No, you are right. When blender encounters files with the same name (regardless of where they are from), it assigns a .### to the end of the newly loaded file’s data block name (same is true of any data block being introduced into the blend file, actually). As you said, though, the filepath property of the images are still different, and the images are not equal. You can look at this property with:
>>> bpy.data.images[“datablockname.png”].filepath

I should be able to write a script that goes through each image and renames it. I'm just really surprised there's no Collection-style grouping for file resources. I am very curious to see how an expert with a ton of assets uses Blender and keeps resources organized.

I’m an ExPort, does that count?

I don't know what that means, sorry :-(. Also I just tried it and it turns out that images have a very short maximum length, 64 characters or so, so forcefully renaming them to their filepaths isn't going to work either, because my directorie's names are much longer in length. Back to the drawing board!

What it means is that I don’t use tons of assets, but the assets I do use I try not to name numerically.

Apart from that I'm also more like @ZargulTheWizard when it comes to naming things, regarding your problem with limited name lengths... when I see your example, is it necessary to rename those files with the complete path? Wouldn't foo/1.png, bar/1.png etc. also work? Maybe you find a way to shorten names.


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How can I achieve this “nebula” effect?

Hello! I wonder if someone could help me to achieve this kind of “nebula blurry” effect. I ve been watching a lot of nebula tutorials but the result is too cloudy. Thanks!

could you precise what it means? Playing with Depth of Field doesn't give what you want?

Yeah, I tried too but it was not even close. I tried with subsurface scattering touching the options and I made something TOO blurry. That image has like parts of the same object with definition and some parts are completely blurry.

I don't think this could be achieved without either particles or a smoke/volumetric simulation. Thing is it would probably require an impractically high amount of particles or a very detailed simulation with lots of vortex and force fields I'm not sure Blender would be able to cope with


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Materials vs. Texture Sets
I am modeling an ottoman, and need help interpreting the instructions, which say, "Amount of materials should be same as amount of texture sets."
Some info on the model:
My ottoman is one mesh, with a high-poly version baked onto a normal map. The materials are a gray mottled leather with dark wood feet. I have been provided only this texture...

1st question:
So, a "material" is the full node set-up, and a "texture" is any of the maps or images used to plug in to that material's nodes (or just set on the UV mapping). Is that correct? But, then, what is a "texture set"? I would think they mean the group of generated images or textural maps for each of the 9 materials they list here:

Main textures:

BaseColor (sRGB)
AO (Linear)
Roughness (Linear)
Metalness (Linear)
Normal (RGB)
Opacity (Linear)
Emissive (sRGB)

Additional textures: Glossiness, Specular

Here are the other relevant instructions:

Single UV set per model, multiple textures sets if extra resolutions is needed
Only square textures, 4096x4096 resolution
Normal maps baked from hi-poly models
Metalness & Specular workflow maps needed

...
What I would normally think to do in making a model like this is to apply a material to each part (one for the leather, one for the feet), then use a multi-noded setup for each one, including procedural texture for the basecolor, the provided texture image for bump and light-related maps (the baking of which I will be figuring out on the fly), the baked normal map I have from the high-poly mesh, plus certain settings on the Diffuse Shader.
It seems to me that this does not meet the following requirements:
Metalness & Specular workflow maps needed (This confuses me anyway, as I've never really heard of using every single map, and I thought Metalness & Specular were generally used one or the other. Also, can you even bake a procedural color into a image map?)
Amount of materials should be same as amount of texture sets (It seems like I will have 2 materials and something like 9 textures, so what really differentiates a texture set from a material in this context?)
Can someone set me straight, and maybe help me figure out the workflow here?

Material and texture is not well defined in CG. They should been described more to let people know what exactly is that thing. But in common, texture just mean a pre-build data for rendering engine to retrieve data. It doesn't need to be an image, but most of the time it can be display as 2D image. And for material.... you need to provide more information about that word

Let's see, the reference is "Amount of materials should be same as amount of texture sets." I'm looking to see if there's any world in which that makes sense. From what I understand, a "material" should refer to the material applied to the object in the Materials Properties Panel, whereas a "texture" should refer to an image, like a Diffuse Map, Normal Map, Bump Map, AO Map, etc. Does this clarify? I know my question was long, but I hope I've included all relevant info.

A "texture set" is the full set of textures for a material, as you've listed above.  For example, diffuse, specular, roughness, metalness, etc. = 1 texture set.  If you download a PBR material from a site like CC0 Textures, what you get is 1 texture "set."
I'm interpreting this requirement to mean that they want separate materials with separate texture sets.  In other words, don't put the leather and wood on the same maps.  You could of course put the all of them into one texture set, with just different parts of a map defining different material parameters but it sounds like they want it separated by material.
So the "leather" material would have its own diffuse, spec, etc., and the "wood" material has its own textures as well.  Sounds like this was your plan anyway.
Secondly, you are correct that Specular and Metalness are usually two different workflows.  I think your client wants the flexibility to be able to use either one.  Maybe they aren't sure which renderer they will use in the end.

Thank you so much for this answer! I'm sure you're correct, and I've been working with all this in mind, but had to start over because of some issues with my mesh. I have one further point of confusion on this thing, two (seemingly competing?) requirements. One is where it says, "Amount of materials should be same as amount of texture sets." The other says, "Single UV set per model, multiple textures sets if extra resolutions is needed." There should be 2 materials/texture sets, but doesn't the UV unwrap both materials together into one map-texture? Am I confused on how this works?

if you like my answer then please "accept" it as the correct one.

to answer your question about the UV set, the UVs are simply a way to tell Blender how to map the coordinates of your model onto a texture space.  You can use the same UV set for multiple materials, but only paint the texture in the section of the UV set that you need for each texture.  I hope this makes sense.  You can also use different resolution textures for the same UV set, because the UV set is simply telling how to map the geometry to the texture.

I see, thank you. So then, if I may expand... The BaseColor/Diffuse, for example, it seems will be easy enough. But for the normal map, for example, how would this work? I am sculpting details onto a high-poly version of the low-poly mesh, and then baking the normal map from that object. So would I actually hide the legs on both objects and bake the normal map from the leather part only, and then unhide legs, hide leather, bake a new one for the legs? Would that work?

yes, I think that should work.


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How can I use Filter nodes from Compositor in Material Editor?
I want to use the filter nodes from Compositor in Material editor. For example, I want to apply a dilate filter to a noise texture.  Is it possible? If not, is there a easy way to achieve this?
Thanks for any help?

Unfortunately, compositing nodes and shader nodes are not interchangeable.
There are some new shader nodes available in the 2.81 release, which include extra vector math and the ability to connect inputs to the mapping node.
If these are not adaptable to your needs, you will need to do what you want in the compositor. Using cycles, you can use the object and material indices to get a mask in the compositor allowing you to apply the dilate to a specific object/s.
While the object and material indices are not currently available in evee when compositing, they are available in the object info shader node. You could use layers to have one object separated from the scene so you can adjust it in the compositor before combining it into the final image.

Thanks for the reply. I do not understand your suggestions, I will explore 2.81 when it become official. Thanks again!


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How to change the font and size of text editor in Blender 2.8?
I played with the Blender Preference in Blender 2.8, but did not find any way to change the actual font/size used inside the text editor.

You can change it in the sidebar of the text editor, which you can open with CTRLT or View > Sidebar. The font size can also be adjusted without opening the sidebar by pressing CTRL and using the scroll wheel.

@lemon thanks for the edit. Missed the CTRL somehow.

... and Ctrl-Scroll will change the size..

Thanks, it is so easy to change the font size!  How about the font, I want to use a mono font with different look-and-feel of 0, O, 1, I, l. (zero, oh, one, eye, ell)

@user1492549 that can be changed in the preferences. Edit > Preferences > Interface > Text Rendering.

Thanks! It is not obvious though.

Please mark this answer as accepted by clicking on the checkmark if it solved your problem.


text:
How to use script to connect Random Value node to Extrude Mesh node in geometry node tree?
The following code create a geometry node tree correctly, but can't create the link between Value and Selection. The the two lines between ######## should have the same effect; either line should produce the required link.
Can anyone please help?
bpy.ops.mesh.primitive_cube_add()
bpy.ops.node.new_geometry_nodes_modifier()
gnTree = bpy.data.node_groups["Geometry Nodes"]
gn_groupInput = gnTree.nodes["Group Input"]
gn_groupOutput = gnTree.nodes["Group Output"]
gn_subdivideMesh = gnTree.nodes.new(type="GeometryNodeSubdivideMesh")
gn_subdivideMesh.inputs["Level"].default_value = 2
gn_extrudeMesh = gnTree.nodes.new(type="GeometryNodeExtrudeMesh")
gn_randomValue = gnTree.nodes.new(type="FunctionNodeRandomValue")
gn_randomValue.data_type = 'BOOLEAN'
gn_subdivideMesh.location.x = -160
gn_randomValue.location.x = -160
gn_randomValue.location.y = -120
gn_extrudeMesh.location.x = 30
gnTree.links.new(gn_groupInput.outputs["Geometry"], gn_subdivideMesh.inputs["Mesh"])
gnTree.links.new(gn_subdivideMesh.outputs["Mesh"], gn_extrudeMesh.inputs["Mesh"])
#########
gnTree.links.new(gn_randomValue.outputs["Value"], gn_extrudeMesh.inputs["Selection"])
gnTree.links.new(gn_randomValue.outputs[0], gn_extrudeMesh.inputs[1])
#########
gnTree.links.new(gn_extrudeMesh.outputs["Mesh"], gn_groupOutput.inputs["Geometry"])

interesting. maybe it's a bug?

Under the hood there are as many "Value" outputs as there are types of output (Boolean, integer, float, ...), they are dynamically swaped and displayed/ hidden when you changed the type dropdown. so I would not use the name to address the output of the random value node. Instead you can derive the socket number by hovering over it with the developer tooltips options enabled, which will display its data path. Or you can find it empirically by trying socket 1, 2, 3, etc.

@Gorgious Thanks for the explaination. I did have the developer tooltips on; but were not able to infer the correct data path. I change the line to
gnTree.links.new(gn_randomValue.outputs[3], gn_extrudeMesh.inputs["Selection"])
based on trial-and-error. It worked now. Thanks again!

@Shung-Ching can you kindly post as answer so we can close this thread? :)

I wanted to select @Gorgious's comment as answer and close the thread 2 days ago. Just don't know how. Please help


text:
Shortcut to add faces following the loop when re-topology
let's say I'm in the situation shown in the image here under:
I want to quick add edges/faces following the loop.
The method I'm using is "select 4 vertex" and add face with F. But this is quite long and I saw many 3d artists doing it very quickly (without the need of selecting vertexes all the time).
I'm also using F2 addon, but I don't think it can help in this context.

Yes, select only the yellow edge and press F and it will fill the whole face, and if you press F again it will go on with the following ones. It looks like you doesn't even need the F2 addon:

Or in Edge or Vertex Select mode, select the whole edge around and CtrlF > Grid Fill and it will fill the whole with a row of faces.

thanks for your help, it works perfectly!

you're welcome. I don't know why your question is greyed though, have deleted it?

no, I see it as normal