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Image used on a plane does not line up when using an array modifier
I have a simple brick road with yellow traffic line divider. When I apply the array modifier and line up the traffic lines at the default relative offset parameters, the road lines up but the traffic lines do not. When I align the traffic lines at Y relative offset .011 , the road itself becomes misaligned.

use array and curve modifier

Maybe your mesh is a bit crooked relative to your object.

It's a simple plane, with no subdivisions. Thanks.

Will try curve modifier. Did not do it earlier because it was just a straight road which is away from the main components of my scene. Thanks.

Curve modifier did the trick. Thanks ateks.

As suggested by ateks, a curve modifier did the trick. In order to keep it straight, I just extended the curve, nurbspath, on x axis (g-x), then applied the modifier to the road section. Then applied the array modifier to lock it all in.


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Assign multiple pre-made textures on a model
I've very simple floor + doorway block made in Blender.

Now I would like to add two different textures (as texture from file), one  to both sides of wall part and another one to floor part.
How I can do that? It doesn't matter if it's blender or cycles renderer just which one is easier to do with.

Do you know how to add multiple materials to an object? Do you know how to use UV maps?

See http://blender.stackexchange.com/questions/516/add-different-materials-to-different-parts-of-a-mesh. Related video - https://www.youtube.com/watch?v=liNGmdXsfbs.

@MrZak thanks, it looks like exactly what I was looking for.

source: Stack Exchange

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

sort: votes


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Align the rotation of game pieces to a central point?
I have a lot of game pieces that all need to be aligned differently. If I could automatically align a piece's Z axis to matched it's relationship line, that would be perfect. The other option would be to align them to be perpendicular to the face of the object it rests on, (which is not the parent. The parent is an empty in the center of the game.)

@quasipseudo: I suggest you create a thread on blenderartists.org in the game engine work in progress section. It would be easier to answer your questions there as all of your questions are related.

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


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Linux, Save As Game Engine Runtime not working
When I export / Save As Game Engine Runtime, I do not get an exe file. I made a file on my desktop, named it 'runtime001'. These are the only exe files and they don't do anything.

You appear to be on a Linux based system, Linux doesn't have "Executables" and as far as I know can't open EXE files, unless there is some sort of emulator-like software like Wine

So, I can transfer everything Blender to a flash drive, open/install on Windows, and then everything should work?

I have no clue, try it yourself. Some times you have to manually copy some DLL files from Blender installation dirctory into the game engine runtime export folder, but those will be unavailable in Linux, obviously.

Well, that worked okay. My only problem is the game produces only a gray screen. I'll write a new question for that, (after checking past questions.) @Duarte You should get credit for answering this. You want to post it as an answer?

Not really sure what the problem was really, or what part of my comments helped solve the problem. Truth is non of it actually constitutes a full featured answer worthy of posting, but thanks for the concern.

The default add-on creates application files of the platform Blender is currently running on (WinOS-WinOs, Linux->Linux, MacOS->MacOS). As far as I know there is another add-on that can export the other platforms too. But I do not know details.

Thank you. I'll keep that in mind. If true, it doesn't seem to be common knowledge.

@DuarteFarrajotaRamos Wine is a compatibility layer. It is not an emulator nor like one.

Which exporter addon did you use? If you used the 'save game as runtime' it creates an executable for the platform you are on. This is found in the File->Export->Save Game as Runtime
If you use the 'Game Engine Publishing', you also need to download blender for the different OS's, and point the addon at the filepath for blender. This is a fair bit more complex, and the options are found in the Render Panel.

I'm going to assume you're using the 'save game as runtime'
If you are running windows, it will create an exe, if you are on linux it will create a linux executable - which does not have a file extension.
In a quick test I did, exporting it from my system worked find, although it took several seconds.
One thing to check is that there is a located blenderplayer file. When you chose 'save game as runtime,' you see this on the left:

Check that there is a file at the location in the circled box.
Also check what folder you're exporting it too. Neither of the folders shown in the question have the exported executable.


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Can you export materials made in blender using nodes to another program?
I am a beginner to blender and don't really have the knowledge to know if this is a silly question or not but here it goes.
When creating assets in blender is is possible to use the texture sets you have made with the node editor in blender and then exporting them for use in a engine.
Is it really as simple as saving the individual maps such as Diffuse, AO, Metallic etc as image textures and then importing them into your engine of choice for example Marmoset, Unity or Daz?

Probably some details stay out of question however yes, generally it is as simple as saving individual maps as you mention that you want to use in third-party software

https://blender.stackexchange.com/questions/57531/fbx-export-why-there-are-no-materials-or-textures/57541

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


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Export fluid simulation for usage in three.js
Is there any possibility to export a fluid simulation as an animation and import it in three.js?
As I read in some threads it seems to be impossible to export a fluid simulation to a gltf, so I started to copy my simulation multiple times and apply the fluid modifier for all objects in different frames to get an independent new mesh for each frame. After that I used the outlier to hide the individual mesh in the corresponding frame and keyframe that using (i) after clicking to the eye button.
Thats works well if I play the animation using the blender timeline play button. But there is no animation exported to the gltf .. is something wrong with my idea, or do anyone know an other possibility run my fluid blender simulation in three.js? I am grateful for all ideas!

https://blender.stackexchange.com/questions/57531/fbx-export-why-there-are-no-materials-or-textures/

Perhaps see https://blenderartists.org/t/export-bezier-curve-animation-as-gltf-and-or-fbx/1151423/4?u=donmccurdy. If you can bake the simulation to a sequence of shape keys, you can get this working.

@DonMcCurdy thanks for sharing! I will try it but I think I could get trouble because my verts count is changing over the time

Hm, yeah that could be an issue. I don't know of any general-purpose way of animating something involving topology changes, and you can't really export an offline Blender simulation directly into a realtime engine like threejs and just run it. You could maybe build the simulation directly in threejs, but this is a complex topic. See https://github.com/Jam3/three-fluid-demo.

More examples: https://threejs.org/examples/?q=water#webgl_gpgpu_water

Try using LightWave Objects plug in, you can export physics simulation to keyframes, if you export and import it as .mdd (Lightwave Point Cache), I think this will covert the simulation to keyframes, from there you can export to gltf

https://blender.stackexchange.com/questions/200210/fluid-how-to-convert-the-simulation-to-a-series-of-meshes

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


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How do I save a video
I want to save a video file and come back to add more to it later, but every time I try saving it it saves as .blend even though I have it as .mp4. So I'd end up with a file named .mp4.blend. In the output settings I set FFmpeg and h264 in mp4, but it still doesnt save. Help.
Edit: I don't want to render the video yet. Everything I read about of saving a video is by rendering it. I just want to save the file and pick up editing where I left off.

https://blender.stackexchange.com/questions/3470/what-file-format-should-i-use-for-rendering/ and https://blender.stackexchange.com/questions/23522/how-to-save-animation-as-a-video-format and


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Limit image planes to certain views
In 2.79 you could limit which orthographic views you want to be able to see your image planes for references to be visible from. For example front, side, top, etc. For the life of me I can not find this function in version 2.80. All I seem to be able to find is to completely hide your images from all otho views, but no granular control over which ortho views. For instance, I want my "front" reference image to only be visible from the front otho view. Am I just overlooking this or was this removed in 2.80?

The reference image feature was overhauled to allow for better control. I think each reference image is an object own settings to visibility. See https://blender.stackexchange.com/a/110533

The functionality that is missing would be to see one reference image on every perspective. And yes you can no longer hide the image when you leave the front ortho view.
The easiest possibility is to set up a separate camera in Front-Ortho view and add a background image to the specific camera. If you leave the camera view the image will no longer be visible

To approximate what you want to achieve with a reference image you have to insert the image in "Front" View so the normal is aligned with the y-axis.Looking at the settings shown in this answer:

You have to uncheck "Display Perspective" so it doesn't show up in perspective view, And make sure you have "Front" Selected in the "Side" selector so it is transparent from the back.
You will however always see the outline of the plane.

Thank you for clearing that up!


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Not applying subdivide modifier increases render time
I'm using blender 2.8 and I've noticed that my render time on animations is drastically increased if I don't apply the Subdivision Surface modifiers before rendering. It's as if it's having to apply the modifier on every frame. Does anyone else get this? Do I just need to keep remembering to apply the modifier before rendering and then undo it afterwards?


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Baking Normal map in wrong position
Recently, I baked a normal map from high poly mesh to low poly one, and I got this. I've searched on the Internet, but still can't find solution.

have you tried to increase the Ray Distance a bit?

The problem here is that the wheel is baked on plate. Besides, I've changed Ray Distance to 10.


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Baking normal map for mutiple objects and merge them
I have baked a normal map for car model but the normal map became weird because of ray distance.
My model is consistent of two objects, car body and car tire, I have to bake them separate because they need to use two different ray distance to bake normal map.

Uncheck Clear option in the Bake panel. By doing this, you can bake the body and the wheels separately and with different options, but the normal map will be dinamically updated when you bake the second object. So your output will be a single normal map for the two objects, which stores normal data of both objects. Just make sure the two objects are using the same normal map as target bake texture.
This option is available both for Blender Internal and Cycles.
Blender Internal:

Cycles:


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Lights and Emission lights following the camera/view angle
Hope you can help with this weird issue. I'm pretty new to blender so please go easy on me.
So as you can see in the attached images, the main spot light, only works when the camera/view is facing it. You can also see the lights/reflections on the model changing when the camera/view is moved.
This happens in both Eevee and Cycles
I am using a HDRI map so i'm not sure if this is causing light issues.
Any help on understanding why this is happening would be great, i just need normal light emission and not something following the camera/view.

Peter

https://blender.stackexchange.com/questions/121203/objects-shadows-and-reflections-not-rendering-in-eevee/122086#122086

Thanks Duarte!
Really useful information here, much appreciated. But i have the same issue in the Cycles render also. It's as if the lights only work when they're pointing towards to camera. The emission lights you'd think should reflect off every point of an object like a real light instead of a small section, most noticeably in the first image.
If this is simply the limitations of blender then i guess i'll have to deal with it.
Thanks

If it is happening in Cycles as well then it must be other different issue. Impossible to tell from a screenshot alone, but your lamp seems to be too close to the surface, maybe it size is intersecting with it and causing issues


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Geometry node's 'pointiness' channel not finding for edges
I've been trying for several projects now to get a good procedural weathering effect using the geometry node's 'pointiness' value in the materials. I feel like I understand how the setup is meant to work, but I always get a weird scattering across the entire object, seemingly irrespective of edge location. It's more like a cow pelt pattern than anything else. I've fiddled with the color ramp sliders until the cows come home, but I've not had any luck getting this effect to stick to the edges. What very simple woopsie an I making?

your colorramp handles should surround .5 because that's where pointiness changes.


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Shortcut for vertices/edges/faces menu?
I can't find that menu, tried RMB and various shortcuts..

it should be shortcut X

Thank you moonboots, perfect!


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viewport show the wrong compositing result
I use two view layers to compositing. It's show correct in the compositor window, but when the compositing node connect to the first view layer,
it effect both view layers in the viewport, when the node connect to other view layer, the effect doesn't change anything in the viewport.
Viewport always show incorrect result, did I miss some steps?

Hello, you can't see all the effects in the Viewport, maybe it's your problem here

Could you explain what the problem is? Is there any step or setting that I missed?


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Texture doen't show correct after origin change in EEVEE
In my case, I have multi planes with same texture. After I join that together or change origin(but origin to geometry is OK), the texture show incorrectly.
It's only happen in EEVEE, when I switch CYCLE everything is fine.
I'm not sure this is a bug or not. Anyone know what cause this situation and how could I avoid this.
Thanks.

Does this answer your question? How do I fix weird clipping glitch on my Object with Image Texture?

I need join those planes together, change the blend mode to alpha clip will lose some details of image edge.

I see. But this is the answer due to current limitations. You are going to have to keep meshes, or use alpha clip or hashed


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The objects I've merged/joined are showing (at least in sculpt mode) in different colors. How do I make them monochrome?
I've been struggling for while now with how to disable the "color-coding" of new objects. Ideally they'd all be white. Now I've gone ahead and joined the head and two spheres hoping they'd act as one ordinary object, but it appears as seen in the image. ("Sphere 003" is the merged group, btw.)I've tried to dabble with Viewport shading, but it only seems to dictate the way light interacts with the object, or it functions as a filter of sorts, but the base colors stay the same)-Hard to sculpt like this, please help a blender-noob out :-/

Sorry, I just re-read your question and saw you are in sculpt mode - I edited my answer to reflect that.

if this is Face Sets as suggested by LeoNas, you can also go into the header menu > Face Sets > Init Face Sets > By Loose Parts

Just go to Viewport Overlays and uncheck Face Sets.
You can see it in this picture below:

In your Viewport Shading options change the Color setting from Random (this is why you get a new color for every new object) to Material (displays object's material - default is "dental clay" grey):


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Why is my character deformed when moving or rotating a bone?
[When I was testing the movement of the bones of the whole body I moved the head bone, I rotated it on the X axis to be exact, and when I rotated it the head of the character looked as if it had lengthened in the back and it also looked like as if the top of the head had been flattened, what can I do so it won´t happen again?

first select all the vertices of your head in Edit mode, then go into the Object Data panel > Vertex Groups, and in the dropdown menu on the right of the list, choose Remove From All Groups, and weight paint the head

Can you tell me what kind of weight do you recommend using to improve this situation of the character's head?       By "What kind of weight" I mean that maybe I should use 0.500 of weight or 1.000 of weight while weight painting the head

If the head bone is the only one that is supposed to control the head mesh, it doesn't matter the weight, you can choose 1

Thanks, it kind of worked with the head, I say kind of because it still keeps enlarging a bit, but not too much as it was in the beginning, but now I have another problem, it´s kind of the same situation, but it happens with the arms an the legs, do you recommend using the weight paint like I did with the head?       I´ll leave two links here so you can click on them and you can take a look at the pictures of how the leg of my character is deforming :   https://i.sstatic.net/kKnHy.png
https://i.sstatic.net/JzSeS.png

And I also left a link to an image where the weight paint is shown, so you can tell me if it is good how I weight painted the leg

if you have the same problem with other parts of your object you will fix it the same way, but maybe share your file here (copy paste the link it will give in the URL field): https://pasteall.org/blend/

I´m sorry if I make a lot of questions about how to solve the problem I have about my model, but I´m a beginner, I´ve been using Blender for just 2 weeks, but anyway here is the link to my Blender file : https://pasteall.org/media/a/7/a78cac3ce9f6590e1259feac7a48248c.blend

Go in Object mode, select your armature, open the N panel and in Item > Transform > Scale, see the values, you've scaled your armature on Z, it explains why it's so deformed. To bring it back to a 1:1:1 scale press CtrlA > Apply Scale. You'll also need to select the arms and go in the Child Of constraint and click on Set Inverse (if you plan to keep these constraints, not sure if it's useful compared to a simple parentage though). If you want to scale your bones, do it in Edit mode.

Ok, thank you so much for helping me, it worked!!

Have you tried weightpaining these areas by hand?
You could also try too move the neck bone a bit up and apply a fresh automatic weight paint.

Your answer could be improved with additional supporting information. Please [edit] to add further details, such as citations or documentation, so that others can confirm that your answer is correct. You can find more information on how to write good answers in the help center.


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I am trying to make an animation, I have my camera there and and Im trying to look thought the camera to see my objects but can't access it
I have tried (0), (control+command+0), (command 0)but none of it works for me. Can anyone help me? thanks

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

When you say you tried (0) do you mean the 0 key on the keyboard, or the 0 key on the number pad.  You want to use the one on the number pad.  Also, if your keyboard has a Num Lock key, you want it on.  Finally, if those are all true, what happens when you press number pad 0?


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How do I hide parts of the mesh while weight painting?
https://youtu.be/6LCPkH8XiBc
So I'm trying to do weight paints in Blender for my character that has quite a bit of overlapping mesh on the head. From what I've read you go into edit mode, select the mesh you wanna hide, then hide it with H. Which works fine. Then you're supposed to go into Weight Paint mode and turn on the paint mask. When I do this the mesh I've hidden in Edit mode does not go hidden.
Alternatively, I've been told you can just straight up select faces in Paint Mask and hide them, which works until I put my brush on the model to do paint weights and the hidden parts of the mesh just come back.
This has been frustrating and I've included a link to a youtube video showing exactly what I've done. What am I doing wrong?

The best and safest method is to select the vertices you want to hide, press P to separate them, press \ to go to isolation mode, do all weight paint you need on both objects, then select the separated part, shift select the base mesh (last), and press Ctrl J to rejoin them: weights and names will be preserved.

So it turns out the reason it's not working is that I'm on 2.9 and it is broken on 2.9. Went back to 2.82 and it's working just fine now.


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I got 2 scenes that i want to render
I got 2 scenes that i want to render. One scene where the world background is opaque and one where its transparent.
I am currently rendering but i only see one scene being rendered. Is this normal? I have connected everything right in the compositor

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

@Community I need to know wether both scenes are rendering. And how i can see that

Hopefully i did understand your right, so you wanna do this?

Use the alpha over node to render the one layer "over" the other and with the background of the first layer.

yes, thank you so much :)

You are welcome!


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Hatched Shadow Is It Possible
https://youtu.be/TWADzTHCzoM
hey how can I create a scene like in this youtube video. This one was done in UE4 but I want to know how recreate it in blender.
As far as I can find only hatched shader on an object and not on the shadow.

https://entagma.com/create-a-procedural-hatching-shader-in-blender-cycles/

Very lazy attempt at this:

To me it looks like the reference is using UV direction to guide the lines.

that looks cool, i need to try that. Thanks. Do you apply the material on all of the objects?

Yep, everything here has the same shader including the floor.


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Tongue and teeth don't follow the movement when I change the pose, any suggestins on how to fix this?

Tongue and teeth don't follow the movement when I change the pose, any suggestins on how to fix this?

probably wrongly attached to the whole rig, is it parented to something? Or weigt painted and part of the whole body?

select them in Edit mode, on the right of your Vertex Groups list, click on the dropdown button and choose Remove From All Groups, then assign these vertices to the group they are supposed to be part of (i.e. the group that has the name of the bone that is supposed to control them)

@moonboots it worked, thanks!

@MikoCG Yes I had previously joined them to the rest of the body, so I'm sure it had something to do with that, thanks for the suggestion.

Select them in Edit mode, on the right of your Vertex Groups list, click on the dropdown button and choose Remove from All Groups, then assign these vertices with the Assign button to the group they are supposed to be part of (i.e. the group that has the name of the bone that is supposed to control them)
Example:

Here the lips are hidden so we can see better the teeth.
When you select one vertex then you can see the groups to which it is assigned in the N-panel. If you have selected a bunch of verts make sure that one is the active one (highlighted in white) because when you use Box or Lasso select there will be no active vertice. With L you can select all linked vertices.
In the screenshot, you can see that the selected vertice of the tooth is incorrectly assigned to the top lip and the nose vertex groups. That is,  these bones have an influence on it.
To fix this, use the drop-down menu and finally assign it to the correct group (DEF-teeth.top).


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How to fold a box?
I posted a question yesterday, today I'm here again with another stupid problem. I'm sorry for the dumb questions, but I'm trying my best to learn how to use the program with what I have (I'm def going to follow some kind of Blender class, If everyone here is available for private online lessons just let me know, my goal is to learn how to create product packaging in Blender).
But let's get to today's problem:

I created the structure of a box, but when I try to rotate the elements of it, to fold it, I cannot do it without changing the shape of it.
I rotate with the 3d cursor on and the snap to the selected object on, but it doesn't work. I tried and tried but can't figure out whats the error.
P.s. Thank you to MirkoCG for the answer to my previous post!!!

hello, maybe show 2 drawings: the box unfolded and the box folded, so that we can propose a topology

please provide blend file

Here is quite an old tutorial for modelling and animating a cardboard box from BlenderNation.

Perhaps related: How to model a burger package with beveled edges?

https://blender.stackexchange.com/questions/210073/how-to-parent-bones-to-the-panels-of-a-dieline-package-paper-folding

I would just rig it…

Each flap needs to be its own separate object with its origin point at the pivot of your flap.
Edit mode - Select a face & hit P to separate the selected object.
Go back to object mode and make sure you select ONLY the piece you’ve separated
Back into edit mode with the separated object selected.
Edge select  - the edge you want the flap to pivot around.
Hotkey CTRL+S - Cursor to selected, which will move the 3D cursor to the middle of that edge you’ve selected.
Make sure you have scales applied before the next step.
Object mode - CTRL+A - Apply Scale
Back into object mode - Right-click on flap - Set origin - Origin to the 3D cursor.
It should rotate around like a door at this point you just have to make sure you're rotating on the correct axis.
The origin is also called the pivot point in other programs and where ever that point is located is where the object will rotate around.

Use shape keys for this. Faces don't need to be separated. Put the 3D cursor at vertices, make it pivot and rotate faces to get the following result:

https://www.dropbox.com/s/fblq1yxq1yibyng/Animacja_Zapakowanie.avi?dl=0

Faces change size during animation


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How to reverse normals of thick box
I am trying to create a box or room that has a slight thickness to the walls, with normals reversed on everything so you can always view the inside from the outside(with backface culling checked)
I have tried adding the solidify modifier to a box, then reversing the normals, but this doesn't work as expected. I then messed around with flipping normals manually by selecting the faces I want the normals flipped on, but this also didnt work.
What other method is there?
Thanks

Turn off the modifier viewport display

You mean make the modifier no longer visible? I just tried. That might work fine in the blender editor, but I am trying to export to unity. So it needs to actually have all the normals facing the direction I want.

Thanks for the post cegaton. I dont know if its an exact duplicate, but checking "only  rim" like that thread recommended seemed to do the trick. I didnt see that during my  research

It says I wont be able to accept it for 2 days, Ill update it then.

Check "Only Rim" within the solidify modifier. Make sure you also have "Flip normals" checked within the modifier as well.


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Cache moving versions
Can i save a cache from 2.79 and use it in 2.8?
I am using 2.79 for the dynamic paint at the moment and was wondering if I can bring a cloth cache from 2.8 to my 2.79 file.
Or the opposite with a particle system into 2.8?
I am having rain effect a flag but since dynamic paint doesn't work on image sequence in 2.8 I am not sure how to do it.

What happens when you try? Anyway, regardless of outcome, frequently jumping versions for the same file is never healthy

It was more a question if you can export a cache file like i can with an object file. Because i have no problem exporting an obj file and just opening it in the other but i am unsure if the cache can be imported in the same way.

I’m having great difficulty using a 2.79 particle cache in 2.8. Trying to follow a tutorial to bring 2.79 Fracture Modifier scenes into 2.8. Particles completely changed in 2.8- a system where particles do not die within the frame range of the sim in 2.79, becomes one where the get borne in the wrong place and die before they should...


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How can I rotate (in game,) with click-drag rather than keyboard keys?
I've made a game where I rotate an object, (the entire scene actually, as everything is parented to one central empty,) using the arrow keys, but I'd rather like it to rotate with click-drag. At the same time, I'm using the left mouse button to select objects and move them around.

Generally it's nicer to rotate the camera around the object, but the logic brick setup is the same:

If you want to rotate the camera, put an empty at the rotation center, apply the logic to the empty, and parent the camera to the empty.

Outstanding. I almost got there on my own. I did the two mouse sensors, but on actuator I did simple movement. - Why is it nicer to move the camera? Fewer things moving more efficient?

I just think it's more intuitive for the user. No technical reason.


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Unspawn or remove a spawned object?
I'm making a 3D version of Tic Tac Toe, (using cubes and spheres rather than Xs and Os.) I've successfully gotten alternating objects to spawn where I want them, while preventing an object from being placed in a "filled" spot. [I figured out a way to count the moves too, but it's rather convoluted and will have to be improved later.]
What I want to do next is make it so players can undo moves in succession. What I've been told is that I need to record moves, or entire board layouts, and go back to an earlier place in the game. That makes sense, but what I don't understand is exactly how to achieve that, and I think my problem is conceptual more than scripting. In other words, I don't understand some things about blender, and if I did I could probably figure out the scripting part.
Primarily, when objects are spawned, how does blender keep track of them? There has to be someplace where blender keeps a list; spawnedCube1, spawnedCube2, etc. And if so, is there some way to access this information and do something like; spawnedCube2(end).
Also, if I wanted to revert to an earlier version of the board/game, I'd still have to erase what's on the screen. Is this done with layers, scenes, or is it just a matter of scripting?

BGE LOGIC API

Yeah, I've looked there a few times. I'm a complete beginner with both blender and python, or any type of coding or programming. I don't see anything on that page that relates to the problem I'm having, or that answers my question. Could you at least narrow it down to a section for me?

I have no idea how to use globalDict. These are the errors I'm getting:
TypeError: 'dict' object is not callable
AttributeError: module 'GameLogic' has no attribute 'getGlobalDict'
ImportError: No module named 'bge.logic.globalDic'; 'bge.logic' is not a package

Before you mention that you could figure out the scripting part and now you mention that you dont know  how to programming?. I dont know how you are trying to do what you trying do. If you put more information, your scripts and an image of your logicEditor to understand what have you done or how you are trying to do. With the error you mention i can tell you that the way that you trying to import is wrong, use 1) import bge then you can use bge.logic.globalDict['keyname'], or 2) from bge import logic -> logic.globalDict['other_key'], and why you are trying to use globalDict

And i post the wrong link again... this is what should post BGE KX_GameObject.endObject


text:
Add object works with logic brinks but cannot figure out the scripting
I am making tic tac toe using cubes and spheres rather than Xs and Os. I have 9 empties corresponding to the spaces on the 3 x 3 grid. I can make it work using logic brick, but not with py script. The cubes and spheres only appear at the coordinates where the sample objects are on the inactive scene layer. I have tried everything I can think of.
import bge

def main():

    scene = bge.logic.getCurrentScene()
    cont = bge.logic.getCurrentController()
    player = cont.owner
    keyboard = bge.logic.keyboard

    key1 = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.ONEKEY]
    key2 = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.TWOKEY]

    pad3 = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.PAD3]
    pad4 = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.PAD4]

    # objects = bge.logic.getCurrentScene().objects
    # object_cube = objects["Cube"]
    # object_sphere = objects["Sphere"]   ### no error code but breaks the game

    if key1:
        player.scene.addObject('Cube')
        # position = mathutils.Vector([5, 5, 0]) ### all things I've tried
        # gameObject.worldPosition('Cube') = position
        # addObject.worldPosition = [5, 5, 0]
        # Cube.worldPosition = [5, 5, 0]
        # player.scene.addObject.worldPosition = [5, 5, 0]

    elif key2:
        player.scene.addObject('Sphere')

    elif pad3:
        player.scene.addObject('Cube')

    elif pad4:
        player.scene.addObject('Sphere')

main()

You need to change the obj.worldPosition after added it. And your script look wrong... player.scene.addObject.worldPosition make no sense how you try it. xD
from bge import logic

spwnPoint = scene.objects['Empty']
keysensor = logic.getCurrentController().sensors['SpacebarKey']
scene = logic.getCurrentScene()
_cube = scene.objectsInactive['Cube']

if keysensor.positive:
    addedobj = scene.addObject(_cube)
    addedobj.worldPosition = spwnPoint.worldPosition

You need to use a keyboard sensor to trigger the script and be able to add an object once a key is pressed, or put and always sensor to true triggering level and you will be able to use key1 = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.ONEKEY] but this way the script will add an nonsense amount of objects related to the frame rate because the script will run every frame and if u press a key for lets say 1 sec. if the project frame rate is set to 60 you will get 60 objects.

Thank you Strapicarus. I got it to work as shown. Before I go ahead and finish it, I'm going to see if I can add some more variables to reduce the amount of lines of code I'm using.

(sorry for bad formatting) scene = bge.logic.getCurrentScene()
spwnPoint1 = scene.objects['Empty1']
spwnPoint2 = scene.objects['Empty2']
keysensor1 = bge.logic.getCurrentController().sensors['Numpad1']
keysensor2 = bge.logic.getCurrentController().sensors['Numpad2']
_cube = scene.objectsInactive['Cube']
def main():
if keysensor1.positive:
addedobj = scene.addObject(_cube)
addedobj.worldPosition = spwnPoint1.worldPosition
if keysensor2.positive:
    addedobj = scene.addObject(_cube)
    addedobj.worldPosition = spwnPoint2.worldPosition

Looks ok... next time use the edit link under the question to add or edit info. dont put code in the comments is hard to read.

Not sure about game engine but you can simply set the location of an object in a regular scene.
object.location = Vector([1,2,3])


text:
How do I move game pieces around a three dimensional board in a turn based game?
I have the board made, and some rudimentary pieces. I need to figure out how to use the game engine to move the pieces around. I do not want to write script yet that actually plays the game, because it needs a lot of play testing to work out any issues. I've watched several game engine tutorials, but none I find relate specifically to moving pieces around on a 3D object like this. Any ideas about where I can look for this type of info? I will continue to work on better renditions of the board and pieces while I'm learning the rest of what I need to know.

It should be possible to do this. I don't know how to move them around spherically (there is definitely a way though), but, you could have the sphere initially a flat plane and then apply some sort of modifier to make it into a sphere.

Video of end solution:
https://youtu.be/2XNgRXUhVQI
Blend at end of whole post:
https://drive.google.com/open?id=0B27awtGNGuMPd1Y2QzVXSEt6aUE
Basic Setup
1) Create a red piece by creating a cube and scaling it on the Z axis. Give it a material with a red diffuse color, 'object color' enabled and give it the game property 'PIECE' (value does not matter)

2) Create a blue piece the same as before but with a blue diffuse color
(If you already have pieces, make sure 'object color' is enabled and they have the game property 'PIECE'
3) Create a tile by creating a plane, giving it the game property 'TILE', and enabling 'object color. Duplicate the tile a couple of times, feel free to use random angles:

4) Create a new text datablock with the name 'move_to_tile.py', and past into it the script from here: http://pastebin.com/tVgmqCkJ
Create an empty with the logic bricks:
Always -> Python
The always sensors should be in pulse mode (green circle on left)
The python controller should be in module mode, and should have the text 'move_to_tile.init' (middle green circle)

Put it in blender game mode, hit 'play' and you should be able to move the pieces around. If the pieces are all grey, make sure you are in GLSL 'textured' mode. You may need to add a light source.
Note that you can duplicate pieces and tiles as you will. Do whatever you like.
Creating a Spherical Board
Blend at end of this section (same as first link)
https://drive.google.com/open?id=0B27awtGNGuMPd1Y2QzVXSEt6aUE
We don't want to have to place planes for all the faces in the platonic solid you have above. That would take far too long.
Thankfully blender has some neat tools.
1) Add your base shape. Give it the tile material (object color enabled) and the game property 'TILE'
2) In edit mode, select all faces and run 'edge split' (press space then type 'edge split'). This separates all the faces. If you have non-triangular faces, then only select the edges of the tiles.

3) Now seperate all the faces into separate objects using 'P' and 'by loose parts.'

4) The script places objects at the tile origin, so move it using the set origin to geometry button with all the tiles selected:

Now you should be able to move the pieces all over the spherical board.

Comments are not for extended discussion, all the comments have been moved to a chat room.

Represent the board using a more abstract notation. Essentially, you need a way to store co-ordinates in 3D space.
One way would be to place empties at all possible piece locations. Then you can snap to them. This is quite a limited approach. A better solution is to use a mathematical representation. For example, a sphere is very easily notated in ... spherical co-ordinates (two angles and a radius). Thus to snap a piece to a location is just a coordinate conversion issue. An easy way to think about this if you don't have experience with spherical coordinate systems is if you have a single piece at the top of the board, parent it to an empty in the middle of the board, and then rotate the empty. The piece will follow the surface of the sphere.
You will need python for this for the reasons pointed out by Quacksilber. I can think of ways to do it using animations and logic bricks but it will be a huge huge huge effort that will be very tedious.
I am quite interested in your game. Looks a bit like chess? Programming chess is never easy at the best of times (aka a flat board)

I used coordinates to build the sphere. Can you explain what you mean by an empty? @sdfgeoff

If you're using coordinates to build the sphere then your job is mostly done. You just have to build an interface that allows you to select a piece and move it to a specified location. This sounds like a fun mini-project. I'll just have a quick go at this.

Why not make one object for one tile?
When you know the tile, you know where to place the 3d model of the stone.

I think, the easiest way would be using a flat baord, I guess it's nearly impossible to do the 3D-board version without python scripts. The only way I see to move the figures on a 3D-board is by animating every figure, placing it manually on the fields, one "frame" per position. But that would cause a total mess if you want to move them all around - allready for a single figure you would have to connect one logic brick per field on your board. So let's say there 50 fields, multiply with let's say 40 figures makes around 2000 logic bricks you'd need to connect by hand. (If not using scripts)
By using a flat baord:
You probably might search for videos on "point and click", so by clicking on a field, the selected figure would go to it. Then you should also look for the mouse-sensor option "mouse over", which tells you, whether the cursor is placed over an object (wich you can specificate by using game properties).
Firstival, you should declare game properties like "turn" and "selected figures".
Please tell me, if you consider using a flat board, if not I could tell you more about the action-animation way and if using a flat board feel free to ask about the property stuff! :)

I might do a flat board as a learning exercise, but the end product has to be on the geoboard. I'll consider your suggestions, and I'll let you know which way I go. Just to be clear, I want to write script, (not that I know how,) I just don't want to write script as detailed as a full chess engine. Only to move the pieces around manually. @Quacksilber


text:
Why (how?) is the blue channel negative?
I was rendering an image using Nishita Sky Texture and noticed that if you inspect the sun's pixels they give some strange values.

150k red, 50k green, I guess... these numbers make some sense as they would at least display something, but -797 blue???
To be clear, it's not causing a problem, but I am curious.  What is this?  What is it doing?
I'm also interested in how a value like this is generated in the first place.
Interesting note:  This value is only present in the image from Render Layers.  After Denoise the value in this region is a positive value, but very small (like approaching 0).  No other area in the original image has any color channel value below 0.

Maybe an emissive material that’s screwy. Yeah, denoising would remove that; it is an anomaly. I’m curious too

150k seems WAY too strong for a render. Shouldn’t it be in a 0-1 range? IDK. This may be a value overload (if such a thing can happen): adding to a number surpasses it’s memory allocation, so it wraps around.

No, it's not necessarily too strong. It's possible if you use for example HDRIs for lighting the scene or bright lamps etc. This is the dynamic range that the standard sRGB monitor can't display. That's why there are settings for exposure, gamma correction etc.

Denoise making it positive isn't that surprising - I guess many (all?) nodes with Color output will do this, since a negative value is very odd. And nodes usually process the image in some way so I guess they are remapping it to stay in a specific range - not necessarily 0 to 1 for high dynamic range images. E.g. if there is bright spot with values > 10, a Glare node with a threshold of 5 will make it glare. If you however plug the Glare node after a Denoise with the HDR setting disabled, there will be no glare - because now no value coming out of the Denoise node will be > 1.

It’s because the calculation is being done using CIE XYZ approximations. When the value arrives in BT.709 based primaries, the red-green mixture is out of gamut, hence negative blue.

Behold, lights in Cycles can have negative values and subtract light from the scene.  Here is a -2000w point light surrounded by 1000w point lights.

And so a negative blue channel may give us some indication of what the Nishita Sky Texture is doing in the scene space.  In a late-evening position the lighting takes an orange hue, because the sky texture is sapping some blue-ish color out of the scene by applying negative lighting.
To test the theory I limited the center light to only the blue channel.

This is true to life, as the sun's position relative to an observer determines how much of the earth's atmosphere the light has to pass through before reaching the observer.  The atmosphere more readily scatters away the shorter wavelengths (on the blue end).
In actual fact, this effect is even more extreme than one might intuit, because atmospheric scattering changes the perceived position of the sun, such that the sun is visible for a couple of minutes after it has actually "set" on your position!

Image credit Chegg.com, fair use for educational purposes.


text:
Blender beginner looking for a new workstation
I'm a beginner in Blender and looking to buy a new workstation. I currently work on a Mac m1 pro 13". I reached out to a local shop and asked for a quotation for an assembled computer. These are the minimum requirements I requested:

Intel Core i7 processor
At least 32GB of RAM
NVIDIA GeForce RTX 3060 Ti

The shop responded with the following setup:

COOLER MASTER FOR-251-KKN3 / 750W COOLER MASTER BRONZE Power Supply
ASUS PRIME B760M-K DDR5 LAN2,5Gb motherboard
HDMI2.1 / CPU i7-13700KF 3.40GHz / ASUS RTX 3060 Ti V2 graphics card with 8GB GDDR6 VRAM
32GB PC5200 Kingston DDR5 RAM
1TB M.2 NVME SSD with 3500MB/s read speed
Windows 11 Pro 64-bit operating system

Alternatively, there's an option to purchase this computer from Dell: https://www.dell.com/it-it/shop/desktop-e-workstation/xps-desktop/spd/xps-8950-desktop/bdx89530
The price difference between the two choices is negligible, so it doesn't matter.
I'm looking for some recommendations. What would you recommend?

Your question is off-topic here and I'm voting to close it. See "What not to ask" here: https://blender.stackexchange.com/help/on-topic.

Hello and welcome, the site is for Blender questions only and hardware recommendations are considered off topic. Try with blenderartists or Blender on reddit


text:
Saving an rendered animation again, without rerendering
So I have made an animation, but when the render was finished, it didn't output the file, is there any sort of way to save the animation again, without having to rerender?

Does F11 or Ctrl+F11 bring up the animation? If so, you might be able to save from there.

@RonJensen that works, but only in Blender the actual file for it only goes about a quarter of the animation.


text:
What are these these weird lines and how do I remove them?
I have a long cylinder as the handle and used more short cylinders as wrapping. I've used shrink wrap modifier on those smaller cylinders (also applied it later on) to get them look like wrapping. The problem is these lines appear when zoomed out, initially I thought they probably won't come in the rendered image/video but they are coming. They are not visible when zoomed in but only when zoomed out. Can anyone help me identify why they are coming and how do I remove them? Thanks in advance.
Ps. This is my first question, apologies if I didn't ask the question properly.

search for z-fighting here...

Thanks Chris. The issue is fixed :)

What settings influence Z-Fighting in files with identical geometry?
This question helped me find the solution to my problem. Not knowing what to call the issue led me to search using various terms like glitch, flickering, weird lines, etc., and it just made me go mad. So this issue is called Z fight, thanks for the comment Chris.
I fixed the issue by changing the difference between clip start and clip end to be 1000. It was more than 6000 before the change.


text:
Blender denoise node producing black image
To be clear, the denoise node has been working wonders for me, but sometime over the last week or so it has stopped working in all of my project files (including ones that worked).
I have a single denoise node connected between the render layer and the composite and viewer outputs. The image is shown if I remove the denoise node. No errors are produced in the console during the rendering or compositing.
I wonder if this could be a file permission issue. I'm running linux, and when I started using Luxcore Rendere, it's denoiser couldn't run because the denoise program wasn't marked as executable. Doing so fixed the issue with luxcore.

I'm experiencing similar issues on Blender 2.83 on Arch. I believe it to be related to a bug in OpenImageDenoise (oidn) or in the way Blender is trying to link it. I was able to fix the issue on my system by downgrading to openimagedenoise 1.1.0-1.
I'm currently investigating as to whether this issue is documented in the appropriate project, and will update this answer once I have a bug number for it.

I experienced the same problem when I wanted to render only a certain part of the render. After disabling the render area and just render the whole thing, it worked again.

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


text:
Apply loop cut to different parts at once?
How to loop cut all of this selected parts to bottom. When i try to loop cut it only apply to one part.

What do you mean exactly by loopcut the selected parts?

I mean every propeller. I want to add loop cut under the selected (yellow colored) places.

You can't add them automatically to all the blades, that's why it's generally better to model this kind of object with, for example, an Array modifier (in Object Offset mode) that will allow you to kind of instance 6 times the same mesh

First, select the tip of each propeller.
Then increase the selection by hiting CTRL and +
Then press I, and O for outset
Make sure you enable edge rail in the subpannel

You can't add them automatically to all the blades, that's why it's generally better to model this kind of object with, for example, an Array modifier (in Object Offset mode) that will allow you to kind of instance 6 times the same mesh.
That said you can select the edges and CtrlShiftR (Offset Edge Slide), which will create parallel edges, then remove the extra edges:

Assuming you start with a shape like this:

Switch to Edge selection mode (1 in the screenshot) and select the edge rings you want to subdivide. Edge ring selection can be done by holding Ctrl+Shift+Alt and left clicking (or right click if you use right click select) the edges marked 2, 3, 4, and 5 in the screenshot below. In your case, you have two more edges to click.

Run Edge > Subdivide and customize the subdivisions in the Adjust Last Operation panel.

The only problem with this solution compared to the other answers is you have no ability to edge slide the loop cuts closer or further from the middle simultaneously.

I agree. If edge sliding is important, I think Alex's answer is the best. I'll vote it up. It won't be the easiest for adding multiple evenly-spaced loops, though. I agree with moonboots that using an Array modifier would be the best option for working with the provided shape.


text:
Why my material seems weird?

I'm trying to create a studio on blender.When i apply a material to object, upper side of the plane (which i extruded on edit mode and than added bevel.) texture seems repeating and broken.How can i fix this?

because you've extruded so the topology of your object has changed, you need to unwrap again

Just go to edit mode and select all with "A" key and hit "U" key for unwrapping options and then just choose any of the options which best suits your need, "smart UV project" option can be preferred.


text:
Baking mesh normal map w/ bool modifiers dissolves some geometry
I've been spending almost a week trying to fix this issue. I've been doing some hard surface modeling, cutting in various designs with difference and union boolean modifiers and it's gotten to the point it seems good to bake it to a low poly retopo. I've been getting issues from the get-go and while I've fixed it to an extent, some issues persist. Additionally, baking the diffuse (just the color, not the lighting), be it from selected to active or not, comes out as black every time.
Methods I've tried include:

Fudging around the order of the modifier stack. I moved some boolean modifiers and that seemed to fix some issues.
Triangulate modifier with the minimum threshold set at 5 or more vertices per face to prevent ngons. This seems to have allowed a lot more detail to bake through as opposed to before when it was full of ngons. I felt this was my best option as subsurf modifier made Blender grind to a halt.
Weighted normal modifier helped some of the shading, but otherwise didn't bring out the missing geometry.
Applied scale to every object in my .blend file, but everything seems okay.
I made sure the texture node is set and selected.

Below is the current resulting normal map I'm getting, and a screencap of the high poly object. The .blend file currently sits at 300kb, so if needed, I'll try to link that in a future edit.

If you want to bake pure color, you might want to try an emission setup. See my answer here

Thanks. That's one less problem of no small factor, indeed. I just gotta get my normal map to work now.

If my above linked answer helped you in any way, instead of "thanks", please consider upvoting

Alright. I'm new so I saw no upvote thing, hence the thanks. Says I need to earn the ability to upvote, though :/ No arrow next to your comment, I'm afraid.


text:
How to fix a face that is breaking because of the verts
I am trying to create this form. The images explain my problem exactly. How do I fix the break of the faces?

Have you tried to apply an edge split modifier?

it's a great looking form you're working on!
Perhaps to make it more clear for us you could post a picture with the wireframe on top of the mesh. If you don't know how to do that you can go to the Properties panel > Object > Display and check Wire and Draw All edges. Because I think there could be something wrong with the topology. Cheers!

Frank, a couple of helpful hints, here. First, in the screenshots, it might be helpful to include more of the screen, particularly the tool shelf (activated by the "T" key), and also upload a copy of your ~.blend file to Blend exchange and edit a link to the uploaded file into your question.

This is most likely caused by an ngon. Ngons are faces with more than four sides, and cause a multitude of problems, one of which is this. Cleanup your topology and make a quads based mesh

This is around an ngon problem but I think the shape it self can support it here. So there is something else too. Could you upload the file as indicated by @brasshat?


text:
Packing UV's With Projected View Unwrap
I have this roof that I unwrapped using the "Project from view" unwrap. My problem is, when I repack the UV's again in the UV editor, then it messes up my roof again. Any idea how to automatically pack the UV's while keeping "Projected from view" UV's correct?

Thank you for any help  :)

When you pack the islands, Blender only packs what is selected in the UV window. So you could select everything except for the roof parts, then do the packing. It should not touch the roof UVs.

I've tried that but it doesn't really work. It packs everything but since the roof wasn't selected, it repacks over the roof. So then you still need manually pack the roof again


text:
3D Connexion Space Mouse stops responding during Blender operations
As the question title suggests, I have a minor problem with Blender's implementation of Space mouse/3D mouse control.  I finally got the actual operation of the 3D mouse to be like I want.  Except this point.  Anytime that I do an operation in Blender, like say scaling or rotating part of a mesh, while that operation is being performed the space mouse refuses to function.  While this does not initially seem to be a big deal, it can cause some serious frustrations!
Take for example doing a knife cut.  If the object isn't fit entirely on the screen, or simply is unable to be, and you need to start a knife cut that goes up an object far enough to go off the screen, your space mouse is useless at that time!  Because, the actual knife operation freezes space mouse input, thus when you try to pull up on the space mouse to move the view up the model to continue the knife cut, nothing happens.  Forcing you to go back to regular keyboard/mouse based camera movement to slide up to continue the cut!
This is exactly the sort of thing you get a space mouse for, to be able to do operations with the regular mouse while also operating the camera with the space mouse!  Am I just stupid and I've missed a setting that changes this, or is this 'built in' behavior to Blender and thus, without tweaks from the software developers, I'll never see relief?

First look here: http://www.3dconnexion.com/index.php?id=108&redirect2=www.3dconnexion.com after that maybe tell us what OS are you using? Do you have drivers installed properly?

While I expect 3D mouse movement during scaling won't happen, you should be able to move around while using the knife tool, with both a normal and a 3D mouse. I would say report it as a bug and see if the devs say it is working as intended, especially if the normal mouse works when the 3D mouse stops.

I don't think this is a 3D mouse issue, this is a well known general Blender limitation.
Most of those operators are modals (Knife Project, Extrude, Translate etc), and while they are running one cant access any other operators, until operation is terminated (that also includes viewport navigation operators like Move View or Rotate View). Bottom line is this is also an issue with regular mouse and keyboard.
Things may yet improve for the upcoming 2.8 series, but nothing is written in stone.


text:
Dupliframes not showing in group instance
I am making a chain inside a group instance that needs to follow a animated bezeir. When I googled for a way to make a object follow a curve without deforming, I found dupliframes.
After getting my object to follow the curve nicely, I returned to my main layer where many instances of my chain where sprawled about. However, every instance only showed the original link, completely ignoring my duplivert settings.

Here it looks fine

Here only the first like shows.
Is this a blender bug, or am I doing something wrong? Is there a workaround or a different way to array an object along a curve without deforming?


text:
Rendering with gpu crashed
Does anyone know why this happened? I was rendering at 1000 samples on a gtx 1070 and the rendering crashed saying "CUDA error: Out of memory in cuCtxSynchronize(), line 1372"

Looks like your GPU ran out of memory.
Try to reduce the number of individual Meshes and Texture sizes.

this worked but I had to restart blender before rerendering

Yupp cuda error is Vram issue. Less particle effects, less things in general solves it. Getting a propper rig for what you want to achieve should be high on your next payday list of things to buy.


text:
How to know how many smoothing groups i have in my model?
I'm having trouble with normal map in substance painter, so to not separate the uv based on my hard edges, its probably better to make only one smoothing group.
Avoiding this boring process. however i can't find how many smoothing groups i got on my model.

Zero, Blender doesn't have any "smoothing groups"

It has. At least blender 2.8


text:
How to align faces and edges on x, y and z axis ? Blender 2.8
I want to align some faces
 But it seems no one knows

I'm max user. Thanks


text:
Normal map showing seams
Using the normal map gives me this seam effect. Idk why this happens. The normal map is on OpenGL.

hello, maybe pack your image and share your file: https://blend-exchange.giantcowfilms.com/

I fixed it. No idea what it was. Maybe changing the normal on OpenGL in my 2 try worked. Idk

I fixed it. I tried a lot of things, so idk what made it work..... I would say put the normal on OpenGL if ou're having a similar error.


text:
Make one button (mouse or keyboard) Do two different things
Like, when i'm in the uv tab. I would like my mouse 4 button to mark seams. In modeling tab, i would like it to idk, add bevels or something else.
How can i make it do two separate things in different tabs ?

"Mark Seam" in 3d view and in the uv editor aren't the same command. So you can assign these shortcuts to one key without any malfunction.

I mean in the differents tabs, uv mark seam and modeling other stuff.

Yes, I understand. It works. Why don't you try it?

In Blender hotkeys are devided in areas, that you can see in the User Preferences.
While your mouse is hovering over a certain area (for example the 3D Viewport or the UV Editor), that area is the active one, and when you press a button it will use the command of that specific area.
For example, when you press Alt + P, if your mouse is in a 3D View window, it will bring up the Clear Parent menu, while if it is in the Text Editor it will execute the Run Script command.

To change an hotkey for a specific window (let's say the UV Editor) you need to go in the User Preferences>Keymap>Image>UV Editor and modify/add your hotkey.

In your question you mention the "modeling tab", so you are speaking of the Workspaces in Blender. These are just different ways to arrange the different windows/panels in the UI, they are not different sections of the software: a 3D Viewport is the same in all workspaces, therefore all hotkeys will remain the same across different workspaces


text:
Flat faces in cycles
On evee works. Shadesmooth is on. It looks that's broking my uv idk...

Could you please explain exactly what you are trying to do? It currently is very hard to understand what you are saying.

I was getting flat faces in some parts of the model. But it's because of the normal. The normal wasn't on non color.

It was the normal map. Always use color space on non color...

Congrats on solving it, and thanks for sharing the solution :). Don't forget to later mark your answer as accepted.

I  have to wait for 7 hours to do so....


text:
cant unwrap lowpoly mesh
Long story short : Im making a lowpoly mesh for game ready asset thing.
The guys who does this said i should remove any unnecessary loops. However removing some loops makes my unwrap wrong. I'm not finding a way without such loops.
Is it possible to make this unwrap without these loops ?

They are not loops anymore. You can check that by pressing Alt+Shiht+Click.

You would have to reconnect the corners (Snap these vertices to edge and Merge by distance or Merge (M) by Last) ...

And then select those edges and Delete (X) Disolve edges.

But I would rather keep these loops because of very spiky shape of face.

You mean ctrl alt click ?

Ok let me explain again.
Without those loops my uv gets terrible. As the 2 image shows.
I needed to remove those loops because its a lowpoly and make the uv right again.
Got it ?

And btw, i did what you showed, but when re unwrapping it gets wrong. Should i not unwrap after adding these tris ?

unwrapping it again without the loops would get the same issue. And yes i did apply all transformers...

can you attach your blend into your Q via https://blend-exchange.giantcowfilms.com? You have to select all and unwrap, because by this transforming topology new faces are generated. When I tried on this model texture is fine ...

Maybe it didnt work for me because i was using angle based method on my unwraps. I chose this conform method and it works great now.

Probably two notes, in your second screen is a slightly shifted left down corner ov uvmap, but it does not explains your issue, second - usually game industry doesn't like ngons, that is why I merge some vertices, but like now I destroyed inset (frame) around a hole. Does frame around the hole a purpose so should be preserved?

Im using triangulate so it wont have ngons on the end of the day. >:]

I was using angle based as well ... hm, ok doesn't matter if you solved it :) BTW be careful with automatic triangulation, sometimes it can be a problem when normals shading comes to play a game :)

Blender today is giving me some troubling shits huh... Im counting on my normal maps to fix any auto smooth problems.


text:
(Beginner) How do i achieve these results?
I am just getting started on trying to create a custom asset library for future use in projects, i am able to make pretty much any basic object in blender however when it comes to exporting and texturing my model i run into strange issues related to my mesh.
The Workflow i think i am trying to use is: Making a Low/High Poly model in Blender, Exporting to substance to bake ALL my maps apart from an ID map what i do in Blender, and then exporting my results ready to be plugged into whatever engine i decide to use.
So first things first here is the reference image i am using
Next is my Low Poly model.
In order to make my high poly model i used a Bevel modifier in combination with a subsurface modifier, this gave me the crisp edges look i was looking for.
So my first question is is this the best way to achieve this or should i alternatively have sub-surfed and then manually constrain the edges with edge loops?
After making my ID map in Blender (Simple enough) i export my fully UV'd Low and high poly to substance painter where i begin to bake out my maps. This is where problems start to arise.
My textures on my edges look terrible
And is most likely due to my normal maps looking like this (Baked inside Substance painter)
I know my UV dosnt best utilise the space in the grid etc etc however both the High and low are operating from the same UV from the same coordinates, if thats the case why am i getting such awful results, is this a Mesh/UV problem i am causing from within Blender, or is it something in the Baking and texturing process in Substance painter?
Any help appreciated.

Could you clarify what is awful about the textures on your edges?  Do you mean the wiggly look?

Not sure why you are using normal maps with this model - doesn't look like it needs them.

This is due to the resolution of your normal map. You can improve the result by creating a bevel in your low poly mesh, and by merging your maps to optimize your texture space.
This will give give you a smooth effect.
You can achieve a hard border effect without bevel, and with both hard edges and separated UVs.
Also, you can increase the dilation width to avoid some pixelated border effects.

I Agree With Tolgan.
But I should add that your mesh needs more support loops, and keep in mind that the High Res one is more round, so that are no way to cast a ray when baking because the lowpoly it's not in the same tangent in space.
One way to aliviate this problem it's to open the bake in photoshop or Gimp and paint the problematics areas, You can do this inside Blender if you will But Its Not my prefered way.


text:
All addons missing after upgrading Blender from 2.83-4 to 2.90
I'm on Arch Linux and after running "sudo pacman -Su" to upgrade blender, my addons disappeared. I've tried manually installing the addons from "/usr/share/blender/2.90/scripts/addons" but that throws an error. I've also tried reinstalling blender and its dependencies but I still run into the same issue. The only solution that works for me is to download the binaries from blender.org but that would still leave me with a "broken" package. Has anyone else run into this issue before? And if so, is it related to Arch's blender package or could it be something else?
I'd appreciate any insight into the issue.

Probably a bug, remember that 2.90 is not 100% stable and is going to last a few months. You could make a report over Blender Bug report website here: https://developer.blender.org/maniphest/

install the file from blender.org directly, not from repositories, snap or flatpack.

Most likely a broken Arch package, see ticket T80347.


text:
Is LSystem broken?
I Have a very simple question. Is there a way to make LSystem on Animation Nodes to be shown on object mode? My system only is displayed and updates when I enter edit mode.
Thanks!

It is not broken. Somehow, the blender 2.8x does not show the Mesh (created with AN) which has only edges. So, to work around this is, either use BMesh in the Mesh Object Output node or convert the Mesh into Splines (Curves) using Splines From Edges node.

I see. Thank you. However, I have noticed that LSystem Node settings doesn'st change anything only angle (and some other whose name I can't remeber right now). Is this an expected behavior?

It is working fine on my side. Can you pleasse upload a screenshot of your node-tree?


text:
Object List from Selection
I would like to create an object list from my selected objects but I can't find a way of doing this on 2.80 and AN 2.1.
If this isn't possible, what are the alternatives for animating multiple different objects?
Thank you in advance!

Create a collection and set the wanted objects in it (upper right part of the image above).
Then use a "Collection Info" node in the node setting and use the collection as input.

Thank you for your help, @lemon.
But what about using Matrices instead? Becase ID Key doesn't seems to work.
[link]https://i.gyazo.com/d14fa7c0379d92c549a4772e6e126a59.png[/link]

@DimitriPaiva, this is not related to collections

I don't understood your answer. Should I create another topic instead?

@DimitriPaiva, I don't know because I don't understand what you mean with id keys and matrices as this is not related to the fact you can get several objects with a collection. What do you want to do with these objects?

I would like to animate these objects under a collection considering their position on the viewport. When I connect the Collection info on any node with transforms output, like Object Transforms Output ou Matrix Object Output, all the objects suddenly goes to 0,0,0 XYZ on the viewport, ignoring their initial position.
That's why I asked about ID Keys, which is a way to "define" the initial transforms of the objects, but it doesn't work.

It seems matrix does not support list transforms (list of matrices combined with another one). But that said, for ID keys, this is a way to get some initial value (stored by animation nodes) that you can reuse in your calculation. But if you just reinput the ID keys as they are, objects will stay as they are (also consider using "from current transform" in the AN tool in the 3D view in order to catch the initial ID keys you want).

But yes, globally, if comments are not easy enough to solve it, this should be another question, I think.


text:
Animation Nodes - Random Object Data Path Value
I need to create several random leafs using Animation Nodes. Each one should be composed of a mesh, an empty, and a Bend/Simple Deformer Modifier to make some deformations. The mesh and the empty are under a Collection.
I managed to create a setup using Object Instancer and Collections in order to clone the leaf bend setup.
But I'm having a hard time creating random values for the bend modifier, and I guess this is because the fact that I'm instancing the Collections, therefore, I can't access the Object Data Path because there is no object instanced, but the collection instead. I can't find a way to make the data path of a modifier to be randomly read under an instanced collection.
Does anyone have any tips?
Thanks!

As far as I know, instances can't have different properties, they share everything except transforms and maybe couple of other things. So what you are asking is not possible.

Hey @Omar Ahmad, thanks for the input. So not even through loops can't I have the index of the instances to be used as a seed for a angle of a bend object with object data

No, you would need to copy the object using the Instancer node with the Copy Full Object option.


text:
Blender objects select
The image attached, when I try to select part of the stadium, the whole stadium is selected, how can I separate this into different parts so I can edit different parts.

Thanks

When making titles to your questions please make them specific to what you are asking and not just the general topic, e.g. "How can I separate an object into different parts?"

If what you need is to make one object seperated into different objects, you can go to edit mode then selecting the parts that you want to seperate (if they are not connected to other parts pressing L speed up your selection or pressing ctrl and numpad's + or -, also selecting one point and then pressing shift and ctrl then selecting the opposite side of that could select the whole area, try it on a subdivided square to get how it works). After selecting the parts press P and click on seperate by selection. it will seperate the selection to a new object. hope it helps.


text:
How to Dribble soccer ball?
Im trying to dribble a soccer ball. This character can run thru animations i got from mixamo. How do i make the ball movement realistic when hes running with the ball. Is there some kind of physics i use?
?

The short answer is no. You would need to learn rigging and animate the character. While you can use rigid body physics on the ball to let it bounce on the ground, making the player dribble is a lot more complex. If you really want to learn this, I'd suggest watching character rigging tutorials on YouTube.

Thats fine but how would i rig the ball? Rigging character with riggify is simple enough but how would i rig the ball. Seems just keyframes and move the ball it seem?

It's a trade off between realism and control. If you want to use physics you could try to make the ball a rigid body. The floor should be a passive rigid body for collision. I'd add his legs as passive collision object as well. Then you could experiment and let him kick the ball for real. This simulation based approach may be hard to control though. Since I'm not the most experienced person when it comes to animation, somebody else might have a better idea.

Using keyframes makes it easier to control, however it may require quite a bit of work to make the motion look realistic.

https://blender.stackexchange.com/questions/21387/how-can-we-animate-a-ball-rolling-over-a-path?rq=1 is a good starting point for rigging the ball, but you will most likely need to tweak things for kicks.

How about using unity and writing a script where the ball is attached to the player as long he reached it and make the ball roll away the. Slow down on the direction of the player distinction creating the illusion of dribbling.


text:
Objects appear before NLA actions
i have 2 objects moving. Id like the third object to come in later in the scene. This object has its actions set to start at a different frame. However i still see object being idle. How do i set an object to appear in my scene once their animations starts?

you need to create the animation of the third object, then push it down into the NLA, and move the NLA strip where the action is supposed to begin.

yes I have this animation but its still in the camera view, once the timeline reaches the NLA action it moves and does what it needs to. What I am asking is, how do I make the entire object only appear when timeline reaches the NLA action. Right now it stays idle and then moves once timeline reaches the NLA strip

appear meaning it is invisible or it moves? If you want it invisible, create some keyframes on the Outliner render visibility icon

Ok for example... i have a man flying with fire coming out of his hands. Once he lands i want the fireballs gone completely.. how do i rid this?


text:
Interpolate z-values of vertices using the surrounding area
I've got an .obj file with a raised street (selected in the image) and uneven terrain around it and want to flatten the street, so it kind of blends in with the surrounding area.

What's important: This must not add or remove vertices, it should only change the height of the raised ones but not touch the position (x/y) otherwise or the surrounding area at all.
What makes this more complicated is that the surrounding area isn't the same height everywhere, so I can't simply s+z+0 without creating ugly cuts, which I won't be able to remove just by using the "smooth" tool because it doesn't take the surrounding area into account.
I'm aware I could create a nice slope by hand in sculpting mode (very carefully to not change the surrounding vertices) but is there a way to do this automatically (after selecting the area, of course) in Blender 2.91, so I can do it semi-quickly for multiple files?

Use Smooth modifier with only $z$ axis selected:

Thanks for the answer. I already tried smoothing with the tool on the left toolbar but that doesn't take the surrounding vertices into account. I can't use the "Smooth" modifier you suggested instead either because it can't be applied in edit mode, which means that it would smooth the whole object, not just the area I selected.

@Neph you can assign a vertex group to the area you want to affect

Does that take the surrounding area into account or does it work the same way as the regular tool?

@Neph I'm not sure what you mean... Why not just test it yourself? https://i.imgur.com/f6xHmhD.gif

The regular "smooth" tool in the toolbar only flattens the area a little bit (basically gets rid of the spikes, using s+z+0 is faster in that regard) but leaves it as a plateau. I just tested it: Create the vertex group, use s+z+0 to flatten, then move the whole area down and use the modifier in object mode. A factor of 1 (any higher quickly creates new spikes) and about 200 repetitions (100 leaves a couple of bumps) managed to make it blend in with the surrounding area. The result. Thanks! Please also add the gif and vertex group info to the answer.


text:
Apply 3D printed look / texture
I'm really new to Blender but I'm not getting how the following has been done:
I wanted to have a texture that looks like 3D printed.
After hours online and trying, I still didn't figure out a bit and I found this thread: How to make a mesh look like it was 3D printed
The model from Leon Cheung (the first of the two monkeys) is exactly what I'm looking for: "I'd recommend the Wood procedural texture for this"
This might be really straight forward for you guys but i somehow don't get how this is applied...not even close. And at this point this is driving me nuts. Can't be that hard.
I'm running v. 2.83.0
Let me know if this makes sense and if you need anything else.
THANK YOU for your help!!!

Do you want the settings you have highlighted applied, or do you just want the final look?

I just wanted to have the final look of it. I'd like to download this as a glb file so it can be displayed in a 3d viewer

Based on the link you provided, I think you want a setup that looks something like this:

Just so i don't focus on the wrong thing: I have to learn and go through nodes whenever i want to achieve this result (using the wood texture from within blender as well?)

In short, yes. Nodes (through the shading tab) have been placed as the focus for materials since 2.8. Most of the time, you don't have to fiddle too much, they placed the Prinipled BSDF as the default shader node for any new material, and it can handle a lot. You can plug image textures into most of the inputs, and it makes it easy to arrange texture settings. Additionally (and highly recommended) is the use of the node-wrangler addon that comes built in to blender (it must be enabled) to make work even easier. It adds shortcuts like ctrl+t to add an image texture, for example.

For procedural textures (which is what this is), you will pretty much always go through a node graph such as this one."Object" and "generated" are the typical texture coordinates for procedural textures, whereas image textures generally use UV (to compliment the UV map you have made when unwrapping your model)

Thanks for the tips Christopher, i came to the point where i got lines and a similar pattern as desired but still far off from the shared photo. However, could you explain me the difference between the wave texture and the wood texture? Well, more how i could try out the wood texture, as i can not find it in any of the nodes so far. (voronoi, brick, magic textures. Everything is there but no wood texture. My goal is to reproduce his first option "Wood procedural texture")

Honestly, I've never seen a wood node. Looking through the docs, there are a few that "apparently" exist in blender 2.83, including Wood, Clouds and Stucci, but I've never seen them. Perhaps they're new (planned) Let me see about making the graph look more like the picture. l'll upload if I get it.


text:
Operators: Updating a CollectionProperty using the exec() method
I have defined an Operator class which has a CollectionProperty like this:
class LinkMakeProxy(bpy.types.Operator):
    ...
    my_list = bpy.props.CollectionProperty(type=BoolProperty)
    ...

First, the type of my_list is a tuple:
(<built-in function CollectionProperty>, {'type': <built-in function BoolProperty>})

which I am having trouble wrapping my head around, since I expected some mutable data-structure with data rather than functions.
My question is, how can I access and update this property from the exec method of the operator? Similar to what is done in the example given here.

The type parameter of CollectionProperty is expecting a subclass of bpy.types.PropertyGroup. So you would need something like:
class MyBool(bpy.types.PropertyGroup):
    bool = BoolProperty()

Then in your operator, you use that type in your CollectionProperty:
my_list = CollectionProperty(type=MyBool)

You add to your collection by using add():
mybool = self.my_list.add()

...which gives you an instance of the PropertyGroup and the properties it contains. Here is an example that makes a list of booleans based on the selected vertices in the active object and prints the list:
import bpy
from bpy.props import CollectionProperty, BoolProperty

class MyBool(bpy.types.PropertyGroup):
    bool = BoolProperty()

class SimpleOperator(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "object.simple_operator"
    bl_label = "Simple Object Operator"

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

    my_list = CollectionProperty(type=MyBool)

    def execute(self, context):
        obj = context.active_object
        for vert in obj.data.vertices:
            mybool = self.my_list.add()
            mybool.bool = vert.select
        for b in self.my_list:
            print(b.bool)
        return {'FINISHED'}

def register():
    bpy.utils.register_module(__name__)

def unregister():
    bpy.utils.unregister_module(__name__)

register()


text:
Estimating GPU memory requirements for rendering a scene
I am trying to render a scene with my NVIDIA GPU (4GB memory) but getting an error:
CUDA error Out of Memory in cuMemAlloc( device_pointer,mem.memory_size)

Most likely the heavy textures are to blame here, but I was wondering if I can estimate roughly what and by how much I need to cut down.
Is there a way to estimate the GPU memory requirements for a given scene?

reference https://blender.stackexchange.com/questions/89697/error-out-of-memory?noredirect=1#comment158171_89697


text:
Change default double-tap default orientation?
I've got some Blender (4.2.0) files that function differently. In some, if I hit G to move an object and X to lock it to the x-axis, it will use the World Orientation first and, if I tap X again, it will switch to the object's Local Orientation.
I've also got some files in which those two operations are reversed. G+X will lock first to the Local Orientation but G+X+X will lock to the World Orientation.
Is there any way to control which of these methods are used in a per-file basis? I haven't found anything relating to this issue online and I may just not be using the right terminology.

It depends on what you have set as Transform Orientation in the header menu. If it is set to Global (usually the default setting), X once will be global X, twice is local X. If it is set to Local, once is local X and twice is global X. Generally speaking: tapping X once will always be the chosen orientation in the menu, and X twice will be global. Unless the setting is Global, then once is the chosen orientation as well which is global in this case and twice is local as mentioned at the beginning. The Transform Orientation setting is saved with the file.

Oh, and not to forget: tapping X a third time will always unlock the axis constraint and you can move freely, no matter what Transform Orientation you have set.

Ahh, thank you! I had gotten changed to Normal somehow.

Gordon was right. The Transformation Orientation field in the header controls the default orientation mode. All I had to do was change it from Normal to Global and now my scene functions as I expected.


text:
Gradient-Coloring Vertices Based on Global Z-Loc Not Working As Expected
I tried to write my own code that changes vertex colors based on the vertex Z-location(global).  Which I derived from these links:
How can I get vertex positions from a mesh?
https://blenderartists.org/t/setting-vertex-color-via-python/481060/5
https://blenderartists.org/t/meshvertex-co-vertex-position-issue/670866
The base code looks like this:
from bpy import *
from random import *

bpy.context.scene.update()

#obj = context.active_object.
obj = data.objects["Cube"]
mesh = obj.data
verts = mesh.vertices
faces = mesh.polygons
vertexColour = mesh.vertex_colors[0].data

for v in verts:
    vertZloc = ((obj.matrix_world  * v.co)[2])
    #print(vertZloc) # for sanity check
    redMod = (28.3333333 * (vertZloc) - 28.3333333)
    grnMod = (-(28.3333333 * (vertZloc)) + 283.3333333)
    vColour = [(redMod,grnMod,0) for i in mesh.vertices]
    # asign colours to verts
    for i in range(len(faces)):
        v = vertexColour[i]
        f = faces[i].vertices
        #print('\n'.join(map(str, faces[i].vertices))) # sanity check
        v.color = vColour[f[0]]
        v.color = vColour[f[1]]
        v.color = vColour[f[2]]
        v.color = vColour[f[3]]

When I ran a longer version of my code to change the vertex coloring of 5 'cubes' of different heights, I found that any "between" heights have the same color, when there should be a linear correlation to the height and green/red values.

Why is this? My formulae are both linear plots:
vertZloc = ((obj.matrix_world  * v.co)[2])
redMod = (28.3333333 * (vertZloc) - 28.3333333)
grnMod = (-(28.3333333 * (vertZloc)) + 283.3333333)

Stretch Help:
Also as a side note, I do want the all the top-vertex colors to change, not just the two vertices of the top plane, but I have not tried to solve that yet, I have just been focusing on the coloring function.
EDIT:
My full code, in case it is wanted, although it shouldn't explain anything else:
from bpy import *
from random import *

bpy.context.scene.update()

#obj = context.active_object.
obj = data.objects["Cube"]
mesh = obj.data
verts = mesh.vertices
faces = mesh.polygons
vertexColour = mesh.vertex_colors[0].data

for v in verts:
    vertZloc = ((obj.matrix_world  * v.co)[2])
    #print(vertZloc) # for sanity check
    redMod = (28.3333333 * (vertZloc) - 28.3333333)
    grnMod = (-(28.3333333 * (vertZloc)) + 283.3333333)
    vColour = [(redMod,grnMod,0) for i in mesh.vertices]
    # asign colours to verts
    for i in range(len(faces)):
        v = vertexColour[i]
        f = faces[i].vertices
        #print('\n'.join(map(str, faces[i].vertices))) # sanity check
        v.color = vColour[f[0]]
        v.color = vColour[f[1]]
        v.color = vColour[f[2]]
        v.color = vColour[f[3]]

################### CUBE 1

#obj = context.active_object.
obj = data.objects["Cube.001"]
mesh = obj.data
verts = mesh.vertices
faces = mesh.polygons
vertexColour = mesh.vertex_colors[0].data

for v in verts:
    vertZloc = ((obj.matrix_world  * v.co)[2])
    #print(vertZloc) # for sanity check
    redMod = (28.3333333 * (vertZloc) - 28.3333333)
    grnMod = (-(28.3333333 * (vertZloc)) + 283.3333333)
    vColour = [(redMod,grnMod,0) for i in mesh.vertices]
    # asign colours to verts
    for i in range(len(faces)):
        v = vertexColour[i]
        f = faces[i].vertices
        #print('\n'.join(map(str, faces[i].vertices))) # sanity check
        v.color = vColour[f[0]]
        v.color = vColour[f[1]]
        v.color = vColour[f[2]]
        v.color = vColour[f[3]]

################### CUBE 2

#obj = context.active_object.
obj = data.objects["Cube.002"]
mesh = obj.data
verts = mesh.vertices
faces = mesh.polygons
vertexColour = mesh.vertex_colors[0].data

for v in verts:
    vertZloc = ((obj.matrix_world  * v.co)[2])
    #print(vertZloc) # for sanity check
    redMod = (28.3333333 * (vertZloc) - 28.3333333)
    grnMod = (-(28.3333333 * (vertZloc)) + 283.3333333)
    vColour = [(redMod,grnMod,0) for i in mesh.vertices]
    # asign colours to verts
    for i in range(len(faces)):
        v = vertexColour[i]
        f = faces[i].vertices
        #print('\n'.join(map(str, faces[i].vertices))) # sanity check
        v.color = vColour[f[0]]
        v.color = vColour[f[1]]
        v.color = vColour[f[2]]
        v.color = vColour[f[3]]

################### CUBE 3

#obj = context.active_object.
obj = data.objects["Cube.003"]
mesh = obj.data
verts = mesh.vertices
faces = mesh.polygons
vertexColour = mesh.vertex_colors[0].data

for v in verts:
    vertZloc = ((obj.matrix_world  * v.co)[2])
    #print(vertZloc) # for sanity check
    redMod = (28.3333333 * (vertZloc) - 28.3333333)
    grnMod = (-(28.3333333 * (vertZloc)) + 283.3333333)
    vColour = [(redMod,grnMod,0) for i in mesh.vertices]
    # asign colours to verts
    for i in range(len(faces)):
        v = vertexColour[i]
        f = faces[i].vertices
        #print('\n'.join(map(str, faces[i].vertices))) # sanity check
        v.color = vColour[f[0]]
        v.color = vColour[f[1]]
        v.color = vColour[f[2]]
        v.color = vColour[f[3]]

################### CUBE 4

#obj = context.active_object.
obj = data.objects["Cube.004"]
mesh = obj.data
verts = mesh.vertices
faces = mesh.polygons
vertexColour = mesh.vertex_colors[0].data

for v in verts:
    vertZloc = ((obj.matrix_world  * v.co)[2])
    #print(vertZloc) # for sanity check
    redMod = (28.3333333 * (vertZloc) - 28.3333333)
    grnMod = (-(28.3333333 * (vertZloc)) + 283.3333333)
    vColour = [(redMod,grnMod,0) for i in mesh.vertices]
    # asign colours to verts
    for i in range(len(faces)):
        v = vertexColour[i]
        f = faces[i].vertices
        #print('\n'.join(map(str, faces[i].vertices))) # sanity check
        v.color = vColour[f[0]]
        v.color = vColour[f[1]]
        v.color = vColour[f[2]]
        v.color = vColour[f[3]]

By adding 2 subdivisions to each cube, I was able to get full spectrum coloring with the code below:

import bpy
from collections import defaultdict

obj = bpy.data.objects["Cube"]
mesh = obj.data
verts = mesh.vertices
faces = mesh.polygons
vertexColour = mesh.vertex_colors[0].data
mHeight = 10
redMod = 0
bluMod = 0
grnMod = 0
step = (255 / mHeight)
index = 0

vcol_layer = mesh.vertex_colors.active

# create map of vertices to loop indices
vertex_map = defaultdict(list)
for poly in faces:
    for v_ix, l_ix in zip(poly.vertices, poly.loop_indices):
        vertex_map[v_ix].append(l_ix)

# reverses the dictionary access
def get_key(val, my_dict):
    for key, value in my_dict.items():
        for subvalue in value:
             if val == subvalue:
                 return key

for poly in faces:
    for loop_index in poly.loop_indices:
        v = verts[get_key(loop_index, vertex_map)]
        vertZloc = ((obj.matrix_world  * v.co)[2])
        p = (vertZloc / mHeight)
        if p > .75:
            redMod = 1.0
            grnMod = (1 - ((p-.75)*4))
            bluMod = 0
        elif .75 >= p >= .50:
            redMod = ((p-.5)*4)
            grnMod = 1.0
            bluMod = 0
        elif .5 > p > .25:
            redMod = 0
            grnMod = 1.0
            bluMod = (1 - ((p - .25) * 4))
        else:
            redMod = 0
            grnMod = ((p)*4)
            bluMod = 1.0
        color = ( redMod, grnMod, bluMod)
            #loop_vert_index = mesh.loops[loop_index].vertex_index
        vcol_layer.data[loop_index].color = color
    index = index+1


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Align object's orientation -rotation, transform, and scale to another object's orientation
I am using 2.8 and am wondering how do you align or snap an object's orientation to another object's orientation that has a different location, rotation, and scale- in a quick tool like way such as 3ds Max's align tool? -I know I can copy the transform values, and 'snap cursor to selected'->'snap selection to cursor' does not snap the rotation or scale values. Is there a script or current tool that will do this without much process? - thx.

Do you mean something like the copy rotation and copy location and copy scale modifier?

Yeah that exists in Blender 2.8 as well as in 2.7.
Just select the object or objects you want to apply the rotation to first (press shift to select multiple objects).
Then also select the object you want to copy the rotation from at the very last.
Then open the Properties Region (menue on the right side , shortcut [n]).
There you hover over the rotation or location or scale and click the right mouse button. Then you select 'copy all to selected'. You can also only copy the one value you hover over by selecting 'copy single to selected'.

Thanks guys! -That works. - -


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Stage light flare effect
I have a node composition that works for one color only. However, I want to have multiple colors have a star flare like the following picture:

I have the studio lights all set and in each hanging light, there is a circle mesh that is an emission of red or blue. How does one get the flare to get like this in cycles? Specifically, how do I make it so I can have multiple colors flare like this? This is my node:

Can you post your best render result so far?

It renders, but only one color. Either the blue or red. I can't figure out how to make both flare.

Looks like you are using a single ID mask. Why don't you try to use two? one for each colour?

I can help if you can upload the blender file here http://blend-exchange.giantcowfilms.com/ and post it here.

Here is the link.

I know I might seem like a mess in that file lol.

All right, I have been working all day figuring this thing out with over-complicated shenanigans, but the answer was quite simple:

As you can see first I had to separate the globe from the actual stage light cause then the whole gray part started to shine as well.
Next I tried to fix up the original nodes, but it got real messy real fast so I decided to make two frames:

Original
Edited

The Edited one is shown on top. Also you used ID Masks without defining which object you gave the ID to in the "Object" menu.
This produced the final result below. If you want you can modify the streaks to your wish.
NOTE: I know it isn't exactly realistic, but that is the closest I can get.
BTW the rendered result is 50% of the actual resolution cause it would take me hours to render the whole image. Also great work on detail.


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Rendering a semi transparent object on a transparent background
I have a problem rendering a sphere with a semi-transparent material on a transparent background.
When rendered in preview mode, the result is correct, the invisible parts of the sphere don't show up :

But when I calculate the final render, I only get a totally transparent image.
When the transparency box in the Render Properties is unchecked, it works fine : the problem only occurs when the background transparency is enabled.
For the material, I used a noise texture linked to an emission shader which I added to a transparent one :

Would you have any idea where it comes from ?

Your problem is that you are adding the shaders instead of mixing them. Therefore, the material is interpreted by Cycles as being 100% transparent, regardless of what else it is.
You can fix this by swapping out your Add Shader for a Mix Shader and plugging in your texture to the Fac value instead of the Strength of the Emission node.


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Camera settings to simulate miniature scale model
I want to render an animation of a scene with multiple buildings and smaller details such that the scene will look like a miniature scale model.
The concept is probably the same as for miniature faking, but unfortunately my knowledge of cameras, lenses and alike is still pretty rough, so I wanted to ask if you can provide me with quick tricks and tips about how to obtain such effect in Blender.

Related: https://blender.stackexchange.com/q/88977/599

The best way to do this is just to find the real life values - as a ballpark, try scaling your model down to the 'model' size that you want, somewhere in the order of 10cm. You might want to adjust the blender grid and unit settings to make this easier to work with. The only other thing left to do is choose an aperture.
Generally photographers might use a wide aperture (low number) to get this effect. Start from 2.8 and see if it is too much/not enough. From there, adjust the focus distance, aperture and model scale to fine tune the result.

If this solved your problem, consider accepting it so that others can quickly find the answer. Hope it helped.