text:
Trying to make a menu using multiple modules
It's not giving any erros when installing it, also tested the operators before and and they were working fin but i can't make the menu show up. I was trying to call it using "DC_MT_macro_menu" in a shortcut.
Mainly use this post as reference, though he is using panel instead of menu.
The init file
bl_info = {
    "name": "Popup Macro",
    "author": "",
    "version": (1, 0),
    "blender": (2, 83, 0),
    "location": "DC_MT_macro_menu",
    "description": "",
    "warning": "",
    "doc_url": "",
    "category": "",
}

}

import bpy
from . macro_menu import DC_MT_macro_menu
from . macro_classes import DC_OT_bevel_subdiv, DC_OT_bevel_second

classes = (
    DC_MT_macro_menu,
    DC_OT_bevel_subdiv,
    DC_OT_bevel_second,

)
register, unregister = bpy.utils.register_classes_factory(classes)

if __name__ == "__main__":
    register()

The menu "macro_menu"
import bpy

class DC_MT_macro_menu(bpy.types.Menu):
    bl_idname = "DC_MT_macro_menu"
    bl_label = "Macro"

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

        layout.operator("3dview.bevel_subdiv")
        layout.operator("3dview.bevel_second")

And the operators "macro_classes"
import bpy

class DC_OT_bevel_subdiv(bpy.types.Operator):
    bl_idname = "3dview.bevel_subdiv"
    bl_label = "Subdivision Workflow"
    def execute(self, context):
        ob = context.object
        bm = ob.modifiers.get("Bevel")

        bm = ob.modifiers.new(name="Bevel", type='BEVEL')
        bm.segments = 2
        bm.profile = 1
        bm.limit_method = 'WEIGHT'
        bm.miter_outer = 'MITER_ARC'
        bm.use_clamp_overlap = False

        return {'FINISHED'}

class DC_OT_bevel_second(bpy.types.Operator):
    bl_idname = "3dview.bevel_second"
    bl_label = "Second Bevel"
    def execute(self, context):
        ob = context.object
        bm = ob.modifiers.get("Bevel")

        bm = ob.modifiers.new(name="secBevel", type='BEVEL')
        bm.limit_method = 'ANGLE'
        bm.miter_outer = 'MITER_ARC'
        bm.use_clamp_overlap = False

        return {'FINISHED'}

Modularise your modules
IMO rather than importing and cherry picking classes from submodules, instead can import the module and call its register method.
For testing have placed the addon in a  testing_testing folder, and given it the "Testing" category... will of-coarse need to rename to something more suitable.
Notice the submodules are imported from testing_testing rather than from current folder . which requires the addon must have the name specified by folder. This makes the imports viable when run from main thread. (eg tested in text editor).
Can alter the submodules by adding removing other classes without the need to edit init file. Only need to edit again for a new submodule.  Can use something like pkgutils.list_modules to look for modules in root folder and automate the imports of each, hence never needing to touch init to have any module placed in folder registered.
Reworked code.
testing_testing/__init__.py
bl_info = {
    "name": "Popup Macro",
    "author": "",
    "version": (1, 0),
    "blender": (2, 83, 0),
    "location": "DC_MT_macro_menu",
    "description": "",
    "warning": "",
    "doc_url": "",
    "category": "Testing",
}

# can use importlib.reload here instead
import bpy
from testing_testing import operators, menus

modules = (operators, menus)

def register():
    for m in modules:
        m.register()

def unregister():
    for m in modules:
        m.unregister()

if __name__ == "__main__":
    register()

testing_testing/operators.py
import bpy

class DC_OT_bevel_subdiv(bpy.types.Operator):
    bl_idname = "3dview.bevel_subdiv"
    bl_label = "Subdivision Workflow"

    def execute(self, context):
        ob = context.object
        bm = ob.modifiers.get("Bevel")

        bm = ob.modifiers.new(name="Bevel", type='BEVEL')
        bm.segments = 2
        bm.profile = 1
        bm.limit_method = 'WEIGHT'
        bm.miter_outer = 'MITER_ARC'
        bm.use_clamp_overlap = False

        return {'FINISHED'}

class DC_OT_bevel_second(bpy.types.Operator):
    bl_idname = "3dview.bevel_second"
    bl_label = "Second Bevel"

    def execute(self, context):
        ob = context.object
        bm = ob.modifiers.get("Bevel")

        bm = ob.modifiers.new(name="secBevel", type='BEVEL')
        bm.limit_method = 'ANGLE'
        bm.miter_outer = 'MITER_ARC'
        bm.use_clamp_overlap = False

        return {'FINISHED'}

classes = (DC_OT_bevel_second, DC_OT_bevel_subdiv,)

register, unregister = bpy.utils.register_classes_factory(classes)

if __name__ == "__main__":
    register()

testing_testing/menus.py
import bpy

class DC_MT_macro_menu(bpy.types.Menu):
    bl_idname = "DC_MT_macro_menu"
    bl_label = "Macro"

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

        layout.operator("3dview.bevel_subdiv")
        layout.operator("3dview.bevel_second")

classes = (DC_MT_macro_menu,)

register, unregister = bpy.utils.register_classes_factory(classes)

if __name__ == "__main__":
    register()
    # test call
    bpy.ops.wm.call_menu(name=DC_MT_macro_menu.bl_idname)

Note can test if a module has a register method using
if hasattr(m, "register"):
    m.register()

On linux can select the folder and compress

A zip file that follows convention recommended here Addons: Only some .zips will install
Note: look for the error if it is saying the folder already exists then choose overwrite option, remove previous installation (delete folder, or hit remove button on addon)
The enabled addon,

after which the menu can be called from  for instance the python console

Running menus.py in text editor will also make the menu popup via a test call.
To hang your menu onto another during register, recommend writing your own register and unregister methods instead of using the factory generated methods.
Finally to make a shortcut to popup your menu, as displayed above the operator is "wm.call_menu" and set its name property to the bl_idname of your menu.

So i copied the changes you made 1 to 1 and changed the folder name to testing_testing, just so i could test here to see if i would get any errors, and i do. When i call the menu via the text editor it works as expected, the menu popsup and work just fine. But when i try to install it the console says that the modules were installed, yet the addon checkbox won't let me "check it", and when calling the menu via the console i get an error. link. The error happens in both 2.83 and 2.90. You have any idea of what could that be?

Try now. accidentally dropped an "n" in pasting.  Had m.uregister corrected (via one character edit)  to m.unregister.  Look for error messages in console, eg module has no attribute uregister

Same problem still, it says addon not found: 'testing_testing' on the system console. I am zipping the testing_testing folder with the 3 script inside it. Is that right or should i have any of the scripts inside another folder?

See https://blender.stackexchange.com/a/39747/15543   What is important is that there is a folder named "testing_testing" in your addons folder after installing.  Note can revert back to the from . import and it won't matter what the name of folder is (as long as it can be a python module name eg no periods, slashes, sloshes etc)   IMO it is much better if we know the addon will have a consistent package name.   If the code above is installed in a folder named testing_testing can confirm that enabling and disabling works as expected.

I am so stupid, i read the init file about 10 times and only realized that i should have changed the 2 other script files names to menus and operators after you made an update to the post. Sorry for the trouble and thank you very much for the help!

Got there in the end.  The names are by way of suggestion only.  Hope this helps... got to how to make a multi-file addon in the end.. lol.

this is a Life Saver

Sorry if this is somehow obvious, but is it possible to load modules from different files in Blender's text editor? I could only make this work by zipping the files, files in sub folder and then installing the zip as addon. It is quite tedious to do this constantly.

I've followed everything you said but still I get an error ImportError: attempted relative import with no known parent package. Please help me I spend all my day to resolve this. However, I can't go more further right now. I'm using v2.93.1


text:
Distorted created face
I’m fairly new to blender.Thanks in advance for any help.
Using blender 2.82
1.import Svg and convert all of its curves into meshes then join all meshes.
2.Scale and rotate object. Edit mode and select all of object and creat face. Extrude Object.
3.in Edit mode with face select; select a few connected faces with shift held And press “F” key to create face out of selected faces.

This is the problem I’m getting.
I’m trying to make a few faces one solid face without it distorting and what it seems to be doing here is breaking at a part in inverting out on the next side.

can you please rotate correctly the attached images?

Hi. https://www.take-a-screenshot.org/ should help with taking clearer screenshots. The current ones are quite hard to see. Also, please make the title of your question specific to the problem you are having and not just the general topic. Thanks.

source: Stack Exchange

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

sort: votes


text:
Question Related to Python and Camera View
I've recently been developing a rig that uses Python for UI buttons, etc. I was wondering how to make a button that would put me into a face rig camera. (something that would only be used for animation purposes)

Basically, I want to be able to press this hypothetical button and be switched to a view of the rigs face, and when I press the button again, I'd go back to the 3D viewport.

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


text:
Object Rotation with polar angles python
I would like to know how to rotate an object around its center point,that the angle from the z axis is theta and the XY plane rotates in angle phi via python scripting.

Is that to (absolute) theta and phi, or by (relative) theta and phi?

To avoid any misunderstanding let me reiterate with this illustration.

Click to enlarge.
$\theta$ will control the orientation on the red axis.
$\phi$ will control the orientation on the blue axis.
If $\theta$ is a multiple of $\pi$, $\phi$ won't change the final orientation.
We can construct a quaternion from the $\theta$ and $\phi$ rotation and chain them. The mathutils.Quaternion class provides a rotate(other) function for this purpose.
import bpy
import math
import mathutils

θ = math.pi / 3
ϕ = math.pi / 2

q = mathutils.Quaternion((0, -1, 0), θ)
qϕ = mathutils.Quaternion((0, 0, 1), ϕ)

q.rotate(qϕ)

bpy.context.object.rotation_mode = 'QUATERNION'
bpy.context.object.rotation_quaternion = q

While this works, it doesn't really produce polar coordinates. Certain polar coordinates should be the same, and they currently aren't.

Calculation the spherical position
You can directly calculate the x, y and z values.
$x = \sin{\theta} \cos{\phi}$
$y = \sin{\theta} \sin{\phi}$
$z = \cos{\theta}$
Then you can generate a quaternion pointing to that position with the to_track_quat function.
position = mathutils.Vector((math.sin(θ) * math.cos(ϕ),
                             math.sin(θ) * math.sin(ϕ),
                             math.cos(θ)                ))

q = position.to_track_quat('-Z', 'X')

This will give you good control over which axis is oriented where.

Latitude and longitude.
It appears you are describing a system akin to  latitude and longitude.  Can pretty much emulate this by changing the Euler order to 'ZYX' and setting Z rotation for longitude and X for latitude.
Below is a sphere such that -Y with no rotation points to lat, long = (0, 0)  A camera is globally position above this point.

Test script
With the setup above, can set the absolute rotation of the sphere to latitude and longitude.
Set the rotation of the sphere such that the cities using latitude and longitude are randomly presented under camera.
import bpy
from math import radians
from mathutils import Euler
from random import choice

context = bpy.context
ob = context.object

data = (
        (40, -73., "New York"),
        (-33, 151, "Sydney"),
        (51, 0, "London"),
        (-22, -42, "Rio"),
        (-1, 37, "Nairobi"),
        )

lat, long, name = choice(data)

R = Euler((radians(lat), 0, radians(-long)), 'ZYX').to_matrix()

ob.matrix_world = R.to_4x4()

Equirectangular world image used as map texture.
By Strebe - Own work, CC BY-SA 3.0, https://commons.wikimedia.org/w/index.php?curid=16115228


text:
How to fix transparency problem?

I'm currently watching CG Geek's VFX tutorial and in his video, there is no transparency box around the subject but I do. How do I fix it? Much appreciated!

It should be a png file! How you are adding the image to viewport? Are you using Images as planes addon?

Yep it is a png file and I added it using "Images as planes". I followed exactly everything from his video. I'm stuck here and it's so frustrating :/

Can you provide video link?

https://www.youtube.com/watch?v=5ZpGpfQjzJA&t=1246s

Okay, it is all same! Can you share blend file?

From where did you got that png file?

I downloaded it from his youtube video description. I'm using cycles and in look dev mode, the transparency box is gone but in rendered mode, it's there. This is weird lol

can you share your blend file?


text:
Grease pencil and Unity
I have made a face animation using Grease pencil on my 3D model and I exported the model as FBX to Unity. In Unity, I can't see the face. It's just blank on the 3D model. What happen to the face animation I have drawn?
I also tried converting the GP into mesh but when I tried converting it, it gave me this notice "Current GP strokes have no valid timing data, most timing options will be hidden!"

Short version: Render it out and make a Sprite Animation.
Long version:
Click on the Faces, where you draw the with your animation, of your Object.
Say "Object by selected". Now you have a extra Object.
Take the Camera and fix it to your Animation.
Render the whole GreasePencil Animation out. Just the GreasePencil. Use the Transparent Shader.
Create a Sprite Image, based on your rendered images.
Import your everything in Unity.
Give your Mesh the normal Materials and the FaceObject is a Sprite Image.
I learned it here.
https://www.udemy.com/course/blender-28-game-character-creation/learn/lecture/14405776#notes
I hope that helped:)


text:
Scene with PNGs not working in VSE
I am quite new to blender and trying to put together a simple motion typo with Video editing.
For the typo I set a scene of PNGs with alpha, and animated them.
In the Video sequence Editor I edited the rest of the video, but I only see a grey rectangle when I add the scene to the VSE.
How can I make the scene visible ? What have I done wrong ?

Thanks for the answers !

Try unchecking OpenGL preview in the Scene strip properties.

Would this answer still apply today? (2.79b)I don't see any preview choices, let alone for OpenGL. Anywhere, let alone in the Scene strip properties.

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


text:
Blender .svg importer dispays curves in incorrect Order
Why does the .svg Blender editor display the imported curves in the exact opposite order of the original svg-file, unless I set the Shadeless property on their materials and switch to Rendered viewport-shading?
At first I thought this is a very special error but in this video he has got the same issue.
Notice the white circle in the middle get's displayed behind the arrows in blender. Then he bothers about the colors and in the end changes everything to Shadeless, renders and gets the right result.
Isn't that kind of a bug?
Well at least now I that I found a solution to my problem, but maybe this could get fixed, since I wasted half a day on that confusing display-issue...

I have to correct this, the "shadeless property" is not necessary to render it in the correct order.

There is no "order" in displaying objects in a 3D scene. SVG files are 2D elements when imported into a 3D scene they will be overlapping at Z=0, which leads to Z-Fighting artifacts

Also see related https://blender.stackexchange.com/questions/52825/svg-curve-incorrectly-rendered

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


text:
How are the non-IK bones hidden in MBLab, and how can I reveal them?
I'm doing some tricky armature work with clothing; and I need to deform according to specific bones. However, my initial mesh was created using MB Lab, which, while great, hides all of the deforming bones when Use Inverse Kinematics and Use Muscles are selected.
For the life of me, I can't figure out where these non-IK bones are, or how they're working. The trick explained to me in the past was to duplicate the armature, remove all bones that I don't want to use, Automatic-Weights-Parent my mesh to the armature, then change parents without changing weights to the old armature. This would be doable, if I could find the normal bones.
They aren't hidden in any typical fashion. Alt +  H and other tricks do not help. I'm beginning to wonder if they're still "bones" in the conventional sense, and I'm having a very hard time finding anything on the web.

Anything showing disabled under the armature's Object Data Properties in the bone layers?

That was it! I've fallen so far behind with how armatures work... I just needed to change layers. If you feel like turning this into a full response, I'll accept it as a solution.

heh. I was about to write it up, but @JohnEason deserves the votes.

Ok. Now added as an answer thanks!

Check if anything is disabled in the bone layers under the armature's Object Data Properties.

Specifically, the first bone layer has the deformation bones, the 2nd has the IK bones, and  if you have muscle bones they go on the 3rd layer.

To expand on this for anyone who is in exactly the same situation I was, MBLab and Blender 3.0 now divide the bones into layers for organization--which is cool, because there are a ton of them. Marty expanded further on this. By duplicating the armature, removing all of the bones of the second layer, and parenting to it with automatic weights; then reparenting to the original, we can achieve proper IK-controlled mesh deformation of clothing.

Select Skeleton
Go to Pose Mode
Select Object Data Properties (the green running man)
Under Skeleton/Layers⇧ Shift +  Click the second white dot, this shows and hides the bones

This is using Blender 3.1.2 and MB-Lab 1.7.8


text:
When I click the select icon, no drop down menu appears
I'm trying to get into Blender (I'm used to Maya) but after watching a tutorial where the guy clicks on that icon and a drop down window appears, I got really paranoid because it doesn't happen to me and I don't like that. I know that you can also toggle between the different select modes with W, but I just want my Blender to work properly. It doesn't work whether I'm in Object or Edit mode. I tried restarting and reinstalling Blender but that doesn't work.
Edit: Ah so you have to hold down the mouse button for a second before it appears okay.

Hi. If you have a solution to your problem, please add it down below in the answer section instead of adding it as an edit to the question. Thanks.


text:
If I convert a BezierCircle to mesh from curve, it just disappears
This is the curve I want to turn into a mesh:

This is what the outliner looks like:

Someone on this forum told me to select the BezierCircle, go to Object>Convert to>Mesh from curve
But if I do that, it looks like this:

I've messed around with this thing for literal hours, and I just can't figure it out. All I want is for Blender to turn that handle, into a mesh which I can edit like any other mesh.
This information may also be needed:

which curve are you converting the one for the handle or the profile curve that is selected in your screenshot?

Hi @Dereck.  Just a point to note, this is not a forum, it is a Q'n'A site. This question seems like an extension to your previous one (which has no answers).  I don't wish to discourage you, but it does seem strange.

You have to convert the Nurbs Path, not the Bezier Circle.

I'm starting to think this is a bug, when I googled it I came on a page that reported a bug similar to this. But I feel like by now more people should've noticed, so it might just be me. Converting the Nurbs Path makes no sense to me, but I did try, and Blender doesn't let you do it (the option is greyed out).

@FFeller an answer would be more constructive to the site mechanics than a comment.

Someone on this forum told me to select the BezierCircle, go to Object>Convert to>Mesh from curve

This would appear to be poor interpretation of advice, instead you should select your "Nurbs Path" object then Object -> Convert to -> Mesh from Curve.
If you are running the latest version of blender ( 2.81 ), then you could alterenatively right click the object and select "Convert to Mesh".
Either way this question is a duplicate of your previous question and I am only providing this answer to prevent further duplicates.

Sorry, didn't realize there was a duplicate here ..

@RobinBetts, not at all, you provided a good and annotatedd answer in the right place.  I was just trying to stem the tide of duplicate answers.  Evidently I failed, as Xylvier has erroneously decided to answer here.  If this question is closed as a duplicate then your answer will still exist.


text:
Edit Mode is not available
I imported a model from the "Blender-Kit" Addon, but there´s only Object mode available. There´s also no "Material" Propertie on the right side... Is it possible to fix this, or can´t be Models from Blender-Kit edited?

is it a linked object? in that case select it and go in the Object menu > Relations > Make Local > Selected Object, Data and Materials

This isn't a mesh Object. It'a Collection Instance : an empty.
You can run the command Make Instances Real to create the instanced mesh Objects. Then you can edit them

I think blender kit objects will come in collections, try to select individual objects/single object from collection and then try for toggling edit mode - object mode


text:
Materials with "closest" interpolation show up unsaturated in material preview shading
I'm trying to render a minecraft scene in blender, but when I switch the texture interpolation to "Closest", it shows up unsaturated in the viewport (with material preview).
This doesn't affect the rendered output at all, but it makes the preview look bad, and makes it harder to differenciate between textures.


text:
How to get sun lamps to get rendered indirectly
Why is it, that when rendering, if the camera is facing in the direction of the sun, the sun doesn't show up in the sky? When a camera ray is cast straight in the direction of the sky, It shuld end up hitting it, and creating a bright spot on the render. Instead, there is no way to point a camera so that it picks up sun lamp light indirectly. How do I change that? (I want a visible sun without the use of a HDRI)

You could always "fake" a sun by making a sphere with a bright emission, and playing with bloom settings.

The sun is not really a lamp. It is an abstraction that sets a light direction from an infinitely far away place, and it doesn't have a real place in the 3d workspace. In other words: Only the rotation will determine the direction of the lights and shadows, regardless of placement.

If you want a lamp that when placed in the 3d environment shines from a specific specific point, then use a point light (or a spot or area light).

By default. lamps do not appear in the rendered image.
There are two options to make a light source visible:

Add some volume scattering to the world, and that will create a hazy atmosphere (think of what happens in the real world with smog or suspended particles), the light source will be thus revealed.

Or

Make a mesh with an emission shader insted of (or on top of) using lamps.

So there isn't a setting to get lights to render indirectly. I thought there would be something hidden in the settings, that'd turn that on. After all, when the camera ray is cast, there should at least be an option to check if it's colliding with any lamps.


text:
How to create a Curved edge between two vertices?
I'm trying to simply make an Edge curved, preferably such that I can click and drag the mouse to easily control where and how much it curves. How can this be achieved?

An edge is a  linear two point line segment that connects two vertices. It cannot by definition be curved.

.. but you could make a Bezier Curve between 2 points, adjust its control handles, and then convert it to a mesh.

Thanks, the Bezier Curve sounds like what I need. Please, how do you create a Bezier Curve between vertices?


text:
Can't Loop Cut or Subdivide Mesh created from Bezier Curve
I created a Mesh from making 2 Bezier Curves, joining them together, converting them to meshes, and finally connecting their vertices with edges.
Later I added a face with F, but currently it's deleted... Ultimately my goal is to Bend the Plane (which will be filled in). I tried Loop Cut (Ctrl+R) but it doesn't let me actually make any lines on it. I also tried Subdivide and it didn't show any lines that way either. Am I doing something wrong? what are my choices?

Hard to know. Why not just start with a cyllinder?

Hmm, I was basically tracing a curvy shape (not seen in screenshot) and I thought Bezier Curve seemed the most natural way to do that process. I didn't want the shape to be too Line-Y (aka, not curvy enough). But if you know of an alternate way to do 'trace' curvily I am interested!


text:
UV Mapping brick fireplace
I wondering what is the best and quick way to texturing fireplace made from bricks.
The fastest way is to use box project, but there is some issue (on picture).
The more complicated method is to unwrap fireplace, and hand correct the UV (grab, scale etc) but it is very time-consuming. Off course i can use texture paint, but i would like to use PBR texture.
What is the best way in your opinion to texturing that fireplace?
Thanks for help,


text:
Blender Asset Browser - Assets do not update in scene when saving source content
I made an asset in a custom Asset Library location.  I open a new instance of blender, and place the assets.  However, when I update the assets in the Library the assets in the other scene do not update.
Thanks!
Matt

The Asset Browser is not yet officially released and it may change a lot in the few coming weeks / months so you won't have definitive answers on this site. That being said it seems the default behaviour when dragging from the Asset Browser is to Append the objects, which does not retain the link from the original file. I'm sure this will be changed in the future.

When you dragged the assets into the scene, you had the asset browser set to append. From your description, you expected it to link. Choose that in the drop-down at the top of the asset browser, and dragging will link assets instead of appending them.


text:
shrinkwrap or surface deform for clothing poking through other clothing?
i am looking specifically for a non-physics approach to rigging clothing. i have a rigged character with a shirt and jeans, weights are directly copied from the body via Transfer Weights. I have attempted to use both shrinkwrap (nearest surface point + snap mode: outside) and subsurface deform modifiers so that the shirt behaves "correctly", but the jeans / butt pokes out in both uses. i think this is a feature of both modifiers rather than a bug.
i have tried to use only the front of the shirt as a vertex group with some results, but this obviously means moving the leg backwards causes problems.

i think i'm looking for "conditional movement" and as a complete novice my guess is to use something with constraint like a shape key? i don't know.. i also do not think hiding the mesh underneath is appropriate here, i am going to move the camera a lot.
blend file: https://blend-exchange.com/b/dPKqdere
thank you.

It looks like adding topology (horizontal edge loops) will fix the problem:

You could also create bones all around the bottom of your coat in order to precisely control it:

ahh it's so obvious LOL. I am considering making lower-polygon models in the future, is this the only way out as well? regardless, thank you!

You could also create bones all around the bottom of your coat in order to precisely control it


text:
keep body mesh from poking through clothes mesh when posing with armature
i've made an armature for my character and parented it to both the shirt and body mesh of my character, but when i pose the character the body mesh pokes through. i don't particularly want to add any physics to my clothing as i'm not going for realism but if there is indeed some physical property or modifier i could use to prevent this, i would love to know. i tried shrinkwrap modifier with .001 offset, but the result was about the same.

the file, if needed: https://pasteall.org/blend/eed85f2ab37944bb804b230529c633df
thank you in advance!

Why don't to delete all hidden part of body that is not visible thanks to cloth?

i don't really want to destroy the mesh, since i want to put other clothes on the character later... :(

you can use the Mask modifier in order to hide a vertex group

You can hide/delete the mesh which is not visible due to clothes or you can adjust the clothes by going into edit mode such that body isn't visible

You can select all the vertices that you want to make invisible and press CtrlG to assign them to a new group, then give a Mask modifier to your object, and in the Vertex Group field, choose the vertex group you've created, press on the Invert button to make the vertices invisible. You can disable the modifier whenever you want if you keyframe its visibility.


text:
Material preview and UV viewports not showing image textures, but Material Tab Preview shows the texture
Pardon the awful seams!
I generated a 2048x2048 UV grid as an image texture for my objects, and it can be seen in the Materials tab preview but not the viewports themselves. The original "material" the texture is linked to uses the default settings, nothing changed except for the color being an image.
This is Eevee.

Thank you.

Hello could you please pack your images and share your file? https://blend-exchange.com/ or another platform like workupload

Hello! Posted the blend file here: https://blend-exchange.com/b/EB7OpQll  @moonboots . The image is a generated UV from blender itself, could you try it with any image? It seems to be that image textures of any kind are not showing in the material preview, I have also tried using bright colors and black image textures with no success.

For the moment the material called HEKLPPp is not assigned to your faces, it's the material called Material and it is completely white, and if you want to see the grid image in the UV Editor you need to select it

Ahhh.. I didn't know that the Top material was the assigned material, i thought it was whichever material was highlighted.. I can see the image in the UV editor as well now. Thank you!

For the moment the material called HEKLPPp is not assigned to your faces, it's the material called Material and it is completely white, and if you want to see the grid image in the UV Editor you need to select it.


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OpenGL error on startup - Blender 2.80 - bumblebee
i can't open Blender 2.80 since it tells me that it requires OpenGL 3.3 to run.
Well, when i start it with my intel graphics adapter everything is fine, but it fails, if i want to start it via optirun / primusrun with my nvidia graphics card, although it supports OpenGL 3.3.
Output:
Read prefs: /home/daniel/.config/blender/2.80/config/userpref.blend
AL lib: (EE) GetLoadedHrtf: Invalid header in /usr/share/openal/hrtf/default-44100.mhr: "MinPHR02"
AL lib: (EE) GetLoadedHrtf: Failed to load /usr/share/openal/hrtf/default-44100.mhr
AL lib: (EE) GetLoadedHrtf: Invalid header in /usr/share/openal/hrtf/default-48000.mhr: "MinPHR02"
AL lib: (EE) GetLoadedHrtf: Failed to load /usr/share/openal/hrtf/default-48000.mhr
Error! Blender requires OpenGL 3.3 to run. Try updating your drivers.

Here are some (maybe usefull) outputs:
1.) glxinfo | grep OpenGL
OpenGL vendor string: Intel Open Source Technology Center
OpenGL renderer string: Mesa DRI Intel(R) Haswell Mobile
OpenGL core profile version string: 4.5 (Core Profile) Mesa 18.2.2
OpenGL core profile shading language version string: 4.50
OpenGL core profile context flags: (none)
OpenGL core profile profile mask: core profile
OpenGL core profile extensions:
OpenGL version string: 3.0 Mesa 18.2.2
OpenGL shading language version string: 1.30
OpenGL context flags: (none)
OpenGL extensions:
OpenGL ES profile version string: OpenGL ES 3.1 Mesa 18.2.2
OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.10
OpenGL ES profile extensions:

2.) optirun glxinfo | grep OpenGL
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: GeForce 840M/PCIe/SSE2
OpenGL core profile version string: 4.6.0 NVIDIA 410.57
OpenGL core profile shading language version string: 4.60 NVIDIA
OpenGL core profile context flags: (none)
OpenGL core profile profile mask: core profile
OpenGL core profile extensions:
OpenGL version string: 4.6.0 NVIDIA 410.57
OpenGL shading language version string: 4.60 NVIDIA
OpenGL context flags: (none)
OpenGL profile mask: (none)
OpenGL extensions:

3.) mhwd -l -d
    --------------------------------------------------------------------------------

PCI Device: /devices/pci0000:00/0000:00:1c.4/0000:03:00.0 (0302:10de:1341)
      Display controller nVidia Corporation GM108M [GeForce 840M]
      --------------------------------------------------------------------------------
  INSTALLED:

NAME:   video-hybrid-intel-nvidia-bumblebee
ATTACHED:   PCI
VERSION:    2018.08.09
INFO:   Hybrid bumblebee solution for NVIDIA Optimus Technology - Closed source NVIDIA driver & open source intel driver.
PRIORITY:   8
FREEDRIVER: false
DEPENDS:    -
CONFLICTS:  video-intel video-nvidia video-nvidia-304xx video-nvidia-340xx video-nvidia-390xx video-hybrid-intel-nvidia-390xx-bumblebee video-hybrid-intel-nouveau-bumblebee
CLASSIDS:   0300 0302 0300
VENDORIDS:  10de 8086

> AVAILABLE:
...

If i try to force the version to 3.3 (for whatever reason) with MESA_GL_VERSION_OVERRIDE=3.3 and MESA_GLSL_VERSION_OVERRIDE=330 it still outputs version 4.6.
A bit weird is that i was able to run blender some weeks ago, but changed some stuff in my linux configs which shouldn't have anything to do with my hardware / drivers / etc. The only difference is that i was using gnome on wayland and now i'm using i3 on Xorg.
Suggestion to fix it are welcome.
Daniel

Did you install a new Blender 2.8 version? If not, the issues might come from a Linux modification (drivers, desktop environment, linux kernel, etc.). You said you used Gnome and switched to Xorg ; you should try to login using Gnome to check if Blender works.

Yes, i tried the newest version, but also the older one, which still worked some weeks ago (it's just the zip-Version). Now, when i switch back to Gnome (with wayland), it shows the same error. So it doesn't look like the problem depends on the desktop environment or display server...
As far as i can remember, the drivers or the linux kernel hasn't been updated since then.

That's not easy to figure out. But now we know that the issue is not coming from Gnome or Xorg or so. Also, your GeForce 840M supports OpenGL 4.5 (Nvidia website) and your Nvidia driver is recent, but your OpenGL version is still 3.0. The issue is probably coming from another thing such as OpenAL: Invalid header in /usr/share/openal/hrtf/default-44100.mhr

This will also come up, if i start blender without optirun... Now i tried to reinstall my drivers, but without success :(

I saw on Google that people had the same issue with OpenGL 2.1 because of their old graphic card or because of their graphic driver. You should try to update your driver through Ubuntu and also to uninstall/purge totally the Nvidia package and to reinstall the driver using the .run file you can download on Nvidia website. Keep me posted and good luck!

The issue is not openGL, but OpenAL (deals with sound rendering). Looks like hrtf function is enabled and can't be loaded. Disabling it in openAL configuration file alsoft.ini might help (hrtf=false). It is probably at /usr/share/, but you can look at source https://github.com/kcat/openal-soft/blob/master/alsoftrc.sample for details

The OpenAL error occurs also when i start blender 2.79, but it doesn't matter (in my case), blender 2.79 works.

So, I had failed repeatedly trying to resolve the issue of Blender not launching anymore due to a failure of interacting with openGL.
I thought of reinstalling graphics drivers so that openGL would be reorganised and maybe it would work. Since my GPU is nvidia, I thought to install nvidia-driver. This ruined everything and my system became locked in a reboot. Basically, I had kinda bricked my computer as it kept on FAILING to load Kernel modules.
I learned that graphics driver can mess up kernel module loading - GUI things and all.
DO NOT INSTALL NVIDIA DRIVER IF YOUR LINUX PC ISN'T LAUNCHING OPENGL.
So, once I figured out how to launch terminal in recovery mode I was on to resolving the issue because it only made sense to undo what was done to cause the kernel crash in the first place. In this case, I needed to remove everything nvidia, and then try running an update or dist-upgrade. I chose dist-upgrade because an upgrade was due and available already. Problem got solved.
In summary: I had blender already installed and working fine until I wanted to install an epub reader. OpenGL got corrupted and Blender refused to launch after the last exit. I updated openGL via mesa. It didn't work. Installed Nvidia and my computer crashed. I removed nvidia components and my system was restored and Blender is now working fine.
So, if you ever get this error message from trying to launch Blender, or any app for that matter: *"Read prefs: /root/.config/blender/2.79/config/userpref.blend /build/blender-X0i0N1/blender-2.79.b+dfsg0/intern/ghost/intern/GHOST_WindowX11.cpp:198: X11 glXQueryVersion() failed, verify working openGL system! initial window could not find the GLX extension Writing: /tmp/blender.crash.txt Segmentation fault"*
Then remove nvidia and delete the xorg.conf file and reboot:
In terminal:
sudo apt remove --purge nvidia*  #the asterisk * like in other programs indicates all
sudo apt autoremove
rm -rf /etc/X11/xorg.conf #the xorg configuration file. In this case, nvidia had corrupted that file, which affected the launch of Blender
reboot

*To launch linux in terminal mode, press Ctrl+Alt+F3 or Ctrl+Alt+F2
Somehow, I can't help thinking that the whole matter could have been resolved by the rm -rf option. :(

For some other reasons, i installed a complete fresh linux system (manjaro i3) on my notebook, a few days ago. After installing blender, there was the same error again - a wrong detected opengl version.
Today, i installed some updates. A little while ago, i recognized a new notifaction on stackexchange and tried to start blender again. Et voila, it starts.
Well, it could be the update, it could be a dependency of steam, which i installed after the update, it could be anything... Not really a solution, but the problem has gone.

You on Manjaro too?
sudo pacman -S virtualgl lib32-virtualgl lib32-primus primus
sudo systemctl enable bumblebeed

and rebooting fixed optirun for me, primusrun is broken still.
https://forum.manjaro.org/t/nvidia-bumblebee-problem/62936/10

Yes, i'm running manjaro as well. I don't have the problem anymore (see my own answer). I can run blender with optirun and with primusrun. primus and lib32-primus are installed - virtualgl and lib32-virtualgl aren't.


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Is there anyway to make a bezier curve into a mesh object?
I am looking at this tutorial (How to make tied knots in blender?) and I want to make the curve into a watertight model for 3D printing. Is this possible?

You can! In fact, you can also save yourself a couple of steps! You don't actually have to convert it to a curve at all. All you have to do is use the Skin modifier. This will make a cube around each vertex connected to adjacent vertices. Unlike with curves, it also supports branching. Like curves, you can control the size of each point (the vertices, in this case). This is actually a well-documented feature, so you shouldn't have any trouble finding a tutorial on the basics.
Additionally, if you want your knots smoother, you can start from a curve and convert it into a mesh (it will create vertices based on your curve resolution), then proceed to add your skin modifier.
If you already have an existing object created, you can simply convert it into a mesh, as well, then delete any extraneous curves that remain.


text:
Creating a mesh on top/inside of a mesh
In the linked video at 6:40, how did the author create a face on top of the figure? How do you create a new mesh/plane on top/inside of an existing one?
https://www.youtube.com/watch?v=kfebPwr0gx4
Also,
the faces on the mesh in the image are not flat because the edges are bent in places where there are no vertices. How do I make flat faces?

He just added a simple plane in edit mode instead of object mode so that the model stays as a single object.

Create a new object (plane), get into Edit mode, and use the Snap option (and Type > Face) so that the vertices of this new object stick to the other object behind. Also, enable the Project Individual Elements option (so that when you extrude, both the vertices stick to the other object).


text:
Best strategy for hiding an object in a scene
Please excuse my newbie questions. I have a scene that has chairs. I don't want to delete them (in case I need them later), I just want to make them not visible at render, so I can composite a chair shot in green screen with an actor into the scene. (keeping them in edit also helps me know where my chairs will be). Thanks!

The easiest way is to use layers (on the bottom horizontal bar of your 3D View): Select your objet and press M to put it on the layer of your choice. Click on the layer if you want to make it visible, and shift click to make several layers visible.

Man! That was simply a great answer to my question, and I learned about layers in the process. You rock!

The easiest way is to select an object and click, in the Outliner, the eye icon next to it. Clicking again makes it visible. The camera icon, one of the remaining two, excludes the object from rendering.

This will only hide the object in the viewport, not during render.

There are THREE icons in the Outliner. Click the camera one if you don't want the object  to be rendered.


text:
Can't zoom where I want in scene
I'm new to Blender, so I'm stumbling around. Sometimes when I open a project, I can't zoom into what I want. I can zoom out... way outside the model (like an apartment), but when I zoom inside it, I can't zoom any further.
Sometimes I'm in the model and zooming as expected, moving around, and then I don't know if I do something wrong, but suddenly I can't zoom after rotating from some point. Sometimes it seems I zoom towards the outer perimeter of my model, and it won't go any further than that boundary... I can't zoom any further.
Sometimes, if I exit Blender and restart, then re-open the project, this behavior is reset and all is normal again. Sometimes not.
What am I likely screwing up? Thanks!

I don't know if this'll help but when you encounter this problem, try selecting the object you want to zoom in on and press "." on your numpad. This should make the camera focus on the object and reset the zooming. Blender zoom is made so the more you zoom in the less quickly it zooms (if that make any sense) so pressing "." on your numpad to reset your camera zoom might fix the problem

Yes, this was very helpful. I am able to navigate around my models much easier now. Why don't you make your response an answer to my question, so I can give you credit? :)  Thanks!

OK now that it was confirmed to fix the problem I'll make it a response.
Blender zoom works in such a way that the more you zoom in, the less each scroll zooms in (still haven't found a better way to explain it). selecting the object you want to focus on and pressing "." on the numpad recenters the object in the view and resets the zoom so that it's much easier to navigate around your object.

I've seen numerous references to this idea, but it simply does not work for me in Blender 2.8 -- when I '.' on the selected object, I get a menu to set the pivot point, and none of the options produces the desired result.  It seems insane that I simply cannot zoom in on the object of interest.

Go to View>Frame Selected. I'm on the MAC and "." does not work for me, but manually clicking the thing worked great.


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How to determine angle to place people during a dolly in green screen if filmed separately?
I have a blender model of a large room.
In the scene, I have several people seated at consoles spread x feet apart (in reality, they are in a green screen studio).
I am using a physical chair for the individuals to sit in, to simplify compositing. The rest of the set is virtual in Blender. Because I don't want to buy multiple chairs for the shoot (they are all of a specific prop design, and not just general office chairs), I am shooting each person seated individually.
I want to do a slow dolly from right to left as an establishing shot in the scene. But I have to shoot each character individually in the green screen room, so they can use that same chair. I have a motorized unit to ensure the dolly moves are precise and consistent each shot. But, I am anticipating this move is still problematic because of parallax effect (desired look) during the dolly move.
I don't want to resort to just making the scene wide and animate sideways with the characters inserted into the scene (zero parallax), which is not a true dolly look. Even if I tried that, it wouldn't look natural without apparent rotation.
I know I have to do things like annotate lens focal length for each shot and whatnot. But, how do I determine the proper angle to place the individuals to make their positions appear to gradually differ as normal parallax effect would? Is some way of calculating the angle and distance to place them in relation to the camera available? Is this even possible without somehow having to rotate the the characters in place?
I learned how to measure distance from the locations in the blender model where the chairs should be. But, can I use this and any other measurement information to compute an angle to shoot each character and figure out a distance I can be from them to dolly the correct amount?
If the dolly move is impractical to pull off, even if I went to a backup plan to have a static establishing wide shot, what pitfalls am I looking at on how to make individually-shot persons appear to face the correct angle seated in front of the consoles in the model?
Thanks!


text:
Accessing to custom render pass
My goal is to render a time-of-flight(ToF) image from a given scene- I want each of the rendered pixel value, to be the length of the photon traveled from the light source to camera. (or average of travel length if many photons are arrived at the same pixel).
I found a post here doing similar thing. Although I have basic knowledge of python, I'm fairly new to blender(and its interface or API) and couldn't find where to start.
So, are render modifications stated (in first paragraph) possible in vanilla blender? If yes, which code should I modify, or how can I even find and access the code?

Total ray length is possible in Cycles - but is wuite complicated. See https://blender.stackexchange.com/a/91760/29586

That is a neat workaround, Sedman. However as I understood, the trick can't be used when 1) there are 4+ types of surfaces in the scene; 2) the average path length is needed, rather than the shortest(-ish) path; 3) the ray is expected to hit the same object multiple times. Cycles doesn't help these cases, does it?

That method can effectively handle any number of materials - you just need to create a material for each one (eg, one for refractionwith IOR of 1.45, one with IOR of 1.33, one that’s part glossy, part diffuse, etc. Also, it will handle multiple bounces onto the same object - that doesn’t cause a problem. The ‘average’ length is an issue as it does skew the result towards the shortest rays. You could potentially adjust the calculation to include weighting to compensate - or render multiple times with successive total bounces and combine to extract each ray segment to analyse each bounce


text:
Prevent EnumProperty updating constantly on panel hover / Change EnumProperty items if action triggered
What I want to achieve here is to begin with a login panel:

And after successful login there are more options on panel displayed:

During login there is an access token retrieved, which is used for calls to API (token authentication). What happens here is that projects are fetched when still there is no token (there is a failsafe if no token -> return no projects as seen below):

However if I run script again now (and there is a token that is not None), the projects list appears:

There is a shortcoming of this solution, that function is executed (with call to API) everytime I hover on panel element.
What happens after project selection is a call to API to fetch list of directories present in the chosen project.
What I would be glad if you guys helped me with:
(1) Display non-empty projects list (retrieve them from server) after I click Login
(2) Minimize amount of calls to API (on each hover on panel right now)
CODE:
https://pastebin.com/XMsRrbtu

Welcome to bse. Unfortunately can't test as have no server set up. Small thing re style, suggest adding  wm = context.window_manager.   Could try:  only register the projects enum on a successful login with items a snapshot of list at login. Shortfall will not show live changes on serverside.   Maybe add  a refresh button?. Been having a similar issue with enum listing active gvim servers.  Makes blender start to lag after a while. A method I was considering was stashing a snapshot, and only updating list on a time or tries basis.

I do not need to keep up with changes on server. The thing I need is to load projects list on log in, and update directories list each time project is chosen from dropdown. What I am asking is an advice how to solve it, and then to try to solve it myself. Do you think, @batFINGER, the solution could be registering on log in, unregister on log out (PropertyGroup with enum related stuff)? Tried to do it, did not work, but it could probably be my mistake.

Myself would  lean towards a collection of projects, each having a collection of folders, populate on login. If it is another window manager prop it will not be saved in file. To have enum UI, simply parse the collections.


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Where can I connect my OCC texture on a principled node?
I am creating materials with node wrangler and notice it doesn't use the OCC textures ever, so I was wondering if you could point me to where to use it.

Assuming the OCC texture is ambient occlusion, there's no direct input for it on a Principled Shader.
It's also really important to note that it's not really a sensible texture to use with the Cycles renderer.  See these other questions.  Cycles already does, using ray tracing, what the ambient occlusion texture is trying to "fake".
If you're using Eevee, then there's an ambient occlusion option in the rendering tab, though it's only an approximately, and you might not like the results.  For Eevee, a reasonable thing to do would be to use the ambient occlusion texture as a factor to mix the diffuse texture with black.  If you use it, it's probably a good idea to make sure Eevee's own ambient occlusion feature is shut off.
Using the low-res versions of this crate texture, here's the node set-up I used to incorporate the diffuse, normal, ambient occlusion, and reflective occlusion maps:

Here's the result in Eevee with Eevee's own ambient occlusion turned off.  The middle crate is shaded using the above node network.  The left crate shows what happens if you leave the ambient occlusion texture out (just diffuse).  The right crate, for reference, isn't shaded by Eevee -- it's just the exact texture (displayed using an emission node) from the reference photo for the texture.

A very enlightening answer, sir. One thought - is it wise to connect directly into the specular input, considering how Principled BSDF handles it?
https://www.blendernation.com/2018/11/05/blender-3d-tip-realistic-specular-value-in-principled-shader/

Good question.  I think it's probably okay.  I believe the shader's specular input specifies the fraction of power reflected at a head-on angle (which for PBR materials should be given by the formula [(IOR-1)/(IOR+1)]^2).  It's scaled so that 0.5 corresponds to the approximate 4% head-on reflection of a glass surface, which is a good value for most dielectrics.  If the ROCC map represents percentage of full reflection (at angles close to normal) the multiplication probably make sense.


text:
CPU slower than GPU

I have an AMD 2700X and an RTX 2800, for some reason my CPU will stay on a rendered tile for 54 seconds every single time and wont move on. But you can see the one tile that my GPU is just speeding through. Does anyone know what's happening and how to fix it? It is a simple little animation with only a cube that I used bezel on and the quick smoke effect. I'm brand new and was just playing around with the setting. I looked up plenty of "Make render times faster." Videos and none of them helped. Your help is greatly needed and very appreciated!

Correction, my CPU DOES move on, but takes around 50 second to a minute every tile

Please see https://www.take-a-screenshot.org/

This is normal. The GPU you have is apparently faster at rendering than the CPU you have. It is not surprising and there is nothing to do about this, nothing to fix, this is just how it is.

It could be a hardware issue. When you are processing with a CPU, what is being rendered is based on the number of cores that you have and what programs are also using the processing power. That's what's being used in the Blender Internal Render Engine. When it comes to the Cycles engine, that's based on how powerful the graphic card is. There is a video from Blender Guru that gives you a couple of tips needed to speed up the process, but that's only if you haven't finalized yet. The only way a CPU based render for an animation will ever rival a graphics card is by using a renderfarm as a collective.
Other than that, you may have to get rid of some background programs that are running and it might give it a boost.
https://www.youtube.com/watch?v=gJf46RPyejg


text:
How to make a script to select objects by diffuse_color?
I have a file that I imported from the .svg format, there are a lot of curves.
I would like to combine the curves with the same color, how to write a script for this? (Sorry for bad English)

This script is a good start. Describe what you need with more details if you don't know any Python and this isn't enough to get you started.
import bpy

my_blue_mat = bpy.data.materials["My_Blue_Mat"]
my_red_mat = bpy.data.materials["My_Red_Mat"]
my_green_mat = bpy.data.materials["My_Green_Mat"]

for obj in bpy.data.objects.keys():
    mat = bpy.data.objects[obj].material_slots.keys()
    for m in mat:
        if bpy.data.materials[m].node_tree.nodes['Principled BSDF'].inputs['Base Color'].default_value[2] > .4 :
            bpy.data.objects[obj].material_slots[m].material = my_blue_mat
            if not "My" in m:
                bpy.data.materials.remove(bpy.data.materials[m])
        elif bpy.data.materials[m].node_tree.nodes['Principled BSDF'].inputs['Base Color'].default_value[0] > .4 :
            bpy.data.objects[obj].material_slots[m].material = my_red_mat
            if not "My" in m:
                bpy.data.materials.remove(bpy.data.materials[m])
        elif bpy.data.materials[m].node_tree.nodes['Principled BSDF'].inputs['Base Color'].default_value[1] > .4 :
            bpy.data.objects[obj].material_slots[m].material = my_green_mat
            if not "My" in m:
                bpy.data.materials.remove(bpy.data.materials[m])
        else:
            pass

I need to: select an object and find objects with the same color and select them and merge into one


text:
Lights inside a semi-transparent object
I'm trying to make a semi-opaque lamp for a designer. He wants the light sources inside the lamp and wants to be able to adjust how transparent the mesh is. When I place a lamp inside the object it casts light around the object but there isn't really any "proper" illumination.
As an example, say you had a cylinder with 50% opacity and you put a lamp inside, you should be able to see that light source - as you would if you put a bulb inside a paper lantern. How can I achieve this effect? I've tried Eevee and Cycles but I get awful renders with Cycles and in Eevee I have to fake the effect entirely and it just doesn't look convincing... any tips would be very welcome!

Add any object, like a sphere and add Emission material to it and place it inside your transparent mesh!

Thanks for the reply. This does work in Cycles but I need to get a solution in Eevee because Cycles is just awful. Possibly the worst render solution I've ever used. But many thanks anyway. I'll keep fiddling!

Add the lamp shader object. (I used the default cube.)
Add a solidify modifier to give the wall some thickness.
Add a shader: Translucent BSDF.

Add a lighting object and place it inside the cube. (I used a Sphere.)
Add a shader: Emission BSDF. Increase the strength.
Use a realistic color management like the filmic lookup.

First screenshot is pbr cycles, second is EEVEE.
For realism, mix the Translucent Shader with Diffuse, Glossy and Refraction and implement the fresnel effect to allow less light through when viewed at an angle.

Hey, I was playing around with your last idea, rookie question: where do you add the fresnel node? Behind diffuse or translucent?

I suggest you watch this video. The node setup with a fresnel group is at 9:37.

Thank you very much, it's a very informative video! You should include it in the answer as a reference.

Thanks for this. Unfortunately I need a solution in Eevee, mostly because Cycles renders always look terrible. The designer I'm working for refuses to use it and I can't say I particularly blame him. Many thanks for your time.

"Cycles renders always look terrible" - Citation Needed. It's the same setup for EEVEE, I added another screenshot.


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Modeling a low-poly crater in Blender
Quick disclaimer: I'm relatively new to Blender, and so I apologize in advance for my ignorance.

"What is the best way to approach modeling a Low-Poly crater in Blender?"
Here's an example of a crater on Earth. I'd like to use the low-poly art style and make different variants of craters similar to this.

I've tried two approaches so far:

Bézier curve: I tried using the Bézier curve tool to outline a crater from the top view. I then sub-divided the ground and crater into triangles, and then randomized the materials assigned to each of the faces. This was very time-consuming, and the end result feels very unnatural.

Sculpting: I then tried sculpting for the first time. While it looks nothing like it, I think I'm on the right track, but I'm clueless as to how to achieve the desired result. The terrain (when imported into Unity) feels a lot more natural, but I cannot seem to get the sharp ridge on the crater walls right.

Are there any better means of achieving this result? Any help would be much appreciated.
Thanks.

If you are going for that faceted shading "low poly" look you could try taking your sculpted geo and just apply a decimate modifier to it that way you can adjust the level of detail through that while also being able to continue sculpting on it.

@Chris Thanks for your reply, however that isn’t an issue. I’m able to create the low poly look using the sculpting tool with Dyntopo set on, however am not sure how to make the sharp ridge, and surrounding of the crater.

The answer below suggest something similar to me but starting with a height map instead, have you tried using the Pinch brush in sculpt mode to get that sharp?

@Chris Using the pinch tool works, however still doesn't quick make it as sharp as I would like?

Lazy tutorial ...

download (export) terrain high-map from here https://tangrams.github.io

Link is set directly to your Barringer crater. Exported image seems like just a screenshot saved in 8-bit, that makes it lately a bit blocky for displacement (16 or 32-bit would be better for smooth result), but since your goal is low-poly, it's more than enough.

subdivide plane few times to make topology more dense, plus add Subdivide modifier to get grid even more dense to catch details

add Displacement modifier, assign downloaded high-map (greyscale image) as Texture, Strenght = 0.1

add Decimate modifier, Ratio = 0.01

Landing on Surface

add Cylinder and Boolean-Intersect it from crater to get circular shape

go to Weight Paint mode and click in center from top view to get gradient

search for "Invert" to get red color of gradient from center on edge

add any "land" object (surface you want to follow)
use snap tool to bring center of crater object to surface (with "Align Rotation to Target")

add to the crater object Shrinkwrap modifier and choose a Vertex Group (in this case called "Group" generated by Weight Paint mode automatically)

Works for concave and convex shapes as well ...

In this particular case (crater) probably could be enough to duplicate and rotate / scale object, that will brings illusion of crater variations without needs to make them unique, but you can sculpt a bit each of them to make more variations.

Thanks so much! Really appreciate it!


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Shader does not change color of surface
I don't know wether it is just me or that is a bug but still:
When I'm trying to change surface color through shader (Pricipled BDSF) surface color doesn't react at all. All other things do have an impacts, such as roughness or bump maps.
I am not quite sure under what surcumstances this odd thing happenes, but it does quite frequently. Hoever, some other objects inb the scene seem to be not affected by this problem.
Did enyone encounter such issue before or there is something I've missed in the settings, or is it just a stupid bug?
Best regards and thanks for unswers,
Erik

Please provide a .blend of the scene with the minimum size showing the problem so I can have a look at it.

Agree, a .blend file would be great


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How can I make the Bishop's hat in the chess piece?
I have attached a blender file below along with some pictures. I tried to use the boolean modifier to do the same but came up with rather difficult to work with results. I want to have the curve and the shape of the hat to be nearly the same as the real Staunton Bishop.

gdrive link to blend file: https://drive.google.com/open?id=1x1poqr1abMpW_miAbRIkWpvRVR0twlMc

https://blender.stackexchange.com/questions/89990/smooth-shading-creates-odd-shading https://blender.stackexchange.com/questions/104910/cutting-into-cylinder?r=SearchResults&s=3|33.6324

First close the top of the mesh, then put the Boolean modifier above the Subdivision Surface and use a shape like this one and it seems to work fine.  When you're glad apply the modifier and bring some corrections so that the mesh is clean: Quads instead of ngons, bevels to sharp the edges, etc...

Thank you! I'll try it and get back to you.

Tried it and it works! just requires a lot of finishing afterwards


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Problem subdividing edge loop in a model
I have this model of a rook (chess piece) and I want to subdivide the top edge loop, but as soon I try to do that it forms a weird curvy edge loop. I have attached the model along with the pictures below...

Blend file: https://drive.google.com/open?id=1am0JbAVkdK4IXxjiKeEJKan30a5MnJTq

Why it happens:
When you subdivided the top loop, two things happened:

You created n-gons, which behave differently with Subdivision.
You made the loop to look more like an octagon.
It's a real pain to repair these issues, not worth your time :).

Smart solution :
Use the Screw modifier instead:

Keep only one side edge of your object.
Add the Screw modifier. That way, you can adjust the number of edges to your needs.
You can also change the number anytime you want, until you Apply the modifier.
And make sure to check Calc Order

Add the Subdivision modifier after the Screw modifier, if you need it.

3D view so you can see better what's going on.

Dumb solution:
You can make any shape into a circle using the To sphere tool.
It's a very useful tool, but in this case it won't help much, because of the ngons.

Further reading:
Screw modifier in Blender Manual.

Speculate that the idea of subdividing the top loop is a step towards creating  the battlements (top of castle wall) for the rook.

Sure :). But in any case, subdividing only the top loop creates n-gons, which mess up the topology, right? The screw modifier can of course be applied, before adding the battlements.

Thanx a lot! I did try the "to sphere" option before but it did not yield the result I wanted, I ended up with the same curvy mess. But the screw modifier seems to be a really clever solution. that being said, does it mess with the subdiv mod? Also what does "Calc Order" ensure?

Hi :). Screw modifier works very well with Subdivision, I use it all the time. The Calc order calculates order of edges to avoid problems with normals and shading.

You can now mark the answer as accepted ✓, for others in a similar situation.


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Why do my Rigid Bodies ignore their physical boundries and collapse into each other?
I have a stack of casino chips, made from cylinders.
I want them to stay stacked until I push them over after 264 frames.
However, when I click play, the chips seem to collapse under their own weight?
Also, I noticed they fall into each other, almost like they have no top/bottom cap.
Question:
Can somebody take a look and tell me how to fix it, so they don't fall down on their own at the start?
Rigid Body settings

This is what happens

.blend file

In the Scene panel, under Rigid Body, increase the Substeps per Frame up to 50 for example, it will improve the calculation of the simulation:

So simpel, but so effective. Thank you!!!


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How to select all textures used by all active materials in the scene?
I have a project in my hands that has one object mesh (a city block with buildings) with around 10K materials that each have a texture in them. The textures for these material slots themselves are in their own folder.
I wanted to take a small piece of that city block (still with around 500 materials) and put it all into a neat package with only active materials and needed textures.
Cutting the piece out of the city into its own file and With the help of Materials Utils Add-on I was able to delete the unused materials.
But how could I round up the used textures? From that folder of some 10K images I somehow need to pick out the ones that are in active use in the materials. Any ideas?

If you save then reload your file, Blender will get rid of the unlinked (unused) images. (and Materials, by the way)
Then you can use File/External Data/Pack all into file, you should end up with a .blend that contain every image used in the scene.
If you need to keep them as separated files, you can copy your packed .blend in a different folder, then use External Data/Unpack all into files.


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Can Geo Nodes Read An Excel File
Can Geo Nodes read an Excel file?  Similar to what Sverchok can do https://youtu.be/Q_2oiTTZHOI

Simple answer: no, this is not possible directly.
You should get the data before using the geometry nodes.
PS: I've not tested that, but looking at the documentation, it seems possible to combine the two.


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Modeling Awkward Geo
I'm trying to model what is shown in this image.  I'm new to Blender and struggling.  I've tried doing it as a curve with a Bevel > Object but I can't get it to 'twist' like it is shown in the image.  Can anyone help?
Thanks

It may be possible to make this in 3D, with some work, essentially fighting against the natural 3D geometry, normals, lighting ... but this looks to me like a fundamentally 2D illustration.. e vector outline filled with gradients.

Hi Please use a title that reflects the content of the question. It should be descriptive but succinct, unique and identifying, summarizing the issue so that users can at a glance understand what your post is about. Use the [edit] link below your post and avoid anything not strictly essential to the post. Remember, your title is the first thing potential visitors will see, and makes your question findable for future users. See "What is the problem with posting an image or link and asking “How do I do this?""

Use your image as reference, make a series of extrusions:

As you're about to bevel and you want your bevel to work, cut an edge somewhere in the middle:

Bevel:

Give it a material, put some lights:

Hehe.. you only have to make a comment like mine on the OP, and along comes ..  'boots' :)

I always need to try when you say that it's impossible

Thank you x1000! Brilliant answer.


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Subdivision modifier hides points and edges in edit mode

I added a subdivision modifier. While in edit mode edges and points are now sometimes hidden by the subdivided surface. Obviously I need to see points and edges always. Is there a way to turn this on?

You can try x-ray or enable "show subdivision in edit mode" in the modifier settings (small buttons of the modifier header

X-ray works quite well. Is there a way to have x-ray per object. So only the object that is currently in edit mode should have xray, the other object not.

Try On Cage adjust edit cage to modifier result. In the header of modifier, it is a small button looks like inverted triangle.

X-ray might be better for simple structures. You can hide other objects by enabling local view, the default shortcuts are '/' and 'numpad /'.

Thanks for the posts. This is not a regular forum, according to site rules links to answers are not answers if the link goes missing your answer becomes an empty shell without content. Answers should be substantial and stand on their own without relying on external data like links, videos or images. Instead of having users go through external links, either transcribe essential parts of the process here, linking the source, or posts these in the comments section instead.


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Emit particles as vertices and then creating a convex hull out of this
I would need to convert the particles which I emit to vertices. Then I can select all vertices and create a new object with a convex hull. This would be really interesting but I can't find a way to convert the created particles to vertices. Any idea?

This add-on could be worth a shot, it allows users to connect particles together. It says on the page that inside the next update it will be able to link particles with polygons. https://blendermarket.com/products/ik-particles-link

Animation Nodes may be the way to go. See related question https://blender.stackexchange.com/q/97095/29586. The comments mention creating a convex hull - although the answer is different - but may be close to what you're looking for.


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How to add non animated text in blender video editing easily
All I've found on the internet are animated ways to add text and a tutorial that is now outdated. Is there any other way then just creating it as a 2D object in the editor?

In video sequence editor, press shift-A then select text, or in the header Add>Text
Is this what you are looking for?
Image from https://docs.blender.org/manual/en/latest/video_editing/sequencer/strips/text.html


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Hard-surface modeling of phone
I make the model of phone. I use hard-surface modelling and now I have problem to make speakers holes. As you can see on screenshots something is wrong with faces after boolean modifier. As for me the geometry main body of phone is right.
Tell me pleace what I must make with model for obtain right surface.

And one more question: is it right to modeling the phone or things like that using hard-surface modeling?

Dublicate of: Adding holes simultaneously within mesh. It is a way to do it, but creates bad geometry, which creates problems later down the road with texturing, animation, other people (or yourself) working on the model.

Not sure what you mean by "hard surface", but have some experience with boolean. So, you are trying to create pits by intersecting the cylinders with the phone bottom (IE: The cylinders are one mesh separate from the phone mesh and you are not using an array modifier)?
I notice that there are ALOT of modifiers on the phone, one of these may be causing the faliure.
Well, here's what I think you should try:
1, cancel the boolean modifier and join the two meshes (object mode, select cylinders, then phone, press Ctrl+J or find join in object menu).
2, enter edit mode and select the cylinders.
3, intersect (knife).
4, select all and merge by distance (at the default small distance).
5, If I remember right, select and delete the top half of the cylinder.
6, select and delete (only faces) the circles covering the holes.
Let me know if this works!


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Creation of realistic old wax
Tell me please what I must do with node of wax materials that I made. It looks very plastic and I cannot believe that this material is real.
You can see what I do in nodes. I think what dust and displacement are good but there are problems with color and subsurface scattering.

I found one sample which I'd like to make because it looks auseme.

Here is a quick attempt to a wax shader... not as nice as the example but there's room for improvemment. Let me know what you come up with.

start with Principled BSDF
play around SSS values
add dust in crevasse and other areas using AO, pointiness and normal Z value and noise
add some translucency


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Is it possible to safely and reliably maintain a reference to a blender object in python?
I'd like to be able to refer to the same object multiple times from python. I'd ideally like to be able to move back and forth between using the python console and using the UI.
The official documentation appears to offer conflicting advice about how to maintain references to objects from python, on the "Gotchas" page. Under the heading "Data Names" we have the following:

Its better practice not to reference objects by names at all, once created you can store the data in a list, dictionary, on a class etc, there is rarely a reason to have to keep searching for the same data by name.

This suggests keeping a reference to an object directly, rather than by name.
Further down the same page, under the heading "Help! My script crashes Blender", we have the following:

Do not keep direct references to Blender data (of any kind) when modifying the container of that data, and/or when some undo/redo may happen (e.g. during modal operators execution…). Instead, use indices (or other data always stored by value in Python, like string keys…), that allow you to get access to the desired data.

And a little further down:

As suggested above, simply not holding references to data when Blender is used interactively by the user is the only way to ensure the script doesn’t become unstable.

This suggests that keeping a reference to an object directly is unsafe if we'd like to work interactively, and we should instead refer to an object by name (I think this is what is meant by "string key") or by index. If I've understood correctly, the index of an object may change if other objects are removed, so accessing objects by index is also unreliable.
Is there a safe, reliable way to maintain a reference to an object, or is this just a pain point of the python API?

https://blender.stackexchange.com/questions/6975/is-it-possible-to-use-bpy-props-pointerproperty-to-store-a-pointer-to-an-object

Use a PointerProperty
As pointed out in Is it possible to use bpy.props.PointerProperty to store a pointer to an object?  can point to any blender bpy.types.ID type object, in example adding an object_of_interest pointer to the scene.
import bpy
from bpy.props import PointerProperty

bpy.types.Scene.object_of_interest = PointerProperty(type=bpy.types.Object)

Run script above and test in python console below.
Starts off not set, None
>>> C.scene.object_of_interest is None
True

Set it to the context object
>>> C.scene.object_of_interest = C.object

>>> C.scene.object_of_interest
bpy.data.objects['Cube']

Rename it
>>> C.scene.object_of_interest.name = "Foogle"
>>> C.scene.object_of_interest
bpy.data.objects['Foogle']

>>> C.object
bpy.data.objects['Foogle']

Remove it
>>> D.objects.remove(C.object)

Back to None
>>> C.scene.object_of_interest is None
True

If we did this via reference ie
object_of_interest = C.object

deleting then re-referencing would mean death to blender.


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How to design a shoe cap
I'm designing my models for shoe soles (3d printing) using blender. I'm a real beginner and so I just used the basic extrude, bevel and proportional editing to reach my goals. But now I would like to design a toe-cap. Right now the model looks like this:

But I would like someting more like this:

But I can't get the mash to "bulge" over the toes. Proportional editing will always also pull the lower layers in... Any ideas are highly appreciated.

First try with the Proportional Editing option on, you'll probably need to add horizontal edge loops. If you don't want to affect some parts of the mesh, make them invisible

ok, that sound interesting... I didn't know that I can hide single vertices...

Another problem is that the wall thickness has to stay the same. To create the bulge would it also be necessary to create another loop cut? Just because the middle part has to bulge outwards while the top part is pulled the other way?

yes you'll have to create inner edge loops as well. The problem is that you're working the other way around, you should 1/ make sure the whole shape is good (don't give it any thickness for the moment) 2/ keep it low-poly as much as possible, only subdivide it when you're glad with the shape (and keep a low-poly version in an invisible collection so that you can always come back to it)

ok, you suggest first create the shape of the outer shell and add the "volume" as last step? So my workflow would look like this

scan foot outline and convert to svg
import svg and convert to mash
pull up edges to finale heigth
add sewing notch
use proportional editing and loop cuts to form the toe cap
and then? I need to reach a wall thickness of 2mm....

You can begin with the sole if you have the shape, keep it low poly, extrude up, add horizontal edge loops to the extrusion, give the extrusion the correct shape, at the end when you're glad with the whole shape, if you need to give thickness, you can use for example a Solidify modifier and apply

@moonboots: Thank you for your help and answering my beginner questions. I'll test the solidify modifier. Regarding "keep low poly"... I tried that but then I had a hard time getting the design rounded at the end... is there also a trick for that?

you need to give your object a Subdivision Surface modifier, only apply it if necessary, and keep a version without applying the modifier, maybe take a look at some tutorials, for example here look at how he keeps the mesh low-poly, only the Subdivision Surface makes the object look high-poly and round: https://www.youtube.com/watch?v=tSABdIpsBEA

thank you so much. It works pretty well this way.

Bridge Edge Loops is Blender's lofting tool, with a reasonable range of options.
One way to capture the curvature:

Rotate a duplicate of the top edge of your sole-rim upwards, towards the top profile of the shoe. If you have an actual front elevation of the shoe to work to, for the profile  edge, so much the better. (You could create a curve for that, convert to mesh, adjust the number of vertices to match the base edge. Loop Tools > Space is very handy for getting a fixed count of vertices evenly spread along a curved mesh-loop.)
Either use an existing top-surface, or extrude a temporary approximate one out, to give Bridge Edge Loops something to work to, and then use Bridge Edge Loops, with 'Blend surfaces' set. Adjust the number of 'Cuts', and 'Smoothness' to get as close as possible to your desired result.
Delete the temporary surface, and maybe Relax or Smooth some regions of vertices to improve the shape.

All this happens before detailing, and subdivision.

@Samsara Agreed with above comments, it does look as iif your topology could be less dense at this stage. So could mine, probably.

I'm a lazy person, so I'd let Blender do most of the work.

Add a UV sphere and rotate it 90°
Remove unnecessary faces
Tweak, extrude, subdivide...

thank you, the problem is that the base outline of the sole is taken off of the real foot ;) so toes unfortunately don't have a circle shape

Sure, it's just one way to do it :). I'd move the vertical edges to fit the sole, and slap a Subdivision Modifier on top. Anyways, good luck with your project, surely other ways will work just fine :).

IMO, laziness is the most important skill in modelling.  To some of us, it comes naturally.. :)

@Robin I'm learning from the best :)


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How to join UV islands based on shape?
I've got an object which I've segmented into sets of identical UV islands (using seams of course). I want to apply a custom texture, and to streamline the process and allow for a smaller texture image, I want to be able to apply the same UV island to multiple identical segments in the object.
I've tried this multiple ways but have had little success:

Manually moving each vertex: The vertices aren't merged with each other, and selecting a single vertex will select multiple vertices in the UV if it runs along a seam.
Magic UV add-on copy/paste UV: Doesn't preserve the relative locations of the vertices or seams, and doesn't actually join the vertices.
Splicing vertices: Only seems to splice vertices based on the 3d model itself.
Welding vertices: Selecting a single vertex will select multiple vertices in the UV if it runs along a seam.

I would prefer if I didn't have to split the object into multiple objects. Thanks.


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How to make a round point or a rounder point in this case, where edges come together and join into one vertex?
I would like to ask how to make a round point or rounder point in this case. Sorry I am a complete beginner and tried with the bevel and loop cut tool (loop cut did not work at all), the subdivision surface modifier only worked on the whole object. The object also already has an applied mirror modifier. Thank you so much for answering in case you do.

Yoy cannot round 1 vertex.
You need to add more geometry.
Nothing in the real world is perfectly pointy, so use a face, instead of one vertex.
By scaling it you can make it more or less pointy.

You can use the subdivision modifier to smooth out the whole object.

Or use bevel to only smooth out the rim.


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Who owns Blender?
Blender is an program that has been growing over the past few years through the work of the community. The development of the program is to my understanding largely community based. Although some of the developers get paid by the blender corporate most of the developers work for free while producing an software  with an immense value.
Who owns the rights to the software, to the small contributions made by the users? Are they with the blender corporate?
Is their the legal possibility for Blender corporate to sell the software and therefore realize the immense collectively generated value of Blender?

I’m voting to close this question as off topic because it is about licensing and legal issues we are neither equipped nor legally authorized to answer, and any ill advice could unintentionally pose a liability to both the user and the network. For official info see the Blender Licensing Terms and Conditions and the FAQ about GNU GPL

This is an issue that is covered with the underlying license:

Blender is released under the GNU General Public License (GPL, or “free software”).
This license grants people a number of freedoms:

You are free to use Blender, for any purpose
You are free to distribute Blender
You can study how Blender works and change it
You can distribute changed versions of Blender

The GPL strictly aims at protecting these freedoms, requiring everyone to share their modifications when they also share the software in public. That aspect is commonly referred to as Copyleft.
The Blender Foundation and its projects on blender.org are committed to preserving Blender as free software.

Source
This means that all code is freely available to everyone through the license and thus belongs to everyone (or to nobody).
The Blender Foundation, on the other hand, is only a construct (however financed) whose task is to drive the development forward and explains itself with these words:

The Blender Foundation (2002) is an independent public benefit organization with the purpose to provide a complete, free and open source 3D creation pipeline, managed by public projects on blender.org.

Source


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Blender Executable file
Tutorials for simple objects like Railway wagons etc
Further to above thread. I have downloaded Blender 2.92.   Instruction readme says to right click the executable file.
What is this file called and what extension ?  on Linux Mint 17.       Should I be using 2.80 instead? Where is 2.80 to download (comes up with 2.92 when searching.
Thanks

Executables on *nix-like Operating Systems in General
*nix-like operating systems usually don't use file extensions to determine if a file is executable or not. Instead they rely on file system flags and file headers (for example ELF headers for binaries and !# - aka Shebang - for shell scripts).
Without going too deep into technical details:
If you download Blender for Linux from blender.org and extract it on any GNU/Linux based operating system, all the necessary flags should be already set. You execute Blender by clicking (single/double depending on your UI settings) on the file called "blender".

It may be necessary to set the "executable" flag manually in the "permissions" dialog (accessible by right clicking on the "blender" file)

Have tried with  'Blender'     no luck.
I do have one other file in this folder that is not in your folder  --  file:///home/charles7/Documents/Blender/Program%202.92/blender-2.92.0-linux64/%01%BA%DB%EA@%B0͔%0E@8
Whatever that means.
Keep in mind I am using a 32 bit laptop, should this load onto it?
Charles

If your OS is 32 bit, it won't be able to run 64bit-Applications. It seems that the last 32-bit release of blender is https://download.blender.org/release/Blender2.80/


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How to rename export animation frames numerally with "steps"?
If I export my animation (into png) the files are named "001", "002", "003", etc.This is good. but when I change the frame "step" in output properties to something like "2", the files are now exported as "001", "003", "005". I understand why this is happening but how can I make it so it exports how it was before, but with the different "step" option?

Can you give an example of what you expect? What do you mean by '...so it exports how it was before, but with the different "step" option?'

So basically i want the final result to be "001", "002", "003". with the changed "steps"

Ah, I see. Step=2 skips every 2nd frame. Output is "frame001.png", "frame003.png", "frame005.png", etc. But you want to have them saved as "frame001.png", "frame002.png", "frame003.png", etc and it's actually the frames 1, 3, 5, etc. Sequential numbering with a changed frame rate

So i put the put the step value back to one and halved the frame rate, this still gave me 20 frames, rather than the 10 that changing the step value gave me


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how can you cut it so that when to cubes are inside of each other one of the cubes disapear and leaves a hole in the other cybe?
how to do it?
whats the short cut?
whats the tool?

Do you mean you want a hollow cube but with walls (use one cube and a solidify modifier) or one cube cutting out some part of another cube (boolean difference) or something else entirely?

Do the geometries' surfaces need to intersect or do you want one totally inside the other?

here is a tutorial for that: https://youtu.be/ZQrq2DJqHgY.  just wait until it is uploaded

@  Chris, I guess what you show is rather a booltool option than a looptools function?


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How to have an asymmetrical texture on a mirror modifier model?
I am making a low poly human model and i want to texture its face but it is always symmetrical and I don't want it to be.

Can you add more info about your model? For example, is there a mirror modifier on your model?

If I understand correctly what you want, enable the Data > Mirror U and Mirror V of your Mirror modifier:


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Help the lighting doesnt work and some part of the object is black
So i try to learn to create the chair just like blender guru tutorial, and when i try to render the model to finish the lighting lesson, it turn out like this (as shown in the picture), like the lighting doesnt work on some part of the object. Does anybody know how to fix this? thanks a lot

if your world is black and if your material is super reflective, it will only show black, is it the problem here?

Actually the world isnt black, and the material is using image texture with normal map for bump, so I guess it isnt super reflective either. I dont know if i mess up on the material or not

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

https://pasteall.org/blend/ecebe94ae2f44467a863ddf4312ca92e here is the file for the chair, thanks again mate

please pack the images and share again  ;)  it may have to do with your normal image? Try to switch your Image Texture to Non-Color and lower down the Strength of the Normal Map?

omg yeah you are right i got the image file wrong, i should have use the normal instead of the reflective image texture, and now its all good. thanks a lot mate!

@Misterp21 consider adding your own answer to this question with the solution, I think the image you've included is good and someone with the same problem would instantly recognize it

Check your normal image, switch the Image Texture node to Non-Color, maybe lower down the Strength of the Normal Map node.

so the answer to this thing is because of the image texture file is wrong, it should be using the normal one instead of the reflective one, the pitch black color was shown because of the material is too reflective to absorb light in blender. Thanks everyone for the help to solve this


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Can't export Model with IK Constraint
I have some issue with Blender when I export my model with IK Constraint to .FBX file then open with 3D viewer it said:"Couldn't load 3D model". I've tried to import that file to Unity but model pose was wrong. If I remove IK contraint bone then everything get back to normal. Can anybody help me :(

Constraints can't be exported.
IK must be built on the software it's being used in, in your case Unity.

That means I have to do the animation without the IK ? :(

It depends. If you animate in Blender, you can use whatever you want, just the deforming bones will be baked and exported. Though it requires you to have made your rig accordingly: with a separated layer of bones that only deforms the model, and another layer that controls to deforming bones and have all the constraints and tools you want. On export, you only export the deforming bones and let the exporter bake each frame of the animation, so that the game engine only receives the "result" of your animation.


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Blender 2.8 - I want to ALWAYS see the axis gizmo when moving an object
When I am moving an object in Object Mode, the axis gizmo disappears.  This is very unhelpful.  Is there a way to make it always visible?
I want to always see this gizmo:

Currently it's not possible to show the gizmo while dragging. The discussion related to (one of) the feature requests can be found here including the explanation by Julian Eisel what challenges exist for implementing this.

Of course there is a way.
Just click the gizmo, instead of dragging it.
Then use the pop-up menu to adjust the values, and the gizmo stays visible.

Awesome!  Thank you :)

Happy to help :).

You can toggle on/off gizmos for move, rotation and scale here…
To activate this first you need to select "Active object" - above those three…
When you're satisfied with interface changes (settting up gizmos, deleting standard cube etc) go to FILE => DEFAULT => SAVE START UP FILE. Next time you create a new file it will be the way you like it.

Question is: Is there a way the gizmo stays visible while transforming an object...?

This answer is very correct, I don't mind that OP asked something different, because I got into here by googling "blender object gizmos save". And that is what I want. Stupid downvoters begone!


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Selected vertices in editmode are invisible in objectmode
When selecting vertices in edit mode, the objects verticies become invisible in object mode.

When selecting only a face it gets invisible too.

If you create a New file, does it do the same thing ? Or is it only in a specific .blend ?

Vertices are supposed to become invisible or let's say unavailable in object mode though. So the first pictures show how it's supposed to be. A selected face be it selected by the vertices around it(Vertex Mode), the edges building it (Edge Mode) or just the face (Face mode) is a different story and should be checked as @thibsert mentioned. Also important, what version of Blender you are running.


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How to delete intersected particles
As per my previous post, I am following Blender Guru's donut tutorial.
To improve realism, is there a way to delete particles (the sprinkles in this case) that have intersected?

Possible (untested) answer: https://www.youtube.com/watch?v=15d9yWT5A4Y


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Why the exported GLTF model looks bigger and in a different position than in Blender?
I have this model:

But the final export looks bigger and in a different position:

First thing that comes to mind: have you applied scale and rotation on the model with Ctrl+A before exporting?

How do you know it looks bigger? Do you know the size of the grids in each software?

this photo shows default settings, if you havent change any, this is what yours looks like.
what might help is if you change these two settings to the following:
set FALSE the y+ up option in the export settings
set TRUE for apply modifiers
most likely removing the armature is changing the size, if you set apply modifiers to true this wont happen anymore as the modifier is applied and not removed
y+ up is changing the orientation on export