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Overlapping walls: edited mesh doesn't recalculate array modifier results
Trying an old Blender Guru tutorial 'how to create a high-rise building' I came upon a change I needed to make to the length of the original wall mesh. After setting the length of original mesh I applied a mirror modifier, array modifier to get four walls (offset is an empty that i rotate) and an second array for getting the 14 floors of the building. However the two left windows of the original mesh were to small (rectangular and not square). I tried to change the length by grabbing the right side of the mesh (selected). The thing is now the walls are overlapping instead of getting a larger building as a result of expanding walls. What are possible solutions?
My blend file can be found at: PasteAll

@Ray-Mairlot: Thank you for the answer. Seemingly easy problems have simple solutions. Sometimes I think everything is automatic when a simple action by myself does also the job. Following question is how do I verify both sides of the wall are merged?

@root: Sorry I wasn't clear that I hadn't applied the modifiers already. In the tutorial they are applied as one of the last steps. During other tutorials I learned a lot about undo history. Therefor I have changed the default setting to a higher number so I can go way back. Thank you both.

The mirror modifier works by taking into account where the geometry is in relation to the object origin (the orange dot at the centre of the model). The array modifier that controls where the walls are depends on the chosen Empty, which is at the same place as the object origin.
All you have to do is select all the geometry in edit mode and move it on the 'Y' axis (green), away from the object origin (by pressing G, Y) and both the Mirror modifier and the Array modifier will update.


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Scale along face normal
When trying to scale the fire object along the top face normal changing the transformation orientation doesn't get the desperately wanted end result. The local and global axis will not align with my top face normal. What actions should be taken to scale along a rotated axis (that aligns with the top face normal)?
My suggestion was to have the X axle rotated and of course any axis will do...

Did you tried with a custm trasform orientation (https://docs.blender.org/manual/en/latest/scene_layout/object/editing/transform/control/orientations.html#custom-orientations)?

Custom transform orientation is pointing me in the right direction! The Axis are now pointing the right direction. Still scaling issues since scaling on Z-axis does also scale the X and Y axis and therefor enlarges my mesh.

I'm not entirely sure I'm clear on what your issue is. But any time you want to create a custom transform orientation, you can follow the instructions given by Carlo in the link to the Blender manual above easily enough. However, if you also want that custom transform orientation to be aligned with a face normal, you can press ⇧ ShiftNUMPAD7 to force your current camera view to instantly snap to a facing that views the currently selected polygon face head-on, allowing you to look straight down its normal's z-axis. Once this camera orientation is achieved, you can create a new custom transform orientation based on it. Then you can transform along that face's normal z axis, no matter how the object it belongs to is oriented in space.

There are several problems at the same time: not able to get the direction correct (as steted above), not being able to scale on only one direction. Therefor the object is enlarged on every axis. Probably several things have gone wrong during modeling (i.e. applying all transformations, parenting, etc). In a few days I will start all over again so I can give you back what helped most. Custom transform orientation had helped me most.

Okay, thanks. Looking forward to finding out what you eventually discover.

Having tried the Custom transform orientation worked for the first problem being not able to scale along the correct (face normal) direction. So the scaling worked better but the object was also scaling along the other axis so the who object got distorted. I probably applied scale and rotation. Since reversing rotation and scale etc also did not give the proper outcome I decided it was better to start modeling from scratch since the object was very simple. That was the fastest resolution, but now I didn't learn what the actual root-cause is. Probably going to learn that later on, since it will happen again.
I enjoyed having this experience and learned about custom transformation orientation, snapping camera view and that it is sometimes faster to start all over again and create a model that has all faces joint correctly (not having faces collapsed into the mesh).
Next time I will attach the blend file so it is easier to troubleshoot.

source: Stack Exchange

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

sort: votes


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Active object selection - separate edge
Somewhere during modeling something I did something that I am unable to find how to fix. When active selecting my car mesh in object mode I get this strange orange edge stripe, that I cannot account for. In edit mode I tried already selecting the edge and clear sharp and clear seam. Also mesh cleanup -> merge by distance but there seems only one edge. Because the mirror modifier the orange line appears also on the other side ;-)
What could cause this effect? And more important, how to get rid of this line that doesn't fit the outline of the car.

First tried to find out if it was an interior face, but it is only an edge I could delete. However I need the extra geometry for shading purposes.
Then I was pointed to Non-manifold fixes from Gleb in a Bendernation post and with the addon '3D print toolbox' I found a way to fix the geometry by cleaning up 'distorted' faces. Some extra geometry was added and the result is that the orange line isn't visible anymore.

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


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How to set up transparency node with factor controlling the Alpha
I'm have a node set up on the first example, with a mix shader which controls the opacity from 0-100 for the Cube shape, And on the second example I also have Fresnel, and RGB curves which plug into the mix shader node, and I lose the ability to control the Alpha. What node do I need to add to have the ability to control the factor on the second node set up?

You could put a (Converter) Math node in Multiply mode?

Hi MB
I added the multiple mode (Math Node) I can control the Alpha value, but the cube looks flat. Is this the node set up you were suggesting?
https://ibb.co/zsTDCf8

If you want to add transparency, create a second Mix Shader and play with its Factor:

That worked better, Merci!


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Shrink-wrapping is leaving a visible white line when applied onto object
I'm applying shrink-wrapping modifier and data transfer to my object. The outer shrink-wrap works well, but the inner part of the object has a hard line which shows.
The original object where the yellow arrow is pointing has a smooth transition, but when applied the object where the blue arrows are pointing has the white hardish line visible.

Have you got the weights in the vertex group correct for those verts?

Yes in the vertex weights, it shows each vertex going from 1. 0.8 0.6 0.4 0.2

Here's the file:

You've got too many loops causing a linear falloff, also put your sub-d mod after the shrinkwrap.

Here I've removed 2 off the loops, then assigned the weights from outer to inner as 1.0, 0.75, 0.5, 0.25

The next loop up you can scale in a little to get a better look.
Also, turn off outline in your overlay settings to get a better look at what's going on.
Also, also... Please consider replacing that top face with a gridfill

Great explanation, thank you!
I followed and got a matching result, much smoother transition.
https://ibb.co/MGXgwvM

You're welcome  Glad to see it worked out for you


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How to Boolean mask the same object multiple instances?
I have a Boolean mask with 4 numbers, each 2nd frame reveals a number. I have parented and kept the transformation to an empty object. I then duplicate the first batch of numbers which are masked with the boolean, but the boolean mask isnt working for the other instances, only for the first one which you can see the cubes. During the boolean mask, I do select Location, so Im considering this could be the issue, because the cubes reveal the numbers where the location of the mask has the frame set to be. So how can I make this work, having as many as I want to reveal the numbers using the boolean mask operation?

when you animate objects, they animate relative to their position in the world, and if you copy and move them, when animated they will try to return to their position in the world. But if after animating you parent these objects to another, you can move the animated objects by moving the parent object and the new parent object behaves as an offset for the animated objects.

Thanks so much Leonardo, it worked!
Kind regards.


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How to make this honeycomb shape
How can I make this honeycomb shape which has smaller to larger Honeycombs. I have thought of Boolean method, but its a curved object, and know Ill get bad shading issues. So is there a more sufficient method to do this?

Create a repeatable mesh pattern like this one:

Repeat it on X and Y with the help of 2 Array modifiers:

Give it a Simple Deform modifier, Bend mode, more than 360° on Z, in Edit mode move the mesh on Y so that it creates a hole at the center:

Create a big sphere that you put under your honeycomb:

Give your honeycomb a Shrinkwrap modifier, Wrap Method > Project, with the sphere as Target, move up your sphere, hide it:

A variation starting with a single hexagon and using several modifiers.

Make a hexagon (circle with 6 edges), extrude it inside.
Add an array modifier for the part that will go around (set it to more or less 30 dups).
Add an array modifier to make each ring. This one has to be tuned so that the factors fits. Here is 30 for the previous array:

Next, the simple deform: as the array is finally shifted (diamond shape), simple deform has to go above 360°, here 384°. It also uses an empty as center.

Next "weld": merge vertices, that arranges eventual approximations above.
Cast "to sphere" modifier: like this in this case. Centered on another empty located up to the shape:

Finally, a solidify modifier if you need it.


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Simple deform modifier is deforming my object
Im using the array modifier and simple deform modifier to make an array of circles, but the middle section object is deformed, and the outer circle shapes are not squashed. I'd like the circles to be non squashed.

Add a grid object, array it, use simple deform (as you probably did for the array of spheres).
Then parent the sphere to the grid, and in the grid instancing part, use "vertices" and disable "show instancer":

Simple Deform will deform, but you could use a first Array on Y:

Then create an empty at the same location as your original object, give your object a second Array with the Object Offset option, select the empty as Object Offset, move it on X, rotate it, move it on Y until it gives you the desired result:

What can I say, both methods are amazing, always learning something in this forum. They're both good methods.


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How to flatten these vertices
what method can I use to flatten these vertices, some are not even in line if you notice carefully. I tried to to scale in ZYX:0 but its not making them flat along the axis. I also made a new transform orientation to see if the vertices will be flat along the green line, but that doesnt work either.

Maybe you could fill a face between existing vertices, create a custom orientation, and use it to flatten on Z? Or please share your file

Here's the file:

Select a perpendicular face, create a custom orientation:

Select the edges and press SY0:

This way you are sure that it's perfectly perpendicular:

Or select the bottom faces and same thing, create a custom orientation and use it to flatten the top of the canon (on Z this time):

In both cases, if the selected faces are not aligned with the global Y axis the flatten operation won't look completely aligned either, but they will be aligned with the face Y axis.

Thank you, excellent method!

well I'm not sure I'm right actually

You're right, you're scaling along the line perpendicular to the face you want to get in the end (if you wanted to build the face on those vertices at least), and scaling a face along normal flattens it.

It's just that the selected faces is not necessarily aligned with the global Y axis so the end may still look unaligned, from what I understand

This method is correct, the vertices are flat all in one angle, this is what I needed.
https://ibb.co/tzyv0Y0

Some possible solutions:

Use bisect tool to draw the line you want to cut at, then delete loose vertices.
Add a plane and turn on snapping to snap vertices to the plane with face project on

Enable the builtin Loop Tools Addon.
In the mesh specials menu (W) choose Loop Tools > Flatten.


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Jittery amimation curve in sequence editor

Greetings. Not sure if this is a Blender problem or my lack of knowledge. But here's the issue. I have a static image and I am trying to add a scale and position animation in the Video editor. The scale animation goes well - the image scales up and down predictably. But the position curve instead of a smooth line is jittery as if it weren't possible to scale across X and Y simultaneously. As a result the overall animation looks jerky. Is there a way to make the position animation smooth in the Video editor?

could be easing or a modifier.  what does the modifier tab show?

No easing or modifiers. Just plain "add keyframe" - and the same result with every animated image

Weird.  have you got an example you can share? (How to add a blend file)  also, might it be a 3.0alpha bug?  Have you / can you tried 2.93.4?

Yeah, tried in both the stable version and in 3.0. Tried to save it to share, but still file too large. I believe it is easy to reproduce with just a picture dragged and dropped onto a strip and animated. It happens every time I do it - so it should be the same with everyone else probably.


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How could I duplicate these keyframes...?
Whenever I try to duplicate the keyframes for my walk animation I've already done, it does what I didn't consider though makes perfect sense - it tries to re-position the character's legs back to the original starting point. Following a book I have, it suggests to insert the keyframes via Whole Character (selected bones only), which is what I've been doing. Should I have been inserting these keyframes differently or is it simply that I need to add all the keyframes manually and can't duplicate those I've already added?

You need to choose whether you're creating a walk cycle or just a non-cycle walk animation.
If you want to make your character move along a long path, like he's following a road, crossing a room, etc... use a walk cycle.
When you'll create your cycle in Pose mode, the character must not move forward, you'll create the animation as if he's walking on a treadmill.
It's once back in Object mode that you'll move the whole armature through your scene with a  Follow Curve constraint or just 2 keyframes if it's just a straight move.
The second kind of animation will be useful if your character makes only small moves, like walking 2 meters and then doing something else. In that case no need to create a walk cycle.
When you create this animation in Pose mode your character doesn't need to stay still like on a treadmill, you can move his left feet forward then stay at its position and move the right foot forward, etc...
In the second case though, if you want to copy some previous poses, for example the pose with the left foot forward if it's the same or about the same as the previous one with the left foot forward, make a copy paste, then, as it will make your character move back, make it move forward at the right position, select all the bones and press i to create the new pose. So it will be a copy of the one before but one meter forward.
Does it answer?

Thanks for the informative response. Yes, this answers my question perfectly. I didn't even consider moving the whole rig a metre forward after copying the pose. The first type I've done previously before, so this is my first time doing a non-cycle walk. :)


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Closing the gap
This is one thing that sometimes stumps me, but what is the best way of closing the gap here and keeping everything in Quads?
Thanks

In edit mode using edges Alt+Right Click the loop to select it.

Then press space and enter "grid" click on the "grid fill"

Cool. I didn't know that feature existed. That's solved it. :D

@DustyShinigami   You'll find that Grid Fill doesn't like an odd number of edges, and doesn't tell you that's why it's not working.. just one to look out for...

Another gold standard that works with even numbers of vertices is to

Select the Edge Loop
Extrude Edge Loop, stop Transform with Right Click
Merge the extruded Vertices at Center
Select every other Edge
Dissolve Edges

your last frame only lasts 200ms so we can not see the result before the GIF anim starts again.

I am amazed how you knew it only lasted 200ms, but I will fix it of course. :D

5 seconds of all quad topology!

As an aside, how do you make little gifs like that?

You need some kind of screen-capture software. I use Techsmith SnagIt - think of it as Camtasia's uncomplicated little brother - to record what you are doing. Then you cut out the fluff and export the video as a GIF sequence. That usually takes some fiddling with compression due to the size constraints.

I should add, there are free alternatives, like ScreenToGif and Recordit, I just haven't used them. My colleagues do though, and they do a fine job.


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Why are these keyframes longer?
I was just wondering if anyone knows why these particular keyframes are longer than the others? I can see that the tips of the yellow lines for keyframe 0 and 16 are green, but I'm not sure why.

These are Grease Pencil keyframes that are created when drawing with the Grease Pencil tool.
You can change the Dope Sheet editor mode to Grease Pencil from the Dope Sheet header menu to view and/or delete these keyframes:

Alternatively, you can manage the keyframes from the Grease Pencil Layers panel in the 3D View Properties Shelf (N).

Ah-hah, that's what those are. Thank you. :D


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Keyframe being ignored?
I'm probably missing something obvious, but it seems whenever I try to move the root bone of my character after frame 35, and add a keyframe, it's being ignored. I'll scrub along the timeline to the new keyframe, but the character doesn't move to the new position that I set.

You have an Action strip in the NLA Editor which is overriding/controlling the animation of the object.
Here I have added a keyframe on frame 54, but because the end of the Action Strip is at 35 (green timeline marker), the keyframe is ignored:

To solve this you can extend the End Frame property of the Action Strip in the Properties shelf on the right of the NLA Editor (N) to be as long as your animation:

Or, if you don't need to use the NLA Editor, you can delete the strip by selecting the Action Strip called 'Jump' (it will be yellow/orange when selected, as shown above), press Space, type "Delete Tracks" and press Enter.

Surely all that will do is extend/draw my current animation out and slow it down...? I would have thought the amount of the Action Strip's frames would keep increasing as I add more keyframes...? I don't recall setting it to 35 at the start...

I've just increased the end frame to 60, but any frames I add after 35 don't register either.

It doesn't slow the animation down it sets the range of where to look for keyframes within the original action. The exact steps I take with your file is to change to NLA, select 'Jump' strip, extend range, add new keyframe and it works.

Note that the panel in the screenshot is 'Active Clip' not 'Active Strip'. There are two panels that look quite similar and both have frame range options.

Ahaa... That's why I couldn't get it to work; I was adjusting the Active Strip. That worked. Thanks. :)


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How to use the viewer node?
I'm completely at a loss as to what the point of the Viewer Node is. To me, it doesn't appear to do anything. I've read that it allows you to see the results of each node in the tree, but whenever I've attached it to another node, it doesn't change. I don't see any difference anywhere. Some screenshots show it with an image, though I've never had an image box appear on it. What am I missing here?

You either need to have the backdrop enabled or in the UV/Image Editor set to 'Viewer Node'

Form the manual:
The Viewer node is a temporary, in-process viewer. It could be plug in anywhere to inspect an image or value map in your node tree.
Select a view node with LMB to switch between multiple view nodes. It is possible to automatically plug a Viewer node to any other node by pressing Shift-Ctrl-LMB on it.
Using the UV/Image Editor
The viewer node allows results to be displayed in the UV/Image Editor. The image is facilitated in the header by selecting Viewer Node in the linked Image data-block menu. The UV/Image Editor will display the image from the currently selected viewer node.
To save the image being viewed, use Image ‣ Save As Image, F3 to save the image in a file.
The UV/Image Editor also has three additional options in its header to view Images with or without Alpha, or to view the Alpha or Z itself. Holding LMB in the Image display allows you to sample the values.


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Render too dark
After deleting an old render image from the Video Sequence Editor, which was preventing me from seeing anything when rendering, I've noticed that renders are too dark now. My light is enabled and in the scene, the settings are the same as in another model, and I've tried deleting the light and creating a new one.
Any ideas? Thanks.

Hi, can you provide the old file with the old render img in it?.
As I look it the problem may be the world color, right now is HEX 404040 (pretty dark).

Sure. Here we are:

Got it, you need to enable the scene layer like in the image, the problem was, that the layer where the sun is, is not enabled for rendering.

Oh. Would have thought that was already enabled. Not sure how that happened. Thank you. :)

How are you supposed to tell which of those layers is what?


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Curve Modifier Deforming my shape
I'm adding a curve modifier to my twisted object, targeting the bezier curve, and its making my twisted object much bigger than what it was originally, I have reset the transformations values but it didn't help.

maybe select the curve, go in Edit mode, select all and right click > Set Curve Radius?

yes, that's it! But any idea why it made it so wider in the first place? Something I did wrong?

you must have scaled your curve, when you've applied the curve's scale it has rescaled the radius

You must have scaled your curve, when you've applied the scale it has rescaled its vertices radius. So go in Edit mode, select all and right click > Set Curve Radius, or open the N panel and bring back the Mean Radius to 1.


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Bumpy node set up for metallic noisy texture
I'm trying to emulate the texture of the metal-steel taps, which seem to have a fair bit of noise.
I was following a tutorial and the instructor added a Noise texture in the displacement, But I know from various tutorials I'm following regarding nodes, that you have to plug in the right colour nodes. So is this Node set up correct? Or how can I have a better result?
Thank you.

You're very close. Generally if you're adding displacement information from a B&W texture, run it through the height input of a Displacement Node first before connecting it. You can go one further by plugging the texture into the height of a bump node as well, to take advantage of some of the normal information. However, by default, the strength of the Bump Node (1.0) is too high for many things. I reduced it, as well as the scale of the displacement - otherwise it's too "noisy" especially with the values you are using for the noise textures. See below:

great, thanks for the Node screenshot!


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Smooth vertices along on a curved mesh
I've deliberately, misplaced the top vertices of the mesh, added a subsurface modifier which smooths the curve, but as seen in the example it does have a jagged curve. Is there a which makes a smooth curve when I select the vertices, which then gives me the option to manipulate the curve/bend.
Thank you.

You have the LoopTools > Curve that allows you to curve a series of vertices: select the 2 extremities + a vertex somewhere between the 2, and right click > LoopTools > Curve. But you can't control the curve shape afterwards, the central vertex position gives the curve shape (of course another way would be to align the vertices then move up one of them with the Proportional Editing on).

Thanks for your reply, worked well with simple technique.
Kind regards.

Thank you for this! I was doing this manually and knew there had to be a better way.

I would use LoopTools Relax in the LoopTools add-on, and then a Simple Deform modifier on the relevant vertices as a vertex group.
If you choose Input: Parallel (all), the relaxing will also affect parallel loops, in this case the curves under the top curve. (choosing Input: Selection will only affect the selected elements)

Then select the vertices you want to manipulate and add them to a vertex group.

Finally put a Simple Deform modifier on the object, choose Stretch, enter the vertex group as a target, and manipulate the shape of the curve by changing the Deform Factor value

Thanks for your reply, worked well. I like the fact that with this method I have the ability for more control for the bend/curve.
Kind regards.


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How to fix radius on particular spot using subdivision modifier
I'm trying to fix a spot on the mesh which has too much of a curve when I extrude downwards in the mesh.
So my first attempt was to add more loop cuts which fixed the radius but then it ruined the shape of the circle in the middle creating pinching. I also tried with edge crease. At first didn't select all the edge lines it did make a nice radius but it left artefacts on the edges. Only when I selected more edges it fixed up the artefacts but then I lost the shape of the radius and ended up as a rectangle. So whats the right way to approach this modelling technique?

I propose a (little) method to handle this kind of cases. About the radius, you just need to adjust the support vertices location (see below).
If a considered good square part needs two support edges to be ok at some reasonable subdivision level:

And if a round part if considered ok with the same subdivision level:

Then we can make the model starting with a grid and adjust the vertices amount of the bigger parts considering the amount for the smaller one:

Then, extrude/scale E then S and make the rounded parts round CtrlAltS:

Move the support vertices:

Extrude:

Mark bevel weights and add bevel:

Add subdivision and shade smooth:

This is also another perspective from what you demonstrated here, modelling in sections.  This is taken into consideration, very well layout for educational purposes! thank you!

You could try the following topology:

thanks for the screen shot, can you please post another screen shot orthographic view?

done, please tell me if it's clear?

Whoa, sure is! Thanks!


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Object disappears when trying to set origin to geometry
Im trying to get the cursor to the selected object. The Cursor wont move to the selected object.
I tried resetting with all transformations, and tried origin to geometry, but my object disappears
and I get some dimensions and some type of code in the location boxes.

If you can reproduce this (possibly with different versions of Blender) you should report it as a bug. Does it happen with other objects too? What happens if you append this object to a new blend-file?

Here's the file if someone would like to take a look at it.

Looks like a bug

It crashes for me as well.
However:
If you go into edit mode and select all vertices via Box Select (don't use A), then press Ctrl + I to invert the selection, you'll see that there is at least one vertex at an undefined position (nan = not a number). If you delete that, everything is back to normal.

I Followed your instructions, but that vertex doesn't seem to appear once I do the inversion. When you invert, does it show one vertex highlighted?  https://ibb.co/kx24Stj

No, you won't see anything. It's at an undefined location. Just invert the selection in then press X to delete. (You can look at the transform values and see "nan", which tells you that something is selected.


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How to straighten edges along an axis point
I have a mesh, which on the bottom side, the edges are skewed. I 'm trying to figure how to align them on the X axis so they straighten up. my first thought was using the loop tools but they just distort my mesh.
So what's the correct method for this?

I'm hoping this is the situation:

.. you have a good reference top edge to the plane containing the skew loops.

Create a Custom Orientation from the top edge by using the little '+' in the Header > Transform Orientation dropdown, and set Pivot to Active Element, then:

(above) Bottom edge selected, with its good reference vertex active,
in the new orientation,SShiftY0 make the bottom edge parallel to the top edge.

Left edge, all verts selected, Loop Tools > Space make them regular

Same for the right edge.

If you're missing the good reference points in this answer, let us know what else you need to fix before following these steps.

Hi Robin. This method works well, but I believe I have misunderstood your method. I can align each line on the new axis perfectly but I have to each time move the cursor to the new vertices then select cursor to active then perform the S Shift Y 0, I tried to select all the lines and do your method but they all collapse into once vertex point.

https://ibb.co/7vvwPf6

Step 2, the scale to 0, applies only to the bottom edge. The subsequent steps assume you want evenly spaced loops, and use Loop Tools to space the loops evenly between the top (and now good) bottom edge, working  one side at a time. Did you want parallel, but unevenly spaced loops? If so, what would you want to use, to define the locations of the unevenly spaced loops?


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How to make loop perimeter using Control Bevel operation
I have selected a loop area on my object and I'm doing the control bevel operation to divide up the mesh. But its creating a loop which goes within the mesh on its -Z direction making like bevelled edge. What I;m trying to achieve is like the sample C. Is saw a tutorial with a Blender user having Hard OPS add-on, and he got what I have in Sample C, (which I did in photoshop just for the purpose of showing what result I'd like to achieve).

Please consider . A loop cut of less z height, followed by a scale of the old vertices excluding z, followed by a scale of the new vertices up to z.

You can do this with the Face Inset tool.
Select the outer faces. Press I to activate Inset.
Un-check Boundary
Set the tool to Offset Even
To select the newly created faces use Select Outer
Then just adjust the thickness.

To keep the object flat keep the depth at Zero.

I haven't used OPS add-on, but you can do it with some extra steps.
1- get to your example B by using bebbel as you would normally do.
2- place your 3d cursor at the same height of the upper faces, either with left click (if you select with right click) or after selecting one of said faces and using the shift+s -> cursor to selected.

3- Set your pivot point to cursor with "."

4- finally scale, constraint to z and press 0, this should flatten your bebbel towards the upper faces.

there might be faster ways to do it, but I hope this method works for your case.


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Can someone help me understand how this was done with the armature?
I'm trying to replicate the walk animation in the save file I've uploaded, and I've noticed that none of the deform (red) or helper (blue) bones have been keyframed, only the controller (green) bones. However, when I try to do it this way, I can't. Not without keyframing the blue helper bones. For example: I set my keyframes for the fingers at the start (frame 0) to frame 8, and then move the fingers using the helper bones from 8 to 16. When I keyframe them though, the fingers stay in that position, even if I scrub back to the start.
Does anyone know how the animator could have got that to work without keyframing the helper bones?
Thanks

I try to understand your problem. If you're talking about, let say, the left index finger controller, you can see on the N panel that its location and the X and Z scales are locked: Actually he uses both Y SCALE and ROTATION to make the finger bend, so its movement completely depend on these constraints. If you want this finger to do something else you need to free it from these constraints on the particular frame, or all along the timeline. I personally find it a bit complicated but maybe he has good reasons to rig this way.

Ah-ha. That's how he's done it. Thanks for pointing that out. I've just been using G to move the fingers, but he's clearly used S to make them bend. Excellent. :D

yes I finally found out  ;)


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Triangle Question
I've noticed that in Object Mode, if you select an object it will tell you how many triangles are in the mesh. However, is there a way to highlight where they are? From what I can see, everything is made out of quads. It says the same thing for the default cube as well.

Triangle count refers to the tessellated result of the final mesh, required by graphics cards to draw geometry, not necessarily your mesh polygons.
A four sided face will be made up of two triangles, even though no three sided faces are present in your model.

To find all three sided faces faces in one mesh, while in Edit Mode select one of the triangles, the use the Select Similar operator Shift + G > Polygon Sides.

Or If one can't easily be found, do the inverse process, select a quad, then invert selection with Ctrl + i.


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Eyelids with Shape Keys
I seem to be having difficulty with the eyelids of my model using Shape Keys. I'm trying to get the top and bottom eyelids to close, but due to the design of the character and their eye sockets, which are slanted, I can't seem to get it right. Any suggestions?

Thanks

If you select the last lid edge loop, activate the Proportional Editing (Connected option), scale on the Z axis, rotate a bit, it looks ok to me,  no? You have to be a bit skilful with the Proportional Editing influence radius.

Well, that was a lot easier than I thought lol. Thanks, that did the job nicely. :D


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Weight Paint and deforming issue
I seem to be having a problem with my rig. I've added Automatic Weights to my mesh, but for some reason, whenever I rotate or move the thigh or control root, the legs deform and split away from the torso. I'm not sure why this is happening. All my armature is parented correctly and the torso and legs are joined together via Ctrl + J. I even tried parenting them. Any ideas?
Here's my save:

I think everyone has his own way to rig, personally I would organize the armature this way: switch the direction of your hips bone and parent the thigh and the spine to it. Also, you will need to enable the Deform option of this bone. And, at last, you will have to switch to Weight Paint mode to make a lot of corrections, because it's currently not well weight painted: Keep your armature in Pose mode, then select your mesh and switch it to Weight Paint mode, then select each bone to see and correct its influence.

Okay, I did all that, though I'm having difficulty getting to grips with Weight Painting. I'm never sure how much or little is enough; it never seems to make much difference to the deforming. I've also noticed that if I right click on one of the green bones, the mesh goes purple. Any idea why this is?

I can't tell you what purple mesh means, I don't know, just don't pay attention and paint what is supposed to be paint, also, don't forget to disable the Limit Selection to Visible button on the horizontal menu bar, so that when you paint it also affects the other side of the character

Thanks for the tip about Limit Selection to Visible. :)
Can't for the life of me figure this issue out though. It doesn't matter if I make the waist area completely blue either, it still deforms and detaches. :-\

If you do what I said it should work. Also, keep your armature in Pose mode, then select your mesh and switch it to Weight Paint mode, then select each bone to see and correct its influence (use the Blend > Mix and Substract options of the brush).

I've tried what you've suggested a few times, but I just can't get it. :( The waist and torso either split away or they deform badly and stretch out like melted cheese. You'll have to show me what areas you've added Weight Textures to and how much.

in that case please share your current version

I'll have to make another. I don't really have one as I've been restarting and trying from scratch whilst practising. Also, because my character is made of multiple objects, is it a good idea to join them altogether? Or doesn't it matter in this case?

yes of course, it's better to join the different meshes to make one object

Okay. There really isn't any attempt I can show you, I'm afraid. I'm just going round in circles - restarting, attempting it, messing up, restarting, repeat. :(

I think I'm getting somewhere... Also, it looks to me that when the mesh turns purple it's because no Weight Paint has been assigned to that object or vertices.
The deformation seems to have lessened thanks to selecting one group of armature (green on the torso) and then parenting them to the torso object. I've done that with all of them for each group and object instead of everything together. Applying what you suggested helps too. Now, though, I'm getting the same issue with the spine - it detaches from the legs. :-\

Fixed. Looks like the spine bone wasn't connected to the chest bone. :)


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Turning off deform for all bones
How do you turn off deform for all bones in a rig? I've tried selecting all the bones in Edit Mode and unchecking Deform, but going through each bone, I've noticed some are still checked.

Select all your bones in Edit mode, put your mouse cursor over the Deform checkbox, and click altenter, it will deactivate the Deform option for all the selected bones.

Ahh. Perfect. Thank you. :D


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is there a way to generate a mesh from pts using bmesh without a loop in python?
I am very new but far as I know there are at least two ways that one could generate a mesh via python from raw points (such as from a xyz file or something else that isn't directly supported in Blender)
assuming I have two lists of data containing vertex locations and face connectivity:
verts = [[x0,y0,z0], [x1,y1,x1], [x2,y2,z2]]
faces = [[0,1,2]]

the first way:
bpy.types.Mesh.from_pydata(verts,[],faces) #empty one is edges but not necessary

the second way:
from bpy_extras.object_utils import object_data_add
mesh = bpy.data.meshes.new(name='mesh')
object_data_add(bpy.context,mesh)
bm = bmesh.new()
bm.from_mesh(mesh)

#added this dictionary in there for looking up the appropriate vertices later on
#just incase anything happened with the indices of the vertices after doing #bm.verts.index_update()

verts = {}
for i,pt in enumerate(pts):
    v = bm.verts.new(pt)
    verts[i] = v
    del v

bm.verts.index_update()

for face in faces:
    vs = [verts[i] for i in face]
    bm.faces.new(vs)

bm.to_mesh(mesh)

Personally I like using bmesh, I just find it easier to use and more intuitive, and I guess it is geared more towards scripting than bpy.
Is it possible to achieve the same resulting mesh in either of these two methods using bmesh but WITHOUT all the loops?
Or, computationally speaking, what would be the cheapest/fastest way to do this in blender if I have 1,000s/1,000,000s of points?
Much appreciated all.


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is there a simple way to know your mouse coordinates in 3D world space while hovering?
I'm wondering if there is a way to know your mouse coordinates while hovering. Without having to query the position of the  3D cursor?
For example to show what I mean, see below image of another software. As you move your mouse around, the coordinates dynamically update (in red box) to show where your mouse is currently located.

Is this a thing in Blender?
I came across this post:
similar
which sort of does the same thing but seems like a bit of a mission for something that I would think should be a built-in feature as it is in a lot of modelling software?
Please let me know!
Thanks

Your given link solves the problem, there is no build-in solution. Why would you expect that? What is the use case for such a feature?

Yes I know, but thought maybe since 2.8 came out there was a built-in option to have this displayed somewhere. I would expect that because it's a common feature in alot of modelling software I've used. The specific use case I had in mind would but if you imported an object in Blender and didn't know it's coordinates and it ends up off way somewhere, you could zoom to it and just hover the mouse to know where it is and potentially move it somewhere else where your scene is. Is there any east way to achieve that?

I totally agree with the OP; the current mouse cursor coordinates would be something really helpful. Especially when you're working in a Cartesian space as Blender does. It would also be super useful when working with GIS data (i.e. data georeferenced in a given Coordinate / or Spatial Reference System).


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motion tracking - is there a way to automatically clear tracks after they leave the frame?
hi there I am tracking a video with many tracking points to decrease solve error.
many of them leave the frame by the end of the video. is it possible in anyway to automatically clear track data after they dissapear from the frame?
or is the only way to go one by one, find the frame when they dissapear, and press clear track?
Thanks!

I'm pretty sure, it should be possible to script this in python.

any idea how to do this?


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Help with determining camera specs? Blender Motion Tracking
I have some experience working with Blender's motion tracking capabilities, but have only used cell phone video that happened to be presets in the camera specs dropdown in Blender.
I am trying to do some motion tracking with a drone video, and really have no idea how to interpret the camera specs.
Was wondering if anyone could help me with this?
https://www.dji.com/ca/phantom-4-adv/info#specs
Trying to find the: sensor width, focal length, lens distortion coefficients (if required).
Thanks!!!

I appreciate the help!

If it helps, there are some presets in Blender for certain cameras. In Properties area.

Make sure you are in Object Mode and the Camera is selected. I found this info recently, myself.

thanks, I was aware of this, but the camera I am using was not one of the presets


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PNG Image Texture Is Not Transparent Using Bump and Noise
I've set up Nodes with Noise and Bump on my main cube shape, and within the same cube shape (new material) I added the same nodes but this time with I added an Image texture so the material can look the same.
I saw a tutorial with a MIX shader and diffuse BSDF, but I'm confused how to set it up, or if it's the right shader to use.

Your bump map is set up correctly. If you want to use a subsurface color, you need to give the subsurface a vale that is higher than 0 (although low values generally work best). If your .png image has built in alpha channel, you can do it all in one material. You can connect it like this:

Hi Christopher, thanks for taking the time to do a Node Set up. I have done the same node set up like yours, but I'm still getting the black background appearing.
https://ibb.co/wQtKhpN
Ill also upload if the file if it's possible so you may see if I made a mistake.

I also tried increasing and decreasing the subsurface value, but the black background didnt disappear.

In your nodes, you connected the image color to the mix factor and the image alpha to the mix color. Switch them. Remember - yellow > yellow, grey > grey (for the mostpart).

Actually I made a small mistake on the Nodes with 2 noodles. But that still didn't change the background.
https://ibb.co/cLgvFsr

I think you beat me to the comment. If you see my screenshot, I swapped them around.

The alpha clip was the first thing that come to mind. Also seeing it on a YT tutorial, but that didnt work. Also switched the positions of the color inputs. and the logo had the outline shape of the image. I removed the subsurface and it didnt help.

https://ibb.co/sCDJry3

I tried the new node set up, and there's something weird going on, because its not working. Here's another Screen shot. Also you forgot the Bump Node.
https://ibb.co/HtcGvqx

Sure, please tell me how to upload my file.

Go to https://blend-exchange.giantcowfilms.com/. Paste in the URL of this question, drag and drop your file in the box. Agree to the terms and click upload. It will give you a link. Edit your question and paste the link there.

Here's the link:

The setup is fine, you just have a different material assigned to the rest of the box. Drag and select the whole node graph (the one with the image) and copy it(ctrl+c). Select the other (outer box) material, select and delete the node graph. Paste (ctrl+v) the graph you previously copied into the empty space, and connect the principled bsdf to the material output. You can delete all the rest related to the image. It works fine with both bump and subsurface connected. Just make sure the graphs match (except for the image)

OK, thanks heaps for that Christopher, really appreciate your time for helping me out!
Kind regards.


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How to get smooth triangle shape when subdivision modifier
Is there any method getting a smooth triangle shape when subdivision modifier is applied to a mesh? (Without using Boolean modifier).

Hello. But why starting from a grid if you want a triangle? Or do you want a "stepped" triangle?

By the way, you most likely have inverted normals here.

I'm trying to learn the topology method if there is one, or a trick, to getting a triangle shape on a sub divided surface.
https://ibb.co/60bNd6j

if there's no reason to subdivide (like in your reference image), don't

You can start from a circle with 3 vertices (i.e equilateral triangle) + a plane (1).
Subdivide like in (2).
Bevel the vertex corners ShiftCtrlB (3).
Delete the left part and add a mirror and a subdivision (4).
Join the faces for the outer part (5).
Joint de faces for the inner part (6).

Extrude down the center faces and add support edges to the extrusion (7).


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How to exporting materials from Substance painter into blender with same lights and shading
In substance painter I have applied various materials. I like the shade and reflections on my object.
But when I import it into Blender I notice when I set up the material nodes, its not the same like it's SP. I then need to tweak the world node to try get a match. is there a way to bake the lights, or export the materials to look as it is, when I import it into Blender?

Can you show us your materials nodes? Also make sure to use the correct format for the images, for example: Normal in Open GL instead of Direct X

You can easily get the environment texture used in Painter. (So, it's more a Substance Painter answer than a Blender answer)
They are located, depending on your version, under "YourSubstancePainterPath/ressources/shelf/allegorithmic/environnements" or "YourSubstancePainterPath/ressources/Starter assets" or something similar.
To find which one you're using, you can check in Display Settings :

Thanks for that, that's what I was looking for.


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UV mapping PS to Blender
I've imported my texture onto my mesh which is UV unwrapped (Lots of Booleans were used) the text appears on the UV, but it wont appear in the viewports. What am I doing wrong?
Thank you.

Ah ok, Iw as missing the texture node.  I added the texture node, the texture appeared on the UV map, but it came out black and pixelated, but the font colour is white, how can I get my font white and non pixelated?
https://ibb.co/Y05zrk3

Hello :). You shouldn't run the Image Texture through the Noise Texture :). What is the purpose of the noise texture? Perhaps there's a better way to combine it.

Hi Jachym, thanks for replying.
I use noise texture because electronic devices have a bit of noise on their materials which break up that clean look of plastic or metal. Because when I use a plain colour on any surface it looks unrealistic. so I was seeing various tutorials which add noise texture to give devices a feeling of a realism. If you have another method, I'd appreciate to see how to achieve this.
Thank you.

can you notice the noise vs no noise, the bottom image just looks too smooth.
https://ibb.co/6DyP2bJ

You shouldn't combine image and noise texture that way.
If you need a non-smooth surface, just use it as a Bump map.

Connect image texture into Base Color input
Use Noise texture with the Bump node and connect it into Height
Connect the Bump node into Normal input

Other observations:

avoid n-gons, they cause bad shading and prevent loopcuts, proper beveling, etc.
use linked duplicates - similar buttons can share the same mesh yet be independently moved/rotated
the main area has 3.74° tilt. Make sure your buttons are tilted consistently.
don't plug Noise texture node into the Specular input, if you're going for realism.
Avoid extreme values in the Noise texture. Use White Noise for fine grain.

Use quads (and tris) when possible.

I did add the Nodes, and worked well the text coming through, but unfortunately the UV mapping of the text, has gone out of place, and cannot figure out why this is happening since Ive used as a template the UV which I exported... I added the UI elements in Adobe, then exported as a PNG file. When applied within Blender, the text wont fall in place on my UV projected from view mesh. What am I doing wrong?
https://ibb.co/9wBK257

@blenderbreath Oh, this is simple :). Your image is non-square. So either export it from AI as a square (reccomended), or just unwrap your keyboard again (it will respect the new aspect ratio):).

Ok thanks for the insight, I'll try again, because I'm doing something wrong although I'm trying your methods. I'll post again shortly, after I see the new results.

For some reason my UV is stretching from square to rectangle. My PNG file is 1024 x 1024 when exported. But its not adapting to my UV mesh. I'm happy to share my file if you think you can take a closer look to this problem.
Thank you.
https://ibb.co/YD7rBFY

Sure, share the .blend and I'll take a look when i get home :).

Ok great, thanks heaps, appreciate it. Hopefully it's something minor. Ill upload the file and Ill see it in the morning.
Thank you.

Hi. The layout image doesn't seem to be packed in the file :). Can you please share it separately?

Ah, I thought the image text would be included... But here it is uploaded:
https://ibb.co/pysQ0sk
Thank you.

Let us continue this discussion in chat.


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Crisp edges on subsurface modifier
Im trying to figure out how to make crisp edges on my mesh, without using loop cuts, which affect my  mesh. As seen in the example on top of the model, I deliberately added a bump and on the side, I extruded a section inwards. Now when I add the loop cuts to give it a more crisp edge, the loop cuts which go around my model, also affect my object making it to deform. I tried the Edge Crease method, but the extruded section remains like a circle shape, and not rectangle which I'd like. Any suggestions how to get a particular section more crisp with out affecting the rest of the mesh?
Thank you.

You can inset the 3x3 faces that surround the one you've extruded instead of extruding it. Once inset done extrude the inset.
Then add a loop inside of the hole to sharpen the borders:

Exceptional, Don't know how I missed this one!...
Thanks!

to make an edge sharp, select the edge then goto Edge > Mark Seam or hit Shift  E. enter a value between 0 and 1, 0 being not at all sharp and 1 being very sharp.

after adding subdiv surface modifier with 6 subdivisions


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Data transfer is making my mesh become dark in colour
I'm doing a data transfer from one object to another and its making the data transfer become extremally dark-shady.

Here's the file:

The object is set to "Shade Auto Smooth" and it's making the cylinder look like that for some reason. Just setting it to "Shade Smooth" fixes the issue.


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How to get a smooth circle shape on a curved cylinder mesh
I'm trying to get a smooth circular shape on a cylinder. Each time I increase the loop cuts, starting from 16 vertices, all the way to 40. The one with 40 vertices is more smooth but again not so perfect. At the same time I also don't want to increase the vertices count to begin with the cylinder having 64, so what's the correct or best method to get a better result.

It's not clear why you're not glad with your solutions and also you show a variety of cylinder radius so it's not clear what is the one you're trying to achieve. But you can try this way:
First create a high resolution cylinder, like 128, scale it on Z, give it a name like "Shrink" and hide it:

Now create a 16 vertex cylinder, cut 3 horizontal loops, cut a hole, give it a Shrinkwrap modifier with the first cylinder as Target:

Select the hole edge loop and right click > LoopTools > Circle. The circle will stick to a cylinder shape, thanks to the modifier, apply the modifier:

Extrude, fill the faces, bevel the edges:

Give it a Subdivision Surface modifier, shade smooth:

+1 the modelling master strikes back again...

with my hammer this time

please ...please...keep your hammer in your trousers....

Thanks for this technique. I tried it, but was making some error with the shrink-wrap modifier.  My cylinders from close up have pinches on the circles which are not obvious in my image I uploaded. But now after following your method, the result is superb, always helpful!


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Metallic material in internal
I have a racing game.I want it to be advanced racing game (in materials,model,logic bricks,AI).So, the question is,How to make a metallic material like this

You can use fake reflections (quite the same as a Matcap), here is a tutorial :
https://www.youtube.com/watch?v=H1t7fMKVuQs


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Strange shading on faces in Blender 2.8?
I'm working on a character head in Blender 2.8 (which I'm new to, so bear with me), and the shading on the faces is very odd around the bridge of the nose, and the bottom of the eye on the left.  It looks like there's overlapping faces or something, but there isn't as far as I can tell, and that shading is showing up in a render as well.  There are no duplicate vertices and all the normals are going in the right direction.
Can anyone help?

Model:

The "odd shading" is shadow from your lamp.

Try moving your lamp lower and forward some.

Wow I can't believe it was that simple.... Thanks for your help!


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How to hide Empty in perspective view Blender 2.8?
In 2.79 with background images, it was easy to only allow them to be shown in ortho view, but in 2.8 I'm using empties as reference images, and I can't find how to hide them in perspective view and only show in ortho, like the old version.  Where can I find that option, assuming it exists?

First press the related number on the numpad to select the view of your preference, then import the ImageReference Empty.
Then on its image properties deselect (uncheck) the "Display Perspective"

Is this option only available when you add the image, it can't be changed after the fact?

I dont know really, this is how it works for me :/ probably ther must be a way after you do the import to fix the perspective culling

Oh okay I found it, it was right where you said, I was looking in the wrong place.  Thanks!

Ah I see you meant the proper tab in properties, yes it is there ;) :D


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Snapping won't toggle, stuck on 'Increment' behavior
Out of the blue, I have been encountering an odd behavior when using trying to switch between snapping modes. No matter what snapping mode is selected (Face, Edge, Vertex, Volume, etc), the snapping behavior remains stuck on that of 'Increment'.
Anyone out there ever run into the same issue and know of a fix?
So far I have tried reopening the file, as well as rebooting Blender, but to not avail. Opening up a different/new .blend file fixes the problem, however, so it does seem to be isolated to this file.
Thanks, J

It's hard to tell without seeing the blend file. But I guess you use the Ctrl shortcut to activate the snapping.
If you uncheck the "Use Snap Translate" button, the Ctrl-snapping kinda fallback to incremental snapping :

Simply check the button again to fix it.
I don't really know if this is a bug or an feature. If you left the "Use Snap Rotate" button unchecked, pressing Ctrl while rotating will do incremental rotations (with 5° steps), which is quite useful. I guess the same logic is applied to translations.


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Blender initial interface
I'm currently working on a project on Blender and I'm still trying to familiarise myself with the interface so I'm quite a beginner at the moment. I was working on a figure and then I'm not quite sure what I clicked on it took me to a different interface other than the initial one where you edit the figures and stuff.
This is what I'm getting when I open my saved project

Thank you!

"Figure" is not a common term, here, and in art jargon is refers specifically to a human form. What do you mean by "figure?" Do you mean a mesh (aka 3D Model)?

@cegaton I will look into that thanks for the help.

You probably clicked the Render button at the top of the Properties panel. Anyway, it changed the 3D Viewport to a UV Image Editor. To change it back, either key Esc once or twice or if that doesn't work, notice the bottom left-hand corner of the image editor. There is a little picture there that looks sort of like a sunset. Click on it, and select 3D View instead.
This picture from here should help explain what I mean:

Just know that you would select 3D View instead.

@Scarl Glad that you got what you needed.

The Blender interface is entirely customizable. You can create as many panes as you want, arrange them however you want, and any pane can be for any context/view. This is great... once you know what's going on ;-)
The default layout is very similar to what you're showing, so I'm guessing that you're wanting the 3D Viewport (where you edit meshes) to be back in the largest pane, where it usually is. You can do this by choosing the "3D View" from the drop-down menu on the bottom left of that pane.
The way you got there is probably by pressing F11, which brings up the render result (which is what you're looking at) without starting a new render. Rendering will also do this. Either pressing F12 or pressing the Render button automatically replaces one of your panes (I'm not quite sure how it chooses which one) with the Image Editor, which is also where you view the final rendered image. Typically, pressing Esc will return the Image Editor view to whatever it was before. Sometimes that doesn't work, but you can always* manually choose the 3D View again.
*The one case you can't change the view is if a pane is maximized. Pressing ctrlspace or ctrlup will toggle the pane your mouse cursor is in from its normal size to taking over the whole screen. This is a good way to maximize screen real estate when you're focused on a particular task, but it can be disconcerting if you don't know what's going on.
Incidentally, the 3D View is also what you have for the bottom right pane, which is usually the "Properties" view. If you change that back to the Properties view, it will be more-or-less back to the default layout.

Thank you for this, this helped me test a lot of different options and know how to go back to what I was working on!

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


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How can I make a shiny edge material in cycles?
Is there a way to replicate this pseudo-shiny effect that appears on Sonic from Sonic Generations in cycles?
 Image Link

Are you talking about the rings? That is just a simple glossy material with reflections. See here https://www.blender.org/manual/render/cycles/nodes/types/shaders/glossy.html

I was referring to Sonic himself. Thanks for your input though.

Ah yes, I misread your title, sorry about that. The answer bellow seems to cover it well.

Here is Sonic's basic material setup.
The trick is Fresnel with a little help from AO.

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


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Can bones influence textures?
I have a character with non-spherical eyes. Is there another way to move the pupils without resorting to re-positioning the UV map permanently? Like say... assigning the texture to a bone?

You could use drivers to control a mapping node in your materials setup to warp how the UVs are applied. I am not familiar enough with the process to make a good description of this though. Another alternative you could try is making the pupil a separate piece of geometry and controlling that with a bone, and using shrinkwrap to make it conform to the eye surface.

have a look here http://blender.stackexchange.com/questions/55295/creating-an-eye-eyelid-rig-for-dragon-without-shape-keys/55296#55296

Both of Sazerac's methods seem pretty taxing, but I really like the first suggestion. I can't seem to find any videos or threads explaining this in detail. The UV warp suggestion isn't too bad either, but since my model has multiple textures how would I specify which UV arrangement to warp?

you can assign a texture to a mesh, them assign that mesh to a bone.

This answer doesn't really describe any useful details about how to achieve this.

perhaps you can do a better job

I posed the question to ascertain how to achieve that very action.


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Shiny/Glossy pupils?
I want this white point of reflection to be on his pupils instead of the sclera. I've included images showing my material setup for the cornea, the effect I'm going for, as well as all the textures that came with the model that are associated with the eyes.

"Shiny point" is a reflection of a light source in your scene, you can't control its position with material settings

I'm not trying to control the exact position. I'm just trying to limit it's position to be within the pupils like how it is in the example

You need to keep the light in front of your charecter at all times then so it can reflect the light correctly. Dont worry about the materials worry about the position of the light.


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How to parent several cameras without adjusting one and interfering the others?
To make my outliner clean, I would like to make an empty parent to all similar objects. But when I set parent to all of my cameras, whenever I adjust one of them(with "lock camera to view"), the others move at the same time. This is really annoying that I lost my other angles every time!

Is there a way to avoid this while still keeping my outliner clean?

Parenting should not be used as an organization method for the outliner, it is a scene hierarchy system and has obvious implications in the 3D view as you've already experienced.
Use groups instead by grouping objects together and using the outliner in Groups mode so you can have objects in "categories" or "folders" without affecting their behavior.
A proper layer system is being worked on for the upcoming Blender 2.8 but it is still far off

I have an issue regarding activating cameras and doing multiple renderings. Could you please take a look at my question here? It seems that I am doing everything correctly but the result that I get is so weirdly strange. I need some urgent help and I think you might be able to help me with it. Really appreciate you.


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How can I move the position of a cue for the second shot in a pool game
I am trying to build a pool game but having difficulty with the position of the cue after the break shot. I can get the cue to move in a number of ways but none of them face the cue in the right direction. Please can anyone suggest a simple way to do this.

Maybe something like this:

A very simple rig: The bone that controls the cue is parented to another bone that represents the cue's target. You can move and rotate the parent bone to match the position of the target, and rotate it to the angle you want to strike from; the cue will revolve around the target accordingly. Then you can control the movement of the cue toward the target by moving its bone along the local Y axis.


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Why is TAB Key not working to cycle into Edit Mode?
Using Blender 2.79a, Usually I cannot get into edit mode using the Tab key the first time I go to use it with any object, but after I click the "Edit Object Button" I can usually cycle back and forth from Object Mode to Edit Mode using the Tab key.
Notes:

When hitting the Tab key. Nothing happens.
This is the same with all blend files.
I have set up custom key shortcuts, but to my knowledge have not change anything to do with Edit or Object mode.

Why does this only happen sometimes? I have ruled out having anything under my tab key that would cause this issue.
Has anyone else run into this problem? Or do you have any suggestions?
Thank you in advance!

Solved
It's not enough to just restore your key config, you have to reset it, much like cegaton said.
Go to the Input panel. Hover the "Add or Remove Key-config Preset" dropdown box, and click on "Blender". Then Save User Settings
Thank you everyone.

Here are some thoughts:

Test another version of Blender (especially, stable ones of course)
Check if the key works reliable in other programs
If you have some special keyboard: Force your OS to use the plug and play driver

And check your driver settings itself: Some day my headphones were incredibly quiet. After weeks, i found that I've changed the volume of a specific program INSIDE the driver. So the OS had no clue... Similar things may have happend to your keyboard layout.

Ultimately, try another keyboard. If you don't have one, OS'es these days should have an on-screen keyboard available somewhere.

The tab key works for objects I've already went into edit mode with, but not on new objects. Also, I've restored my key config settings, but to no avail.

I should add, I've tried reinstalling 2.79a and also installed 2.8, but the results are the same. Thank you for your suggestions.


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Why does my transparent png have artifacts around it?
I'm trying to project an image onto an object using UV mapping and an Image Texture node. The png I am using is transparent, but when it's projected onto the object there are places where it is not. It seems to have artifacts. Both my image and UV are both set to 4096 x 4096. Can you please assist? I would be very appreciative if you could help. Thank you.

Changing the alpha type (in the Node Editor - in the Properties panel)  from "Straight" to "Premultiplied" worked. But I do not why this worked or if there is a better way.

are you not supposed to use the Alpha out of the Image Texture and plug it into a Mix Layer with a Transparency node plugged into its second input? And where do you find this Straight/Premultiplied option?

@moonboots I tried that and it didn't work. But if you look at the bottom of the image, where it says "Straight". That is where I changed it to premultiplied. In order to see this menu you have to have the image node selected and bring up the properties menu by pressing N.


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How do I remove test code that sticks to the Info Panel?
I recently done some work on an app, "Goodies Menu" as you'll see. Every one of those items (add-ons) have some veryatation with their, which is why I suspect their is no where that I can find to remove them. I've be doing some searching for the following woods, (which left me know where). Goodies menu.py, pie_views_numpad_menu.py
!Blender\2.80[RC2]\blender-2.80.0-git.ac8c795429f9-windows64\2.80\scripts\addons\space_view3d_pie_menus\pie_views_numpad_menu.py

Reload Scripts.
Go to the python console and type in:
bpy.ops.script.reload()

Or press F3 to bring up the Search Menu and type Reload Scripts:

You will have to run any non registered script again to have a single menu.  I have this operator prepended to my py console and text editor areas.
Or temporarily tack it to top of script while developing.
It had the default keymap  F8 in 2.7x and prior.


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how to use custom Blender texture as the colors for a ColorRamp node? or equivalent
I have some code that generates a blender texture for me:

and can now access it through:
bpy.data.textures[0]

I would like to use this color ramp as a shader node whereby the color ramp node has the same levels/colors as my texture.
Is there a simple way to do this?

The texture system has pretty much been abandoned by the devs for a few years now. It doesn't (AFAIK) interact with the shader nodes.

dang. I'm using template_color_ramp in some add-on I am creating, and it requires the ramp to be stored as a texture to use the UI function. I eventually want to create a shader node tree with a matching coloramp node. Thought there would be an elegant way to reuse the texture.

Ok so bear with me. You can create a material and make it not appear in the material list if its name begins with .. Then, inside this material node tree, create a color ramp node. Then you can reference this color ramp node in the template inside your addon. Does that make sense ? docs oh and you can directly edit the material color ramp in your example too

I think I understand and just tested something in my add-on. It
looks like to do this  I would have to create this dummy material before I even create the UI element, which doesn't really fit with my workflow. I need to create the material after the fact. And it seems like the color_ramp attributes are read only so I cant create a material and then reset the color_ramp attribute to the one that's in my add-on element. Maybe I'm just confusing myself..

My workaround is to have a unique ID for the texture name, and upon material creation, also have this unique ID as the name. And in my custom node in my add-on, my update function for this particular node will check for this matching material and sync the colorramps dynamically

Another workaround would be to use drivers, with code it can be automated. You do have to use one driver per channel (r,g and b), which makes it 3 drivers per color stop on your texture color ramp (or 4 if you use alpha), which are linked to the stops of your color ramp in your material

Thanks I'll look into this, might be more reliable.. but my code essentially does the same thing in principle

@Gorgious having just properly implemented handlers for the first time for another purpose in my addon, I believe it would be cleaner and more reliable. Thank you

Nodes
If you have a regular image texture, you can recreate the ramp node with other nodes.
So we have an image with a gradient along it's length and we need to remap it's length, so X coordinate, to the intensity of some other image. It's possible to do that with nodes:

I needed to reverse direction with the invert node.
Color Ramp node with Python
If the color gradient is generated by script, why not output the colors to the Color Ramp node instead of an image?
bpy.data.materials["Material"].node_tree.nodes["ColorRamp"].color_ramp.elements[0].color That's the first color of my test Color Ramp node that I have in "Material". Apparently it's easy to add new elements to the ramp as well: bpy.data.materials["Material"].node_tree.nodes["ColorRamp"].color_ramp.elements.new(0.5)
Use autocomplete function(Tab) in the Python console to easily find how things work in the Python API:

Thank you, while helpful, this doesn't really answer my question or help me. I am trying to find the best way to "sync" an existing internal blender texture color ramp to a shader color ramp node. Your solution would work if I could replace the image texture In your node setup with something representing the blender texture.

I understood that you generate the ramp with some code. Can you share the code?


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how to get rid of shadow/dark artifacts on object?
I am trying to render a very high resolution mesh with an image texture applied.
I don't know why, but I end up with all these black faces or shadow artifacts (not sure what they are).
Using cycles, it produces the below image. Eevee seems to render fine?

I've tried:
-smooth modifier
-smooth shading, flat shading
-recalculating normals, flipping normals, etc.
-edge split modifier
-shadow terminator offset
-path / branched path cycles rendering
-denoising of render
-messing with camera clipping

At first I thought it was just a normal issue, but I can't seem to fix them. Still think it might be a normal issuee..
Any help is appreciated, FYI it seems to work fine on a lower resolution mesh, but this super high resolution results in the weird artifacts.
There are also some blue and some black edges in edit mode (not sure what colors mean, but assuming it's not right)

The blue edges look like they are marked sharp - select the whole mesh in edit mode, right click and select "clear sharp". Also, that is some pretty complex topology for what looks like little more than 2 planes connected by a "ramp". Try adding a Decimate Modifier set to "Planar" to simplify it substantially. If you view your mesh in Object Mode - Wireframe Preview, you can see what the modifier is doing before you apply it. See if that helps. Lastly, because it happens in Cycles and not eevee, it makes me think you might be using a displacement shader - is this the case?

thanks ill try this.. and it's actually high res lidar with a aerial image texture, I used the full data to see how good I could get it XD..and no I was not using a displacement shader..


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Insert keyframe for rigid body properties for object python script blender
I have a bunch of objects falling onto a plane, and want to have them fall at different frames (i.e, Object1 falls at frame 1, Object2 falls at frame 100, etc)
Could anyone help me with trying to set a keyframe for the activation using the python script console?
I can do this by manually setting keyframes for the "Dynamic" checkbox in the Rigid Body dropdown, however I would like to automate this.
here is my code so far:
bpy.ops.import_mesh.stl(filepath="C://Users/deden/Desktop/x0y0z0h1.stl")
bpy.ops.rigidbody.object_add(type="ACTIVE")
I would imagine the keyframe command would look something like this:
bpy.context.active_object.keyframe_insert(data_path="rigidbody",frame=100)

But I cannot get it to work and haven't found any specific examples.
Alternatively, if anyone could show me how to add these different objects at different frames that would achieve the same result. For this approach I've tried code like:
bpy.context.scene.frame_set(frame=100)
bpy.ops.import_mesh.stl(filepath="C://Users/deden/Desktop/x0y0z0h1.stl")
bpy.ops.rigidbody.object_add(type="ACTIVE")

but when I play the animation all the objects are in place at the beginning of the animation as opposed to the frame I set it to before importing?
Please help!! End goal = objects falling at different times, whether its setting the rigid body properties with keyframes or importing the objects at different frames with rigid body activated
Thanks!

You have to use the correct datapath.
bpy.context.active_object.keyframe_insert(data_path="rigid_body.kinematic",frame=100)

Select the object, make it active.
Enable the animated (rigidbody.kinematic) property and keyframe it.
Disable the animated property on the frame you want to have the object start simulating and keyframe it.

This script assumes there is an object called Cube in the active scene.

import bpy

obj = bpy.data.objects['Cube']

start_frame = 100

# make the object the active object
bpy.context.scene.objects.active = obj
obj.select = True
bpy.ops.rigidbody.object_add()

obj.rigid_body.kinematic = True
obj.keyframe_insert(data_path="rigid_body.kinematic",frame=start_frame)
obj.rigid_body.kinematic = False
obj.keyframe_insert(data_path="rigid_body.kinematic",frame=start_frame+1)

Look at the python tooltips.

this gives me>>> bpy.context.active_object.keyframe_insert(data_path="rigid_body.kinematic",frame=100)
Traceback (most recent call last):
File "<blender_console>", line 1, in
TypeError: bpy_struct.keyframe_insert() property "rigid_body.kinematic" not found

tried bpy.context.active_object.keyframe_insert(data_path="rigid_body.enabled",frame=100) no luck

if I select the object then do bpy.ops.rigidbody.object_add()...then both of the above commands work, but the object begins falling right at frame0 as opposed to the keyframed frame...

@DerekEden I added some details for you.

you're a legend..thanks so much


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How to make realistic light emission effect using EEVEE nodes with detail
I saw on Blenderartists a user who made traffic lights and have good detail, looking realistic using EEVEE render engine. I have included some images from the internet which show the lights having detail and also some emission.
My Attempt to make it look realistic with plain emission is lacking details.
The traffic light men, seen in orange and Green, seem to have a blend of colours giving making them seem more real world reflective and emitting light out of the glass somehow.
You will see my bulbs are just emission colours with HDRI world which do have reflections, but the emission of the colours are lacking detail, like the last image with the RED X, which looks bland.
Someone please show me a node set up for better result?
https://blenderartists.org/t/traffic-lights-in-eevee/1163866

Here is a try with a simple node setup, instead of a glass material, I've mixed a Transparent with a Glossy, with a Layer Weight as Factor, and also add a Translucent. You can make it more complicated of course, with some Noise Texture plugged into the Glossy and Transparent for example. The filament has an Emission shader with a Strength that is more than 1 so that the Bloom effect can work:

Thanks looks great!
regards.


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How to make circular material for winding tape
How can I make using nodes this type of material - texture, which has circular lines, like sticky tape has, duct tape, cassette, etc etc, it looks like its winded.

https://blender.stackexchange.com/questions/32392/how-can-i-add-banded-lines-to-the-end-of-cinnamon-sticksor-sheets-of-wood/ https://blender.stackexchange.com/questions/125206/how-to-twist-radial-vector-to-make-spirals https://blender.stackexchange.com/questions/190014/how-do-you-use-texture-to-be-spiraled-or-circular https://blender.stackexchange.com/questions/106465/spiral-procedural-texture https://blender.stackexchange.com/questions/78379/how-to-twist-a-procedural-material

You can plug a Texture Coordinate (Object output) into a Gradient node (in Spherical mode) into a Wave Texture node. Play a bit with the Wave values in order to make it more natural:


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how to get better topology modelling PlayStation mesh
I'm trying to model the PlayStation. I'd like to know how to get those semi circle curves on the model indicated in red outline. I tried Boolean and also with sub modifier but getting bad results.

the last picture is not so bad, why are you not glad with this topology?

I'm finding it difficult to get the ridges correct. So I tried with Booleans and became messy topology. Is Boolean ok to model something like this? Because since the topology lines is making circle shapes on the mesh, I have to straighten out the lines.
https://ibb.co/561tvkK

You should use a blueprint. Draw the main lines from the top view:

Then from the front view, extrude up:

Select these faces:

Extrude them up:

Create the details if necessary (you could also draw them at the beginning):

I think the most important part here is the polar coordinates of both vertices making the circle, and vertices of geometry that "hugs" the circle, are the same, because they come from the same original circle. This way they will consistently subdivide into the same shape - just with an offset.

You can do something similar to this answer:
Shading issues with bevels on a cylinder

I used solidify on a copy of the cylinder rather than just using offset, because I wanted the offset to be equal along the surface normal, rather than along the projection axis Y.

Thanks for your information, always helpful insight!
Kind regards.


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How to get more contrast on anisotropic chrome material
I want my chrome object to have more contrast and rays like the photo image. I have used 2 shade mixers. One for the texture of the chrome material, with radial texture, and the other with anisotropic nodes to get the chrome rays.
The problem I'm having is:

My material there is only 2 rays as seen in orthographic view, but on the actual image, there is more rays on the chrome photo. I'd like to add more contrast.

There's a repeating pattern on the side of my object.

is it not a question of lighting and HDRI image? What does it give if you add more lights or use and HDRI?

I added some lights, and also duplicated the chrome sphere to see how it looks. I had already added a HDRI black and white to get more contrast, but it doesn't look as realistic as a metallic anisotropic object.
https://ibb.co/209rQzM

Yeah this has everything to do with your lighting. That chelsea stairs one looks like it's still fairly diffuse. The whole place has white walls. Try an HDRI like this one.

It seems it heavily relies on light sources and anisotropic value.
With two light sources and higher anisotropy I could achieve something somewhat similar to your expectations:


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How to get circle shape from this mesh
I have this shape, where the from the front I don't have a problem to make into a circle using the Looptools. But the shape from the back has in between gaps which I cannot use the looptools to get a good circular shape, when I do try use the circle from the loopstools it get deformed.

2nd image from the rear of the shape. if I use the circle from the looptools it will distort the shape of the bullet sockets.
How can I get the rear to be more circular to match the front shape which has a nice circle shape?

Hi :). So you want to make the 'circular' segments more smooth, without destroying the sockets?

Hi there, yes that would be great, I also did try the looptools: relax, but that didnt help.

You'll need more geometry to do that.

Add more loopcuts to the 'circle' segments
Select only vertices outside the 'sockets'
Go Mesh > Tranform > To Sphere (Looptools should work too)

Ok, great thanks for the tip, always helpful!

No prob, happy modeling :)


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Render view is different from texture view
I have imported a mode to blender and i am using Cycles Render.
When i switch my viewport to Texture mode it shows textures just fine as shown in the image below
But when i switch to Renderer Mode it does not show the character with textures.here is image of Render View

This is how character looks in material view

I Want my character to look in render view like it is in texture view.

Welcome to Blender SE. I don't see a light in your scene. Try adding a sun lamp and face it toward the model.

In the world tab add some environment image


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How to smooth out the edge of a material?
Hello Blender Stack Exchange !
I'm having a bit of an issu on a personal project right now, and that issue is that I can't seem to "blur out" or "fade" a material on a part of a mesh how I want to.
Here's a pic of the situation :

I'd like for the gold material to fade on the edge to the silver color, but I do not know of an efficient way of doing so... please help.
Thanks in advance ! :)
Here's a link to the file : GoogleDrive share link

This topic was just covered on the Blender Nation site: Procedural Texture Blurring

You'll need the same material, so you can just copy the gold and silver and make a gradient version. Then mix the two shaders with a mix shader node where the factor is a texture of some sort, e.g., a black and white gradient.

Related: https://blender.stackexchange.com/q/77274/28015

You can apply any 0-1 gradient as 'Fac', either to mix colors, or to mix shaders.
Here, shaders are mixed with the  provided procedural 'Gradient' texture node, but you could paint your own, or whatever you like. The'Mapping' node controls position and orientation, The 'Color Ramp' node controls the transition.


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Exporting Texture Files as PNG or JPG
So I have looked around the internet and blender forums and have had no luck finding the answer to this. So a group of friends and I are building a game in Unreal Engine and I have been using the OBJ format for 3d models. However Unreal Engine does not support .mtl files so baking won't work. So I want to know either if there is a different type of file I can use for it to work in Unreal Engine, or if there is a way to save PNG or JPG/JPEG etc. files. This is because I have added nodes and textured my obj with them which Unreal Engine does not work well with this. Thank you in advance for any help.

First thing - you can export textures from blender without a problem using uv/image editor:

Just select the UV/Image editor as show in (1). Then select texture you want to save (2) and finally save as (3).
Second important thing, from what I understood you are trying to export materials including nodes from Blender to Unreal Engine? This won't work as you suspect it would.
MTL files exported together with OBJs have very little material information and are pretty much useless, not to mention the format is old and there seem to be better alternatives available nowadays.
Basically no 3d software allows you to freely move its own materials to other 3d engines, everyone has its own material making system, renderer etc and I don't think I have ever seen any 3d modeling software being compatibile with 3d engine in that field.
What you should do, is export all the textures, including baked ones (by "baked" I mean textures with shadow/colour/light/normal informations baked into them) and then recreate the material inside the engine using those textures.

How do I save the textures of every model in the project? In my case there are thousands of models.

In Blender 3.3.1 you can export the texture here:

Open UV Editor
Click the "hamburger" three bars menu icon
Choose Image > Save


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Why does cycles render take forever to render?
I am working on a Minecraft animation and whenever I am using cycles render and whenever I render the scene to check on my lightning, it takes FOREVER to render. It takes 20 minutes just to render ONE scene. If this continues, I'll never finish this animation. I've been looking for answers online but I seem to be the only one with this problem. The weird thing is, I had an older computer that was terrible and I now have a new computer that is really fast. I have never had this problem on my old computer. Can anyone help me?


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Cannot revert blender to its default "Blender" interaction mode
It only load up with 3DS max as default. I need to change it from Max interaction back to Blender every single time I open the software. I remember in the early days I changed it to 3ds Max as defualt when I was still learning Blender and now cannot remember how I did that, find any details about how to revert it and how to open it with my desired interaction method. The splash screen also does not automatically appear. I am not sure about the splash screen, but as for the interaction method I have uninstalled several times including removing any registry and leftover keys and files from the uninstall. I have tried changing it and saving startup file. None of this works please help.

Go to File->User Preferences.  In the Input tab, you can check the Show Splash checkmark on the bottom right of the window if you want the start up screen to come up each time.  In the Input tab, the first option will let you set the presets from Blender or 3Dsmax or Maya.  Finally, press "Save User Settings" to save what you did so that every time you start up blender, those same settings will be used.

Thank you for that, so simple but has been tripping me up for months. Very straight forward answer and easy to follow.


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How do I zoom in on a planet from space to ground level?
I have made a pretty decent planet earth but would like to know if there's a decent tutorial or way of getting from space and going through the atmosphere to ground level. I am not sure of the best approach. I was thinking either make a really detailed section of the planet that I plan to see up close, make a second mesh more detailed at the point of ground level or pause the animation point, delete the less detailed earth and then only recreate the section visible to the camera. All 3 of these could be wrong I don't know. Would one of these methods be the best way or are there other ways to achieve what I am trying to do?

You are generally correct, make models with the required resolution for the framing. Wide shot Earth texture resolution could be kilometers per pixel, while at ground level the resolution could be centimeters per pixel or less. The same goes for geometry.

Cheers for that. Helps allot

I would make it into few scenes that I would then merge in post-production.
Scene 1 - from space, getting close to planet, you could have sunflare, satellite or whatever cover view for a moment, so you could load Scene 2 then.
Scene 2 - Scene 2 starts exactly where Scene 1 ended, with more detailed planet done. It would be going from planet to some upper atmosphere clouds, at point in time cloud would cover view, that is the moment when you start scene 3
Scene 3 - starts exactly where Scene 2 ended, with same cloud covering the scene, but with much more detailed ground and you getting even closer.
And basically that would be it - each time you'd want to increase your details you would have to find a way to cover view for a fraction of a second to switch scenes seamlessly. This way you could do it all the way to the ground and beyond :)

Thanks for that. This would also lessen the workload on the GPU instead of trying to render it all as one scene.


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Can I transpose along a single axis and have the other frames in between move accordingly without damaging the animation
If I have already set up a walk animation, is there a way to advance the total distance move without editing each frame's position, i.e. can I move all the bones along the Y axis at frame 40, and have the frames 5, 9, 15, 20, 24 and 35 all move accordingly without having to individually select all the bones at each frame and move them forward more? I would also like to know if I can copy the first 2 cycles and have them repeat or duplicated but have them, still moving forward instead of resetting position each loop. Here is the file if someone can help please.  He is for an animation in the scene not game so he needs to advance.

Use the graph editor, F-Curve View.
First select all Bones (Pose Mode) and all Objects (Armature in Object Mode) in the scene you want to manipulate, so that you see all Channels in the Left Panel of the Editor.
Then mark all Keys you want to move (e.g. Select -> After Current Frame)
Now you can move the keyframes with "G" and "X" on the X Axis (unit 1 is one frame).
ATTENTION! Ensure that no channel is marked as "not visible" (Eye closed)

If you want to move all keyframes of the scene, so turn off the Selection "Only include channels relating to selected objects and data"


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Is there a way to transition between 2 textures?
I have searched extensively and all the help seems to be having 2 textures next to each other and making a smooth transition between them. This is NOT what I want. I want to have 2 cloud textures overlapping and have 1 see invisible and the other one opaque. I then want the opaque one to slowly disappear as the other one becomes visible or even have them blend into each other as they change from one to the other. Is this possible?

You may want to consider MixRGB or Mix Shader node to achieve this effect.
In the example gif I provided I plugged two different noise textures into a MixRGB node to blend between them, you could animate the 'Factor' slider using a 'value' node. You can also Change the mix dropdown to another blend type, such as add, multiply, or overlay (similar to blend types in photoshop). The resulting mix is then plugged into the Base Color for the Principled BSDF Material.
Hope this helps.

Thanks for that. I tried as above but for some reason it wouldn't let me fade between 2 cloud textures but did let me fade between the image texture and a transparent node so I will use that with a second cloud layer and fade one in and another out. Thanks for that.


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I have noise and need help
Ok I'm so tired of the cycles noise problem on interior scene. Plese can you help me? I'm in a rush. This is my scene and a process of a 600 samples render (don't need to finish it for you to see how horrible it is). It`s incredible noisy.
This is my glass node (I'm sure is not the problem), my render configuration and my lighting. I`m using portals.The denoising asset only make things worst. Have an HDRI which is giving all the lighting (no sun, even noiser).

Hi Martin Z, If you read my post and compare it with those you sent me, you will be note that I experimented with all the factors that they quote in all of those "noobies" posts. I mean, amount of samples, clamping, bounces, caustics, filter glossy, denoising asset, glass shader configuration and HDRI multiple importance. So yes, I am worried about this particular scene. That's because I'm posting it. Thank you.

Render a small region defining it with ctrl+b(ctrl+alt+b to remove) with something like 15 000 samples. You will see that the noise disapears eventually. This is normal rendering process.

Yep. I got a 15.000 samples clean render now. I need it huge so, that's not my christsmas.Thank you!

15000 works because it's probably way too much. Look into how you should dertermine sample amount, also how clamping works. Area lights render way faster than HDRI. Glass objects could have all rays disabled except camera's for visible reflections. Poly count matters as well - no point to have objects that are not visible outside. Else than that... be prapared - rendering takes a long time. I render interiors and it is not uncommon to have render times in days for a single 4K image (if I used an average 4 core CPU which I don't, I use free SheepIt render farm and can really recommend it).

Thank you Martin. Yes I resolved it with 6.000 samples and it looks clean enough. Arround 12 hours. I will look for that render farm! I'm thinking in try Corona with Blender for interiors. Have you tried it?

1-Try to put more samples.
2-Clamp indirect light.
3-Use denoising.
4-Use bigger light sources.
5-Use architectual glass shader.

The architectual shader has reflections but not caustics.

Amazing shader I will try it! Thank you, this blog is amazing.

"The architectual shader has reflections but not caustics."
That's clever!