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How to Render Faster on Macbook M1 laptop
I am using Macbook Air 2020 M1 with 8GB RAM.
I am just starting to learn Blender, and I am noticing rendering with Cycles instead of Eevee takes considerable amount of time.
How can I make it faster? Should I be getting a eGPU? Should I be getting a 16GB RAM?
Thanks,
Sam

First, before even going out buying anything new you should consider to optimise your scenes and really invest time into it.
Common things I do for optimising is checking that maybe i remove a subdivision level where i dont need it, lowering the samples (if possible, new default in Cycles is 4096 which is kinda high imo) and definitely using a Denoiser. Definitely use OIDN because it yields the best results. Also see if you can clamp things like the indirect light to 0.5 and reduce the Max Light bounces under render options to further reduce noise, samples and therefore render time. Optimising is an art for itself so you will want to do some of your own googling about this.
Upgrading hardware is however more difficult. Macs tend to be not very upgradable leaving limited options:

Upgrading RAM (possible, as you stated that you could upgrade); Problem: Doesn't add that much to the overall performance. It may make bigger scenes renderable but upgrading RAM is not your priority unless you can't do anything else
the eGPU: it is possible to do such thing but the world is undergoing a huge microchip shortage right now making GPUs extremely expensive. So if you have the money to spend this is an option, just be sure to buy a capable graphics card and not something that will perform just about the same.

At last, you could use cloud rendering. It can cost money, or you can use something like SheepIt which is free but expects you to connect a device to the farm to make back points that you have spent. The advantage here is that you can have your device rendering when you don't need it at the moment.


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Creating snake scale] any way to work with Array modifier with Bezier curve without stretching the mesh?
Is there a way to keep the mesh from stretching like this when you go around a curve?

you could try use a denser mesh or lower your angle of your curve. It is a mathematical problem: you have "let's say a line to keep it easy". Now move that line a bit away but parallel to the curve (to both sides). If you are now in a curve with any angle, but with tighter angle it is more obvious: on one side the line has to be longer, on the other shorter. How will you do that without stretching the mesh? Of course, you could just "copy" that mesh, but then you will have holes or overlaps. It isn't possible just mathematical if you think about it.

but of course you can give me a sketch and prove me the opposite how you can do it?

I’m voting to close this question because in my opinion this isn't possible (not because of Blender, but because of mathematics)

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

Is your problem that it's deforming (because this can't be prevented) or that it's resulting in ugly geometry ?

As often, when you want to array an element along a curve, without deforming it, instead of arraying the element, you can array some sort of mount, on which the element can be instanced. The mount can be allowed to deform, and the instanced elements will not.
For example, here, we can plan on instancing on faces...

The base element is a pair of offset faces, up in Z, Arrayed in the X axis, Simple Deform > Bent around Z to closure (which is a bit more than 360). The ring is then Array ed again in Z, to fit the snake-curve.
Then it's given a Curve modifier, targeted on the snake-curve. The Curve itself is set to 'Stretch' and 'Bounds Clamp' in its Data > Shape settings. I think that helps with smooth transitions.

The array is set to instance on 'Faces' in its Object tab > Instancing panel. A scale-object is created, and parented to the array. Instancing on faces allows you to check 'Scale By Face Size', varying the size of scales according to the underlying mesh.

Once instanced, in Edit Mode, you can adjust the scale-object for offset, size, left-right tilt, and top-bottom tilt, to minimize gaps and self-intersection.
Parenting the array to the curve allows movement and deformation of the curve withoout everything falling apart, athough, once set, you would probably want to set the Z-array count to a constant, for animation.

source: Stack Exchange

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

sort: votes


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how to make each individual flow object have its own Offset number?
Trying to make flow object with Physics Fluid simulation: (type: flow, flow type: liquid, flow behavior: Geometry) to emit fluid at a certain later keyframe, and not at frame 1.
I was able to time what frame is the start of the emission with Offset under cache, but I'm not sure how to individually make each emission object start at different frames?
I have 5 flow objects in one domain.

https://blender.stackexchange.com/help/someone-answers

Just use inflow object, and keyframe only one frame as active like so:

so "use flow" should be off on "frame - 1", on for your frame, off for "frame +1"

nice idea!.....

Thank you ‼‼

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


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why don't i have the same fluids particles as others? (using M1 MAc)
I'm using M1 Macbook Air, and I don't know if that is the reason I am not seeing the same features as this Youtube tutorial screenshot? I don't have obstacles, particles, control. All I have id Domain, Flow, and Effector.

what Blender version r u using and what Blender version is in the tutorial? linking the  tutorial would help....

This is the old fluid system before there was Mantaflow, so I guess you're watching a 2.79 tutorial or something. Although, the UI looks different so it might be a newer version. But it's not Mantaflow.

Okay. Thank you. I wanted to make sure it's not because I'm using M1 chip laptop.

@samk It's always advisable to first check if the tutorial you're watching uses the version you're using. Some things might be working more or less the same over several versions, but some things drastically change from one to the next. Especially when I see something that doesn't seem to exist in my Blender I would first suspect a wrong version before a hardware mismatch. Of course there are things like no CUDA or OptiX support which are depending on the hardware...


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Final render with baked data? (ocean)
I'm following this tutorial, and at the final stage (https://www.youtube.com/watch?v=n8PSS5HqC-Q&t=1353s&ab_channel=DylanNeill)
I baked the ocean modifiers (including foam), and put the image sequences into shader for an object as such:

I'm trying to make a render of an animation with the ocean moving, but the tutorial assumes you know already, which I don't.
How do you do this?

Hello, so you don't know what exactly? How to make a render? Go into Render > Render Animation (before that you need to choose the destination folder in the Output panel)

@moonboots, there is no extra stuff you gotta do? I assumed because it is baked data and put into Shading node, that it will not animate. It didn't animate when I hit the play button in Render mode.


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working with particles to make grass in the wind
I built a grass object, added ParticleInstance modifier, set the target to the plain field object, populated the grass with particles (in the plain field object), added Wind and Turbulence force field objects.
Now, the grass does not move. Any way to fix this?

did you check "hair dynamics"? if yes, pls provide blend file

how do you share the blend file? There is no attachment.

open https://blend-exchange.com/ and follow instrucions

https://drive.google.com/file/d/1_ukgRj-SNVtkR8b2P4WUV1aRk3tIDdbS/view?usp=sharing


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Blue and red sculpting tools not responding at all
It works, then it doesn't work. And I have no idea what it needs to get working.
I can't use anything with the multires modifier on. I tried subdivide modifier and applied it, but still nothing.
Grab tool works. The clay tool barely works like someone who only does the minimum job after he gets pushed to do what he's supposed to do. All other blue tools are MIA.
It is very frustrating. Does anyone have a similar issue?

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

After a whole day wasted yesterday, I made my laptop shut down for the night which I haven't done in months (I usually make it sleep). Today, the sculpting tools are all back in business. I don't know if shutting it down had to do with it, but it works now.


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How to export Blender materials for use in Element 3D
I have a model in Blender, which I have applied Blenderkit materials to. I was hoping to export this model and it's materials for use in Element 3D.
I have managed to get my model into Element, but it imports with all white materials. Any suggestions?
Thanks in advance!


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How to invoke the register method as an inner class to create a pannel
I'm trying to create a inner-class for creating a panel within a bigger class.. I'm working on a script that build menus and I'm trying to make a class that has a function where you can feed the name and it will create the menu.
import bpy

class BlenderCustomMenu():
    def __init__(self, software='blender', type_='pannels'):
        self.inner = self.Inner()

    def createMenu():
        self.HelloWorldPanel.register

    class Inner(bpy.types.Panel):
        """Creates a Panel in the Object properties window"""
        bl_label = "Hello World Panel"
        bl_idname = "OBJECT_PT_hello"
        bl_space_type = 'VIEW_3D'
        bl_region_type = 'UI'
        bl_category = 'G1'

        def draw(self, context):
            layout = self.layout

            obj = context.object

            row = layout.row()
            row.label(text="Hello world!", icon='WORLD_DATA')

            row = layout.row()
            row.label(text="Active object is: " + obj.name)
            row = layout.row()
            row.prop(obj, "name")

            row = layout.row()
            row.operator("mesh.primitive_cube_add")

        def register():
            bpy.utils.register_class(Inner)

        def unregister():
            bpy.utils.unregister_class(Inner)

#        if __name__ == "__main__":
#            register()

menu = BlenderCustomMenu()

menu.createMenu()


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Creating bumpy glass effect on an extruded path?
I want to make a glass material with specific bump pattern on an SVG image that I've extruded and converted to mesh.I've been using bump node and connected its normal output to the normal input of glass node but that doesn't affect the final render.
I'm using blender 2.81 with Eevee engine.

To do this you must add a B&W conversion node between Bump and the Texture node as Bump node requires a greyscale image to work.


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Pro Lighting HDRI zip won't install
"Pro Lighting Skies Lite"
It allows installation and I am able to check  but refuses to install HDRI zip. Hard for me to spend money on something that seems to be hit or miss when it comes to release updates. Any one help? W1064b.

https://blendermarket.com/products/pro-lighting-skies/docs
Have you looked at this yet? It works for me

PS: When you select the HDRI zip file, there's a popup box that appears at your cursor location asking for confirmation. If you move your mouse outside of that box, it will disappear and you will have to reselect the zip.


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Decal Machine Decal import
How do I import decal packs? I have put some extra decals into the "My Decals" folder. None of them load. I am using 2.81a. I am running Win 10 64bit if this makes any difference.

What you needed here was to hit the little refresh arrows next to the library names in the add-on preferences.
For future reference there is a Discord channel for support.

You need to make sure that your decals are installed in the right directory.

After that, restart blender and they should appear.


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How to only show the paths of Greace Pencil strokes?
I accidentally inputted a shortcut while drawing in a Greace Pencil object and now only the paths of the strokes are shown.
Now I'm curious about what key combination it was and how to leave this view.
I believe it was Ctrl + T (unfortunately I cannot test this because I stuck in the path-only view).
Here is an example:

I'm using Blender v2.83.2.

As far as the hiding of the strokes goes, I have found a solution:
For whatever reason, the wireframe view was selected.
This problem was solved by selecting any other view in the top right corner (e.g. Solid view).


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How to map a procedural brick texture to a sphere?
Is there a way to map a procedural brick texture to a sphere ? I tried with Textures Coordinates and Mapping nodes, but it's still not good.

Related https://blender.stackexchange.com/questions/112843/how-can-i-make-my-procedural-brick-texture-map-correctly-to-both-a-cube-and-cyli/ https://blender.stackexchange.com/questions/90387/how-to-map-a-procedural-brick-texture-to-a-sphere/ https://blender.stackexchange.com/questions/70444/how-to-create-a-procedural-brick-texture-for-a-simple-building-without-object-si/70571#70571

Enter Edit Mode on the Sphere Object, press U and unwrap using "Sphere Project".
In the Node Editor, press shift+A>>Texture>>Texture Coordinate and connect the "UV" Output with the "Vector" Input in the Brick Texture node. Finished!

I hope this helps you ;)

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


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How Do You Apply Microdisplacements For Exporting
I've learned how to use microdisplacements and I think that they are very handy. However, I would like to use them in Unity Game Engine, so I would like to the microdisplacements to actually add new vertices and change the shape so that I can export it as a .fbx. If you can't, please tell me!

That is not possible as far as I know, Microdisplacement is internally generated dynamically at render time by the Cycles Render Engine and cannot, for the most part be exported. You can however use the same displacement map (if it is image based) on a regular Displacement modifier and achieve a similar effect, albeit at the expense of very high poly count

The displacement input in the materials is for rendering inside of blender only. In order to get the effect in a game engine, you need to create the geometry by using a displacement modifier on the mesh.

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


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Things for Beginners to Make in Blender
I have recently been learning Blender, and I think that the things that I want to make are a bit too hard for me at the moment. It would be very useful if you could share some ideas for things for me to make to boost my skills. Thanks.

Voted to close as  this is more apt for a forum (eg Blender Artists) My 2c worth is, work towards the "things that are a bit too hard for" you at the moment.  Break them down into smaller problems akin to learning the chords of a Hendrix riff...

See a video tutorial series. https://www.youtube.com/watch?v=lY6KPrc4uMw&list=PLda3VoSoc_TR7X7wfblBGiRz-bvhKpGkS.  You can follow all the video steps as practice.

Simply pick something that's close to hand that is familiar to you - for example, your computer keyboard. If that's too complicated then break it down and concentrate on one part of it - such as a single key. Model that key, capture its shape, texture, color, the letter, shininess of the plastic, etc. Then move on to a whole row of keys (Array modifier?), etc. Start small and work up.


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Rotated array modifier around constant origin?
I'm trying to use an array modifier with a rotated empty to expand and contract six sectors of a circle. When I move the actual mesh, I want the five copies to move directly away from the origin. However, when I move the actual wedge, the copies are offset by the position of the empty, not just the rotation, so they don't move directly away from the origin. The second, expanded, picture is how I want it to look, but for the picture I had to move the wedge, then set its origin back to the center. Is there an easy way to do this without changing the origin each time?
Contracted:

Expanded:

Don't use an array modifier, animate motion for local axis instead.
Make only one pie slice, you can place the object center wherever you like, but at the circle center will make things easier, making sure the one of the slice's local axis is aligned with the desired motion vector.
Clone duplicate the object into six instances so that they have proper rotation 60º apart.
Then all you have to do is select all slices and move them along the local axis by double tapping the desired direction like G, Y,Y in my case. All will move apart from the center.

You can add a Copy Location modifier to the Empty, from Word Space to Local Space.

Notice that this will create a dependency cycle that will result in a delay in the updates.


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Keyframes do not render
I'm new in Blender and I have a issue  with keyframes. In 3D view I have Text objects and I set keyframes. In Image Previw in Video Sequence Editor it looks all OK(objects hide and show properly how I want), but when i render it
objects show from beginning (they are keyframed to be hidden). I don't know how to fix it.

It's likely not related to keyframes rather than to setup made for hiding. Probably you keyframed hiding objects in the 3d viewport only (eye icon). This isn't related to render at all (camera icon), see https://blender.stackexchange.com/questions/6857/why-is-it-rendering-non-visible-objects

In the outliner, if you animate the eye icon, it will controll the viewport only. You'll have to animate also the photo camera to influence the rendering. The arrow toggles the selectability of the object.


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Texture Baking in Cycles, I'm getting no Colour
I'm trying to bake some materials to use in Unity.
However the baked image textures do not capture the colour of the materials.

your images aren't loading properly, also, what map are you trying to bake, combined?

It's best to avoid plugging color output (from Voronoi texture in the top) into shader input, it won't necessarily work. As to baking I don't see anything really wrong as you're baking indirect and direct passes so including shadows on the diffuse pass. To bake only color choose Color pass only.

Hi thanks for your help. I managed to find a solution through trial and error with the nodes until I saw the material render completely in rendered viewport shading. I took your advice about plugging color output into shader input as well, and I switched to baking diffuse. Thanks :)

Plugging my procedural textures and image textures on to a diffuse shader node before mixing fixed the problem I was having.


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Separating faces of a mesh to submesh
I am importing a mesh into blender to modify some parts before I use it with babylonjs.
What I am trying to achieve is to move all of the triangles from the selected (shown in the image below) to a seperate sub-mesh for each of the triangle.

The reason i want to do this is because using babylonjs I need to visualise a color change where if color is selected for a square, all of the others around it will have the same color base that fades out more the further the square is.

What is a sub-mesh? Blender has no concept of sub-meshes. You also don't need to separate meshes to apply different materials. See https://blender.stackexchange.com/questions/516/add-different-materials-to-different-parts-of-a-mesh

It's basically a mesh inside a mesh @DuarteFarrajotaRamos

There is no such thing in Blender. You can detach those faces from the surrounding ones inside the same object, but not as a "mesh inside a mesh" it is just a separate chunk. But you don't really need to do that to assign a different material has explained in the link above.

Thank you for explaining, however the problem is that the I need to assign around 40 different materials @DuarteFarrajotaRamos.

That makes no difference, you can assing as many materials as desired. Anyway see https://blender.stackexchange.com/questions/84166/how-can-i-merge-into-parts-from-this-cad-model-i-imported you can separate into a new object with P > Separate > Selection


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Can't use sculpting tool whatsoever (and it's not the vertices issue)
Can't use sculpting tool to any effect whatsoever.
I checked the Shape keys ( I have nothing there), checked scale (1,1,1), have a multires Modifier on, have plenty of vertices.
What's the issue?

Try a subsurf modifier, maybe.

Is the mask active and prevents sculpting? (Blender 3.0.0 has a little update issue. The mask is not always visible. Switch the mask off & on in the overlay menu to refresh)

okay. when I apply the subdivide modifier, it works beautifully. But when I add a multires modifier, or apply it, it does nada. What's with that?

Solved. It was a silly mistake of having a texture on that does nothing on Draw tool. Everything else works fine again for some reason.

Thanks for posting what solved your problem, even if it might seem "silly" or unusual. It might help someone else. And for the rest of us, we are not left wondering what it could have been. We can add "textures that do nothing" to the sculpting troubleshooting checklist. ;-)


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how to time Fluid flow object emitting fluid?
Following this very helpful youtube tutorial Blender Physics - Creating a Splash with Mantaflow
But then I need to find out how to time this object:
(type: flow, flow type: liquid, flow behavior: Geometry)
to emit fluid at a certain later keyframe, and not at frame 1.
How do you time the emission?

Animate some properties of the flow emitter, I’d expect.

You can keyframe the "use inflow" checkbox on the flow object.

I tried "use inflow" and limited to one frame, and even still, it gushes out 3 or 4 mesh size particles. How can I limit it to just one mesh worth of particles?

It's the Offset under Cache in the domain object. But still not sure how to make each individual flow object have its own offset amount.


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using VSE: how to disable the checkered section so you can view the strips?
I was working on one section of the video with on or two strips, trying masking blur and color, then when I tried to view the earlier sections, this is what I saw:

As you can see, the checkered earlier section should show other audio and video strips, but they are all gone. When I replay, I can hear audio, but I cannot see any video preview, except the lighter section which the playhead is at.
How do you disable the checkered section so you can see?
Thanks.

It is the Lock Strip hotkey I accidentally was hitting (control H). All I had to do was Unlock (control alt H).


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Make another user button missing?

The Maskedplate has a Fake User button, but there also should be a number button that you can click that would duplicate it and make another identical layer?
I'm trying to duplicate another of the same layer so I don't have to make another mask. Help.
Thanks.

It was just a matter of making two strips share the same layer. That way, you get the number 2 beside the Maskedplate.


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VSE: strobing Video frames AS WELL as the masking frames?
I have a 60 fps (which I have to leave as is since changing it will mess up all the video and audio sync) video.
I have a video strip that I want to strobe down to 10 fps (so Strobe value under Strip property is 6.0).
The trouble is that I have a masking that make some sections more bright. I was able to create the 10fps for the video, but the masking animation is still 60 fps (so you see the video frames as 10 fps but you still see the masking animation moving about on top of the 10fps video)
How do I make the masking animation to 10 fps as well?
Help. Thanks.

would a solution involving ffmpeg work for you?
ei. I can imagine a solution where you import your video as two separate streams with relevant alpha channels and then you pixel-wise add your strobe'd video png stream to every 6th png in the main png stream?

@WhisperingShiba I am trying a solution that may be similar to what you're thinking:  use a color strip with the masking on it, and render it. Then import the ffmpeg, then use the strip as Mask in the Modifier of the main video.

Came up with a solution:
use a color strip with the masking on it, and render it. Then import the ffmpeg and hide it, then use the strip as Mask in the Modifier of the main video. Have the main video Strobe to 6.0. Then render the entire thing, and see the mask also strobe at 6 or close to it.


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how to prevent clipping leaves when done through ParticleSystem?
I am reproducing a crawling ivy vine on a tree. So I have done the following:

create a cylinder with lots of loop cuts (for the creeping vine). Select some vertices, and create a Vertex group and assign.
Create an Image plane with a PNG file of an ivy leaf.
Create a Particle system on the Cylinder object, and do Hair, and Render the Instance object and select the Image plane object. Select the Vertex group as the Density. Increase emission number.

However, now that I have the leaves, they are clipping into the tree trunk, and into each other. Is there any way to minimize this clipping?
Thanks.

This probably isn't the answer you're looking for, but instancing things via a hair particle system has been pretty much rendered obsolete by geometry nodes. A simple "distribute points on faces" node set to poisson disc will allow you to set a minimum distance between instances, and further adding to the node tree will allow you to more easily customize the scale. rotation and position of the instances as well.

Are the leaves on the branches and the branches on the trunk? And the problem is that the leaves intersect with the trunk, right? I don't know how to solve this easily without moving the branches or cutting the leaves. But I think you will have the same problem with Geometry Nodes and this won't help you.

You would need collision detection for the leaves and the trunk. May try a cloth simulation? Not sure if this is a good idea and if it works with particles or geometry nodes.

I was able to rotate the leaf objects randomly and phase them, so it looks somewhat plausible. I have not even started learning about Geometry Nodes.


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Good practice to NEVER allow clipping or...?
I heard that in a VFX studio, they would make sure that all objects do not ever intersect with one another? But in some tutorials I see (modelling a gun, for example), they do SOME overlapping/clipping objects into another?

This is only one person's opinion, but I think for the most part (depending on use case), overlapping of objects is ok, so long as no faces occupy the same space at the same angle at the same time. For example, a face can intersect  another face at 90 degrees without problems, but if there angles are the same and they are "flush" with each other, they will cause Z-fighting.

@samk At the moment your question is unclear to me. What exactly are you asking?

@BentleyCarpenter I'm hearing from someone that I should not allow the kind of clipping that the pics show. In VFX studios, they do "contact pass," and I heard that if they saw something like that, they would send it back to you. I'm trying to find out if that is good practice. I heard clipping creates weird shadows, but I haven't encountered it, nor don't know what that means.

in your example it doesn't seem like we are able to see the potentially overlaping faces, in that case it should not matter, the problem is when you see overlapping faces, it creates bad artefacts, is it what you meant?


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How to make a bevel on text
How can I make a bevel, like in the "Gibson," for my personal inscription?
Is there an automatic method to do so?

Related https://blender.stackexchange.com/questions/72662/trying-to-make-glossy-volume-shapes/ https://blender.stackexchange.com/questions/315370/chiseled-text-how-to-go-from-2d-quads-to-raised-center https://blender.stackexchange.com/questions/134971/round-beveled-text https://blender.stackexchange.com/questions/58457/how-to-make-a-bevel-on-text https://blender.stackexchange.com/questions/64980/how-to-make-a-metal-emboss

You can use curve bevel it is not an automatic one-click-solve-all solution, it will lead to artifacts in narrower zones and cause artifacts in pointy tips.

In fonts or curves with width variations it will never yield a perfectly triangular bevel like the Gibson logo.
You can tweak it locally, but that will always require manual adjustment and modeling.

For these types of complex shapes you best bet is really converting to mesh with a proper topology and manually modeling it. Triangulated mesh from raw curve to mesh conversion will not do.

I want to know how the center line appears. In the below image as u have show u have converted to mesh and then deleted faces and then connected the faces. And what u did not get and how the center line came and u pull in z axis I have posted the question and i have same problem i want to raise from the center can u plz clear me .http://blender.stackexchange.com/questions/70242/how-to-bevel-correct-way?noredirect=1#comment122070_70242

@atek Press Ctrl +R to loop cut

thanks for replying but as the link mention to my mesh i cannot create mesh http://blender.stackexchange.com/questions/70242/how-to-bevel-correct-way?noredirect=1#comment122070_70242


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Lights show through my mesh from the backside, how can I fix this?
How can I stop the lights on the bottom of the saucer from showing through the ship?
Lights showing through body of UFO:

you are going to have to edit your question and add more info. Such as: a screen shot of your scene, description of what lights you have there, your blend etc. Are you really using cycles, or is the the blender internal render?

Yes, as it currently stands there's not nearly enough info be able to help you. How did you make those lights? Is that a composited flow effect? What render engine are you using? Please edit your question and provide more information.


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How to get video renders (FFmpeg) to be exact the same colour as still renders (e.g., png)?
My question is based on this question.
I've gone through it all, but really don't know if I can be bothered to do this for every render! Have you found any shortcuts lately?

What display hardware?

Please don't write in all caps, it is the online equivalent of shouting and is considered rude.

@DuarteFarrajotaRamos I made some suggested edits to the post.

@ComputerScientist Thanks

What settings are you using for color management? How are you evaluating the difference? What software are you using to play video? What happens when you load the rendered image in blender and compared to the rendered layers? What codec are you using to render?


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Can't install 'Screencast keys' add-on
User preferences, add-ons, won't recognize .py (screencast keys) file when I try to "install from file".  Oddly, it won't show up in Blender when the .py script is put into program files alongside all the all "view" files ending in .py.

It's an old addon, support was dropped a few versions ago. It probably hasn't been updated for a while so something might have broken in the meantime. Developers advised using some equivalent external program instead.

The addon support is indeed is dropped, however it works for me on 2.77. Try not installing addon rather than simply copying .py file to //scripts/addons. If it still doesn't work then consider searching for alternative.

There is a mod of the addon that works:
cd ~/.blender/*/scripts/addons/
git clone https://github.com/chromoly/blender-ScreencastKeysMod.git
then activate the addon
3D View > Properties Panel >Screencast Keys


text:
I need a Challenging 'Scripted Expression' problem solved
The general solution I am looking for is basically a Distance Input Variable. The reason why it doesn't work in my case, is because the value doesn't go past zero into the negative numbers like how a 'Transform Channel' behaves.
Quick note, not that much experience in drivers, and Python code for these scripted expression. I have read 'Workflow & Examples' and 'Drivers Panel' in Blender Manual, and it didn't help me.
I want a driver for a shape key on a torus. Whenever another object comes closer in a certain direction, let's say Z, it opens when it is close, and stays open when continuing in whatever direction it was advancing in.
I know one expression for a singular axis can behave the way I want, and that's (Cube_Z * -1) + Torus_Z, with an alteration of the F'urve. As you may guess this only applies to the Z axis, and anywhere in the 3D Viewport, along the X or Y axis (away from the Torus), the value will not change.

The only qualifications are:

It has to be automatic, and I don't have to adjust anything for it to work
I can translate it, and rotate it however I wish without breaking it
The shape key cannot have a value higher than 0, unless the torus, and cube are close to each other.

If you have any other suggestions on how to make this possible. It doesn't have to be with drivers, it could be with Object Constraints or even Modifiers.

Hi Jared, this is not a forum where you commission work, be it free or paid. You have to phrase your problem in a way, that is specific enough to have a definitive answer, but also general enough to be of use to future visitors. It's also perfectly fine to phrase your problem in a more general way, and then describe what you're trying to do specifically as a measure to avoid XY Problem - then it's up to answer authors on how far they will help you beyond solving the main issue. Start with adding some images better explaining your problem.

While I would agree with you, however there is little to no information on 'Scripted Expressions' for drivers. Either for YouTube, Udemy, the Blender Manual, or Lynda. That any information pertaining to this topic 'would' help in a tiny way when pertaining to this subject.
While we could argue about semantics on how my question has to be presented in a certain way, or how anything can be for hire. I'm just gonna say that 'Blender Stack Exchange' is a great website that presents a solution to a problem. I tried to educate myself to solve this issue. So hear me, this was my last resort.

So, here I completely glossed over a implementation that has solved my problems. However the 'It has to be automatic, and I don't have to adjust anything for it to work' is slashed in this case. Which is fine, I can work with that.
Apparently you can do a 'if' 'else' statement in the text box.

If i understood you right, you want this:

here is the code:
import bpy
from mathutils import Vector

# distance
loc1 = (0,0,0)

def before(frame):
    global loc1
    ob = bpy.context.scene.objects["Cube"]
    loc1 = (ob.matrix_world[0][3], ob.matrix_world[1][3], ob.matrix_world[2][3])
    print("cube", loc1)

def changeShapeKey(frame):
    global loc1

    torus = bpy.context.scene.objects["Torus"]

    ob = bpy.context.scene.objects["Cube"]

    torusLoc = (torus.matrix_world[0][3], torus.matrix_world[1][3], torus.matrix_world[2][3])

    loc2 = (ob.matrix_world[0][3], ob.matrix_world[1][3], ob.matrix_world[2][3])
    print("before", loc1)
    print("after ", loc2)

    before = (Vector(torusLoc) - Vector(loc1)).length
    after = (Vector(torusLoc) - Vector(loc2)).length

    moving = "to torus"

    if after > before:
        moving = "away from torus"
        bpy.data.shape_keys["Key.001"].key_blocks["Key 1"].value = 1
    elif after == before:
        moving = "not moving"
    else:
        if before < 5:
            value = 1 - before / 5
        else:
            value = 0
        bpy.data.shape_keys["Key.001"].key_blocks["Key 1"].value = value

    print("frame:", frame, "moving:", moving, "distance:", before)

    # open
#    bpy.data.shape_keys["Key.001"].key_blocks["Key 1"].value = 1

    # closed
#    bpy.data.shape_keys["Key.001"].key_blocks["Key 1"].value = 0

bpy.app.driver_namespace['changeShapeKey'] = changeShapeKey

def my_handler(scene):
    changeShapeKey(scene.frame_current)
    print("myhandler")

def my_handlerBefore(scene):
    before(scene.frame_current)
    print("before")

def register():
    bpy.app.handlers.frame_change_pre.append(my_handlerBefore)
    bpy.app.handlers.frame_change_post.append(my_handler)

def unregister():
    bpy.app.handlers.frame_change_pre.remove(my_handlerBefore)
    bpy.app.handlers.frame_change_post.remove(my_handler)

if __name__ == "__main__":
    register()

what it does:
it saves loc1 (the location of the cube) for the "old" frame
then it compares loc2 (the location of the current frame) and checks, whether the cube animation moves to the torus or away from the torus.
If it moves away (distance increases), the torus will be set to open. If it move towards the torus (distance decreases), the torus will be opened if the distance is smaller than 5 and then it will gradually open.
Note: This does only look good, if the cube moves through the center of the torus. But of course the torus will open whenever the distance gets bigger.


text:
How I see boolean modifications in real time?
I remember there was a check box "Apply immediately".
With it unchecked I could see my Boolean operations in real time on 3D viewport, but now there's no such box, and I can only see the result after apply the Bolean modifier.
how do this on version 2.93

Boolean works just by adding the objects, the only thing that you need to do is to change the visibility of the object that you are using to create the boolean to Wireframe to see the modifier effect


text:
on Inset faces tool, what edge rail do?
I don't think I follow

Nothing is happening.

They explain it in this video at the 2:44 mark - https://www.youtube.com/watch?v=la4ai5JKpPw


text:
Change proportion on base mesh
I discovered a video that shows a very quick way to make base mesh (skin modifier as everyone already knows)

but it's a timelapse, so there's no explanation at all.
In 01:00 he starts to scale vertex to change proportion for each part of the body.

the problem is, I don't know how he did it, because I try to scale vertex but nothing happens I used S and alt S.
The video
https://www.youtube.com/watch?v=kFE-NR9623w

See https://blender.stackexchange.com/questions/100763/how-to-scale-skin-modifier. The shortcut and behaviour is still the same in default keymap in 2.8

they made the centre point "root" (for skin modifier) in edit mode, then turned on skin again (but in edit mode still), then they selected all and scaled in "median point" I assume, then left edit etc..  I tried it but am not used to mirror in this way :) So could scale but it was a mess.


text:
EEVE Bloom not visible with alpha after saving the render as a file
Render preview gives the desired result:

After saving it to a .png file:

Blooms dissapears completly.
Saving as a .tif produces the same result
Using .bmp brings the bloom back, but the transparency is gone
Is there a setting I'm missing? Or is this a issue with the file types I used?

Can you add your .blend into your question: https://blend-exchange.com/? .png would work for alpha-type images

The PNG format will not work for what you want to do. Use EXR

Read: https://blender.stackexchange.com/a/41598/92768

@susu It works, thanks , but I don't see the option to mark your comment as an answer


text:
Adding more cuts not creating more round object when using curve modifier on specific object
I needed more detail in this barrel that I made from flat plane and using curve modifier to bend it,
but when I add more cutts they are ignored when bending and the shape stays the same as if they were not there. Also when I fast created new model it works just as expected and I have no idea why on my original model they are not working. There is also a problem with both of them creating these vertical distortions when shade smoothing.
.blend if needed:
https://drive.google.com/drive/folders/1I_9nzNFiBAv7eToh8vH_j0HR5IoTEW5d?usp=sharing

Here is what I found-all that that unnecessary loopcuts were causing the issue. It is probably because you used mirror modifiers to make the barrel. Mirror modifier just make a duplicate of the mesh and mirrors it. It does not merge the vertices to the original mesh.
In your case the easiest way to solve it is by selecting all those edges (which you have beveled) except any one among them by  alt+shift + RMB and then delete them by pressing X.Dont forget to switch off all the modidifiers except curve modifier before selecting

(Select the edge and press Gtwice tp slide the edge)
Which will get u this:

To solve it in the proper way, you can apply the mirror modifier and box select the vertices and merge them with  altM > merge at center .(You wont even see the vertices cuz they are too close to each other).OR simply use the merge option in mirror modifier.

So when using the curve , the cuts should stay constant (not more here and less there) for the best result?

No What I meant was while using mirror modifiers the cuts should be constant

I recommend a cylinder to start with while creating it. I hope it is helpful.

Ah so the mirror creates the problem,thanks

You can select the answer as the accepted one if that helped you. Or else your question will be marked un answered. Happy that you found it helpfull ; )

Also I tried starting with a cylinder but it is so mutch easier to work on flat surface and then curve it, because Im going to add more detail via booleans

Indeed that helped, thank you

Talking about booleans they too  can ruin up your topology . Those modifiers comes at the cost of the topology . You have to manually clean them up.

I understand that, I'm constantly working on improving these sort of skills


text:
Is it possible to customize smooth geometry for a Bezier curve?
There is a curve. In the settings of its geometry, we make Bevel, creating a volume with some kind of profile (in the example on the screenshots, the type is simply Round). Also, assign different radii to the vertices, varying the thickness of the shape. Unfortunately, as a result, the geometry on the circle around the vertex is angular.
And here is the question: is it possible to somehow achieve a smooth exit of geometry from the vertices, and not a sharp decline or rise? (as in the second screen, green outline)

It's a bit angular because of the interpolation method of the radius.  But you can change that in properties/object data/active spline/radius:

4 identical curves.  I like Cardinal or Ease interpolation here.
Another option here, for even more control, is to specify a taper curve, in properties/object data/geometry/taper object rather than using radius.

what I need! thanks a lot!

cardinal is the best

I'm not 100% sure but I think if you use NURBS curves instead then this problem goes away.

Nurbs in Blender are a little more complicated than in Rhino (which I had to model in), and I find it difficult to manage them. Also, I need to snap to the vertices of the bezier curve, it's easier here.
I still need bezier curves.
But now I understand that in Blender the creation of the volume-envelope is done according to the linear loft algorithm. Not by the tangent formula.

You can have finer control over the beveling with geometry nodes. Add a geometry nodes modifier on your curve and use these nodes. Tweak the float curve node to change the bevel profile. You may need to change the resampling value for more accuracy as well.

I am not very familiar with the node system, but thanks for the advice, I will study


text:
How to switch blender 3d render source from video editing back to 3D scene camera

After I switch from the 3D scene to the video editing mode, my F12 rendering always outputs the video image. Will the rendering result be switched back to the 3D model rendering mode after the video editing mode?

You can do one of two things:

Remove the video strips from the VSE, which I assume yo don't want to do; or

Go to the Post Processing panel in the Output Properties tab in the Properties editor and disable Sequencer by unchecking it:

Thank you so much! It work!

You're welcome.  Be warned though.  Eventually you'll want the VSE for a video strip and have fogotten this.  Happens to all of us.


text:
Obstructing raycast with objects in scene without using an object info node. Is it possible?
Basically I have a scene where i have added lens flares, but i want them to disappear when an object passes over them. So far i have been using the raycast node with an Object info node, but i would prefer to not use object info nodes because i would need to make an object info node for every object in the scene. Is it possible to do this?

AFAIK this is not possible right now with multiple objects.

aw man. Well thanks for the answer

I'm likely misunderstanding the question, but why not throw all objects capable of occluding the lens flare into a collection and use that to raycast instead?

Great idea!!!!


text:
sculpting problem with eyelids
I was sculpting a human head and when I made the eyelids I noticed there are some random black lines and circles at random places on the head.  I tried smoothing out these lines but that hasn't worked and I have tried different methods to sculpt the eyelids but the same result always occurs,  Does anyone know how to avoid or remove these random black lines?  Here is the head I made.


text:
Keyframes disappeared
R-type in 2d animation. I even tried all the stuffs like scrolling  and from view section deselecting specific keys like only show keyframes from selected channels, frame all etc  but its still not showing up

Check if you went back on the timeline: i.e. if a frame was created when the timeline was on frame 50 it will disappear during frames 1-49.

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.


text:
Newest Cycles Renders taking much longer
I‘m Graphic Designer and work with blender to do renders for my designs. I newly switched to 3.0 and everything was perfect until my last 2 Renders before my renders took like 20 minutes with 4096 Samples and now this render took 3 hours and the next was also the half of the time I turned down the samples and it only took 15 minutes but the quality is bad and I rendered before aswell on 4000 Samples so I don’t think the issue is here. Anyways I hope I can get help because I don’t want to wait 3 hours for a single frame.

I am sorry but we need more informations to clarify where your problem is, new Cycles should go faster but it may depends on few things... What are your render settings? What is the image size? Are you using single tile? What are you rendering in your scene? What is your GPU? Does your GPU support new Cycles?

Render Settings: https://imgur.com/GWemId3

Image Size when you mean pixel size normal 1920x1080 and rendered images size is 8 MB

I rendered this when it took 3 hours: https://imgur.com/zlKuIVZ

And my GPU is Intel(R) Iris(R) Xe Graphics

Look at your render settings. You're rendering on CPU. Switch to GPU.

What @GordonBrinkmann said.  There appears to be a bug in 3.0 that causes it to randomly decide that it can't use the GPU and quietly switch rendering back to CPU only.  I've not been able to consistently reproduce it, so I haven't filed a bug report.  On the other hand, there are definitely scenes where Cycles X is significantly slower than Cycles was.  It appears that the optimizations for complex scenes are pessimizations for some simple scenes.

@MartyFouts Yeah, I have the same impression that Cycles X is not overall faster. But maybe it's just my old graphics card, I can't compare it with anything else. That switching I didn't experience. I just had the problem that CPU was the default since I didn't copy previous version's settings, and as long as I didn't change the startup file I often forgot to change it before starting to render. But that's just my mistake.


text:
Can I duplicate Geometry nodes with "random" materials, and have the randomness be the same in each copy?
Let's say I have a plane and I add a Distribute Points on Faces node and then an Instance on Points node and feed a Collection Info node into the latter node.
The collection is just one object, with a material which is determined by having a Random node feed into a color ramp, and then feeding the color ramp into the base color input of a Principled Shader node. Now I have a bunch of objects with different colors.
So, my question is very specific: can I somehow nondestructively duplicate all those instances collectively, and have each copy have instances of the exact same color as the ones in the other copies?
So as an example, say I make two balls and the left one is red, and the right one is green. Can I duplicate the two balls and have the left one be red and the right one be green in the copy? And then if I scale the red one in the first copy, have the red one scale in the second copy too?
The only thing I can think of is in the material node, to have some sort of calculation based on the "id" attribute of the instance. It seems to be pretty random, so why not just modulo it by 100 and call it a day - but if I try to use the "id" attribute in an Attribute node, it always seems to be zero in the material, even though I can see it in the Spreadsheet view.
I've tried a Particle Info node, but that really only seems to work for particles and not for instances. I've tried an Object Info node and then the Object Index socket on that, but that seems to always be zero too. Maybe an AOV output? But that's a chicken and egg situation because the AOV value would have to have itself as an input, indirectly.
Is there a simple trick I'm missing here? Or is it just not possible at this time?

you made yourself a lot of work by describing a node tree which would have been less work by just copying it and pasting it in here. And it would even make your question much easier to understand....

just as a hint: if you want to attract people to your question you should include screenshots and blend file...

if i understood you right, you can do it with this node tree setup:

Shader tree setup:

result:

If you copy and paste the object in your layout, then go to the geometry node workspace and look above all your geometry nodes. There should be some type of name for your workspace and if you click the drop-down menu next to it, you can then select the same geometry node panel your original object was working on.


text:
It extrudes in incorrect directions
For some reason, when I try https://youtu.be/GRAzuKlpEsg?t=222  AT 3:44, it extrudes one side of the grenade in one direction and the other side in the other direction, however on the video, 3:44 it extrudes proportionally, in all directions at once, can someone help with this?
I will attach image of what I have

Hello, maybe select all and press Shift N to recalculate the normals?

It worked, thank you!

Your faces are inverted, you need to recalculate the normals: Select all in Edit mode (A) and press ShiftN.


text:
My texture paint is gray
I want to paint the Rainbow on the wall, I added the texture and unwrapped the wall but the rainbow does not have any colors and it doesn't paint on the wall
Any help would be appreciated

So do you want to put an image texture on the wall, or do you actually want to paint something? What is this for? Do you just want to put an image on a wall or does the image have some transparent parts where it should be possible to see the original wall material behind it? The screenshot is not very clear, maybe it would be better to take one from an angle the wall will be visible in your renders, so it's easier to get an idea what this is all about.

maybe pack your image and share the file (only the wall)? https://blend-exchange.com/

Other that sharing the file, here we need to ask if you have checked that the face normals are pointing outward and for the settings of the texture in the texture tab, if you've set to use alpha or calculate alpha. Retest the anomaly with a simple plane with the same attempt to stencil paint onto a blank texture.


text:
"Erase tool" in texture paint
So I've got a picture where I texture painted with white (look pic #1 here)

My question is: how do I delete or erase what I've just painted? Because if I click "ctrl" it just paints black. (look picture #2)

Is there really no other way to fix this except just deleting the picture and adding another one?
I tried "Erase Alpha" in the settings of the brush but it just makes it transparent.
So, what if I have a complex painting where I just made a simple little mistake, do I need to delete the whole thing and add a new picture to start from scratch?
Is there no "erase tool" in blender for texture paint?

As you have found out, there is an erase tool. You would want to use layers, but Blender doesn't have image layers.

If you've only just made the mistake you can use Ctrl-Z to undo the last actions but that depends on the number of undo steps you have set under Edit > Preferences > System > Memory & Limits.

If you were to Erase in say Photoshop, that would also be a destructive edit because of not having replacement pixels for under your brush marks. Your best bet is to paint through a camera view to a new iteration of the image using a second image texture with 0 alpha as if using a transparency layer in Gimp or PS. Or, maybe look into marking with Grease Pencil instead of painting into the image directly.


text:
Set Material Selection Doesn't See Instances
I have a problem: https://youtu.be/-R3pOgoc-g8
In the video you can see some cubes, those are instances.
When I set material after the "instance on points" and use the selection with "index" +"compare = equal", it, instead of picking index of the the instances, uses an index of faces and puts the material on each face instead of the whole cube of index that I chose.
I tried to plug the same selection into the set position node and it worked just as it's supposed to, it moves the whole instance of an index that I picked but for some reason, it doesn't work with set material.
I tried to use the capture attribute and set it to "instances" to specify that I need an index of instances instead of the index of faces but this way it just doesn't work at all.
I'd like to know how I can set material on each instance instead of each face of an instance. Let me know if I should attach the file here.
I have a strong feeling that this is something stupid and easily fixable but I can't figure it out. Would appreciate any help, thank you very much in advance.

Hello and welcome. While files, images, and external videos or links may be helpful additions they should not be the only way to obtain information about your issue. Don't make understanding your question rely on downloading a file, watching a video or visiting an external site. Use the builtin tools to upload images or gifs, along with thoroughly explaining the problem in written form so it can be indexed and searched for thus helping future visitors with similar issues.

use capture attribute, set to instance, plugin index and compare with result of that capture attribute node. happy bl.

I tried it, it's 1:20 on a video:
https://youtu.be/-R3pOgoc-g8


text:
How can I control the distribution of instances in geometric nodes with lights?
Such as distributing seedlings on objects illuminated by light.

What kind of "control" do you want?

For example, the weight of the vertex group is higher where the light is irradiated, and the weight of the vertex group is biased to zero if it is not irradiated by the light, so as to control the distribution of examples on the model surface.


text:
Why won't my joined meshes work together?
I'm creating two hands (duplicated) and join them to a torso for IMVU (some chatting game). I parent the joined hands+torso to the armature (an entire skeleton), but only one of the hands stick to the torso. The second hand, although both are joined together, deforms completely.
https://i.sstatic.net/pNn0R.png
https://i.sstatic.net/sWnaX.png
https://i.sstatic.net/oXegf.png

Hello and welcome. Instead of having users go through links and external sites please use the builtin tools to embed images in your post. See How to upload an image to a post? or GIF

Please share your file: https://blend-exchange.com/

I'm sorry, but if the main focus is on the hands, wouldn't it be better to make screenshots wide enough so that both hands are visible all the time? And from what I see they both look the same, so I don't know which is the one that has an issue. But if there is a difference: since the hands are duplicated as you said, could it be that both hands are moved by the same bone which makes one behave correctly while the other is weirdly deforming?


text:
Work on Principled BSDF shader?
I lived under the assumption that the Principled BSDF shader would make many other shaders superfluous, only to find that it falls short as a glass shader. I just wonder whether there are any efforts in progress to improve the Principled BSDF shader?

Yes there are. There was a video presentation on upcoming developments for the BSDF shader at the Blender Conference recently which you should be able to see here. It's approaching an hour long. As far as I know you don't have to be a subscriber to watch it.

The same video is also available on Youtube: The new Principled BSDF model in Cycles - YouTube


text:
Weird geometry appears when I switch to object mode. How can I make it dissapear?
I only used a mirror modifier. How do I make it look like in edit mode?

Enable the on-cage switch of the mirror modifier. This will insure that the edit mode display matches the object mode display.

Try doing an ALT-H (unhide) in Edit mode. It's possible that you hid some geometry while you were in Edit mode and it showed up in Object mode.

Thanks, this solved my problem.


text:
Spinning .png image in video sequencer
i'm a total newbie to Blender ( v 2.81a ) but i'd like to spin .png images in the video sequence editor. So not rotation , but really spinning around their own axis, is there an easy way to do this ? I've been looking on the net,but can't find the solution.
Any help would be much appreciated,
Thanks in advance!

2D scaling can create the illusion of 3D spinning.

hmm, i'm a newbie so don't really understand.
i'm talking 2D anyway, so i'd like to rotate an image, but around its own axis,and in the  video sequence editor,  any tips ? thanks !

Ok, so in Blender VSE, I've added an image;

I added an adjustment layer;

Then an effect layer (transform);

(You can see each addition in the sequencer)

@batFINGER was talking about this scaling (as if a coin was spinning on a side);

I feel like you were probably asking for this;

Thing to note: The adjustment layer and effect layer need to overlap the image on it's layer.


text:
CUDA // Building Blender Vs pre-Built binaries?
Please answer me this. Provided that I have installed and working CUDA (CUDA 8.0 in my case), is there a difference between building Blender from source with CUDA option enabled Vs. using pre-built binaries from Blender web site?

Building Blender with CUDA support currently requires the CUDA Toolkit 10.1. If you want to create your own build with CUDA support, you will have to install the required dependencies. If you have all the dependencies installed, correct build configurations and create a release build (make release), then it should have the same features as the official release.


text:
hair particle with object

hello, I am testing particle hair, And I want to bend mesh along the hair Path,
How could I change the softness of the hair??
Thank you.

hello
I could bend mesh along hair with particle instancer,
duplicate a mesh which is used as hair object, and add modifier "particle instancer"
and choose the object which has particle system as Object. It worked like the picture.


text:
holdout collection works strange when the contained objects have same material
I am having a problem about holdout a collection.
Like below, i put cube and cone in the scene, and cone in another collection to let it holdout.
And if cube and cone are assigned same material, both get holdout.( cube are not in the same collection with cone though...)

If I prepare different material for cone, it works properly.

I wish to know why material effects to holdout.

To me it looks like a bug, not a feature.

thank you for the comment.   I will prepare same material with different name for cone.


text:
is it possible to copy DEF bone animation to MCH?
hi I have a question about rigify rigsystem.
Is there a way to link DEF bones and MCH bones?
I guess until I copy the animation to MCH,I will not be able to use action from another armature rig...  (it just copy location of hips)
or maybe not from DEF, can be from ORG bones to MCH bones?

for additional explanation, It became like this because I tried to retarget animation from motion capture by using follow empty and target empty to constraint location and rotation to fk rig
 by following this tutorial > https://connect.unity.com/p/retargeting-animations-with-blender-2-80

and I baked and cleared constraints.

when I use the baked action to another rig, But it does not follow animation.

I guess I must be missing something.
thank you for reading.

Yes it is possible if you use Pose->Animation->Bake Action with settings that i provide in this ansver -
https://blender.stackexchange.com/a/260999/62084

I will try the solution this weekend. I appriciate.


text:
Extruded SVG showing spikes
I have imported what appears to be a clean SVG into Blender (works fine for 2D) but when I try to extrude it, I am seeing spikes appear. Can anyone tell me what is the issue and how I can fix it?
Many Thanks]1

Does this answers your question? http://blender.stackexchange.com/questions/47217/extrude-and-bevel-an-imported-svg-curve

Hard to tell for sure without post a blend file we can inspect.
Most likely overlapping vertex or segments in your curve. Try checking your curve for duplicate geometry or overlapping segments as described in the link posted by Georges.
Otherwise try entering edit mode in your curve, and check if the radius of all your vertex are set to 1.
Go into edito mode, select all vertex and head to the Tool Shelf > Tools > Curve Tools > Set Curve Radius Button and set all to 1 or any other value has long as they are all the same.


text:
How Do I Save 3d View as a Wireframe Image? (Blender Render)
I have some objects that I want to save their wireframe view as an image file.
Someone told me to use the OpenGL render active viewport button on the 3d viewer's menu header, but I just get an error message saying Failed to create OpenCL off-screen buffer, unknown when I try that.
I was also told to press F3 to save it that way, but that just gives me a history menu.
Then I was told to go to the file menu and "save as render", but I have no such option.
Can anybody who knows what they're talking about please help me?

You should tell more about the OpenGL error you got. Because there shouldn't be any error. Or your video card hasn't yet been driven correctly, which means you need to install the driver for hte card.

The error was "Fialed to create OpenCL off-screen buffer, unknown".

Apparently, I don't have a video card, since nothing shows up when I look at my system information.

So back to the question.... How do I save a ireframe display as an image?

There are so many solutions: OpenGL, Freestyle, UV layout texture, Cycles material, wireframe modifier.... Just search it in this site. There are already many duplicated questions.

Points are taken by users (not necessarily 'admins') when you don't fully articulate your questions and don't provide enough information. For example you state that you get an error but you don't tell us what message you get and that is obviously needed information to help. Anyway check answer bellow, see if it helps

I decided to just do a screenshot, since I don't want to go on hunting expeditions to try to solve this the proper way. You should be taking away points for that previous comment not supplying more info on how to use the many solutions they listed. Apparently, I can't do that myself, so something isn't right here.

Must be an integrated Intel graphics card, those are known to cause trouble. You should look into solving that problem first as there is no other way of capturing OpenGL viewport wireframe.
Anyway alternatives are

If you are using Blender Internal render create a new material and at the top of the Properties Window > Material Tab change it to Wire type. Optionally turn on  Shading > Shadeless

If you´re using cycles create a new material and add a Wireframe node as mix mask between two other shaders. Combine them as desired to achieve whatever visual you want.

I'm just going to use a screenshot. One button press is far better than going to all the trouble of setting up nodes or materials. I do believe that I have no graphics card other than what was built in. Nothing shows up in my system info.


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array modifier to build a virtual pipe organ? or should I look for scriptwriter?
I wish to build a virtual rank of pipe organ pipes. Starting with a mesh pipe and with an "array" modifier I hope to be able to scale and line the pipes up easily within specific parameters.

The pipes need to be made of separate but linked parts that can be scaled independently. The cone at the bottom of the pipe scales at a different rate than the main cylinder.
The spacing between the pipes can be set and locked...ex. always .5units apart.
Can select every other pipe in a rank remove it from the rank and have all pipes resume the input space between pipes.
I would like to find a way to link the pipes with an audio file and a hyperlink(don't even know if this is possible---essentially I would like the meshes to be linked to a database like a 3D image map)

Is this possible? Is there a freelance site one recommends to find someone who can customize the array modifier, or is there a workflow to achieve this efficiently with the present software for thousands of different pipes!!

The way you formatted you question makes people less likely to want to answer it, friend. Try pressing enter after each bullet number you want.

There are lots of parts and variables to your question.
You could easily create the organ pipes in Blender and use the array modifier to place it in your scene. The array modifier allows for some degree of variation between instances, like scale rotation, position, but it is limited in scope, and for more freedom between each arrayed tube you are probably advised to use non-arrayed duplicate clones of each object.
You could then scale each part individually and space it properly without affecting all other objects.
Blender has no hyperlinking functions built in, and what you are looking for is some sort of interactivity like a real time demo or application. The way I see it you could achieve this in a few different ways, but this is a really broad area with many different possible approaches and probably out of scope for this site.

The most basic way would be to render out an image of your organ pipes, and build some sort of image map or clickable interface layed out on top of it, possibly using either HTML+CSS or SVG or some other technology to your liking.
Use blender's built game engine and create a simple game application that consists of some basic logic that reacts to clicking the pipes and playing the corresponding sound.
Use Blend4Web which is an addon for Blender that allows to create interactive WebGL based applications with some basic interactivity options and create a web based demo that reacts and plays sounds when clicked on certain objects.

Scaling is done based on the object's center, maybe you can move the object centre to this location instead, relative to its geometry so that scaling is preformed with a correct base point and doesn't seem to move the object.


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Deleting Objects With a Mass or Surface Area Less Than
I have imported a 3D model from another program that I use to CAD. The CAD program I use creates these circular artifacts within the model and there is no way to remove them in that software.

I'm hoping to make some renders of this object in Blender but I do not want these little circles showing up.
Is there a way to remove a lot of objects at once based on their mass or surface area? Because they are the smallest objects in the scene, ideally I'd like to find  a way to just type in a number that whatever is less than or equal to that (mass or surface area), they would get deleted.
Each object in the scene is its own part I have tried to see if there is an order in the Outliner but it is all random so there is no way to select them manually since there are over 3,000 of them.

Join objects together Ctrl+J
Select one small face and search for Select Similar > Area (listed for Face select)

If you want to keep objects separated, just select all needed objects and switch to Edit mode and search for similar ...

Yes! Thank you. Although length did not work for me, Area did. I have edited your answer.

I already noticed and fixed :)


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Folding box panels - panels deforming and not connected
I am trying to fold a box to create an animation. The 90 degree folds are all working well, but the box has an angled flap that would double fold to create a bevelled corner. These do not seem to fold well at all.
Although they are kept offset, they fold the side panel out of sync with the armatures, deform the corners and seem to deform and shrink the panel itself. So far I have:
-Created a set of armatures to individual vertex goups.

Kept the side panel armatures on 'keep offset'
tried weight paitning (but didn't seem to respond when i tried painting out the overly red areas.)

Any help would be appreciated!

Are the X or Z axis of the bones perfectly aligned with the lines of the desired folds? Weight paint affects only vertices, not areas: area moves when its vertices move.

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

pls provide blend file since we have no idea how you did setup this


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Blender Render with shading layer
Hi all I started learning Blender and I want render image from shading layer but when render this image was good but with ball in corner what can I do to remove it?

Can someone help

Thoose spheres are part of the Overlays section: you can turn off all overlays with the main button, or switch them on and off one by one in the dropdown panel.


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Reflections of glass problem copying photo
I have to copy a photograph using Blender. What I have so far is attached. Photo on the Left, my render on the right. The main thing at the moment I'm having issues with is the base of the wine glass. The reflections are mostly missing. I've tried turning caustics on but that made little difference. The lighting is accurate, I know this because I had detailed instruction from the original photographer. Can anyone help please?

Possibly number of bounces limit...? Try increasing Light Path Total and/or Transmission bounces (assuming Cycles)

"Possibly number of bounces limit...? Try increasing Light Path Total and/or Transmission bounces (assuming Cycles) – Rich Sedman" Thank you, but no, just tried bumping Transmission bounces to 36 and still the same result.

Is the glass (bottom face of the glass) actually in contact (occupying the same space) as the "tablecloth" below it? Any overlapping faces/objects in cycles will result in black areas where there should be transparency. If the bottom of the glass and the tablecloth are overlapping in your project, try moving the glass "upwards" on the Z-Axis even as little as .001 units.

Flattened the cloth and lifted the glass. Didn't work :(


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How can I get rid of these artefacts?
I have some curvatures on my mesh and I don't know how to get rid of those. I tried deleting some faces and recreate them but I got them back:

First thing disable the first option of the Subdivision Surface modifier (called On Cage) if you don't want your mesh to appear curvy, then show the wireframe again to see if it's ok (not sure if your problem is just the On Cage display?)

Hi. Please use a title that matches the content of the question. It should be descriptive but succinct, unique and identifying, summarizing the issue so that anyone searching for a similar problem is likely to find it. Remove anything superfluous, avoid using words like "this", "help with", "issue" or "question about", instead describe what "it" is. Remember, your title is the first thing potential visitors see, answers you get depend heavily on how insightful it is. See What is the problem of asking “How do I do this?"

These are not artifacts, they are a display of how the base mesh is being deformed by a Subdivision Surface modifier. If you disable the modifier or go into edit mode, you will see the base mesh again. The visualization will not render to the final output. You can also turn off wireframe display wherever you enabled it to not see this.


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How to stop parenting distorting mesh?
I followed a tutorial to create this armature for my mesh.
but every time I try to parent them together, it distorts the mesh completely.

I have tried to ctrl+p with automatic weights, recalculating norms and I have tried manually painting weight but all don’t seem to help.
This is what happens when I go into pose mode and try to move arms and legs.

I’m still pretty new to Blender so would need any kind responder to assume I know nothing!
I have tried to upload the file but it says that the file is too large and I don't see what I can remove to make it smaller.

If your file with just a single character in it is over 30 Meg (the limit for blend-exchange) it's probably too dense for parenting to work. There are other sharing sites like WeTransfer, Google Drive or Dropbox that folks here use.  If you right-click on the bottom status bar in Blender you can add the Scene Statistics and memory used to the Blender version so that you can see how many verts, faces and tris there are. In Edit mode, you can try Decimate Geometry under the Mesh > Clean Up menu and Merge by Distance under that submenu will delete duplicate geometry.

Thanks @JohnEason I think I got carried away adding details and clothes before adding my armature. I have joined everything together so perhaps I need to start over and sort the armature out before adding more details.


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beginner tutorials to learn blender
I am a beginner wanting to learn Blender. I have a few different versions of blender with the latest being 2.82A
I would prefer to learn the recent blender but I have no problem learning one a version down from this. I prefer the recent version, as I would have to stumble my way thru where the new stuff is or not be aware of the new changes and get frustrated because I'm looking for something that no longer was needed with the older versions. Im especially interested in Second Life Body imports and exports and clothes modeling. My second choices would be making trees and plants and my last would be builds of any kind. My whole purpose, that interested me to learn blender was to make realistic looking clothing, as the Second Life Virtual Reality is changing and growing so fat, I would love to learn these things.
thank in advance for any help I can find in doing so
Enchtris Byrd

Hello :). BlenderGuru's legendary Donut Tutorial is a great place to start

ty so much Jachym, I will go check that out and try these. I appreciate the reply!

Happy to help :). There is also a whole thread about resources for Blender, including learning. Good luck on your Blender journey :).

thank you again Jachym I do appreciate any help and the more resources the better, thanks! hugz


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Change Pivot Point Rotation Relative to Flat Face
I'm trying to export this Icosphere into Unity, but I want to have each poly be separate, with its own pivot point on its surface, and with the blue arrow on the manipulator widget facing out at 90 degrees from each poly, as if originating from the centre of the planet and passing through the poly. Currently every poly has the pivot point in the right place, but the orientation is wrong. How can I change this?

Hello :). There is a very similar question that could help. With two solutions using a script.

Thanks, this is exactly what I was looking for. Worked perfectly.

Happy to help, good luck with your project :).


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Loop cut stops at quad
How come this loop won't connect all the way around? The direction and topology seems to be correct. There are 6 vertices selected here with a box select, and I've done "Merge by distance" to make sure there are no odd vertices

so there might be an inner face?

Check for the following: duplicated geometry, disconnected faces, a possible n-gon.

Thanks for the pointers in the comments. Turns out I screwed up during retopo.
This was one face. The edge across was not connected to the faces, i.e. splitting them.
Found the issue by selecting faces and comparing the count to what I was seeing. I suppose this is exactly what @susu meant with "disconnected faces", so cheers

I solved it by deleting the face and filling in between the edges to create the two faces I expected

Yes, sometimes you can have faces that share the same vertices but are not connected to each other, as they have different edges. A tool to use in such cases is "dissolve edges" instead of deleting the faces.

You are absolutely right. While fixing topology, I should have dissolved edges rather than delete them. Thanks :)


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Weird shadows in cycles
I have made a render, but the shadows appear to be blocky. I already researched this topic and almost every article says to do more subsurf, but I already did a lot of it and it doesn't work. Does anybody know how to fix this?
Thanks in advance,
Ice.

Looks like a normals issue.

This is called the "terminator artifact", and there's indeed few things you can do about it besides increasing the subsurf level to make the tiles less noticeable.
A workaround has been added to Blender to hide this, and was accepted on may 29th, but it's not yet available in the stable release.
Though it is available in the current daily build of version 2.90.


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Editing an armature while in edit mode?
My problem is the armature returns to the rest pose when in edit mode.
Is it possible to edit an armature after giving it a pose?
I do not mean the mesh because I know I can enable/disable armature modifiers in edit mode. I only mention this because this is the answers I get whenever I try Googling an answer for my question.

the rest pose and the edit positions are the same, if you want to make a particular pose the rest pose (and therefore the edit positions) you need to switch to pose mode and header menu > Pose > Apply > Apply Pose as Rest Pose, but it will change both the rest pose and the edit position of the bones


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Creating a exploded view - Export from Autodesk Inventor + multibody obj import
I am trying to make a exploded view.
I used this tutorial to export and import from autodesk Inventor. Successfully.
https://www.youtube.com/watch?v=QuxakW1UpsA&t=63s&ab_channel=IlikeBlender
I have tried to replicate the following tutorial: https://www.youtube.com/watch?v=_9GYrjhjtdo&list=WL&index=30&ab_channel=TheCGEssentials
But i get stuck on the last part where the files should expand away from each other. i can pick individual parts and scale them. But not move any of them.
Only difference i can see is that i lack the multiple nodes. But that could be because most of the origins are all centered in the same spot?

Additional (same ish) info:  https://linustechtips.com/topic/1393116-any-autodesk-inventorcad-blender-nerds-around-need-help-importingchancing-objects-and-then-to-make-a-exploded-view/

yes this is because the origins are at the same spot. place them differently: select all and menu "object/set origin/origin to geometry".

Thanks! It works! whoo. Will update later when complete

I needed to import a new model but now it does not want to show reused parts. But only some of the duplicate parts. screws and rivets are fine. It must have something to do with the info about the part being reused. Because if i make a copy with different name and replace the old part that did not show in blender it works. I think i can manage but it would be nice to know why this happens.

It only happens to one of my models. Strange.

How do i convert a multibody object back to a single object? i have a battery that gets split open but its just a component going in.


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How to duplicate a geometry node layout as unique node?
i have a node i want to copy and change some values.
Unfortunately it always makes an instance and any adjustment to the duplicated is applied to the original.
My instance (to instance on point) in the node layout is always a grid-node.
The layout is animated..

ok i found it... just had to copy and paste the grid-node inside the layout ;)

Could you post that as an answer below with a short explanation of the solution please? Perhaps add a few images illustrating the workflow and UI

In modifiers stack, you can click on a number to make a single-user copy:

You can do the same inside the Geometry Nodes Editor's header:

And you can do the same on a group you add inside your node layout:

Just duplicate the node elements you want to adjust inside the whole duplicated node layout, and then delete the old one.
For example the grid node where you wanted to adjust the values in the copied node layout for a different object.
Just hitting ⇧ Shift +  D (duplicating the grid node) and deleting the old grid node. Then it becomes a unique one.


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Where is the Realtime Compositor in Blender 4.0 Beta?
It´s not in Experimental anymore. Is it gone?

You don't have to enable the preferences Experimental option anymore, it's now available in the Viewport Shading:

thank you very much!


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how to use "Mirror Vertex Location & Weight" script?
I would like to know how to mirror skin weight from left to right.

I have prepared symmetrical bones and did paint weight only left side,
.
And run the script called "Mirror Vertex Location & Weight" in edit mode as selecting all the left vertices.
Then I got syntax error in picture below...

I would like to get advice about how you do mirroring all the weight at once..
like "mirror skin weight" in maya.

thank you

Replace > by  != or == in line 22 (I'm not sure which one is correct here)

thank you for the advice Gorgious, it helped but got new many errors from other lines,, maybe this script is old for current version.. but thank you very much.

You should try the mirror modifier. : https://blender.stackexchange.com/a/9392/86891 Tell me if you can't get it to work, I'll post an updated answer

thank you , I read the page. I thought it is useful if i use a couple of bones.  when I have arm1 arm2 arm3...etc, its bit complicated. I found this page,, https://blenderartists.org/t/copy-and-mirror-weight-vertex/556790/11      the script written by mathiasA  in Dec 2012(which is at middle part of the long page.)   It worked to mirror all vertex group at once.

Oh Okay you only want to mirror some vertex groups, not all. You can either add the errors in your question so I can try to troubelshoot it or add the code so I can see by myself because the python API has changed in Blender since 2012

yes I mean I want to mirror all vertex group.  and yes about API,,I got lot error saying "no module named Blender".  –


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How to set location of instance objects randomly along input mesh's polygon normal?
i would like to ask about animation nodes.
first, i prepared a cube with loop animation along z axis.
and also sphere which its vertices locations will be position of instanced cube.
and i connected nodes like first picture.
.
what i want to do is randomize animation along the polygon normal of the sphere.(second picture)
i tried this way but it moves only along world z.(third picture)
i wish for advice.  thank you.

You can scale polygon center location with random numbers or number wiggle for animation.

Node tree:

thank you very much.


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how to generate rig without facial bones?
I would like to ask how to generate rig after deleting some small bones from cat meta-rig of Armature.
those two pictures are the behavior of original rig.
but at third picture, when I delete facial bones, I get error saying "ORG-nose not found"
I noticed I have to set "rigify_type" to none in Bone properties panel, but I cant find the property in my version,
Where can I set the meta-rig to not related to deleted bones??

I could generate rig by following the process below.
first,duplicate the bone which had links to deleted bones.
then delete the original one, and rename the new one to be same name with old one.


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How can I randomize object instance's rotation?
i made one rotating cube.
and i set the cube to object instance node.
and i turned off "remove animation data" in item tab.
so the instanced cube rotates same as original cube.
what i want to do is let them rotates randomly.
i wish for if someone gives me advices.
thank you.

It's pretty straightforward once you get ahold of the fcurves, which is the data used by Blender to animate properties.
This node tree works only for animated rotation, but you can easily expand it to take into account scale or location animations, by accessing the other fcurves.
First, add a group which we will use to extract each fcurve data at a given frame, and add an offset to it, with an integer as a parameter to randomize it for each individual cube.

Important :

Set the "Random Number" node to min =  - your max frame number (in my case -100) and max = min frame number (here, 0)
Set the "Repeat time" node to loop above your max frame number.
Set the "Evaluate Fcruve" node to Absolute

Then, simply loop over each object and gather the result of each fcurve, then assign it to your object's rotation :

Note that the rotations are in Radians.
My main tree looks like this :

Result :

thank you   i read it again, and iwill reply after i try your advice

Yes, I didn't read your question carefully at first, you should be good to go with this solution. If your animation is simple, you can consider doing it all in Animation Nodes which offers great solutions for, well, animation !

thank you very much.I could do.


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Quick Liquid and animatied mesh collider
I would like to know if its possible to make liquid sim with animated mesh collision.
like while I fill water into glass, I want the glass changeing its shape.

I would not do this with a Boolean modifier... at least not the fluid simulation, for the visible part of a glass changing its shape I would use dummy objects which do not effect the simulation.
For the simulation I would use the cube which you have for the Boolean operation as another Effector. So instead of having the glass expanding upwards to make room for the fluid, let the cube as effector push back the fluid and slowly make room for the fluid upwards.
This way the hollow space to contain the fluid is present all the time, it is only the second effector cube holding the fluid back from rising. If you want to render an animated glass which appears, I would do this with separate objects without fluid simulation.
(By the way, in the animation below I've slightly increased the Resolution Divisions and the Substeps on the Flow object to make sure the fluid is not leaking somewhere, but maybe that's not necessary.)

Thank you very much.


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How do I install mmd tools on Blender
I am using version 2.82.7 and am trying to install mmd tools on Blender. It doesn't appear in the addon menu even though I have it in the program files. I used to have an issue where a copy of mmd tools appears in the appdata before I reinstalled Blender trying to fix the issue.

Hi. Maybe you could provide us with a link to where you downloaded that add-on? You see, not everyone here knows every add-on that ever existed. You can use the edit link at the bottom of your question to add the missing info. Also, please read this to learn how you could help us to give good answers.

Hello :). Use the newest build. And make sure it's the second mmd_tools folder. The one inside, containing bunch of files with .py suffix :)

I replaced my version of mmd tools with the one you sent me and it worked this time. Thanks


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Resize texture to fit minimum rectangle
I just UV unwrapped an icosphere to the default 1024x1024 texture, and the uv map has a lot of wasted space. I want to cut this texture to the minimum rectangle containing the uv map, essentially cutting at least half of the texture.

There doesn't seem to be a way of doing this automatically, unless someone makes a plugin. This is how I did it with external image manipulation programs.

This is the current UV unwrap

To save the image from Blender, open it in the UV Editor and press Shift+Alt+S to Save As. Then use an external image editor to crop the image. Note the factor you are cropping by. If you crop it down by 1/2, note down 2. 1/3 is 3, 3/4 is 1.333... etc.  Go back to the UV Editor, click on Image > Replace. Find and select the cropped image. It should look like this:

Now in the UV Editor, press N to bring up the sidebar if it isn't up already. Click View, then set the 2D Cursor to 0,0.

Select all the vertices in the UV Editor with A. Press S then Y to Scale on the Y axis. Then enter your factor I mentioned before. I cropped the image by a half so I'll enter 2. Left click to finish scale.

Hello @Benus, thanks for your input. I'm very disappointed this isn't a feature. It's not practical to do this manually with dozens of textures, and more importantly, how do I find the exact amount to crop?


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Array Modifier - Fit to curve doesn't bring enough objects

Whenever I use the fit curve option in array modifier, not enough objects are being incorporated into the curve.


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Dual gravity for a fluid simulation (looping animation)

I'm working on this looping animation. When the character falls backwards I want the fluid sim to splash upwards as usual. I've set this up and it's pretty straightforward. What I'm struggling with is, I want a separate, "anti-gravity" fluid sim that splashes in the downward direction as the character passes through the upside down portion. The trick is, I want each splash to stay in its "zone", so no part of the upper splash falls into the upside-down, and vice versa.
Should this be set up as two separate simulations, or can it be done all in one sim? What parameters should I use? The gravity of the domain?

Were you able to do it? I think two different sims would achieve the effect. The domain boundaries of each simulation would prevent the splash from entering the opposite simulation's boundaries as long as you specify manually where the boundary is.


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Rigid body hair mesh clipping and collision issues
I'm completely stumped by rigid bodies and trying to figure out where I went wrong. I have rigged a series of hair braid objects using the Wiggle Bone Add-On, which is a great way to get some natural, springy bounce when the hair moves. The trouble comes when I try to fix the collision issues that result.
With the help of another add-on, I've added rigid body cubes over each braid, and despite all of the braids having the same rigid body settings, only some work. The ones in the front are perfect, but the sides still clip the head sphere no matter what I do.
Also, why do my braids bounce around so much? I want them to be rigged to react to eventual animation, but at the moment even at rest with no motion or momentum, they immediately start bouncing around. How can I set them to be at rest until they are put into motion?
Thanks for your advice!
my test blend file (it's easier to see with overlays turned off)

I think Luca rood figured out how to make a working version of hair collision. https://twitter.com/LucaRood/status/1214684493564596226 I hope this helps in some way.

That looks really promising! But I'll have to keep it in mind for next time, since my hair is already modeled and rigged as a mesh. I don't think I can benefit from the new collision update on this one if it's pure particles

From the looks of it, adding more bones that better aligned with the finer details of each mesh seemed to solve the issue of why some collisions were working better than others. I noticed the bones were more or less adhering to the rigid body parameters, but visually it wasn't apparent because the braids attached to them weren't perfectly aligned.


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How to control bones with audio?
Is there a way to control bones from a rig with audio (F-Curves) ?
I don´t find a single tutorial (or answer) to that unfortunately...

Do you know how to use audio volume to animate a value in general?

I would have asked the same as @TheLabCat here, because actually there are many tutorials how to use audio to animate F-curves, maybe not for bones, but for the method in general it doesn't matter if you animate the F-curve of a bone or any other F-curves.

nevermind.. found out it´s really easy with the graph editor :)

https://blender.stackexchange.com/q/169992/107598


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The thickness of the hair is different from what it looks like in real life
As shown in the image, I set the Diameter Root value to 0.01m and the Diameter Scale value to 0.01.
Thus, the thickness of the hair is 0.1 mm, which is a value thicker than real hair.
The amount of hair is set to about 160,000 strands, which is also more than in reality.
However, when I check it in the render view, it is clear that the hair is thinner than in reality.
What could be the cause?

Don't try to apply real-world size. Just try to increase the diameter size, so that you can get the results you expect.


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Is it impossible to simulate this hairstyle?
I want to create a hairstyle like the one in this image using particle hair, and then simulate and animate it.

However, how do I create and simulate the part where the hair is tied up? I can fake it in a still image, but in a simulation, it seems difficult.

if you don't succeed with hair dynamics maybe try with Cloth simulation? Create a cage to which you give a Cloth simulation, give your hair a Mesh Deform modifier?

As moonboots said, if you're not planning on simulating any high frequency details like little strands of hair moving independently, a Mesh Deform modifier is the way to go, it's much faster as well

Try to simulate it with a Mesh Deform modifier:
Create a cube that will be the Mesh Deform cage and that contains the hair, create a vertex group where the cube is supposed to be attached to the head, give a Cloth physic to the cube with the vertex group as Pin Group, parent the cube to the head. Parent the hair to the head, give the hair a Mesh Deform modifier with the cube as Object, click on Bind. Give a Collision physic to the head:

After researching it, I understood it. Thanks to everyone who commented.


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How to Bake Textures with a UV map that is too large
I'm rather new to blender and am attempting to bake textures (using cycles) I made and applied onto a model in order to export it to Unity. However, many of these textures require the uv map to be significantly larger than the 500x500 square blender gives me. The black box is approximately the size of the UV square:

I know I can create another UV Map, but just like resizing, this ruins how I want the textures to look. Also, it may be related, but blender is kicking me these errors:

I'm rather new and its the first thing I've worked on so heavily texture focused. What should I do to fix this? Do I need to remap and make every material so it fits in the square?

I dont think I understood your issue ... UVmap is a position of vertices in U and V coordinates. You can scale it up or down. Also what is 500x500 square that blender gives you? ... you can set image size in dimension you need (even 50.000 x 50.000 px). Your UVmap screen overlaps a ton of faces that is totaly wrong for single texture. Also all unwrap algorythms try to generate maps free of empty space between parts, so you have other parts not visible now or someone manipulated with maps already (or deleted some parts of mesh so like that it would be huge waste of space without new unwrap.

Circular dependency ... you can search ... https://blender.stackexchange.com/a/139554/2214


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How to create a similar light beam?
I'm trying to create a similar scene (1st pic) but I can't get such smooth light edges and beautiful fadeout, my lights look pretty ugly (2nd pic)

maybe try Layer Weight? https://blender.stackexchange.com/questions/227887/how-can-i-make-cone-look-more-like-light

Easiest way to do it would be to create 3 very long this spot lights with same color and diffrent rotation


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How to use a texture to distort only the edges of a brush in texture paint?
As the title says I'd like to distort the edges of my brush without having the actual inner color of my brush be affected. How do I do this?

I'd also like to add that I'm trying to do this with procedural noise.

Without a picture of what you mean, I am just guessing but have you looked at using a Brush Mask texture instead of using a Brush texture? You can set it to Rake and Random and use Pressure Masking to Ramp and also turn on Accumulate in the advanced tab - that will get you some solid paint in the middle of your dabs but allow you to break up the edges pretty well.


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Importing a mesh from Make Human to blender and now it doesn't have vertices when I go to edit mode
I used MakeHuman to quickly build a character and now going to fine tune some things in Blender but when I imported it and go to edit mode the mesh changes position 90 degrees and I can only select the bones of it not the actual mesh.
In wireframe I see it has many vertices and such but none are selectable. It is NOT hidden. I've tried hitting Alt+ H.

Please provide your .blend file to be able to help you

If you can only select bones are you not entering edit mode on the armature instead of the mesh?

I found out it is not really disappearing, its just rotating 90 degrees along the axis. It is actually going off my screen when I am close up... but why would it do that? Like its changing 'up ' direction from Z Axis to Y Axis or something?

How to add by blend file, sorry - I'm a noob. Just got started about 2 weeks ago.

I think the edit mode thing is part of the problem. I'm working with it. the 90 degree turn is crazy, but I am making small edits.