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Geometry Nodes: Random per Object (per Modifier) - Randomize a Noise Pattern
Using the Noise Texture node in Geometry Nodes, how do you set it up so that the pattern is randomized with each use of the Modifier?
There is no 'seed' input for Noise, and adding a Random Value node to the W-input doesn't work as expected (I posted about that here).
Any suggestions?

Connect W- to the node group input and use the script to change each modifier W input.

What do you mean by 'use the script'?

Python scripting in Blender Text Editor. For example, this is a "Make all subgroups single" script.
https://blender.stackexchange.com/questions/298986/geometry-nodes-make-all-groups-single-user-at-once/298988#298988

And there is a similar post to your question:
https://blender.stackexchange.com/questions/298795/how-do-i-place-a-random-object-from-a-specific-collection/298800#298800

I investigated that issue in the past and unfortunately there is no better solution than the one proposed by XY. Maybe you can get rid of the requirement to use a script to randomize inputs in the modifier stacks of all objects, if those objects reside in a a single collection, and you have a single geonodes object 'drawing' stuff for all objects in that collection…

This is all good stuff but none of it answers my question about getting a random noise pattern, so that every time the GN Modifier is used the noise comes out differently.

A simple solution
The simple solution assumes objects don't move and you never have objects with same location (or you're fine with them synchronizing the random values in such case):

If you want to be able to move those objects without rerandomization (for animation purposes), you could use a Simulation Zone:

XY's solution

random_type = 0
"""
random_type = 0 - same behavior as "Random per Object" in shaders, value depends on object name
random_type = 1 - as above but multiple modifiers on the same object
random_type = 2 - the script randomizes different numbers for the same object each time it is run
"""
from bpy import context as C, data as D
from random import seed, randint
randomizer = D.node_groups['Randomizer']
input_id = next(i.identifier for i in randomizer.inputs if i.name == 'Seed')

for ob in C.selected_objects:
    if random_type == 1:
        seed(ob.name)
    mods = (m for m in ob.modifiers if m.node_group == randomizer)
    for mod in mods:
        if random_type == 0:
            seed(ob.name)
        random = randint(-2**31, 2**31-1)
        mod[input_id] = random
    ob.data.update()

Random Value node is there, because Noise Texture's $W$ dimension is limited to $-1000...+1000$ range [it isn't! Only the interface limits the input in that range; Learned it thanks to folks on Discord]; the code could be modified to generate a random float in that range, but this way randomizing seeds is decoupled from the node trees using those seeds.
The script has to be run each time you add a new object, and - if you want the seeds to be synchronized with object names - each time you rename an object.
You need to select all relevant objects before running the script but that could be trivially changed if needed…
Notice how I usually don't screenshot a node tree name, but in this case I did because that's how the script discriminates the correct modifiers: there could be Geonodes modifiers with a seed input that is not supposed to be randomized.

Thank you Markus!  It does seem that these are the best and (so far) only methods for achieving this effect.  In particular I like the Simulation Zone combo, I've never seen that one.  How do those nodes work, exactly?

@GlenCandle on frame #1 the "Simulation Input" evaluates data connected to it (like a normal node). Then inside the zone stuff happens, and passes data to "Simulation Output". The "Simulation Output" passes it further to the right (like a normal node), but also saves this data in cache. On all subsequent frames it's the same, except the "Simulation Input" ignores nodes connected to it from the left, and instead reads data from cache - the one saved by "Simulation Output" on the previous frame.

Thanks to folks on Discord I learned the W dimension is limited to -1000...+1000 range only in the interface (can put a value outside that range numerically or through a link). Rerandomizing to a small range was still reasonable, considering a reasonable assumption the W dimension will have similar precision errors to XYZ (bu it doesn't! W behaves differently!)

Since Blender 3.6 you can use a Simulation zone, and since Blender 4.0 you can additionally skip the evaluation of it:

To support an additional seed you can use the 4th dimension:

Keep in mind the proper way to preview your object is on frame 1. Also you need to play your animation at least one for the object to have proper look on all frames.


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Iridescence In Cycles?
Is it possible to create an iridescence shader in Cycles?
Specifically for something like DVDs, soap bubbles, engine oil, etc..

would an OSL shader be an acceptable answer?

@zeffii, it's worth a shot.

True iridescence probably isn't possible: http://blender.stackexchange.com/q/17/14

See also: http://blenderartists.org/forum/showthread.php?253312-Some-Cycles-Materials-1 and http://blenderartists.org/forum/showthread.php?312537-cycles-pearl-material-help and http://www.blendswap.com/blends/view/70401 and http://www.luxrender.net/wiki/Pearl_material

From your linked definition of iridescence:

Iridescence [is] the property of certain surfaces that appear to change color as the angle of view or the angle of illumination changes.

Thus, the following node setup should suffice:

If you're not familiar with node groups, this will create a new "node" called Iridescence that takes a base color parameter (you probably want white) and a factor parameter (which determines how strong the iridescence is; you probably want about 0.4) to output a color that you can put into a shader. You can see examples of how this works before.
The setup simply takes the dot product of the view vector and the surface normal and maps it to a spectrum. If you're not familiar with vector math, you can basically think of a dot product as a measure of how parallel two vectors are: the dot product of two perpendicular vectors is 0, while the dot product of two normalized parallel (or anti-parallel) vectors is 1.
You can put this node group in any shader and get a nice result. I tried it in a Diffuse BSDF, but putting it in a Glass BSDF might yield some nice bubble renders.
Here's an image of Suzanne wearing her iridescent cloak (the factor is set to 1.0 to exaggerate the effect):

Here's the factor turned down to 40% (lower works in better lighting setups, but my sky texture is blowing it out):

It's sometimes also nice to Add a magic or distorted noise texture to the Normal or Reflection coordinates

Could you post an EXPANDED version of the node-setup in your iridescence shader?  I can't even guess at what is in "Group Input" and/or "Group Output"...Otherwise it LOOKS like a great shader... TIA...  :O)

@DavidA.Lewis please see my edit.

@DavidA.Lewis Node groups were changed a lot in 2.67. That is the expanded form, the nodes "group input" and "group output" are now part of the way node groups work (and can't be expanded).

Why did you use the camera vector? How well would that work with something like a mirror in the scene? Should you perhaps use the incoming vector instead?

True iridescence is difficult to achieve using Cycles. However, there are ways you can fake the effects of iridescence by shifting the color slightly based on the object normals. This has the advantage of being highly customizable for your particular purpose and much faster than true iridescence would be.
Update: I was able to find an implementation of this using Cycles on this BA thread.
Here is the node setup:

And an example render using the above node setup with different values:

EDIT: Found a better implementation done directly in Cycles. The old BI node setup can be found here.

Noise Scale: 5 Million!?!? Is that necessary for faking some tiny surface geometry that creates iridescence? (Nice answer, btw)

The setup posted here is far from correct (I know because I'm the author of the mentioned thread). The noise scale only serves for sampling purposes, as we need different seeds for each sample, but as I mentioned in that same thread, the output values are not normalized, and create a strange bias in the wavelength distribution. For diffraction grating (CDs, DVDs, etc), I'd advise to use my OSL script (also in the thread), wich is more accurated and physically based.

This is where OpenShadingLanguage can step in. Using an OSL script you can get an iridescence effect.
Michel J. Anders has already done the hard work on his Small Blender Things blog with his surface iridescence shader. You may find some of his other scripts interesting as well.
For example:

source: Stack Exchange

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

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

sort: votes


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How to make nodes semi-transparent
In
https://docs.blender.org/manual/en/3.0/compositing/types/converter/id_mask.html
the viewer node seems to be semi-transparent, letting background link visible. How to set it ?

You can adjust node backdrop color in:
Preferences > Themes > Node Editor

Super, thank you.

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


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Bevel is not symmetrical
I was trying to model a desk and came across a problem, I can't seem to solve.
I wanted to create a simple bevel.
I used Mesh > Edges > Bevel on a selected edge and got this result

Why is it not symmetrical? How can I make it symmetrical?
For reference, what I actually wanted:

It seems your object has non-uniform scale.  Apply the scale of the object with Ctrl+A > scale to fix this problem.
Beveling with non-uniform scale:

Applying the scale:

Beveling after applying scale:

When you scale an object in object mode, it is not really "applied" to the object's geometry.  I like to think of scaling as a modifier that is always last in the stack, whatever you do in edit mode (or most other places) is as if it was done before the object was scaled.
Check out this question for more uses of applying scale.

That did the trick! Thank you.
So applying scale/rotation/location is something like freeze transform in Maya. Good to know!


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Making an Army with variations
My goal is to create an army that marches through a landscape. if possible with one character. This character has various armor, fabrics, materials, etc.
How can I scatter this character, but with different variations, what would be an efficient way to do it?
And what would be the best way to save memory? (Geometry, Particles, Array) :)

If possible with only one Character*

There might be an add-on, but the way I would do it would be with code, changing the location of the armature positions and the characters location slightly with some randomness from the code

i would use geometry nodes with just a few characters. Then you can still vary materials and armors. Here is a tutorial in which the basics are explained: https://www.youtube.com/playlist?list=PLvE1XtiXcfOklbybsDhi44eEG72cCzc4v you can of course put in the "collection info"-node in geometry nodes different characters too - so you would have "an army" ;)

@Psyonic What codes are you talking about? Script?

@Chris I like that, but i still have to make every character with every asset, I would love if one could just put a random selection in the node setup. But yeah thx

Yeah, Python scripting, but there's probably much easier ways of doing it


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How delete duplicate materials and armature post import, or can I import without duplication?

When I import different models into the scene with the same material and the armature, everything is duplicated and I can’t work normally in the engine with this later. How to fix it?

Check this answer: https://blender.stackexchange.com/a/91024/32374

this works only in 1 object materials properties

This can be scripted easily, but I don’t think there’s a built-in tool to do this.


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split things apart
As you can see in the picture I was able to split the dividing bar and the camera foot attachment (right) from the main model. However some of the wires still on the main body.  The intention is to be able to resize the main body and the divider on the left without affecting the camera foot attachment (right) so I can re attached it later.  Basically I want to be able to stretch the main body on the x and y axis the re-attach the all the components.  The other issue is that if I stretch it with the other part it also stretch those.  Or can Just stretch the main body without affecting the size of the camera foot adapters (right).

If the foot attachment is the object on its own on the right, hover the mouse over it and hit 'L' to select it. Then hit 'P' > Selection which will split it into a seperate object which will not be affected by scaling the other parts. If required you can join it back into one object later with CTRL-J.

Hello and welcome. Please don't post the same question more than once. If your previous question was put on hold, address raised the issues by editing it so it can be reopened rather than post a new one, otherwise see What should I do if no one answers my question?


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Alt-g to clear location on selected object (selected via Outliner/collection window) not working
Following the 3.0 version of BlenderGuru tutorial on doing the donut. Got to part 6 at around 2m in where he is setting up lighting.  He suggests to move the light using Alt +  G to clear the location which results in the light going to the scene origin.
He clicks on the light in the Outliner, clicks Alt +  G and the lamp goes to the origin.  I try the same process and nothing happens unless I click on the object in the 3d view port, not using the Outliner window.  Sort of defeats the purpose in this case.
Any chance someone has come across this and has a solution?  I will use the process that works just wondering whats up.  Tried in my copy of 2.9.3 and same thing.

Alt+G clears transform, moving objects to the scene origin, doesn't snap to 3D cursor

Thanks for clarifying.  I have updated the post.

Keyboard shortcuts only work when you hover the corresponding editor, in this case the 3D View

For ALT + G(Clear Location) to work, the mouse needs to be on the viewport, even if you select the object in the outliner. There are a lot of shortcuts that only works if the mouse is over an specific area of the UI.

Thanks You got it.  Much appreciated.


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Hide Character When It Leaves Room
Wondering how I could prevent a character from being rendered on the other side of a wall as they leave an room.  Viewing from above the room and character goes out a door and the character is rendered on the other side of the room.  Want the character to not render/show up on the other side of the door. Still want to see the character thru the door.  So one small area, as viewed from above, I don't want to change.
Options I was looking at:
Boolean Modifier - Object above door use with Boolean modifier.  The character has a lot of materials/parts...  Assuming I would have to apply the boolean modifier to all the parts? Did this for single object/mesh works good.  (assuming same issue with lattice modifier option i saw)
Mask - Was trying to wrap my mind around doing a holdout (mask) but i can't figure out what to do to only have that one spot not show the character but still show the character show everywhere else. Also how to put it all together afterwards (have not done layers or this before just watched a few yt videos that made me think maybe this would work)
Other - Some other compositing option
Anyways any help would be appreciated.
Solution I ended up using:
Duplicate character. Joined everything added the boolean. Brought the “stunt double” in when it was time to head off into the next room.

You should be able to animate its visibility in the render.  At frame 1 hover over its render visibility (camera icon) in the outliner), right click and select 'insert keyframe'.  Go to the frame you want it to disappear, toggle the visibility, right click and select 'insert keyframe'.  It'll be included in the render during those frames but invisible otherwise.  You can do this toggle again if you want the character to become visible again.

it could be possible through the Compositor, maybe show a picture of your character and scene


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How to randomize any value every frame between specific interval?
I'd like to randomize any value.
Here's an example:
I'd like to randomize emission strength of a material every frame change between 0-15.

How about creating/editing a Driver for that animated field. While hovering over the field with your mouse: RMB: Create Driver. The expression would look something like noise.random()*NNN if( (Scene.frame_current > 0) and (Scene.frame_current <=15)) else 0  replacing NNN with some multiplier.

Since comments are temporary, I decided to steal James_t idea as my answer:
You can click on the emission strength in Principled BSDF node, and type/paste there:
#noise.random()*4 if((frame > 0) and (frame <= 15)) else 0
The # tells Blender to not evaluate it once, but rather to create a driver and evaluate the expression on every frame. Once the field becomes purple, it means it's driven, and subsequent edits of the formula should omit the hash character, or the formula will become invalid.
The 4 is arbitrary and changes the output range from $[0;1)$ [source] to $[0;4)$.
I decided to leave the original formula by James, as some might find it more readable, but there are more concise ways of writing it in Python:
#noise.random()*4 if 0 < frame <= 15 else 0
and even
#noise.random()*4 *(0 < frame <= 15)
In order to get the same amount of control as with Map Range node, replace noise.random()*x with minimum + noise.random()*(maximum-minimum), for example, if you would put 3 as To Min and 10 as To Max, the formula would be 3+noise.random()*(10-3), which can be shortened to 3+noise.random()*7
Once you type/paste the formula and press Enter, you will get a warning message:

Clicking on Allow Execution will not make it work. Opening the console through menu Window > Toggle System Console will reveal an error:
        BPY_driver_eval() - restricted access disallows name 'random', enable auto-execution to support

Error in Driver: The following Python expression failed:
        'noise.random()*4 *(0 < frame <= 15)'

You need to go to menu Edit > Preferences... Save & Load, and enable Auto Run Python Scripts.
⚠ WARNING! Enabling this option introduces a severe security vulnerability. Every time you download some .blend file from the Internet, there's a risk it contains a virus in Python form. From now on this virus will be able to run. This is why it's strongly recommended to exclude the folders, from which you run .blend files from unverified sources, from automatic execution!
Finally, you can click on the purple field, just to press Enter again and now it will work.
This solution is not deterministic; Rendering the animation twice will end up with two different animations, because by default the random value is based on current system time (which changes between renders). In order to deal with this, you have to change the formula to something like this:
[noise.seed_set(floor(frame)), noise.random()*4 *(0 < frame <= 15)][1]
This ensures the value changes between frames, but the same frame rendered multiple times will output the same value each time. However, using this formula for multiple objects will end up with the same value for each object! If you want to combat that, you need:
[noise.seed_set(floor(frame+519752137)), noise.random()*4 *(0 < frame <= 15)][1]
where 519752137 is just some random number you change for each formula.

The length of this answer proves Nathan's point:

Certainly, drivers are a way to do this, but I tend to think of drivers as less accessible than solutions that rely more on nodes

Wow: so thorough!  And I never thought about the security implications of enabling Python scripts before.

Pretty smart setting the seed to prevent random-randomization :) Although as you mentioned this may be taking the driver system a bit too far for its own sake ><

To randomize a material value, you can use a noise node (white noise or noise depending on your needs; scale of the noise node, again, depending on your needs.  Your choices affect the distribution of the random value.)
To get the current frame count, you can use a value node with a value driven from the current frame.  Blender provides a simple interface for this: you just type "#frame" in the value field.
To remap the value that a noise texture outputs (which exists between 0 and 1 by default) you can use a map range node.  Below, I'm remapping from 0,1 to 0,15.

Randomizing non-material values is sometimes possible, sometimes not, and uses different methods; if curious about randomizing some specific non-material value, it'd be best to ask about that specifically.  Since you gave the example of emission here, I demonstrated randomization of material values only.

To  fully satisfy the question, place a Map Range node between the White Noise and Emission nodes.  Set From Min and Max to 0 and 1, and To Min and Max to the range min and max. 0 to 15 in the example in the question.

@MartyFouts Ahh, I thought they were asking about randomizing for frame 0 to frame 15.  Your interpretation makes more sense.

rereading the question just now i think it could have been either.  oh well, you've got both covered in your answer.

@MartyFouts and @Nathan -- how about simply adding a Driver to the Emission Strength field like noise.random()*NNN if( (Scene.frame_current > 0) and (Scene.frame_current <=15)) else 0,  replacing NNN with some multiplier. ?

That works if the 'between 0 to 15' means frames, but not if it means 'emission level' and I'm now confused about which the OP meant.  Except the manual has a caveat about not using non-driver variables in drivers, and I've never really investigated the ins and outs of that

@james_t personally, I didn't explicitly limit to 15 frames, because OP didn't say what they wanted otherwise (and it's ambiguous anyways.)  You can limit by frames with nodes, just mixRGB or math or whatever on the basis of (frame>-1)*(frame<16).  Certainly, drivers are a way to do this, but I tend to think of drivers as less accessible than solutions that rely more on nodes (more intuitive for people, I believe.)


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How can I create a pill shaped plane?
I want to create a pill shaped plane from the plane seen in the picture.

When I use the bevel tool (affect vertices) I always get an ellipse shaped plane. How can I create a pill shaped plane?
My goal is to create this shape:

Any help would be appreciated. Thanks.

it should work fine with bevels, you can get half circles on each tip

If you get an elliptical plane I suspect you've started with a square plane which you scaled in one direction in Object Mode without applying the scale. If you would have applied it or scaled the plane in Edit Mode, your method should have worked.

It is also possible with a plane:

If you select to vertices, press CTRL-B to bevel, scroll up to increase the segments, press V and move your mouse like this:

Reminds me of https://blender.stackexchange.com/a/216199/60486 ... There's always a simpler way :D

LOL ;) so never start your answer with "the simplest way i can...." ;)

This is what the OP did - your example just works because you don't scale the plane in Object Mode. You should mention that, otherwise yellowcab will always get a wrong result when trying to bevel non-square planes.

@GordonBrinkmann : If this is what he did, why did he give me the „correct answer“ check? So I would say: your assumption was wrong…

@Chris Well, that's something you should ask the OP. The question literally reads "When I use the bevel tool (affect vertices) I always get an ellipse shaped plane." Your answer is use the bevel tool and press V (which is affecting the vertices), so it is the same. Getting uneven bevel offsets because of an unapplied scale is a problem which is asked here dozens of times and fits to his description. Why it didn't work if my assumption was wrong and what is now different to mark your answer accepted is clearly lacking clarification from the OP's side. Maybe it was intuition to apply the scale?

The gist of it is pretty simple: Create a circle, select half of it, Y rip it, move it, reconnect it, A select all and F create a face.

The rest is a problem of how to make the angles symmetric; in order to not have to figure the rotation of the circle, I'd recommend to first rotate the reference image so the pill is positioned horizontally or vertically. Another problem may be how to achieve correct topology, but in your case it seems you will be fine with I insetting the face and then X, F removing the inner face.

You were on the right way. Here are detailed instructions on how you do it:

This step is a very important one because it's the reason why your bevel didn't work as expected. When you've stretched the plane in Object Mode, it is not evenly scaled in all directions, in my example the scale is 1 for X and Z, but 2.5 for Y. To make them all equal without shortening the plane again you have to apply the scale. To do that, press Ctrl+A and choose Apply > Scale (to avoid this you should have scaled the plane in Edit Mode).

Next comes what you already did. In Edit Mode, select the vertices, then activate the Bevel Tool with Ctrl+B. Hit V to Affect Vertices and also C to Clamp Overlap. This way you can bevel to the maximum until the vertices of the opposing bevels meet at the center and don't overlap this distance. Now you have beveled both sides to half-circles.

The only thing which might cause problems with modeling further is that where the bevels met there are now two vertices in the same location. To merge them together just hit A to Select All, then press M to Merge > By Distance. This will get rid of the doubled vertices.


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Graphics card unsupported
So ive been trying to install a later version of Blender on my laptop. Currently running 3.4.1.
Ive done work on my desktop in 4.1 and obviously cant open files in 3.4. but i believe 3.6 can open 4.1 files.
My laptop is a Sony Vaio Intel Corei5, 12gb ram intel HD 4000 (2GB) which so Intel says, should support OpenGL 4. I cant find any drivers at all... Any help or info is appreciated.

I'd try opening your work in Blender 4.0, and then saving it, and then opening again in latest 3.6.

what often works is just importing all objects from that blend file.

Starting from Blender 4.0 you need GPU that supports OpenGL 4.3, however the maximum version supported by Intel HD 4000 is 4.0.
If the scene saved in Blender 4.0-4.1 does not work, you might try the following options:

Launch Blender using software OpenGL by downloading DLL from here and copying it into the Blender's installation folder.

Export your scene using some intermediate format, such as FBX/USD/Alembic and import it in the older version of Blender.


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How to adjust the thickness of the lines depending on the distance to the camera?
I use Line Art Modifier to draw my mesh by grease pencil lines. I would like to adjust the thickness of this lines depending on the distance to the camera.
Is it possible to do it somehow?

Here's a suggestion based on @Benus' answer that doesn't require baking the line art modifier, but offers less initial control on the starting thickness :
Add a Line Art Object (Add > Grease Pencil > Scene Line Art)
Add a Vertex Group :

Add a Vertex Weight Proximity modifier and a Thickness modifier.
Play with the Lowest and Highest values and set the new vertex group in both modifiers. check "Weighted" in the Thickness modifier.

Before :

After :

Bake the Line Art.

Create a new Vertex Group, select all vertices and Assign.

Add a Vertex Weight Proximity modifier. Select the newly created vertex group. Select Camera as Target Object. Adjust Lowest and Highest to set how close you want the minimum thickness and how far you want the maximum. Check Multiply Weights. This is useful if you want to keep the current thickness offsets.
Add a Thickness modifier. Check the Weighted option. Under Influence, set Vertex Group to the newly created group.
Add another Thickness modifier. Use this to add extra thickness on top as an offset.
Without proximity modifier:

With proximity modifier:


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Geometry Node: how to offset vertex position in world space

I want to offset vertex position of multiple objects in one direction only, regardless of their own rotations. This is very simple in Unity or Unreal Engine (for example: using a noise texture to replicate a wind effect), somehow I can not figure how to do this using geometry node in Blender. Can anyone point me in the right direction?
Thanks in advance.

Just for clarification: is it necessary that those objects all have their own Geometry Nodes modifier like in your example? Why not use a single GN object to control them all? (Yeah I know this sounds a bit LOTR)

@GordonBrinkmann Yes it is necessary that those objects all have their own Geometry Nodes, since I need to control each object separately outside of GN.

This is not very clear and might be helpful information in your question or otherwise people might come up with solutions that do not respect that...

Does this answer your question? How do you invert a transformation in geometry nodes? I closed as duplicate of it, because all you need is to reverse the transformation, offset, and reapply the transformation. If that's not clear, please [Edit] your question and show where you have trouble and someone will reopen. Cheers! [Apparently I didn't close it just flagged it, because it's missing Geometry-Nodes tag :D]

you can try this node setup (if you are using the newest alpha 4.3):

by changing the combine xyz node, you can move your vertices in world space.

Additionally: in 4.2 you can plug the Rotation output of the Object Info node into the Transform Point node, works the the same - unless you need to compensate for a changed scale, then you can use a Vector Math node to divide the vector by the Object Info > Scale before plugging it into the Set Position node.

We should have this from the start :) You could also copy-paste this answer to the linked duplicate.


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Geometry Nodes: mathematical basketball net
I am trying to create a cylindrical shape model with the taper and the using this shape create a romb pattern something like this

Does anyone know how to do it with Geometry nodes?

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

reminds me of... https://blender.stackexchange.com/a/276293/60486

There's a comprehensive (and long) tutorial by Erindale using Geometry nodes to create similar shapes here which might show you how to do it.

(Using Blender 3.6.12)
Results

Approach
Starting object: An edited BezierCircle defining the cross section of the pillar in the (X,Y) plane.

GeometryNodes modifier input parameters:

Ribs: the number of lines turning around the pillar in one direction, clockwise or counter-clockwise.
Levels: Resolution in Z direction.

Process:

To start from a (X,Z) grid, with X used as the Factor to sample the original curve, that is "wrapped" around the pillar with an offset along X function of Z to shear the grid horizontally in the clockwise direction.
To scale in the (X,Y) plane each section by a function of Z to change the cross section size.
To capture the normal to the surface to set the curve tilt afterwards.
To delete all horizontal edges to keep only "ascending" curves.
To use the classical Mesh to Curve and Curve to Mesh nodes combo to extrude a profile along the curves.
To mirror a copy of the achieved mesh to create the counter-clockwise mesh.

GeometryNodes modifier
Overview:

The (Factor,Z) grid (blue nodes):

The grid "wrapped" around the pillar cross section (green nodes):

The Float Curve node controls the Factor offset function of Z. The Multiply Add node scales this offset and adds it to the Factor. The Wrap node keeps the Factor between 0 and 1.
The pillar cross section scaling (brown nodes):

The Float Curve node controls how fast the pillar is made larger from the base to the top. The Multiply Add node scales this value and adds 1 to keep this factor larger than 1.
From surface mesh to strings of edges (pink nodes):

Only edges with a variation along Z are kept.
Curve tilt correction to align to the captured surface normals (sand nodes):

For details, see the link in Resources section.
Duplication and mirroring:

Resources

Blender file:
How can I align the tilt of a GN generated curve to the nearest surface normal of a target?

That works great! Do you know is there a simple way to make them connect at the top when arraying them in a grid manner like that https://i.sstatic.net/0kl5GvsC.png

Do you know is there a simple way to make them connect at the top when arraying them in a grid manner?

@SamirMamedov Do you mean that the top section is a square, instead of the shape defined with the BezierCurve ?


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Why do bevels occasionally not work
I've noticed that sometimes bevels are flipped backwards and the only way I found to fix it is deleting faces/edges and rebuilding them with the remaining vertices. What causes this and is there a better fix?

Here's after a rebuild:

Always make sure that you've applied the scale to your object (Ctrl-A > Scale in Object mode) and also check the face normals by turning on Face Orientation on the Viewport Overlays menu before you try to bevel. - Not sure why you've added the node-editor tag to your question!


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Mesh artifacts after Knife project
I used a Knife projection tool to cut the cockpit window out of a fuselage. But after that, I get some artifacts. (These weird lines coming out of the window.) Cannot understand what is the cause for them. Thanks in advance.

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

Would you be kind enough to upload the file? I guess it is just a topology problem caused by the knife project.

Uploaded .blend

Ok I took a look at your blend file and your mesh has a lot of n-gons and triangles :

They are the culprit behind that ugly shading that you see and to avoid those, you should always model with only quads as much as you can.
I see that your original model was made of only quads but the knife project is what caused the mess.
To solve this, you would need a lot of retopology.
There are other ways to solve this problem but this is what I would do :
Place the cursor at the origin of you object (the fuselage), you can do that with SHIFT + S and then Cursor to Selected, and create a new cube from there.
Delete all the vertices of the new cube except for 1 and add a mirror modifier to the cube with Clipping enabled :

Turn on snapping with Snap to set to face :

Then you can begin to remodel your fuselage by beginning with the windows :

This may take a little time but the presence of your ancient mesh with the use of snapping make it really fast and easy.

If you keep you topology to quad only, you should avoid the problems mentioned in the question :

Just remember a few tips to ease your modeling for shapes like this :

Try to always surround holes and extrusions with loop cuts.
Always plan your topology carefully before modeling
Avoid odd number of vertices around holes

There are many tutorial online if you want to learn modeling.


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Animating/rotating a spherical emitter object without rotating the child hair objects
I have a simple test animation here where I create a simple 26 vert roundcube, add a particle system, emit from verts, and use a pyramid object as the render object using object rotation and scale. Animating movement or scale of the emitter works exactly as I'd want. Rotation, however, around Z in this test example, rotates the child objects as well in different ways (top don't rotate with emitter, middle flip their orientation when they reach the x axis, those at 45 degrees smoothly rotate). How do I get them to just stick to the emitter surface while it rotates?

Edit in response to the question below: Here's an isolated test file with the animation in question. The pyramid has a side colored so the rotation is easier to see. https://pasteall.org/blend/08e6a72225284573834722ed482adfe7
Update... to see where this was originally headed, this is where I was in trying to model this animation from Arcane as a practice exercise. I'll still want the effect from the graph editor/noise modifier as the pyramids bounce in and out a bit:

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

Here's an isolated test file with the animation in question. The pyramid has a side colored so the rotation is easier to see. https://pasteall.org/blend/08e6a72225284573834722ed482adfe7

Have you tried child instancing instead?  It seems to work a little more predictably than particle systems.

I have and there's a different set of problems there and it's potentially more difficult to animate. I need them to expand outward a bit (scale the emitter, with a noise modifier) and making the objects real and scaling/rotating as a group or parenting to an empty causes issues with either scale affecting the scale of the children or (if doing something transform>affect only>locations) the scale works but rotation then rotates the children.

for me this looks like a bug...

did you ever try geometry nodes? [1]: https://i.sstatic.net/TQ8Ny.gif left is your particle system, right geometry nodes

It looks like geometry nodes is going to be the best answer. I'll get back to the project this weekend and will update. Appreciate the ideas.

Just getting back to this. I'm new to geometry nodes and am having trouble replicating what you did. Looks like you may have "applied" the particle system between these steps? Not sure if that works since I'd like individual control still to add some jitter of the individual pyramids. Playing with scale in the nodes doesn't do what I want there however (I added more reference images to the above post). Also, did you keyframe and transform "value" on the timeline or do something else to animate it like tie the value to a multiple of "frame"?

Make a new post for geometry nodes. For this question, this is obviously the default behaviour for particles, you can get around it, by simulating your object statically (without rotation), put it in a collection, then instance that collection and animate the rotation using the collection.

@ Leander, so maybe you should give this trick as an answer?


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Blender 3.0 Denoiser disappeared
I installed a new Blender 3.0, but there is no tool in the setting Denoiser. I have reinstalled several times new Blender 3.0 without changes. In Blender 2.9.3 and and earlier versions Denoiser works great. I understand my processor is very old, but maybe the problem is not with it.

Viewport Sampling Preset Error:
 Failed to execute the preset: TypeError('bpy_struct: item.attr = val: enum "OPENIMAGEDENOISE" not found in (\'AUTO\')')

My PC Info: CPU: AMD Athlon II X4 645 GPU: GTX 1050 RAM: 12GB Blender Version: 3.0.0

I suspect that Blender is not detecting your GPU and since you've selected GPU Compute, it does not show any denoiser. Either switch to CPU or resolve the GPU detection issue?

Thanks for your help, but in Blender Preferences/System/CUDA my GPU detected. I tried changing in Render Properties/Scene/Device GPU to CPU, but nothing changed.

May be check and update your Nvidia and CUDA drivers.

Thanks, didn’t think about trying to update the video card drivers. I will change, I will write what happens!

I have installed the most recent drivers msi GeForce GTX 1050 win10-win11-64bit-Studio Driver 472.84 and it helped! Thanks for the help, Bruno!!!

glad it helped!


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Physical link between some vertices of a cloth object and a soft body object
I was wondering if there is a way to pin some vertices of a cloth object to a soft body object with a sort of physical link with a fixed-length.
To be more specific, I would like to use a cloth object pinned on the "ground" to hold a flexible pole (soft-body object) in a wind force field.
Here is a scene for example :

The pole is a simple string of vertices with a Skin modifier and Soft-Body physics.
For the cloth object, there is one vertice pinned on the ground and I used hooks pinned to the vertices of the arc part of the cloth and keyframed "Child of" constraints so hooks can follow the pole dynamics at some point in the scene.

But as you can see, the cloth is not holding the pole since Child of constraints are not really made for this purpose.
Do you have any idea on how I can create those links between the cloth and the pole ?
- EDIT : after some research, it seems that blender is not able to make cross-simulation between physics systems (where the state of each system is dependent of the state of the other ones)

Yes, you can do that:

We'll start by making an empty at the position of the pole that we want the the cloth to be controlled by, then we'll vertex parent that empty to the pole.
Next, we'll create a hook modifier for the cloth object.  To be affected by a hook, a vertex needs to be assigned to the hook.  The easiest way to make a hook is to select a vertex in edit mode and ctrl-h hook to new object, which creates a new empty and hooks the selected vertices to that empty.
This hook modifier needs to be above/before the cloth physics, and any hooked vertices should be assigned to the cloth pinning group.  The cloth pinning group should have a stiffness of 1.  The hook modifier should probably be set to no falloff (as shown).  When this happens, the hooked vertices will follow the hook, and the cloth physics won't affect those hooked vertices, which will then drag the rest of the mesh with them to preserve the cloth physics.
We now have two empties.  The only thing remaining is to join them.  I recommend doing that with a "copy location" constraint on the hook empty, targeting the soft body's child empty.  Now, when the soft body moves, it will drag its child, which will drag the hook, which will drag the cloth.
Physics works by generating forces according to a base mesh.  That means that wherever you place the hook at frame 1 will generate the rest shape for the cloth physics.  Because of that, you may wish to set the influence of the copy transforms constraint to 0 at frame 1, to set rest lengths, and only keyframe it up to 1 a few frames into the animation.  (That's why I recommend doing this with a copy location constraint.)

Thanks for your help Nathan.
I did what you explain here but I obtain the same result as when I was using Child of constraints to link the hook empties of the cloth to the flexible pole : the pole is not held in place by the cloth after bending and still fall on the ground.
Maybe I did not explain well the purpose of my experiment. What I would like to achieve here is to fix the cloth object to the pole just after its bending so the pole stay up (like an arch) : the cloth is pinned on the pole and acts as a sort of guy line.

You can create forces from cloth->SB, or from SB->cloth, but you can't create forces that go both ways without creating a dependency loop.


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Creating a subdivided plane using projected threads
How can I create a subdivided plane using projected threads.
(Part 02 of Converting bottle threads from diagram to 3D model)
I'm trying to model the threads of a polar springs 500ml bottle in Blender 2.8x so I can 3D print an adapter for it.

I've been able to find some good dimensions for the threads to start with. Link to full diagram below. https://www.bevtech.org/assets/Threadspecs/2072573_tmp.pdf

This can be done using a subdivided plane and the Knife Project function.

Make a plane of required length and subdivide it
Create your threads (I used another plane) and move it in front
Select Threads + Plane and go Edit Mode > Mesh > Knife Project

Making thread pattern ,Shift+D to duplicate the vertices

Projecting threads onto the subdivided plane.


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Converting bottle threads from diagram to a 3D model
Goal:
I'm trying to model the threads of a polar springs 500ml bottle in Blender 2.8x so I can 3D print an adapter for it.

Issue:
I'm having issues converting what Blender 2.8x calls Screw and what the diagram calls Helix Angle and Travel Per Turn.

Full diagram of threads I'm following
I've been able to find some good dimensions for the threads to start with.
Link to full diagram below.
https://www.bevtech.org/assets/Threadspecs/2072573_tmp.pdf
Tried:
I was thinking of using the profile of a 3 edge plane
See image below

And using the screw modifier to make each of the 3 threads (each of the 3 threads only go around 73-75% of the bottle head) see image below (I was doing it this way to have more control over each thread since 3D printing this may require fine tuning each thread)

To test the treads I would just use a cap that comes with the 500ml Poland springs water bottle.
Ps: I was following parts of this tutorial
https://youtu.be/kVNxfCtoG_A

Such a nice diagram almost calls for the Simple Deform Modifier :)

Model the thread as in the diagram
Add a Simple Deform Modifier > Bend
Choose an axis and set angle to 360°

Wow! How / what technique did you use to model that?

It's just a subdivided plane with projected threads. I'll describe the process in detail if you ask it as a new question :).

Thanks, I just made another question.
https://blender.stackexchange.com/questions/190092/creating-a-subdivided-plane-using-projected-threads

what technique did you use to extrude the threads?

Hello :). Blender has an Extrude Tool for this. First, I extruded all faces to give the plane thickness, then I extruded only the threads.


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How do I delete all normal maps from all materials?
I am seeking a way to delete ALL normal maps from ALL materials.
Is anybody able to post a script that can do this?
Thank you.

u want a python script that goes through all materials and deletes the normal map node?

Delete all normal map node in all materials
import bpy

mats = bpy.data.materials

def del_normal_map(mat):
    try:
        tree = mat.node_tree
        nodes = tree.nodes

        for node in nodes:
            if node.type == 'NORMAL_MAP':
                nodes.remove(node)
    except:
        print(f"fail : {mat}")

for mat in mats:
    del_normal_map(mat)

Line 7 seems to be getting an error when I run the script, are you able to fix it up?

What is the error message on your console?

It works now that you've edited it, thank you!


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Shade Smooth and Auto-Smooth problem when combining objects
So I'm making a catapult and I need all the parts of the arm joined together so when I animate it, they all move together.

The problem is when I join up the parts of the basket and arms in the front together, the shading gets messed up because the arms are shaded smooth with auto-smoothing and the chain link has been shaded smooth without auto-smoothing isn't. Refer to images below.

How do I make it so that both the chain and the arms retain their individual smoothing settings or combine them in such a way that both look good?

Solution 01
Smooth/flat shading is applied per face, not per object.
So just change it for individual faces of your mesh.
Here is an example of a chain.
It's one object, consisting of multiple meshes, like in your case.
Select only one mesh.
Click a face and then Select->Select Linked->Linked

Apply shading only to these faces.
Mesh->Shading->Smooth faces

You're done.
Different parts of your object are now shaded differently.

Solution 02
Play with the Auto-smooth angle.
Auto-smooth is applied per the whole object, but you can adjust what edges are considered smooth.

Solution 02.1
(thanks to Robin Betts)
Mark some edges as sharp.
They will then be shaded flat, no matter what the angle is.
Edge->Mark Sharp.

Also, smoothing groups can be separated by marking the edges between them 'Sharp'

Thanks for the comment, I'll add it to my answer so it's all in one place :).

Thanks for the help guys, I finally got it to work!

Select the object you want to preserve smoothing and click add custom split normal data at the mesh properties geometry data section. This will properly mark your edges sharp. You can then join your objects. Make sure the newly joint object has auto-smooth enabled.

How to combine a Shade Smooth and an Auto-Smooth object together in Blender? Jachym's answer is great, but I would like to add a few additional notes I discovered today:
The result of Auto-Smooth shading will look different than if you simply select certain faces and set Shade Smooth or Shade Flat (via the Object Context Menu, accessible via "W" key for Right-Click Users, or by right-clicking for Left-Click Users).
If that's the look you want, then great. However, if you want to exactly match the shading achieved with Auto-Smooth, you will need to use an Edge-Split Modifier (either with the "Edge Angle" setting, which is identical to Auto-Smooth behavior, or with the "Sharp Edges" setting, where you manually choose what edges will be sharp by pressing Ctrl E > Mark Sharp or Edge > Mark Sharp on selected Edges in Edit-Mode).
The differences in Shading can be clearly seen in the 3 example images below:
1. Faces set to "Shade Smooth", "Auto Smooth" Enabled:

2. Faces set to both Shade Smooth and Shade Flat, "Auto Smooth" Disabled.
Note how the reflection on the inner rim has CHANGED:

3. Faces set to "Shade Smooth", Edges Marked as "Sharp", and EdgeSplit Modifier.
Note how the reflection in the inner rim matches the Auto-Smooth version EXACTLY:

If you use the Edge Split Modifier version, be sure to APPLY the modifier before joining this object to a different object that uses Smooth Shading on all its faces. You can apply any modifier by hovering over it an pressing Ctrl A.


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Where can I find the Add node?
Can somebody please team me where I can find the Blue topped ADD node
it's driving me mad....
I was following a tutorial by Blender guru and he showed a node tree
of a glass hack. cannot recreate it as I cannot locate the node

Many thanks

It's a Math node set to Add

Thanks so much as a new user just still finding my feet around the interface.
really appreciate the time you took to answer

The blue Add node is a math node. Search Math, click on the result, and this will pop up.


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Appended a node group, but can't find it
I found a custom node of youtuber Blender_Guru's tutorial and appended it into "Node Tree"file ,but couldn't find it in "add node-group".(I have tried to restarted my computer but still couldn't find it in group or searching...)
Nodegroup on Poliigon's Dropbox
tutorial:

my blender:

hope anyone can helping me with this problem..
(it seems very dumb but it really confused me)

Hello :). Works just fine in my 2.81, maybe just try to append it again.

Hello(^ ^;;) tried append it again and it works now....,thank you very much..(I'm so dumb)

Happy to help :). And don't feel dumb, it happens to everyone.

I ran into this in Blender 3.2.2 and I solved it by switching from the Compositor node graph to the Shader node graph before shift-a


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Blender collada import export, sketchup comparison
I have building models (with no textures) in Sketchup (15 and 17, free and Pro) that I close into solids and export to Collada. However they appear to sometimes break and sometimes wont reimport into sketchup. Blender however will open the files and re-export them to dae again. The new dae files are typically larger but can be opened in sketchup and other applications. Both have triangulated faces. This tells me that Blender has a better collada import and export tool. Well done. Can anybody tell me the technicalities of why it is better? The sketchup community seems quite quiet on the matter. If there are any converts online who are at that level...

I don't know Sketchup for it's not open-source neither do I use it much but let me explain Blender's collada exporter.
First why is Collada so unique other than it being libre(open),

COLLADA is designed to be highly flexible. It can store
  application-specific data using its  mechanism at various
  places in the document. You can insert this data in your DCC tool
  using the user properties mechanism; the COLLADA import/export will
  then carry this information for you, so there is no need to change the
  exporter source code to carry your application/game-specific data into
  the COLLADA format.

This means that sketchup's implementation of it has flaws of implementation for it's a relatively simple to use format, and it just records data and passes it on. So the data recorded might be written improperly by the software.
Blender currently uses the opencollada library to provide support for collada import and export. And as it's open, it's more mature than the rest of the libraries used by other tools that the power of being open.
I believe but there are repos like https://github.com/godotengine/collada-exporter.
That improve the implementation for game engine Godot.
That's probably all there is to the implementation.


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What happens after dragging and dropping a texture directly on an object?
I am new to blender and as an experiment I dragged and dropped a texture from the file manager directly to my object in Blender. Now I see a texture on it in when Solid or Texture Viewport Shading is selected.

However, after switching to Rendered Viewport Shading there is no texture. The object is gray.

As you can see on the screenshots, the object has no materials or textures in the corresponding panels.
My question is: what happened to the object? Why is there no material/texture when the texture is visible in Solid mode? And how do I delete that "ghost" texture so that my object is gray again in Solid mode?

The Image you have drop down is present in the UV editor. If you drop down the image editor image you get it.
As soon as you click the image in the UV image editor then you can excess in texture also.
Create a New window -> UV Editor and from there you can find the image from drop down.
Now you can access the image apply to as texture material on the mesh

Thank you but this doesn't answer all of my questions. I found the image in the UV editor. How do I delete it from there and from the object itself? Also, what happened in Blender internally when I dragged and dropped the image on the object?

When you drag and drop the image its using UV as image and not the material or texture to the object. When you assign the material or texture to the object then it will be render

And how do I delete that UV image so that my object is gray again in Solid mode?

There are different menu options in the UV editor (Edit Externally, Save Image, Reload Image, Replace Image, Open Image) but there is no Delete Image option.

@user You delete the texture by Shift Clicking on the X next to it.


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Utilise GPU just for animation/physics, not rendering
I realise that the GPU can be used in Blender to accelerate rendering, but can the GPU be used to just perform animation/physics simulation?
I'm currently using Blender to import some OBJ files, apply some physics modifiers to them, run an animation/simulation and export the resulting OBJ file, i.e. I'm not using Blender for rendering purposes at all.
I did some performance tests and it seems like a GPU can only utilised for rendering and does not affect the animation/physics simulation performance. Is this correct?
Does anyone know if it's possible to utilise the GPU for physics simulation with any software?
Note: I require soft body (cloth) collision physics, not just rigid body.

No, unfortunately GPU based processing for operations besides rendering is not available at the moment.
It is possible (check out this demo by Nvidia), so perhaps it will be in Blender sometime in the future :)

OK so it seems like physics on the GPU is still very much a new and rapidly evolving concept.

by my understanding, the cpu would be the better choice... gpus are faster for rendering because they are designed specifically for such tasks. they store and process data in a way that is most efficient for things like texturing and shading... but physics are more of a hard math kinda thing... indeed if you could share the workload between the cpu and the gpu it would yield better results, but no more so than a better processor...
although i will say that gives me an idea xD...
anyone willing to pay for a "Physics Processing Unit"?

There already is such a thing, however GPGPU (general purpose gpu) technologies (e.g. CUDA and OpenCL) are making GPUs more like PPUs already. I don't really know much about how these things work at a low level, but I would say it's all "math kinds of things" at some point.

@gandalf3 interesting... keep in mind that certain tasks depend on certain pieces of data. tasks specialized for a gpu would make sure data like mesh coordinates, and color values are not recalculated needlessly. processors can be designed to be more efficient at working with specific data. with graphics you can assume that you will need to work with things like vector data and color values more than single numbers. so GPUs are optimized for these tasks, while cpus make no assumptions about the data being  worked with. thats why some programs crash with the wrong gpu. (cough intel cough)

Full GPU support for bullet comes with bullet 3. It is currently in development. However I can not say when it will be ready and ported over to blender. But Ton planned a physics rewrite for blender 2.8. roadmap

I don't know much about physics engines, but I do know that GPUs are ideal for rendering because they are able to perform many more tasks in parallel than a CPU can, specifically the vertex and texture shading of individual pixels.
I assumed that GPUs could not be used for physics simulation because it involved a lot of inter-dependent calculations (tricky with GPUs), so it surprises me to learn that they are starting to be used for physics simulation.

Well currently only the rigid body pipeline is in the works. I dont know if softbodies will follow soon. But its possible gpu softbodies --- bullet gpu rigid bodies

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


text:
Building a 3D crane
I want to build a crane like this:
http://www.3dcadbrowser.com/th/1/3/3597.jpg
But I have no clue on how to approach all those pipes without going crazy.
Does anyone have suggestions on how to build it?

You could model a single segment of the crane using only a few cylinders:

And add an Array Modifier as shown here:


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Armature Mesh is behaving weirdly
I have been trying to rig my character in blender and did pretty good so far with it, but not sure what exactly is causing this. I am not very experienced, direction for what to do will be really great.
What I expect is the parts of the mesh to be in place no matter how the torso is being rotated, and any other body parts. Currently if I move any of the RightUpperArm for example, alot of the torso parts move as well for some reason.
https://gyazo.com/ab1952df6af6ba61fdfc4edbc71874a7
If you want to take a closer look at it - The blend file for it.
https://drive.google.com/file/d/1NUaaCNjCXuY4HcL-XfzYwUZVpYqVQJAi/view?usp=sharing

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

Your setting is a bit messy, some parentage With Automatic Weights, some Child Of constraints, etc...
For this kind of objects (robot, machine, manufactured object, etc) you have 2 solutions:

Join all your objects into one, parent the object to the armature with the With Empty Groups mode, select the part you want in Edit mode, then in the Object Data panel > Vertex Groups choose the vertex group these vertices are supposed to be part of and click on the Assign button. The advantage of this solution is that you only have to deal with one object.

Leave each part of your character separate, select the object you want, shift select the armature, switch it to Pose mode, then Set Parent to > Bone, and so on for the other parts.

You can also use the Child Of constraint for each part, like you've done, but I'm not sure it as convenient, unless you have some reason to use this method? So maybe clean your settings and try one of the solutions I cite?


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Model explodes with Displace
Solution: My strength was too high. Past problem was my faces were facing the wrong way. So if you have this issue check your faces and strength!
I am working on cleaning up a model for 3D printing, the only problem is, whenever I try to displace the texture over, the model explodes. I swapped all the faces, so they ~Should~ be facing the right way. This is my first time ever working with 3D models, so please explain things in laymen terms! (I need to do this with the outfit as well)
I attached the blender file in the link below

https://pasteall.org/blend/c936408c12064073b1b8bacc7e72ac3e
Using this tutorial
https://www.youtube.com/watch?v=kAau746Mdu8

Try reducing the strength of the Displace modifier

that worked thank you!

The displace modifier will use the color values from the textures to "displace" the vertices of your mesh by default, your vertices will be moved along their normals :

You can think of the pixels any grayscale image as a number ranging from 0 to 1, where 0 represents pure black and 1 represents pure white. Blender will use those values to displace your mesh by mapping those values to [-1, 1].
Blender allows you to choose the strength of the displacement with the Strength parameter.

In your case, you just set the strength too high. Try to set it to a lower value like 0.1 or even lower according to the result you want to achieve.
You can find a full documentation about the displace modifier here :
https://docs.blender.org/manual/en/latest/modeling/modifiers/deform/displace.html

Thank you so much that worked!

I'm glad I helped. May I ask you to accept the answer so this topic can be marked as solved?


text:
Python export to specific path
I want to export a list with all my objects in my scene, but it always outputs to the default folder.
I already have a little UI and when I press the button it should open the file browser and I want to set the specific path.
Is there a way to it?
Here is the operator it should work in
 #Operator Export
    class RGL_OT_export(bpy.types.Operator):
        bl_idname = "object.export"
        bl_label = "Regalplannung"
        bl_description = "Exportier Bestückung"

        def execute(self, context):

            selection = bpy.context.selected_objects
            result = ""

            for sel in selection:

                bpy.context.object.modifiers["Vollständig gefüllt"].show_viewport = False

                parent = sel.parent
                parent_0 = parent.dimensions [0]
                parent_1 = parent.dimensions [1]
                parent_2 = parent.dimensions [2]

                x = (sel.name.split("_")[0])
                y = (sel.name.split("_")[1])
                z = (sel.name.split("_")[2])
                h = (sel.name.split("_")[3])

                if parent_0 < parent_1:
                    dims = parent.dimensions [0] / sel.dimensions [0]
                else:
                    dims = parent.dimensions [1] / sel.dimensions [1]

            result += "%s - %s - %s - %s - %f\n" % (x, y, z, h, dims)

            tempFolder = os.path.abspath (bpy.context.scene.render.filepath)
            filename = os.path.join (tempFolder, "newfile.txt")
            os.makedirs(os.path.dirname(filename), exist_ok=True)
            file = open(filename, "w")
            file.write(result)
            file.close()
            return {'FINISHED'}

Hello, could you post a snippet of your current code so we can start from it ?

@Gorgious I edited my question and added the code :)

could not find an exact duplicate but basically you need to modify your operator to inherit from ExportHelper and use an invoke method. See https://blender.stackexchange.com/questions/30678/bpy-file-browser-get-selected-file-names https://blender.stackexchange.com/questions/198831/right-way-to-stop-export-operator-from-saving-with-empty-filename/198924 https://blender.stackexchange.com/questions/79373/set-custom-location-for-import-export-helper

You should find a pretty solid example in the text editor by going Templates > Python > Operator file export

BTW when you have a context passed as parameter in a method, you should use that one instead of bpy.context

Hey thanks for the quick help, definitely gonna check out the links and the template.


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Change values dependent on Object
is there a possibility to say: if the object choosen by my input is "X", then use this group of nodes. But if it is "Y" use the other group?
Because I want to use this my setup to speed up my planning process and I have to use different object depending on the project.
I hope my explanation makes sense :)
Blend file: https://we.tl/t-zt1axfrEhF

Yes, it is possible. It has a Greater Than/Less Than option in the math node.

SO how could i compare the names or objects themselves? Because the node only takes mathematical values and not strings or objects

It is not possible to do that kind of filtering. If both objects have a different number of vertices you can try filtering with that

Hey @Gorgious thanks for the hint, it worked. Thank you very much :)

Today, you cannot get object name as string in geometry-nodes.
But, if your two object have different number of vertices, first get the object vertices amount, for example 8, and then the node setup:

You also can do a switch


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"Growing" mesh in all directions
I'm new to blender so excuse me if the question is dumb.
Basically I need to create a model that wraps my original model similar to how varnish adds layers to some physical object. As you add varnish layers to a physical object all its holes will reduce in size while object will become larger and smoother. After some n-th layer all of the holes will become completely sealed by the varnish and if process is continued any object will become more and more similar to a sphere.
Such operation is nothing similar to a regular object scaling.
Are there any tools in Blender capable of achieving such goal or maybe there's other tools that can do the job?
Any help is appreciated, thank you!

I'm not sure but maybe you need either the Solidify modifier or you can extrude faces along normals by pressing Alt+N (just select the faces you need to extrude).

@Tsybe Alt N doesn't technically extrude. It moves vertices without adding geometry.

I meant Alt+E. I misspelled it, sorry.

Thank you @Tsybe

Nowadays you can get this effect with geometry nodes kinda like this:

I've eventually used the following sequence of actions:

Edit mode > Mesh > Transform > Shrink / Flatten
Add Modifier > Boolean
Set Operand Type to "Collection"
Leave collection field empty
Apply modifier

Steps from 2 to 5 are necessary to remove internal geometry parts:
Original:

Result:


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In texture painting mode, when selecting a color in the eyedropper, the value returns to the previous one after one brush stroke
Blender 4.2. In texture drawing mode, when selecting a color with the eyedropper (shift+X), the color returns to the previous value after one click of the brush. This is done in a terribly unintuitive way. I can't figure out the logic behind fixing the color in the eyedropper. It only works correctly one time out of ten.

Hello, the shortcut is now supposed to be Shift X

Hi! This is a very annoying mistake when composing the question. I meant shift + x. This is the combination that does not work. shift + s - turns on and off the long stroke option.
I have corrected my question, thank you for your answer which pointed out my mistake in composing the question

press Shift X when the cursor is over the color you want, then release the keys (don't left click anywhere), then left click to paint, it works fine for me. Maybe you are left clicking while Shift X, don't

I do everything exactly as you wrote. Unfortunately, it works exactly 1 time in 10-20 cases. As if it were a stuck key on the keyboard, although except for this case in Blender, there is no other similar problem on the computer (I am talking about a hypothetical stuck key).

The automatic translation confused me a bit. After several attempts I realized my mistake. I don't need to tap on the color like in Photoshop and other similar programs. After the shift + X command you just need to hold the pipette over the desired area of color. Blender reads the value simply by the cursor coordinates. Thank you for your participation in my problem. All the best to you.

Yes that's what I said, don't left click   ;)

The automatic translation confused me a little. This slightly alleviates the magnitude of my shame. 8)))
The question can be closed, thank you very much!

@MrGravicaper Questions here don't get closed when they got an answer, if an answer solved your problem you can accept it by clicking the tick mark next to it so it turns green. This indicates others stumbling across this question that there is a solution to it.

press ShiftX when the cursor is over the color you want, then release the keys, don't left click while you press the keys.


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Hand bone bends lower arm but there is no weight, how I fix that?
I have a problem which I don't know what cause it. When I rotate hand bone lower arm mesh bends with hand (which is not realistic).
I look weight painting but there is no problem (I think).
I tried painting and subtracting weight but there is no change.
I tried changing bones location but nothing change.
I apply transform, scale and rotation.
I recalculate the normals.
How to fix that?
I hope you understand, thanks!
Here is the blend file:

Photos:

The arm bone may be set to non-deforming, and there may be weights that are too small to see with colors, which are normalized to a much larger number in the absence of the arm weights thus ignored.  Maybe you could provide a file so we could check if that was the case before answering, or see if there's some other reason?

Sorry for late response, I added the blend file. I use rigify not my bones, I think there is no non-deforming bones. I subtract the all arm weight and I saw there is hand weight on arm than I subtract it too than I repaint them but nothing change. Thanks!

Your weights are ok.  But you have all of your bones set up as multiple segment bendy bones.  You can see this by enabling bendy bone display in properties/object/viewport display/display as:

Your arm is not bending because of any weights to the hand, but because the hand is the outro bone of the bendy bone forearm.
If you don't want this to happen, you can set the segment length of the forearm to 1 in properties/bone/bendy bones, or you can set a custom end handle in the same section to prevent the arm from bending into the hand (bending into some other bone instead.)

Wow, thats really helpful! I fix the problem thanks!


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Black texture on model (Possible UV issue or glitch)
So I'm having a bit of a problem with a model, after opening up the file (imported) it shows up black all over the model except for the eyes and mouth. I assume this is some sort of UV issue, if I attempt to look at the model from afar it looks like there's overlapping UVs or textures but I can't seem to find anything of the sort.
Any tips?

Seen from afar:

Update:

My solution is now posted bellow.

I think I failed to include the textures in since they show up pink on the pasteall.org. Maybe I should just send away the folder?

Alright, by the way I just got an update, seems the textures are inverted (that's why they show up black on the outside and glitchy when seen from afar). How can I invert them? (Quite the noobish question I'm aware but I'm still learning up how to work textures on Blender.)

Sent the file to the pasteall.org . I'll post some more screenshots above, also in better words the outside of the texture is on the inside of the model.

oh ok yes, so your clothes have thickness, and the outter part is put on a black part of the texture while the inner is put on the colored part, maybe it happened because your face normals were inverted when you baked the Diffuse, do you have a previous version of your object?

Unfortunately this is a bought model, meaning I already got it like this. Is there a way to invert the face models?

Face normals I mean*

I don't think it will change anything if you invert the faces normal now, I'm wondering if something can be done, weird that it was sold like this

Yeah... I'll try researching a bit, if you think of something please let me know. \o

You can quickly select and delete the parts you want as there are some seams all along, just press L when your cursor is over the area, make sure that the Seam option is selected in the Operator box (bottom left), then X to delete. Now you need to make sure that it leaves a correct mesh

Then if you want to add some thickness to some parts, give them a Solidify modifier

The solution was:

Changing the Render engine from Cycles to EEVEE.

Select the various affected model components.

Proceed to the Material Properties tab

Select each individual material and on Settings, change the Blend Mode to Opaque and turn on Backface Culling

Your meshes have thickness, the outer parts are black and the inner parts are correctly unwrapped and colored.
There might be another way but a way to fix your problem is to select the black parts with L. It's easy as they are separate by some seams (make sure that you've activated the Seam option in the Operator box). Then delete with X.
If you want to give thickness back to these parts give them a Solidify modifier.

I'd suspect that the model was designed with an outlining technique.  The outer parts are probably supposed to have inward facing normals and be used with backface culling (or some variation of that.)

so in what way are these outer parts useful?

Indeed it's related to the backface culling, messed around with those settings and progress has been made! The textures are now back to normal (also changed to Eevee.) I'll update this with the solution in a moment.

@moonboots See idea 3 of piegames's answer at https://blender.stackexchange.com/questions/69971/how-do-you-add-a-thin-outline

@Nathan aah ok thank you


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How do you use texture to be spiraled or circular?
If I add texture of just a horizontal or vertical pattern, then how do I manipulate it to be circular, like the top of toilet paper?

Hello :). Are you talking about a procedural texture or an image texture?

Image texture. I'm trying to make a roll of yarn, and the image texture i've dropped into the shader editor is fine, but the top needs to be circular, and not stretching straight across.

maybe this will answer? https://blender.stackexchange.com/questions/189572/how-to-unwrap-a-circle-into-a-strip/189575#189575

I thought about trying to select the top material of the roll of yarn, and assign a new material and apply the wave texture, but not sure how to use it correctly - or if that's the best option.

That doesn't look like what I need. If i'm read it correctly that's showing how to make a circular pattern into a straight rectangular pattern. I almost need to do the opposite.

no, that's showing how to use an horizontal or vertical texture pattern to make it circular

Ok that did not work for me. Thanks anyway. I’ll keep looking for a solution.

why didn't it work? Maybe edit your question to give some additional details

i rebuilt the cylinder without modeling it at all and it sort of worked, but just gave a spiraled effect. I want more of a wrapped circle effect/appearance since it's supposed to look like this is a ball of yarn


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Blender is rendering another project, and sequencer/compositing is un-checked under Post Processing. Why?
when I go to Properties editor > Render > and click "Animate", it's rendering another scene... from a separate .blend file... that isn't open. I tried closing all instances of Blender, I tried searching online (most resulting in references to the "Blender is rendering an older version my project" thread on this site) and I tried playing around with the settings. There is nothing that I can see in the Video Sequence Editor. I have un-checked Compositing & Sequencer under Properties editor > Post Processing. I have tinkered around with settings and I just have no clue what's causing this issue. I'm still very new to Blender so this is something obvious, please forgive me.
Here is a link to the .blend file: https://drive.google.com/file/d/1wIZ96s0juEdrQXfOimYC1dTM_Jmg8VE3/view?usp=sharing.

If you're curious, here is a comparison of what the scene should look like, and the scene from the other file that it's rendering (for some reason). Note that when I click "Render" it renders individual frames fine. It's just when I click "Animation" that it does this:

The result in the screenshot is a render of frame 0 of your current file, where the animation starts. Is this what you intended the start frame of the animation to be?

@JtheNinja frames 0-99 to give smoke some time to spread. I plan to import the exported frames into After Effects. Those first 99 frames will probably end up as cut B-roll, but I was going to render them out anyway. In the picture, the render is from an entirely different project though, hence my bewilderment.

The partial render in your screenshot looks like the scene in your .blend to me. Could you explain what about it looks wrong/how it should look instead?

@gandalf3, I added an example to my original post showing what it should look like, and an example of the file that it's actually rendering (you can see that the geometry in the scene is completely different).

Oh my... I figured it out. I'm an idiot.

I forgot I keyframed the Focal Length from very small to big for a zooming in effect in each file, making them look similar. I’ll escort myself out now...


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How to combine two materials (for package design mockup)
I'm sorry if this is somehow answered by another question but I'm having trouble finding a suitable answer. There is an incredibly similar question How can I combine two materials in Cycles? but I'm not quite sure what to do.
I followed along with this youtube tutorial to find out how to uv-map a texture onto a box.
However, I want the box to have a paper/cardboard texture and found a Procedural cardboard material (cycles).
I'm a bit confused about how to go about giving my box the cardboard texture and then applying a design overtop? It always seems to be one or the other.
I've tried mixing the two with a mix shader which unfortunately doesn't seem to work (it only seems to show the cardboard texture):

Below is the cardboard material and above is the image design, transparent black text.
I am using the cycles renderer.
edit What is also odd is that both materials seem to show in the Material viewport, but not in Rendered. Also, in the Material viewport, I can imagine the result is not ideal also because it is a blend of the textures rather than the black type sitting on top of the cardboard.

Try using the alpha output of your text image node as factor of the mix shader node. When the result is Inverted, just swap the shader inputs of the mix shader.


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Texture doesn't show up on render mode
I'm new to blender and I tried to follow a tutorial on how to create a house. I unwrapped the and baked the textures in blender cycles, then assigned it onto a material in blender render. The texture just becomes all deformed.
.blend file

I believe what's happening here is that it is rendering the wrong UV layout. So just select the right one.


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FBX Converter has no texture/animation when imported to Blender?
When attempting to import my FBX files to Blender, I received an error saying version 6100 not supported, use 7100 instead. At the suggestion of a forum thread I found, I am now using the official FBX Converter from Autodesk to convert these models.
When viewed in the FBX Converter application, the animations work as expected (no textures though). When I export as a Binary and import to Blender, the animations are no longer there. I have also tried as ASCII but Blender apparently cannot import that.
Can anyone shed some light on how to resolve this?


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Cut faces where they intersect with the mesh
I exported an object from a game and I am working to clean it up so I can 3d print it. I am almost finished, however I have a small issue with the gun barrel, where I created some new faces to close a gap but ended up with them passing through the barrel tube.
I believe a boolean is necessary but I am very inexperienced with Blender as a whole, leaving me stumped on how to proceed. What can I do to cut these selected faces out of the inner barrel?

In Edit Mode (Use TAB to toggle), Loop select the front inner ring of edges of the barrel by placing your cursor over one of the edges that goes around the circle and hitting Alt+Shift.
Separate this from your mesh by hitting P >> S.
Use TAB to Toggle back into object mode.
RMB over the inner ring to select it.
Hold Shift and select the mesh that you need to cut.
Now go into front view Numpad 1.
Make sure that your toolshelf is open at the left - T to toggle.
Use TAB to toggle back into edit mode.
Select all (Verts / Faces).
On the toolshelf use "Knife Project" - There is a checkbox on the bottom left hand side of the toolshelf that says "Cut Through", make sure you check it.
Now just delete the edges and faces that you don't want.

I would try to select the faces that must cut the others and duplicate them. Make sure that, after duplicating, only those faces are selected. Than hit P, and click 'selection'. Now, go out of edit mode. You now have an extra object, which is the object you want to use to cut the others. Make sure that it is not a set of faces, but make it solid by using the Solidify modifier or by filling in any gaps in edit mode. Now, select the object you want to cut, add a boolean modifier, set it to difference and select the object you got from the duplication. this might do the trick, but sometimes different solutions, like using the knife tool are necessary.


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Creating Transparent Water Droplets in Cycles
I have been working on a project where I need to add some transparent water droplets on a bottle but they render completely white. I have tried using many different shaders to achieve this effect but nothing has worked so far.
I have tried adding a glass shader, I have tried using a transparent shader, I have tried using a refraction shader, and I have tried using a combination of these.
I am starting to wonder if it has to do with my lighting, I am just using a basic 3-point lighting system.
I would really appreciate any help that is given.

Glass Shader
The Glass Shader (Glass BSDF) with it's default settings is a very good shader for water droplets in Cycles:

You will need to upload your blend file in order for me to determine exactly what is causing yours to be white. Uploading to PasteAll is very convenient and easy: http://www.pasteall.org/blend/


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How do i make the edges sharp without adding loop cuts?
Hi I have added a sub surf modifier to my car and the edges have curved and I would like to sharpen them.I have tried to use loop cuts but that causes a slight crease in the geometry. Is there another way of sharpening the edges while keeping geometry smooth.

I have tried using edge crease and it has definitely helped, however it only gets rid of part of the curve if that makes sense. There is still a bend visible.

Try Edge – Edge Crease, shift+e

@ Andrei Agache Thank you, it does help, but there is still some curve around the edge.


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Animation nodes´ path animated camera is not smooth
I got an animation node script from this question (Is there a way to animate a camera along a curve at specific speed?) and the node tree looks like this:

The setup works well (thanks for Crazycourier), but the problem is now that the movement is not 100% smooth.
The lagging can be seen at the final seconds of the video. It appears as small vibration when the camera looks towards the floor. The lagging might be hard to see from gif so here is the blend-file:

What might cause this odd behavior?

I have tried to set curves resolution to maximum and to bake animation to key frames, but those have not helped.

Try changing the curve type from Bezier to Path

Conversion seems not to be possible because "Set Spline Type to poly" command lost all the smoothing from the curve. And drawing the exactly same curve again with the path is hard. Is there any other way? Disclaimer: I did not test does the path even work any better

"I did not test does the path even work any better?" Theoretically yes, in practice I don't know if that is the issue. You should be able to convert between any spline type arbitrarily regardless of poly. You may loose some of the original data, but you can change handles back to smooth again.

Mmm... Animation nodes can use only beziers as a splines so other formats don´t work. And conversion creates anyway different kind of path so that is not the solution. Thanks for the help anyway!

I think it is something to do with the fact how Animation nodes updates animations and creates keyframes

@DanielCookie The "Get Spline Length" node does not have enough resolution. So, select the node, open the properties panel (N-panel) then under "Advanced Node Settings" change the "Resolution = 64 or 128".

I feels that higher resolution makes vibration sometimes smoother, but it is clearly still there. Weird. Is there any other extra settings that I should check?


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Is there a way to combine two png images at shader editor?
Is there a some trick to combine two png images at shader editor with same behavior as Alpha Over Node in Compositor.
I am familiar with MixRGB node and the fact that factor can be used to mix colors with alpha mask.
The problem with MixRGB is that there is no a real way to add two images at the top of each other or atleast I haven´t discovered easy way of doing that.
If your suggested node tree would also have a feature to color black and white png images that would be neat.
Two png images. First I would like to color them, then add them together in side of shader editor. The background color should remain saparated

I am using Blender to design car wraps and this feature could save a lot of time.

of course you can put an image in front of the other with the MixRGB node, you just need to have a transparent background for your font, and plug the alpha output socket of the Image Texture into the factor of the MixRGB

Ouh, it was that easy... I feel stupid. I always tried to blend the two images with a background color rather than adding them together with alpha mask.

elaborating on @moonboots comment

You don't need the Background color node, color can be set directly in the color mix node

Thanks, I would have been lost without this image!


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Cycles GPU rendering turns to really slow with big image sizes
The question seems noob, but give me a moment, because I should know something about these things.
I am rendering a semi large architecture outdoor scene with buildings and nature surrounding it. The scene has 1.6 million vertices and I use Grow3D (https://www.thegrove3d.com/) and Graswald (https://www.blendermarket.com/products/graswald) addons to generate nature. I have multiple renderlayers with samples from 150 to 400. I use denoising feature.
If I render the scene using GPU with render size of 1920x1080px and with percentage scale at 200, the whole scene renders in 1 hour and 8 minutes. (Memory conception is 1.2GB).
But then, if I increase the percentage scale to 300, computers CPU gets noisy and rendering time increases remarkably. The rendering time estimation shows something from 8 to 10 hours.
And if I take a look to my task manager, the GPU conception bounces only from 0 to maximum 10 percent.

I ran quick tests and my computer and Blenders GPU consumption hits closer to 90 or even 100 percent at lover image sizes.
So could there be some hardware limit which I am reaching, or do I just forgot something crucial?
Windows 10, Inter Core i5-7600 @3.5GHz, 16 GB RAM, NVIDIA GeForce GTX 1070 and Blender 2.79.
EDIT 18.9.
Here is the link for project file:
https://drive.google.com/drive/folders/1n5LKe6f5JNSsUuAUfwsZo6PrfdE0Kk0f?usp=sharing
Because of the link won´t be valid for too long, I will post images about the settings when reason for odd behavior is found.

Don't forget that if you double the dimension size, you are making the area 4 times larger. That alone slows down the rendering significantly. In your specific situation, there might be some other factors. Without you sharing the .blend file or at least screenshots of your scene and all relevant settings it will be impossible to determine the cause of the additional slow down precisely.

It is truth, and I tried to keep that law in mind. I will provide the whole .blend-file with current settings when I am back to computer. Super if someone has time to look the file.

Did you intend to write lover or lower or something else in the question above?  The first choice is more interesting.

xD. Lower. Unfortunately love is missing what comes to this case.


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How to combine Bump Maps?
I'm trying to add a bump map with logo to noise texture Bump map.
I have a bump map created with Noise texture and then on top of that I want to add my bump logo (which also has it's own color on it.)
Is it possible within one material?

One way is to use 'daisy chaining' through the Normal input.
Daisy chaining bump maps.

Adding a different material to each part.

It is not a fully problem solve, but thank You very much for example.

You've mixed two bump maps, but now Im trying to add texture as a UV map to certain face on my object (logo like Hell Yes!) and make it look silver metalic. Should I just create another image texture and add it as base color? But then I will lose my base metalic black color.
I mean Now we have a dent logo and bump from noise texture and all of this should be on a black metalic color. Now I want to make that dented logo area metalic silver inside :D

Thanks. I wish Icould figure this out by myself. Propably I should just buy Substance Painter or use Mixer.


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How to overlay one texture on another one?
Hi guys I have a problem.
I want to project logo bumped texture on other shadder within the same material.
But in the end my background material (concrete) becomes transparent (cus of alpha chanel of the logo texture?).
My logo texture is a black picture with transparency and bump map is a black background and white logo with some blur.

Don't use the Add shader.
Use the Mix Shader with the alpha channel as a mask.

In your current setup, you plug an Image Texture into the Base Color socket and into the Alpha socket of the Principled BSDF, but it doesn't allow you to display anything in the alpha zone.
To fix this, you can for example plug your Image Texture into a MixRGB, plug the Alpha output into the factor of the MixRGB, and choose the color you want for your concrete in the Color 1 of the MixRGB*, or plug whatever you want into this socket:


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Is it possible to change sRGB/Non-Color color space procedurally?
All "Diffuse-Albedo-Color" need to be, or at least they would be in an sRgb color space (in my experience), inside the diffuse node.
On the contrary the other maps such as: Normal, Specular, Roughness, etc ...
They should be set to "Non-Color" in the nodes.
Now the question I ask is the following:
I would like to keep the sRgb color space, and create a group that transforms (Or at least simulates) this "Non-Color" color space.
Is it possible to reproduce a procedural transformation after the 'TEX_IMAGE' node? The group would be immediately after the image and would serve to transform it into Non-Color
I'm not sure about this, and I'm not even sure if it requires additional hardware consumption.

I know the other way around if you want to know (noncolor to almost as same as srgb)

You can switch between Linear/sRGB color space with a Gamma node.
I learned it from this Andy Burrows' article. No idea how it works though :)

Use Gamma: 0,454 to transform sRGB to Non-Color
Use Gamma: 2,200 to transform Non-Color to sRGB

If anyone could explain the principle behind it, I'd be happy to edit it in :).

Note: This is slightly inaccurate, and we need a proper RGB>Linear shader node https://blender.community/c/rightclickselect/k225


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How to re-link missing blender files
I have multiple characters linked to a blender file, but i moved the original character files and now blender is sating they're missing.
Is it possible to get blender to find the missing blender files like it finds missing image files so that i can preserve the previously made animation?
On a side note is there a way to also view a list of all the missing files?

Is it possible to get blender to find the missing blender files like
  it finds missing image files so that i can preserve the previously
  made animation?

Yes, totally. Go to "File > External Data > Find missing files".
You can navigate to specific folders if you know where you put your files. as blender searches sub-directories you can even say: "Hey blender, my file is somewhere in here, just look for yourself" on your documents folder.

On a side note is there a way to also view a list of all the missing
  files?

Yes. There is.
"File > External Data > Report missing files" prints all missing files to the console (in the default layout you can all down the menu on the top to see the console's content.)

thanks I also found out that even though the characters weren't showing initially after finding them, if i saved and re-opened the file they loaded fine

And would you replace a linked file ? I mean what if you want to use a file that do not have the same filename ?

As in this answer, if the file name has changed as well, you can change it in the Outliner by going to Blender File:

There you should find the broken link:

Double-click the file path to edit it, then right-click on it and select Reload and the link should be restored.


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Unable to use Edge Split to split the UV Shpere
I only started using Blender 2.93 a few months ago and it can be very frustrating at times.
For instance, I am trying to split a UV sphere into a few parts, as I following along with this hair tutorial around 6:07
I use Select> Select loops> Edge Loops to select the portion that I would like to separate from the original object.
As you can see by my screenshot,  that when I right click to select Edge Split, then the sphere does NOT split into a separate portion. It still displays as just one Sphere.
As usual, thanks in advance
EDIT: I am adding another screenshot showing the result of selecting Edge split in the video
Adding blend file:

what happens if you select one of these vertices and move it?

What are you expecting to happen? You won't see anything happen until you actually select the separated parts as she shows later in the video. Upload your blend file so that we can see what's happening:

I have added a screenshot of the video. After she clicks on Edge Split, you can see that it creates a new sphere - Sphere04 - but when I click on Edge Split, I still only have one sphere

@JohnEason - I have added the blend file

@moonboots - if I select a vertice and use the G to move, then it moves but not the entire section. BTW, since I have selected Edge Split, the front portion no longer selects (Edge loops) the front section that I was trying to make. It is as if Blender split those loops from each other

it works fine here, if you select an edge and Split Faces by Edges it will rip the edge, if you do it on the opposite side, then it will create 2 parts as if you cut with a knife, press L to select a part

is it what you're trying to do? https://zupimages.net/up/21/46/5jml.gif

Go into face mode (3) instead of vertex mode, select one of the faces then hover the mouse over the section and hit 'L'. That will select the whole section that you've just cut out and you can move it with 'G'. If you have 'Random' colour selected under the viewport shading options (dropdown at R/H end of the 3D window header) you'll see that each section is now a different colour as in the video.

@moonboots this is interesting, take a UV sphere and edge split only one side of it and you'll find that it's hard to alt+click to select one of the split edge groups, I think it has something to do with the top and bottom vert of a UV sphere being shared on so many faces, perhaps

I appreciate your suggestions, but it was not working for me, until I switched to Face Select and selected each "tile" separately, followed by Mesh> Separate> Selection. Now I have a Sphere.001 shape underneath the original Sphere. When I use the G tool, I can move the entire new mesh. I do not believe that I can answer my question yet, but when I can, then I will add the new screenshot to show that it was accomplished

@ Allen Simpson, actually what you say is true for any edge that is part of a grid, no?