text:
How to hide the object emitting particles?
I have a surface with particles. But I don't want to see the original object in the render. How to fix it?
Transparency, other collection / scene doesn't work.

The tile of this question is misleading, not worded correctly. It should say: How to hide the original object used by the particle system?

Did you ever solve this, I'm having the same problem now while learning Blender.  How to hide the template object/collection used for defining particles.

This solution worked for me. Using 3.1.

There are two settings Show emitter:

in the Render section works only for the final render
in the Viewport Display section for the current view port

However when you un-check the Show emitter in the Viewport Display section both emitter and particles may disappear. You need to re-select Dispaly As as Rendered and then only the particles will show.
To hide the original object or collection used for particle instances just hide them in Scene collection window.

At the particle settings under the Render section untick the Show Emitter box.

As I understand, it hides emitter. Maybe i described my situation incorrect. I have particles (A) which made from collection of objects (B) . All these stuff has place on surface (C) on which applied particles. I want to see on render A and C, without B

In 3.1, in my case: Unchecking Render | Show Emitter behaves erratically, but never in the expected way: Sometimes it hides both the emitting object and the rendered particles, sometimes it hides nothing. Add to that viewport and render states are not consistent, e.g. both visible in the viewport but both hidden in the render.

@mins This might be because you have not unchecked Show Emitter in Viewport Display as well.

I had same problem when I was following tutorials and I couldn't hide emitter object for during render(but during the viewport it was working). I found that turn off "Show Instancer" under object properties did the trick for Eevee render setting. I don't know if works in cycles; my PC is potato... good luck guys :P

P.S. I'm using Blender 2.90.1

In 3.1. Unchecking as you show worked for me, At the same time Show Emitter in the particles system could be checked or unchecked without influence on the result. Thanks!

I found the same as of 4.1.1.

You can just hide the original objects, particle system objects should stay visible even with original ones hidden (not rendering). Just don't delete them.

Yes, it hides for viewport, but i still see them in render(

There are 4 icons in a row in Outliner for each object: Eye (hide in viewport), Cursor (Disable selection), Monitor (Disable in Viewport) and Camera (Disable in Renders). It seems that you need to uncheck the last one, can also disable them all and original objects should not be visible anywhere.

Strange, before I did the same, it hid all objects. And now it has suddenly become as it should. Anyway, thanks!

"There are 4 icons in a row in Outliner for each object" and labels vary: "Exlude", "Hide" and some "Disable". Frankly I can't figure out the difference between them (this is not just visible in viewport vs visible in render), nor if one has a higher priority, specially in the case of active objects like particle emitters where multiple aspects are to be considered: Emitter visibility, particles visibility, emitter ability to create particles, etc, and that independently for viewport and render. Very obscure.

legitimately made an account because I managed to figured it out while I had this open but try unchecking the check box beside the collection NOT! the icons but the check box
this is what worked for me for some reason and I'm definitely not entirely knowledgeable in this software but it worked so I thought I'd post it

Hello :). Unchecking the box hides the whole collection from view layer. So anything inside it won't be shown in viewport or render. Just so you know why it works like that :).

I mean the main problem appeared when I tried hiding it from the final render, but then the particle system stopped working entirely, and for some reason the particle system worked only when the original collection was shown in its stationary position in the render port. I assume that when I disable the view in final render it should hide my objects from view but not stop the whole particle system working I think

Yeah. I suddenly started having trouble with this today and it plagued me ALL day. Just doing weird stuff. My initial problem was how I had things arranged in collections but that was causing other issues...maybe? I think I just fixed it by LEAVING EVERYTHING ALONE and JUST turning off the show emitter button in the render section of the particles settings. Everything is else is checked as ON. And now it seems to be working. I hope this works for everyone because it's the simplest possible fix, eh?


text:
How to reset add-on preferences?
I'm surprised that I can not find an answer to this one. Is there any way to restore a specific add-on's preference states to the defaults?
I would prefer not to uninstall the add-on if possible.

You can create an Operator and make it part of the Preferences layout for your custom add-on:
class MyAddonPreferences(bpy.types.AddonPreferences):

    bl_idname = __name__

    display_flag: bpy.props.BoolProperty(
            name="Display Flag",
            default = True)

    def draw(self, context):
          ...
          layout.row().operator("my_addon.reset_preferences")

Best practice is using property_unset(property):
class MYADDON_OT_resetPreferences(bpy.types.Operator):
    """ Reset Add-on Preferences """
    bl_idname = "my_addon.reset_preferences"
    bl_label = "Reset Properties and Settings"
    bl_options = {"INTERNAL"}

    def execute(self, context):
        prefs = context.preferences.addons[__name__].preferences
        prefs.property_unset("display_flag")
        ...
        return {'FINISHED'}

In order to reset the properties of a certain add-on it's basically the same, you just need to find a way getting the name of each property.
Example on how to reset the settings of Loop Tools by reading its annotations using the Console:
>>> prefs = C.preferences.addons['mesh_looptools'].preferences
>>> props = prefs.__annotations__.keys()
>>> for p in props:
...     prefs.property_unset(p)

So essentially call property_unset() for each preference variable? This is really useful, thank you. What about from a user's perspective - a user wanting to clear an add-on's preferences without scripting? I haven't experimented much with this, but how would they usually go about doing this? Is there a folder or file where these settings are saved per-project? Thanks again!

There is no generic option for the user atm, you have to provide that @Robert

source: Stack Exchange

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

sort: votes


text:
How Do I Shrink/Fatten Selected Along The X Axis?
I would have to select the shrink/fatten tool in tools or press Alt+S. I did, but it only shrink/fattens along the Y axis, but not the X axis and it is really peeving me off.

Make sure Pivot point is not set to Individual Origins (set it to something else, e.g Median Point with Ctrl+Coma). Also please add some screenshots to your questions, guessing is always something preventing success.

Shrink/fatten 'scales' based on the normals. A standard scale S can be restricted to a single axis. You can also scale on only two axes.

did you scale the whole object outside of Edit mode? if yes, go back to Object mode, hit CTRL+A and select Scale

Press the corresponding button on the keyboard to tell Blender which axis you want to use, namely: X,Y or Z. Select the faces you want to scale, press S and press X to scale along the X axis.

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

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


text:
How to assign a material to all strokes of a layer?
I'm trying to assign a material to all strokes in a particular gpencil layer.
I add the grease pencil object as:
gpencil= bpy.ops.object.gpencil_add(view_align=False, location=(0, 0, 0), type='EMPTY')

Then I add a new layer as:
gp_layer= gpencil.data.layers.new('lines', set_active=True)

And finally the stroke as:
gp_stroke = gp_frame.strokes.new()
gp_stroke.display_mode = '3DSPACE'
gp_stroke.points.add(count=2)
gp_stroke.points[0].co = p0
gp_stroke.points[1].co = p1

How can I set the material index for gp_stoke?

Hi. The link to the gist wasn't valid so I removed it from the post... If you still have it, please add it back to the question. Thanks


text:
HSV to RGB conversion
let's take the hsv color 0.4, 0.8, 1.0
everywhere I looked this converted to Hex 33FF85 - even in Blender
when I convert it to RGB(using python colorsys, python Color from math, webservices), it is 0.2, 1, 0.52 - but Blender shows me this:

what I'm doing currently is this:
bpy.data.materials["name"].diffuse_color = colorsys.hsv_to_rgb(0.4, 0.8, 1)

how do I apply the hsv color to my object correctly? If I convert the color to rgb it obviously does not work as it should...

related: https://blender.stackexchange.com/questions/55795/is-there-a-way-to-get-linear-hsv-sliders-in-colorpicker

The RGB values in Blender use a linear color model while the Hex values use gamma corrected non-linear color model.
To convert between these two, you would have to manually do the gamma calculations using the transfer function of your color profile, wich is set in the Color Management section of your Scene – set to sRGB by default.

The excact conversion is listed in the sRGB Wikipedia article.
def linear_to_srgb(r, g, b):
    def linear(c):
        a = .055
        if c <= .0031308:
            return 12.92 * c
        else:
            return (1+a) * c**(1/2.4) - a
    return tuple(linear(c) for c in (r, g, b))

def srgb_to_linear(r, g, b):
    def srgb(c):
        a = .055
        if c <= .04045:
            return c / 12.92
        else:
            return ((c+a) / (1+a)) ** 2.4
    return tuple(srgb(c) for c in (r, g, b))

import colorsys
col = colorsys.hsv_to_rgb(.4, .8, 1)
# (0.19999999999999996, 1, 0.5200000000000002)

srgb_to_linear(*col)
# Values to be set in the RGB tab of the color picker:
# (0.03310476657088504, 1.0, 0.23302199930143835)

While the HSV tab of the color picker doesn't give any indication as to whether the values are gamma corrected, this ticket does indicate that the displayed HSV values actually are gamma corrected as well. This would explain why the Hex representation does match the Hex value shown by various color converters.
So, to apply a non-linear HSV color to your object, would have to call
col = srgb_to_linear(*colorsys.hsv_to_rgb(0.4, 0.8, 1))
bpy.data.materials["name"].diffuse_color = col

worked like a charm, thanks! Also now I know the behaviour of tuples in parameters, regarding the importance of the * ;)


text:
How can I create a Bowen knot?
The Bowen knot is used on Apple keyboards as the symbol of the ⌘ Command key, also known as Viking's Shield, Heraldic Knot, etc.
I'm trying to work out the overlap. Ideally, I want to use a Bézier curve which can then be modified in various ways using circles or planes for various end results. I guess I can use either a screw modifier or a modified spiral for the end circles, because they must either tilt up or down accordingly depending on the flow from one corner to another, right?

The flow from one corner to the next is pretty straightforward. As simple as connecting vertices. It's the end curves I'm having trouble figuring out.
How can I create a Bowen knot?

what do you mean by end curves? this shape is a bit like a Escher impossible object, so you need to find a solution, what about this: https://zupimages.net/up/20/51/r2up.jpg

so is Lemon's answer what you're looking for?

This was done using Kit Wallace's Bowen Knot code from OpenSCAD.  Saved to a minimal surface and stripping it to an edge and building from there.  It works, but, it's not Blender.
Kit Wallace's Bowen Knot (Thingiverse):
https://www.thingiverse.com/thing:3554009
My blend file derived from it (would've liked to attach it, but it's 168 MB! A bit big.
So, here's a photo instead.  I used a circle, a hex (six side circle), and a Bezier Curve.
Red is Hex, Blue is Curve, Green is Circle - All Bezier.

The image:  (Imgur)
https://imgur.com/a/DT7tuqw

From left to right:

Create a circle and in edit mode shift it

Delete a quarter of the vertices

Duplicate/rotate 3 times

Join the vertices

Rotate each circle (say) 10 degrees

Convert the mesh into a curve

Curve settings:

Give it extrusion. As the extrusion is along Z, rotate the knot around X so that it is Z up and apply the rotation.
Shader: get the U of the UV that is along the curve and add a color ramp.
a better, quicker way

Start from a plane instead of a circle.
Add subdivisions.
Next steps are the same.

That's it!  Perfection.

For the first example I used a Bezier Curve as the Bevel object instead.  Worked just as well.

Lemon, this is the second time that I recall, this and Enneper, that you've helped me in this regard.  Thank you for your help and expertise.
A play on the results from Imgur.
https://imgur.com/a/QAR52y5


text:
How to replicate viewport ghosting effect in renders (eevee)
When I play this animation in the viewport it has noisy motion blur/ghosting yet when I render it it the effect goes away despite using the same number of samples and using eevee.
Viewport:
https://media.giphy.com/media/v1.Y2lkPTc5MGI3NjExdjl2bGJpeGt3OHEzM2dsNzY3aWQwcGoydjVob240MzZjN3IyeDUwciZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/RUmQNcgBKgiI3O5E9U/giphy-downsized-large.gif
Render:
https://media.giphy.com/media/GE5qVhGZhwPAYZHWCK/giphy.gif
Any ideas on how to get the render to look more like the viewport?

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

Maybe render first frame normally, and after that render with some % opacity on top of the previous render?

@MarkusvonBroady How can I do that in a timely fashion? Is that something you can do in the compositor?


text:
Problem with Sketchup_Import- Plugin for blender
I installed the addon for SketchUp-importer in blender but I still can't enable the addon as it is shown in addon that the plugin is successfully installed but it is blurred-out and I waited for about 2 days to let it self configure properly but still it won't start.
What should I do, please guide me with the issue.

That's a third-party addon and is not part of Blender so you should ask on the Sketchup forum which seems to be here.

I'm just asking. Is there a reason why you cannot export your Sketchup model as a Collada ,dae file? Blender both imports and exports Collada files.


text:
Imported PNG file not working on Texture Paint Model
I've been working on a low-poly model but as I went to the texturing part of it, I exported the file to draw on the texture, but the import won't show up on the model. Once I get into other tabs like UV Editing the imported image reverts back to the OG texture layout. Is there a solution to this?

Can you share the file? (Please pack the textures (File > External Data> Pack Resources))

@Akshay2005 I can, sorry, I'm a new person towards this site and blender. Do you know how I can share it to you

To pack files just follow the above brackets. As for sharing the blend file use blend exchange. Search it up on google. Not too complicated.

You can share your Blend file via https://blend-exchange.com/ following the instructions on that page to copy the link there into your question.

@Akshay2005 https://blend-exchange.com/b/ogZog0NW/ I apologize for the wait.

You did not pack the image texture. The image texture file is stored outside of blender. So when you share the file you won't be able to share the image texture along with it(Unless you share them both in a folder or something like that). But there is an easy optiion. In the top menubar in blender, go to file>External data> Pack resources. This will store the image files inside blender. (Remember this, coz if you ever share stuff to a renderfarm or share the file in general, this is something that you are going to need to do)


text:
How do I isolate individual textures from my UV map
I have recently gotten into texturing in blender and i have been trying to isolate individual textures from this:

To this:

I'm doing this so that I can add these textures to my asset library so that it'll be easier to texture future projects but I don't how to go about it

Hello, I'm not sure you can easily crop an image in Blender, you'd better do it in an image app like Photoshop or Krita

I was thinking of that but there are too many textures for me the do that for and it would take twice as long.


text:
How to make blender respect visibility of objects imported from alembic
We are trying to figure out a workflow for importing the results of a pedestrian simulation into Blender for visualization. During the simulation, pedestrians enter into the simulation at various times, walk around for a while, then disappear as they exit the simulation.
Simulation results are currently exported as an Alembic file. When we try to import that file into Blender, what we end up with is all pedestrians being visible at all times, even before they enter the simulation and after they exit.
The alembic objects have a visibility property, but even if I set that to false for all samples of all objects, they still show up in Blender.
Is there a way to either make Blender respect the visibility in the Alembic file, or else quickly keyframe the visibility after import (keeping in mind that a typical simulation will have thousands of pedestrians all entering at different times, making individual keyframing for each agent impractical)?

from my quick test of a round trip (export, then import), blender does not respect visibility animation in abc files, and also doesn't properly import a hidden mesh.   This is a bug you should report.  Unfortunately for your project, bugs take time to fix.

Thanks @james_t. There is an existing bug report about this issue: https://projects.blender.org/blender/blender/issues/69191. It would still be nice to have some workaround, but it looks like using Alembic just isn't going to work for this project.

as an ex-software PM, i empathize with expensive planning that must be scrapped.


text:
How to fix a 3D scanned object with texture in Blender?
I have 3d scanned an object and imported it into Blender. The model has a texture as well as the mesh. The 3D scanner is not perfect, some holes and imperfections in the mesh have occurred.
How do I edit the mesh of the obj file and preserve the texture? I haven't found any videos or instructions on how to fix a mesh that already has texture.
Please let me know if anyone has done this before and has some advice.
Thank you!

There could be 2 approaches - fixing the scan and working with retopo of the scan. It can be wise to work on a scan first to close the holes etc. Then pin existing UV vertices except for new ones and unwrap. Note that if baking texture to lowpoly all errors will be on lowpoly as well. In some cases if errors are too big rebuilding the scan might be better option

If you want a clean mesh out of your 3D scan you should first
Do a retopology of your 3D scan. Basicly treat it as if it were sculpted.
https://www.youtube.com/watch?v=k9NAv_q_wfU
If you plan of doing this more often think about buying Blender Retopo Tools: https://www.youtube.com/watch?v=0ZH8RJDr6pg
Here is a quick and dirty retopo guide for 3d scans:
https://www.youtube.com/watch?v=LbtWoJXbytM
Lastly transfer UV coordinates from your 3D scan to the new (retopo) mesh.
Can I transfer an already made UV to another object?

Sorry I don't have the time for a detailed workflow description but these are the generic steps of my process:

Import obj (mesh A)

Duplicate (mesh B) and fix geometry scan artefacts (remove fixing glue or supports, close holes and smooth/flatten the surface where needed)

Generate a low poly topology (mesh C) from this fixed scan - I use quad remesher for speed and acceptable edge flow. Retopology can be done by hand in vanilla blender if you have the time.

Create UVs on mesh C

Add a subdivision modifier and confom (with SrinkWrap modifier) C to B to better get the original details

Bake textures and normals from B to C

Fix issues on the baked maps ( in Blender paint mode, Photoshop or better in Substance Painter)


text:
How to delete bone driver fmodifiergenerator
my problem started when i tried to add a driver to a single bone in pose mode. That part is already solved and it was successful. The problem is 'that' script added an Fmodifiergenerator, i need your help to remove this generator with python in blender 2.74. I have seen another answers on this site on this subject. I tried it all and it doesnt work on my problem. I'm not looking for a fancy solution that will removed it from every bone in the armature, i'm just looking for a simple solution that will remove it from the specific bone that had been added with the driver_add script.
This is the script that i used to add the driver
#add driver
driver = bpy.context.object.pose.bones['Bone.001'].driver_add('rotation_euler', 2).driver

driver.type = "SCRIPTED"
#add variable
var = driver.variables.get("var", driver.variables.new())

var.name ='var'

Var.type = 'TRANSFORMS'

#add target

target = var.targets[0]

target.id = bpy.data.objects.get('armature.001')

target.bone_target = "bonectrl"

target.transform_space = 'TRANSFORM_SPACE'

target.transform_type = 'LOC_Z'

#add expression = "var*50"

Please help me.

Here is some commented console code using FCurveModifier.remove(...) I have a location.x driver on the context object's pose bone "Bone", which has an fcurve generator modifier.
>>> driver = C.object.animation_data.drivers[0]
# driver 0 is driving location.x of pose bone "Bone"
>>> driver.data_path
'pose.bones["Bone"].location'

>>> driver.array_index
0
# if len(driver.modifiers) or somesuch
>>> mod = driver.modifiers[0]
>>> mod
bpy.data.objects['Armature']...FModifierGenerator
# yep it's a GENERATOR
>>> mod.type
'GENERATOR'
# remove it.
>>> driver.modifiers.remove(mod)

Thank you for your help. But it's not quite there yet. When i tried your script, it failed when reaching driver.data_path. It replied to other bone in the armature when i traced it on python console, not the one i've just added driver on. I've added the script that i use to add details on my work. Please help me once more.

Given the new info, use something like driver = C.object.animation_data.drivers.find('pose.bones["Bone.001"].rotation_euler', 2) to find the driver.

Sorry, still failed. It came back with an error "type error: find() takes exactly one argument (2 given)"

AnimDataDrivers.find might need ..drivers.find("blah", index=0) however works fine for me on 2.79 without.   Maybe it's different in 2.74, certainly not going to bother getting 2.74 to check.  Yep from docs it's not there There are plenty of other ways to get the driver you want from list with for and if statements etc.. or upgrade.

Hey batFINGER, sorry to bother you again, could you please help me with this? https://blender.stackexchange.com/questions/88303/python-how-to-snap-pose-bones-to-cursor.


text:
disable render of all collections with python in blender 2.8
I am trying to disable all collections in the render with python in Blender 2.8
It works on top-level collections with the code below, but ignores nested collections.
import bpy
coll = bpy.context.view_layer.layer_collection
for x in bpy.context.view_layer.layer_collection.collection.children:
        x.hide_render = True

Is there a way to get all collections, regardless of hierarchy?

Welcome to Blender.se. Thank you for your question, be aware, that the 2.8 api is still under development, although I'd think, that collection access won't change anytime soon.

Access to Blender's internal data is achieved through bpy.data. This is usually also easier to maintain, since context access (bpy.context) is context-dependent.
Access all collections through:
bpy.data.collections

Render-restricting all collections:
import bpy

coll = bpy.data.collections

for c in coll:
    c.hide_render=True

Ah! That was easy. Thanks Leander.
This works:
import bpy coll = bpy.data.collections for c in coll:     c.hide_render=True

Forgot to include the final code, added your example, glad it worked. For future reference, if any answer is missing a piece of information (like your code example) feel free to suggest an edit yourself. Comments are only temporary and may get removed.

With recursion
As well as setting attributes on all collections in bpy.data.collections can recursively walk the children.
This will only set the property on descendants of the collection. In this case bpy.context.view_layer.layer_collection.collection
import bpy

def traverse_tree(t):
    yield t
    for child in t.children:
        yield from traverse_tree(child)

coll = bpy.context.view_layer.layer_collection.collection

for c in traverse_tree(coll):
    c.hide_render = True

This doesn't seem to work for me. I am trying actually to activate an excluded collection so I've tried to set c.hide_render=False but it reports back an error that AttributeError: 'LayerCollection' object has no attribute 'hide_render'. Then I've tried also bpy.context.layer_collection.children[c.name].exclude = False layer_collection = bpy.context.view_layer.layer_collection.children[c.name] bpy.context.view_layer.active_layer_collection = layer_collection  but then I've got KeyError: 'bpy_prop_collection[key]: key "<collection_name>" not found' any idea what is wrong?

Please note difference between context.view_layer.layer_collection and context.view_layer.layer_collection.collection

Yup, you are right I overlooked the last .collection but still c.hide_render = False doesn't seem to activate my collection.

Look for set active collection.

Got it to work ;-)


text:
Increment property value with keyboard
Basic question - how do you increment value with keyboard (when you're in a field in one of the windows, e.g., "X" and "Y" coordinates? I assume up or down key but doesn't seem to work
Thanks!

You can't. It's just not a concept of blender to use a keyboard shortcut for that. The blender method is left click and drag to the left/right on the value field. You could have found that out by reading the docs or watching one of the many beginner tutorials on youtube. Thats why I downvoted this question. It's better to use the blender IRC chat for this type of short question. Don't let my downvote discourage you from asking more involved questions here, it's not personal.

@bertmoog Thanks for telling me! Downvote retracted.

thanks bertmoog. and a bit harsh TeeTrinker ... i did spend hours on beginner training and couldn't track it down

that said, thanks for flagging the other forum ... didn't know there was one for more basic questions

As @TeeTrinker said, you can left-click and drag the mouse to change the value in the field.  Of course, this will change the value by increments of 0.01.  If you want the value to change by increments of 1.0, you can hold down Ctrl while dragging:

An alternate way, purely by keyboard is to simply add 1.0 to the value in the field by typing + 1 and pressing Enter:

There may be other ways through scripts but I'm unsure.

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


text:
How to difference a cylinder from the car body using Boolean modifier?
I have created a basic car body. Now, I'm trying to get the tires in place. What I am trying to do is to use a cylinder of 10 vertices with an Array modifier at Count: 1 and Relative Offset set to mimic the cylinder on the other side. Then, I am using the Boolean modifier to subtract the cylinder from the car body. However, it produces strange results when I drag my cylinder out after applying.
Car Cube Modifiers:
Mirror
Subsurf
Boolean
Cylinder Modifiers:
Array
Car body before applying the Boolean modifier:

.blend file from before applying the Boolean:

Can you upload your .blend using blend-exchange.giantcowfilms.com please? Makes it easier for us to help you, as it's hard to understand what the problem is with that image.

@LostVeteran Before, please.

@ShadyPuck Done. There may be a wheel hanging around in that file, too :D

@LostVeteran I added an answer. Just noticed that I didn't fully read your comment, and I used the wheels to Boolean instead of a cylinder. However, you should be able to replicate my results with a cylinder without any additional info. If you do need the info, let me know and I will redo some of my answer. If my answer helps you, please consider marking it as accepted by selecting the checkmark in the upper, left-hand corner of it. It would help me greatly and make me very happy!

haha No worries, man. I want to figure out solution myself, anyways. I will try in Wireframe mode so, I don't mess up with back side. Maybe, it causes the issue. Don't know.

My guess is that you are getting a result like this:

When you want a result like this:

For this, you need to use the following modifier stack for the wheels and apply all of the modifiers in order, top to bottom, for the car.

Sorry, you had to spend time on this but, I just want to push the plane side inside in a curve shape so I can place my tire in it. Like a real car. Makes sense? I used a bigger cylinder than my tire.
P.S. I am pretty new to Blender (like 4 days) and I can't figure out any other method! :D
+1 for the try.

@LostVeteran OH! OK. I am going to lunch right now, but I should be able to do what you described in your comment later tonight.


text:
line segments with edges into a curve
I want to give these line segments a continuous cylinder shape, like a Spaghetti noodle. My aim is to make this path visible in render mode. At the moment you are not able to see it in render mode because it has zero thickness.
I already converted them into a Bezier curve and played around with the Bezier Circle. The result were a lot of cylinders behind each other with a lot of gaps between them because the whole line has edges as you can see on the picture.
I also tried to solve the problem with a Skin-Modifier, but this didn't give me a good solution either. Maybe I should combine it with another Modifier.
So I was wondering if it's even possible to convert an 3D edged path into a curve path with a cylinder shape.
I would be very glad if someone could tell me how I get a good solution.
Thank you very much!

Your problem is not that your path shape is composed of many segments, but that it is composed of many separate objects.
You should join them into one object before adding thickness to your curve, and you also have to join all overlapping vertex into a continuous spline. The modifiers you mention have no effect in what you want to achieve.

Select all your segment objects
Shift select on last segment to make it the active object
Join them all with Ctrl + J
Now enter edit mode on the newly created mesh object
Select all vertex
Press W > Remove Doubles
Exit edit mode
Press  + C > Convert to Curve

You should now be able to successfully add thickness to your curve as a continuous path.

Exactly what I was looking for! Thank you so much @Duarte Farrajota Ramos

If I understand it right.

Make path, edit it as you need.
Make Bezier Circle.
Select Path and under Object data tab select Bezier Circle as Bevel Object.

Now you can resize Bezier Circle as you need.

Thanks for your answer! But I don't want to make a path, I already have a path.

Is this was what you've needed?

I don't want to make a new path. I already have a given path as you can see in the picture. I just want the path looks continuous like yours in the picture. What I exactly did is: 1. Join all line segments 2. convert into curve 3. Add Bezier Circle 3. Select Circle as Bevel Object 4. resize. But I get gaps because my path is not a continuous curved.

Could you provide blend file with this path?

Sure! where/how can I provide the file?

http://blend-exchange.giantcowfilms.com/

@Duarte Farrajota Ramos was faster ;) If you want I've prepared for you (needs some details) version made of Bezier Curve. Easier to edit it.
http://blend-exchange.giantcowfilms.com/b/1731/

That's exactly what I was looking for! Thank you so much Duarte Farrajota Ramos and doo0 !!

Can you maybe do me a favour and put in your steps? I got your blender file but I dont understand why your object is more curved than the one Duarte created. Thank you very much! @LukeD

@Duarte Farrajota Ramos just remove all overlaping vertices to make them connected. I've made this wire from scratch using 'bezier circle' and your lines as blueprint. If you need I can make a gif for you how to do this.

A gif would be very helpful!

Ok, here it is:

Add 'Bezier Curve'.
Position it.
Go to 'Edit mode'.
Shorten the handles by selecting bezier point > S.
Position point, set handle.
'E' to extrude.
Repeat.

Gif steps


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The Background image is not showing in the rendered slot
I checked "transparent" under the Film tab but still not showing.
I can find out what I did wrong.
the file:

Can someone help? :)
(Edit: my question was if it is possible to render the Background image without compositing)

Possible duplicate of How to composite in a background picture?

Did I understand correctly? that it's not possible to render it? that it has to be composed in post prod?
I had thought in this question that it was possible:
http://blender.stackexchange.com/questions/28772/background-image-is-not-displaying-in-rendered-mode
but it may be a blender version thing? I have 2.77, on that post the person has 2.74, mmh, I dont know...?

EDIT: Cegaton's answer is much simpler, but it won't work if You're trying to render glass or glossy materials, because the reflection/refractions won't show. If you're using either of those, You'll need to do this ↓
It is not possible to render the viewport background, I've tried, and failed.
What I ended up doing is just adding in the background in post-processing, like using After Effects (Though this is possible with Blender)
If your scene uses refraction like glass or glossy layers, it might be a good idea to create a plane as the background.
So, for example purposes, I composed a scene with shards of glass, a camera, and a light.

The first thing you should do is create a plane. Then rotate the plane so that it is parallel with the camera, then move it backwards so it is behind everything else.

Then, go into the Camera by pressing 0 and go into edit mode by pressing Tab.
Then, you'll move each of the edge vertices of the plane as accurately into the corners of the camera scene as possible.

So you should end up with something like this:

Then go to the Materials tab for the plane, and add (+) a material. Change it from Diffuse BSDF to Emission. Then Press the Circle next to Color and change it to Image Texture You should get something similar to this:

If the texture appears out of scale, try changing Flat to Box.
You'll notice there is gray in the refraction of the glass. This is because it is picking up light (Or should I say, a lack of light) from the rest of the scene outside of the textured file. To fix this...
Create a sphere and scale it up so that it overlaps the entire scene. Then, add the Emission texture to it the same as with the plane. You'll notice the texture doesn't show up properly, probably is just a solid color. This is because you haven't UV unwrapped it.
To unwrap it, go into edit mode with Tab Select a ring that goes through the center of the sphere.

Then hit CTRL+E and choose mark seam. Then hit U and choose Unwrap.
Then switch the panel to the UV image editor

It should look like two ovals.

Now you'll want to scale these up and down with s. If you open 3D View and do Shift+Z to do a makeshift realtime render, you can see as you scale up and down that the texture formatting on the sphere changes. Scale it so that a single texture on the sphere is around the size of the plane, then you can close the UV editor, like this:
Click here for image, it was too big to upload
Then if we go back to the camera and render, you will see that there are no more gray spots.

If there are any problems, I'm willing to help. Sorry if this answer seems unorganized. I'm still new to Stack-Exchange and am currently trying to find an answer format I like.

authors: Тимур Трутов


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Shadesmooth visible in solid view but not in rendered view
I made a beveled corner and applied 'Shade Smooth' in EditMode.
It works in solid view, but not in rendered view.
Did I do something wrong? :)

Rendered:

the normals look really weird on the screenshot, as if they were not pointing the same direction all over the mesh. Please verify them by pressing Ctrl+N in Edit Mode. Otherwise, could you please upload the blend file to http://blend-exchange.giantcowfilms.com/ ?

http://blender.stackexchange.com/questions/18886/how-to-recalculate-normals

I added the Blender file, the normals look ok in Edit Mode.

Technical Details
The problem is not with the normals nor with the smooth shading. It is the result of the algorithm in the ray tracing engine used to determine lighting. Set the size of the sun to zero, and you will see one sharp line between the lit and dark area. Basically, the calculated normals would suggest that the surfaces should be lit, however geometrically the surface is facing away from the light, so the lighting will not be caluclated.
Possible Solution
Generally such biases are always present for smooth shaded meshes, simply because the surface is only approximated with polygons. The better the approximation, the less these glitches appear.
In you case, the problem is, that there are 90 degrees sharp edges shaded smooth. Those are not really realistic either. You could make them sharp either via Properties Panel / Mesh / Normals / Auto Smooth or by adding an Edge Split modifer.
Here is the issue isolated and the Edge Split added:


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My Alpha channel doesn't show
I tried to create a transparency but couldn't get it work.
What is that I did wrong? :)
The black background is still there and not getting transparent.
I also tried to invert the shaders in the mix shaders but then averything disappears, even the white and red surfaces.

Try duplicating the image node and setting it to Non-Color for the alpha channel. Also, if you could, it would be a lot more helpful to have a picture with the alpha channel going straight to the color node on an emission shader that goes to the surface input. Otherwise, it'd be nice to see a .blend. My guess is that the alpha channel isn't really changing across the texture.

I only add to "pycoder" comment: It look like there is no alpha channel in image. This also happen when you use "Image as Plane" addon and you don't check "use alpha" in import settings.

@Pycoder, Shubol, I tried these but still didnt get it right.
I also added the files in the post.
My picture is a png but without an alpha channel in it, only black to be converted as alpha in blender, I tried with import as plane, check "use alpha" but what I need is that Blender interpret my black surfaces as transparent somehow.

@Cegaton,
Thanks for the link, hadnt find it before, its a good one! :)
should I delete my post then? looks double I guess

@Cegaton, thanks for the tips and the link, it helped

Your alpha channel is mostly white. try to make it better or use this trick to use the black color as black alpha.


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How do I avoid quads appearing as triangles when twisting a mesh?
Is there a trick to avoid that the triangles are visible in the reflection when I do a twist with a deform modifier?
See the file:

Method 1
You need to switch to smooth shaded mode with "auto smooth" enabled (auto smooth makes a hard normal on every edge that is greater than the set angle).

Method 2
Another method would be to manually mark the edges as sharp, then use an edge split modifier. First select all the "sharp" edges in edit mode, then hit Ctrl+E --> "Mark Sharp". (Make sure you already clicked Smooth in object mode)

Then add an edge split modifier that splits based on sharp edges.

Note: Hitting Smooth in object and edit mode do different things (you can smooth certain parts of the mesh in edit mode). For this solution, you will want to hit Smooth while in object mode.

Adding smooth shading is the same in both Edit or Object mode; the "Smooth in Object mode" you wrote is Smooth option uder Tools rollout > Shading in the Toolshelf. In Edit mode this is W > Shade Smooth  or in the Toolshelf > Shading/UV panel > Shading rollout.

authors: Максим Сюткин


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Difference between two models, objects disappear from view, cameras added?
I am quite confused and hope someone in this forum can help me out. When I add an object (Add > Mesh > Sphere) in Blender, it appears in the camera view at first, but then when I try to scale it, it disappears from view (I can still see it in Persp/Ortho View though). Also, a new camera appears all of a sudden? And why does the object seem to move when I change scaling - isn't it just supposed to get bigger/smaller? I do need the camera view, because the object should appear in front of a background image.
Also, I'm trying to figure out the difference between a blender model I received as model from my predecessor and my current version - I've attached both, something seems to be fundamentally different but I cannot figure it out.
Ideally, the camera should look straight at the center of the sphere and the sphere should be in front of the background image.
I'm using this at work for research purposes and it would be really great if someone could help me! thank you!
my version (1st file), Model (2nd file)

your sphere has a Z scale of 0. This makes it disapear.

thanks but shouldn't that just make it flat? I assumed i should still see the object on the x/y coordinates

you're true but depending on the view, it'll disapear. You should post your .blend file

I've attached both blender files, it'd be great to get some answers

In your 1st blend, you've checked "lock camera to view" in the "N" panel. This could have caused some strange things on the view and camera position.

You can't see your (flat) sphere because the sphere and camera are at the exact same Z position.

Move your camera up or your sphere down (on Z axis, use G, Z to constraint the movment on Z axis) and you'll be able to see it.

I have the same issue, I am using Blender 2.90 and I even don't have a camera in my project. whay I am having that? https://media0.giphy.com/media/Pfbbxg5j4r2puMtmwd/giphy.gif


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Depth information from pair of stereo images
I've been considering how to use Blender to extract depth information from a pair of images of the same subject (Whitby Abbey) but would appreciate some help in getting started. I've found a couple of previous questions that didn't seem to have a suitable answer (eg, Generate Z-Depth map from Stereo Image-Pair (just like nuke occula)).
My thinking is to use the pattern matching of the Motion Tracker to match up points from one image to the other and measure the parallax and calculate the depth to eventually generate a mesh.
I'm thinking what I need to know is can the motion tracker be used to match sections from one image to another and how could I go about this? What I want to do is to use Python to pick a point on one image and create a marker with specific dimensions and search area and get it to match it up to a point on the second image and return the coordinates of each.
Has anyone done anything similar? Any ideas, hints, tips, good starting points?
EDIT : The goal is to be able to sample hundreds (perhaps thousands) of points and to use the resultant measurements to build a mesh which could then have the original images projected onto it to produce a 3d representation of the original scene.
EDIT2 : What I really want to know is the following :
1) How can I use Python to create a Motion Tracking Marker - including setting its parameters such as size, search area, etc.
2) How can I use Python to position the marker on a specific frame
3) How can I use Python to trigger the marker to search for a matching pattern in the subsequent frame.
4) How do I get back the resultant offset between its location in one frame and the next.
I do have some limited experience of running Python within Blender and using bpy - and the maths involved (I'll be ignoring any complications such as camera distortion) - I'm just a bit lost in how to get started with interacting with the motion tracker.
Obviously, once I've got this part working I'll then need to start looking at how to use that information to programmatically create a mesh and potentially look to create an add-on - but that's another question.

Depth estimation from images is a well established field and Blender is not the software to go for. Look for keywords like 3D reconstruction, structure-from-motion, multiview stereo, stereo reconstruction, stereo depth estimation.
Typical approach will be to detect SIFT (or some other) features, match them, compute relative orientation of the cameras and then use something like semi-global global matching. The code you can find, for example, in OpenCV.
Look at this tutorial, which creates a disparity map. There is also stereo_match.py in OpenCV-Python samples. For feature matching look here.

Thanks - that OpenCV looks extremely interesting and useful and I'll definitely be giving that a look so upvoting this answer. I would like to try and do something in Blender if possible though.

Maybe this is something for you: LINK to PDF

Thanks - that is certainly interesting. It's a different way of inferring depth - one that's probably way beyond what I'm trying to achieve.

Have you looked into PCL: link

I'm also after an automatic solution; so far I've found the following tools which might be helpful along the way.
Point Cloud Skinner:
As of now I wasn't able to get BlenderSFM on Linux/Debian up running. It's sources some *.exe files, windows needed.
BlenderSFM

You can give your images sequential file names and load them as a two frame image sequence. Treat it just like match moving a video. No need for any python - just have motion tracking auto detect points (or manually choose them) and track forward.

Thanks for the suggestion. I didn't make it clear in the original question (I'll edit it) but I'm looking to potentially sample many hundreds of points (perhaps thousands) and use them to create a mesh that I could then project the images onto to create a 3d representation of the scene - so an automated solution would be necessary.


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Texturing following the displace
Suppose to have a seamless heightmap, created to be used with the displace modifier.

There is the diffuse map too, related to the heightmap.

My question is:
Is it possible to apply the displace modifier and color the mesh using the diffuse map, without handpainting all?
As the displace modifier is going to deform in one click all the mesh, is it possibile to color all the mesh with the diffuse map, following the path of the heightmap that the displace has given? Is there a path viable or my speculation is totally wrong?
Thank you so much!

If I read your question correctly, you want to use the diffuse map and the displacement map and make them line up with each other, so that they are aligned.
To do this, all you have to do is use the same UV map for both images.
In short, create two image nodes, and load the diffuse into one, and the displacement into the other. Plug the diffuse into the color slot of an emission node, and plug the displacement into the height slot of a bump node.
Add a geometry node and plug one of the mapping types (UV, generated, etc.) into the vector slot of both of the image nodes (use the same mapping type for both images).
Plug the emission shader into the shader slot of the output node, and plug the bump node into the displacement slot of the output node.
For Blender Internal, the process is a little different.
You'll only need one material.

But you'll need to add two textures to that material. One texture should be set up like you expect for a regular image texture.
The other should be set up like this. Basically, you'll have two textures, one with each image. For the diffuse image you'll check "Diffuse: Color" and for the bump map you'll check "Geometry: Normal." There may be other bump map settings below that, but this should get you close enough to see some results.

Keep in mind that Normal Maps are different from Bump Maps. Normal maps are usually bluish, and bump maps are always gray-scale.
There's also a displacement modifier, which you can use your grayscale image with. You'll still create a bump texture, just like normal. Then choose that texture in the box on the displacement modifier. To make it line up with the diffuse/albedo map, just change the "Texture Coordinates" from "map" to "UV."

Then you'll see a new box called "UV Map" where you can specify which UV map to use. Just choose the same UV map that you used for the diffuse map. You can give UV maps custom names, too, which might help you choose the right one. There are lots of places to specify UV maps, as long as all your images are using the same UV map, they'll line up with each other.
There's more information here for both Cycles and BI.
That should do what you want.

Do you think this goal could be achieve also in Blender Render, without nodes?

Of course. The idea is the same: use the same UV map for both images. Under the "influence" for each texture map just make sure to check the right boxes. Color for one, and Bump for the other (displacement works differently in BI, and it's probably not what you're looking for).

Damn the logic it's very clear but I can't realize it in BI. Could be possibile to have in few points the process with images and description? I fell like a kid but I can't reach the target

Sure thing, I'll update my answer shortly.

Ok i understand all but there isn't connetion with the displace modifier that should be the point of my problem. How can i do all this, working with that modifier? Like the displace modifier "randomly" assign the height map to my mesh (and duplicate it), there is a way to follow this heightmap with its relative diffuse(albedo) without handpaining?

I'm sorry, I thought you were talking about using a normal or bump map. The displace modifier is a little different, but still doable. I'll update my answer.

Okay, there's some new information. Hopefully that will help. If that's still not what you're looking for, add some more images to your question showing screenshots of your settings and the result you're getting. That might help me understand better.


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Reducing Rendering Time: Video Editing
System Specs:

Intel i7 930 @ 2.80Ghz
16 GB DDR3 Gaming RAM
64-bit Windows 7 Ultimate
Nvidea GeForce GTX 780
1 TB Western Digital HDD (non-SSD)

Blender Settings:

Audio Dev: SDL
Compute Device: CUDA GeForce GTX 780
OpenSubdiv Compute: OpenMP
Memory Cache Limit: 10240
Anisotroptic Filtering: off
VBOs: ENABLED
Window Draw Method: Automatic, No MultiSample

So I have been using blender for youtube video's I've been making, since I need a free/open source video editor. I've been rather satisfied with the editing itself. With the rendering however, I have not.
I have rendered a 40 minute video in both Blender, and Adobe CS5 Premiere.
Video Specs:

Settings used for BOTH blender AND Premiere

1 video imported
2 images (intro & outro fade)
1 music track (outro for about 15 seconds)
Audio Codec: AAC (same as source)
Audio Rate: 192 kbps (same as source)
Stereo Audio (same as source)
Resolution: 1080p (same as source)
Framerate: 60fps (same as source)
Video Codec: H.264 (recorded in x264)
Video Rate: +-8000 mbps (same as source)
Format: MPEG-4 (same as source)

Blender Specific:

GOP size: 30
Tile Size: 256x256 (seemed to be the fastest?)
Start Resolution 64
Output: Xvid

What I found was fairly displeasing.

Blender takes up to 6 hours to render the video, and produce a file of about 2.5 GB.
Adobe Premier takes about 1 hour to render the video, and produce a file of about 1.9 GB.

Both programs I have configured to the best of my abilities to fulfill the recommendations set by Youtube/google, which can be found here: https://support.google.com/youtube/answer/1722171?hl=en
Not only this, but whilst monitoring my components, I found the following things:

Blender uses 5 GB of RAM, about 20% of my CPU and about 5% of my GPU.
Premier uses 2 GB of RAM, about 75% of my CPU and about 1% of my GPU.

So my question is:
Can I configure blender in a way that it performs more favorably? (like Premiere)
I can accept it if it renders for say 2 hours, but if you take over 5 times as long as is required (apparently), then that definitely means I'll not be continue using blender for editing video's.

That might really depend on some more facts. Did you use the same Codec and the exact same settings for it in both programs? And in which container format did you encapsulate your final video? Not using too much CPU is not a proper comparison point as the GPU might be used as well or instead. And is the output really the same quality? I doubt it, even if it looks alike...

I'll update the question

Related questions: http://blender.stackexchange.com/questions/27007/how-to-speed-up-blender-video-sequence-editor-rendering and http://blender.stackexchange.com/questions/7738/how-to-make-vse-render-faster

Pls don't use Blender for video editing. I would even say it's unusable. Keep using Premiere or if you want a free solution look at Fusion.

@Jerryno Fusion is a compositor not a NLE. I think you mean Resolve, right?

Thanks for the input and suggestions all, I'll definitely take it into consideration. I'll keep the question open for a bit still, in case someone has further info.

@poor & cegaton yep you are both right, it is Resolve d :)

@SpiritBH If you don't want to pay something, then go with Resolve. It supports basic editing capabilities and especially is a solid grading environment, which is not that bad :)

Resolve doesn't seem to support MP4 files, and would therefore be unusable to me. And personally, I am not very inclined to go through multiple converters after my experiences with them.

Which kind of mp4 files? What you've tried so far?

@poor I presume you mean encoding? Well, I use OBS for my recording, and by default it only supports x264 and Nvidea NVENC. x264 I have tried and Nvidea NVENC I haven't seen in any of the editors I've tried, so I presume it is an uncommonly supported one?

Sorry for the delay :) This codecs seems not supported in resolve, but I know that resolve supports mp4 in general. so what about using ffmpeg to converting your clip in a common format and edit those clips?

@poor I'd consider that, if it'd not mean that in total, it'd take about the same time to render as when using blender.

TL;DR:  No, because the Blender VSE is single-threaded.
I haven't done a code dive, but what it looks like Blender is doing is serially feeding each frame through its respective pipeline then into the encoder.  That means the only time Blender will multithread or use GPU when rendering video is if a specific frame uses a pipeline that multithreads.
You'll find this is also true of proxy generation.  Rebuilding proxies in Blender will always single thread.
For my workflow, I've gotten around this bottleneck by making use of a chunking and stitching method similar to bpsrender.

You should look into this, it enables blender to use more of your CPU. Detailed instructions in code.
https://github.com/mikeycal/the-video-editors-render-script-for-blender
Mikeycal made a python script that splits the video file into as many pieces as you have cpu cores so each core can work on a piece. At the end of the rendering, it assembles the pieces back together. I was getting almost twice as fast renders using the script.

Link only answers are discouraged here, if the link goes down your answer becomes empty. Please add a short explanation of how and why this solves the issue, and what the link does.


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Holes being covered by Subdivision Surface
I created an object that consists of a cylinder with holes in it, however when I try to use a subdivision surface modifier, the hole gets partially covered. I think this has to do with the circular edges and how there's more than one vertex per horizontal line or something like that. It's only partially covered because the circular edge is split into 4 sections, 1 on top, 2 on the sides, and 1 at the bottom. Anyone know a fix?

Hello and welcome. Can you share your blend file https://blend-exchange.com

https://blender.stackexchange.com/questions/82249/subsurf-fills-holes-what-did-i-do-wrong https://blender.stackexchange.com/questions/63196/how-to-make-this-cylinder-model-with-holes/ https://blender.stackexchange.com/questions/3212/how-can-i-create-a-hollow-sphere-with-regularly-spaced-holes/ https://blender.stackexchange.com/questions/28103/creating-a-truck-exhaust-mesh/ https://blender.stackexchange.com/questions/84455/smooth-shading-sub-surface-distorted-render/ https://blender.stackexchange.com/questions/14040/cutting-holes-with-boolean-modifier-makes-subdivision-surface-impossible/


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Realistic Ocean Wave

Please how can I get the Flip Fluids without watermark?
I have an academic project to create a model which simulates ocean wave in a coastal setting. So far, what I have done does not appear so realistic, so I would appreciate any suggestion(s) on how to improve this result.
Thank you

1.) By paying for it! 2.) That's a third-party addon anyway, not part of Blender so questions about it are off-topic here. The description and instructions about the demo version seem to be here.

Hello and welcome to Blender.SE! Please read this post carefully: Concerning third-party addons and question closing. Since this is a paid addon, I would ask you to contact the author of the addon with your question and ask him for advice. Thank you for your understanding!

I would be interested to know if you know the reason why there is a watermark? :D


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Union boolean object keeping substraction

I want to upload my model to Blenderkit but it seems like it's required to be a single model, not a collection. There's a lot of boolean substraction (I used Bool tool). However when using union or joining it all substracted objects become unsubstracted.

How do I make it a single object but also work with boolean substraction? I imagine I have to smoothen it somehow without retaining object info but I'm unsure how.

You'll need to apply all the modifiers before joining seperate objects into one.

@JonhEason would you like to make this an answer so I dont accept my one?

Now done thanks. You can delete yours if you wish.

You will need to apply all the modifiers on every object before joining all your objects together. Hover over the modifier panel and hit Ctrl-A to appy it or use the drop-down on the Modifier panel.
There's also a built-in addon which adds buttons above the modifier panel to apply all modifiers to the selected object at once:

I also put all the modifier objects into their own collection so that you can delete them all at once if required.


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Loop cut not working on my blender project?
friends, I'm confused with my problem. is there anyone who can fix my project?
I want to do vertical edge like in a photo.
my project:https://drive.google.com/open?id=1vgpIo6qGXz5TJQUaBbO2Pn6IEMUJxGot

I'm voting to close this question as off-topic because this is not a question, but a request to do work for you.

no, I want help. I don't mean anything bad. I just want a solution.

It is unclear what you want to do and with what you have problem.

I don't mean that it is bad or that I am voting to close the post because of some evil plan of yours, it is just not the right place for it. This is a question an answer site. Yours is a request, not a question.

I saw someone like me asking for help. then I saw him share his project.. And I thought it was normal, I tried to ask for help like him.

Define your problem clearly in form of a question. Clearly state what your desired result is, tell us why you are trying to atchieve it, what you have tried as far, what results you got and how they were different from your expectations. Add pictures where apropriate, sharing a .blend file also helps, but still describe everything in words and in form of a question. If you do all of the above, I am sure you will get good answers to your question quickly.

okay, I got it. I'm sorry to Bother You. I'm new, you know :)

Press Z to see your object by transparency, you'll see an inner face, you can't create any vertical edge loop because of this inner face: with this kind of topology Blender can't guess what face the edge is supposed to go through. So just select and delete it.

is there anything that might fix?

yes, if your press Z you'll see these vertices by transparency, just select and delete them, then again try your ctrl R to create your vertical edge loop, it will work


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Vertex coordinates of shape key with subsurf modifier
For mesh objects with shape keys, you can access the vertex coordinates of the shape key using:
obj = C.scene.objects["Suzanne"]
for v in obj.data.shape_keys.key_blocks["My Shape Key"].data:
    print(v.co)

For mesh objects with a subsurf modifier, you can access the vertex coordinates of the mesh with the modifier applied using:
obj = C.scene.objects["Suzanne"]
m = obj.to_mesh(C.scene, True, "RENDER")
for v in m.vertices:
    print(v.co)

However, what do you do if a mesh object contains both a subsurf modifier and a shape key? I need to access the vertex coordinates of the shape key after the subsurf modifier is applied from python.
I tried to use the first way, but key_blocks["..."].data only holds the vertex coordinates of the mesh without the subsurf modifier. If use m = obj.to_mesh(...) instead, the shape_keys attribute of m is None.
I found an article that explains what you do in the blender GUI to create a new object with both modifiers and shape keys applied: Shape keys and applying subdivision surface modifier. Do I need to reproduce all these steps in python? It seems rather complicated and I find it strange that to_mesh is not able to do this.
Note: I am using Blender 2.79.


text:
Making Renders look like Digital Paintings
I've seen a lot of 3d renders that really don't look rendered at all, most notably a lot of Gleb Alexandrov's work. I'm getting an idea it has to do with multiple factors including post processing and manipulating individual passes in the compositor, but is there any good tutorials out there that explain better?
Best Regards
Simon

The technique is called Color grading, so search for that. But be very careful with it, because it can make or break the result. You should use it to add atmosphere and adjust the feeling of image, avoid using it just for cool factor or for hiding that your materials and lighting are not setup correctly. It's like Instagram filters, it can easily become a cancer.


text:
Importing Rigged Character and animations to Unreal Engine 4
as a title says, I have a problem when importing, mainly, animations to unreal Engine 4. The main problem is, the animation is scaled differently to the character.
When I import the animation I also get the warning: "Imported bone transform is different from original. Please check Output Log to see detail error".
I have searched for many many solutions from people with similar problems, but so far I cannot find a solution that works. I am at a loss here.
Here are the export setting I use for the mesh+rig:

https://i.sstatic.net/s9V17.png
https://i.sstatic.net/qnt68.png
https://i.sstatic.net/W3SV7.png
For the animation, I select only the armature and export it with selection only, same settings as above, except for animations:
https://i.sstatic.net/FEbg3.png
And when Importing to Unreal Engine 4, the character:
https://i.sstatic.net/FHWuL.png
And the Animation:
https://i.sstatic.net/v26NJ.png

I had the same issue.
With me, the cause was that I had some objects selected (in Blender) that were not part of the animation. Exporting only "selected objects" (as per FBX export menu) that meant that my erroneously selected mesh was also selected - and was interpreted as a separate 'skeleton' in UE4. This 'skeleton' could obviously not be matched and gave the error ""Imported bone transform is different from original" on import.
Correcting the selection of meshes before export in Blender solved the issue in this case.


text:
Easing in animation graph editor not working at all
I try pressing ctrl + e on te graph but the easing type does not change at all. Screenshot shows how it looks like and what my graph editor looks like.

The Easing Type controls which end of the segment between the two keyframes that the easing effects apply to. It has no effect if the Interpolation Mode is set to either Constant, Linear, or Bézier.
Source: Properties — Blender Manual

Keyframes are in Bézier interpolation by default, so you need to change the interpolation to either of the "Easing" or "Dynamic Effects" categories in the Set Interpolation Menu (shortcut T):

Though be honest, most people rarely ever use these, and instead stick to the Bézier interpolation and play with different handle types (shortcut V, usually Auto Clamped by default).


text:
Bone rotating in IK despite axis lock
I have an ik chain of 2 bones. I have it set so that the first bone has a y axis lock but the second bone has an x and z axis lock. In spite of this, when using the ik, the first bone still rotates in its y axis. Anyone know how to properly lock the axis for the first bone?

Another bone is required to define the angle between the bones. Try to create a parent bone for 'Bone'.

I tried that and I still have the same problem


text:
I want to have a mesh fully automatically weight painted by a select number of bones in my armature
So I have this low poly block out character I want to attach some animations to. For most of the limbs, they are seperate meshes, which means I parent the mesh directly to a bone. But for other meshes, like the hand, I want them to be automatically weight painted in respect to the hand bones. I looked up online how to do automatic weight painting only in select bones by selecting the bones in pose mode and then the mesh but now I have a problem.
The automatic weight paint doesn´t fully paint the entire mesh

This means that when I move the bones, part of the mesh gets stuck and I don´t know how to fix it. Usually when you automatic weight paint with the entire skeleton, you don´t get issues like this and everything is fully weight painted.
By the way, this isn´t a case of the rest of the weight painting being assigned to other bones, as the vertex groups only show the hand bones.

Blender's "assign automatic from bones" operation, which is probably what you did, is a pretty simple, naive operation.  It just does a regular autoweight from everything, then removes all assignments to unselected bones.  Unselected bones still exert influence on the mesh, possibly blocking the spread of bone heat from other, selected bones.  In most cases, this results in unnormalized weights.  In some cases, like yours, you end up with unweighted vertices.
In your case, where there are some bones to which you don't want any weights ever assigned, there's a very simple solution: disable the "deform" property on these bones (in edit or pose mode on your armature, in properties/bone/deform), and those bones will be ignored for purposes of automatic weights.  Now, you can parent with automatic weights, and you'll find that automatic weights generate weights only to your deforming bones, without any blocking from non-deforming bones.  (If those vertex groups already exist, automatic weights won't remove them; but, neither will they matter, because the armature modifier knows enough to ignore them.)
Non-deforming bones will still work with bone parented meshes-- strictly speaking, that's not actually "deformation."  So that's why this is a fine solution for you.
In some cases, just disabling "deform" isn't enough to get automatic weights to get the weights that you want.  It's always possible to make a quick duplicate of your armature, delete some bones, parent with automatic weights, then reparent to your original armature with empty groups or just armature deform (and delete the duplicate armature/modifier.)  The armature you use to generate automatic weights doesn't have to be the same armature you use to deform it, after all.  The only trick to this is understanding that bone names determine vertex group names which carry the information about bone weight.

Yeah, I tried disabling deform and it did nothing. As a quick test, I tried doing automatic weight paint to all the bones of the armature, hopping that the rest of the weight painting would go to other bones and it still gave me this same problem. So I feel there is another issue at hand, because now even the basic automatic weight paint didn´t have the entire mesh painted.

Yup, sounds like another issue, one that can't be diagnosed from the info given (but maybe could be from a file.)


text:
How do you undo save changes to a project
when u click on other and select something then it says save changes and you click on it, how do you undo this?

By default, Blender will save a backup of a previously-saved file when you save over it with the same file name.
If you go to File > Open and find your original file in the file selector, you can then click the Filter dropdown and check Backup.BlendFiles, you'll see that the backup file is now shown in the file selector and you can click that to load it.

The default setting is for Blender to save one backup, but you can increase that number in Blender's Preferences if you have plenty of disk space by increasing the number under Save&Load > SaveVersions.


text:
Not able to rotate multiple objects
I am working with this (https://drive.google.com/file/d/13ADw3pDweaAi5ZPVZdCiqL7IV1mQ708u/view?usp=sharing) car model, and I want to select the whole model and rotate it so the car faces the y axis. I have tried multiple techniques like parenting it to an empty, and changing the 3d cursor and pivot point but the car always ends up weird and the parts rotate by themselves. I downloaded this model online so I'm not sure whether it was a modelling issue or something. Help!

You have a Mirror modifier on several objects that are part of your wheels, they all use 2 mirror objects that are invisible in preview and that are called mirror_plane.001 and mirror_plane:

If you move the wheel objects without selecting these mirror objects it will mess up the mirror effect, so you either need to apply the Mirror modifiers of all these objects, or select these mirror objects when you want to move your whole car.
You could also simply parent every objects, including these mirror objects to an empty or to a main piece of your car.

Oh! Thanks so much! This had been driving me bonkers lol!


text:
Textures not showing up in rendered mode
I just finished modeling my first 3D model while following a tutorial and I got to texturing. I did flat colors just to start out, but (and this may have been where I went wrong, but it wouldn't get it to work any other way) I did my painting on the checkered material instead.
I saved my texturing image but the textures never load in any mode other than texture paint mode with solid viewport shading. Nothing shows up at all in rendered mode. I can't figure out where I went wrong because I'm new at Blender. Any help is greatly appreciated!

Could you upload your file to http://blend-exchange.giantcowfilms.com/? I'm not to familiar with Blender Render Engine, so it's hard to tell without fiddling with it.

@LukeD I uploaded the file, let me know if I should add the texture file to my post.

It will be helpful :) You can pack texture by: File > External Data > Pack All into .blend file.

I updated the file link, let me know if it didn't work and I'll fix it as soon as I can!

The problem existed because of multiple materials assigned to object. Which most of them was Cycles materials.
First step is go to Object Mode and in Material tab delete any unnecessary materials and leave only the one you will use ("character" at the bottom of the list).

Next switch to the Texture tab and check preview to Texture (not needed but helpful), select image "checkered" and check View as Render.

Everything should now work just fine.

I fixed it! Thank you so much for your help, it shows up in render mode! Just a quick question, is it normal for no texture to appear in object mode?

I'm not sure why, because I don't use blender render at all, but it seems to be some kind of override by multiple materials (cycles) which blender render can't render and for sure view as rendered not checked was a factor for texture.


text:
How to bake a curvature map in Cycles?
I want to bake a curvature map in Cycles but not by using the pointiness node which is dependent of the vertex density and not with a normal map to cavity ( How to convert a normal map into a curvature map ) because it creates artefacts.
I want to create a Concavity map that generates dark areas in concave shapes. Suzanne should bake like this (baked in Knald):

And i need to combine it with a Convexity map that highlights the peaks like this (baked in Knald):

I want the closest possible bake to the images i have posted above. I have used the Suzanne's default scale and a plane to bake it.

did you try "dirty vertex colors"? http://adaptivesamples.com/2013/08/07/commonly-ignored-feature-6-dirty-vertex-colours/

It's like the pointiness node, the quality depend of the vertex density. A curvature map works with every topology.

I know it's late, and I don't have a proven, tested answer right now, but the way to handle this would be to bake world space normals and then check the dot products of each sample with its neighbors in the compositor.  Where the net dot products are negative, you have convexity; where they're positive, you have concavity; where they're zero, you're either flat or have negative (saddle) curvature.  That'd be in UV space, but you could resample based on world space lookups from baked world space and correct (except if you crossed a seam.)

Maybe this helps. Baking an Edge map Using Ambient Occlusion https://youtu.be/RhMEBKuPYXY

It's a solution, but having to invert the normales of an high poly with millions of triangles takes a lot of computing time/power.

Also a thin cylinder will create errors, his planar faces will generate occlusion because they will be close to each other and the thinkness low. The concavity and convexity generates informations based on the angles only.


text:
Paint not showing up on model
I can't get the paint to show up on my model.  It's stuck with a black and white checkerboard on it.

I'm trying to paint on it but the paint barely shows up or it doesn't show up at all, I'm not sure because it's really hard to see.  I think I may have pressed a key on the keyboard that I shouldn't have.  I've only been using blender for a few weeks.

Use this link to upload the .blend file: http://blend-exchange.giantcowfilms.com/

I bet you didn't save the image!

Please add some more details as to what you are doing and what is happening that you don't want.  Just a couple short sentences and a .blend file is not very clear and likely to get put on hold.


text:
Merging Separate Clothing Onto a Rigged Character
I've got a character that I've rigged and made clothes for. When I place to the clothes over him, they don't move.
So I followed a guide on how to fix that using "Transfer Weights", however this appeared to be an old guide as the same options are not available in my version (2.77).
So I followed a different guide on how to use "Data Transfer" in order to transfer the vertices groups and their inherent data onto my clothing.
This appears to work at first, however if my character moves his body parts too far away from the original pose, funny things happen with the clothing:

I've had a look at the weighting and that does seem to be identical to the main body, I'm not sure what's going on at all and I hope someone can point me in the right direction to welding this clothing onto my character.
The clothing is pretty much skin tight.
Thank you :)
Here is the base character without the extras doing the same pose:
Edit: The .blend file:

Had to remove second picture.

try to shrink wrap (modifier that you can remove after that) the cloth to the body before the data transfer

I just tried this but the same problem still occurs. Though the shrinkwrap does make it look nicer before the weirdness happens.

upload your file on http://blend-exchange.giantcowfilms.com/

I uploaded my original broken character (before the shrink wrapping), less I add more confusion :)

Set it to projected face interpolated to have a better result. After that you will need to generate data layer and apply (data transfer is often simpler because of that). The result is not perfect though.


text:
How to view all autocomplete options?
I wanted to view all the stuff inside bpy.types so I used the autocomplete inside the python console. However the results are cut off. How can I get the full list? I'm trying to find a method so I can call a function as soon as anything is imported.

Where the autocomplete list starts

In answer to title  dir(bpy.types) produces a list of strings eg "VIEW3D_PT_overlay"  the class being cls = getattr(bpy.types, "VIEW3D_PT_overlay")

Okay I found an alternative situation. I wanted to make a dropdown menu that added all armature objects in the loaded file. My idea was for it to update every time an object is imported. I was able to achieve this based on dynamic list examples of this website:
https://elfnor.com/drop-down-and-button-select-menus-for-blender-operator-add-ons.html#dynamic-lists

Worth reading: How to create a custom UI?, Search enum list, What ui would work for choosing from a long, long list?, Create an interface which is similar to the material list box and there is probably a lot more...

Using dir(bpy.types) to find panel classes.  https://blender.stackexchange.com/questions/163360/is-it-possible-to-change-the-active-bl-category-with-python


text:
How do I remove the shadow of an emitting geometry?
How do I remove the shadow cast by the rectangle using the cycles renderer?

Try using a cylinder instead of a plane.

I do not think it's a shadow, but more of a spot the emission of the plane cannot reach because it's not pointed to that direction. Would giving the plane a bit of depth solve your issue?
Edit: Another solution i could think of is replacing the plane with a thin cylinder.

Worked with the cylinder.
thank you so much.

Extrude the plane slightly or use a cylinder. What you see is not the shadow, rather the geometry emits no light to the ground in this spot.

In case there are multiple light sources in the scene, disable the Shadow property for each emitter (Object Properties > Cycles Settings), see How to render an object without its shadow?

Try this node set up
The lightpath acts a fac into the mix so the shadow rays are transparent.


text:
SSS - How to get a nice falloff between glowing translucent areas and dark spots?
I'm new to Blender and I'm trying to recreate this effect with Cycles. The  render below was made with Modo.
I've tried using Cycles SSS but results are very different. Can't seem to get that nice falloff between the glowing translucent areas and dark spots.

Any ideas?

Can you show us what you've tried and how it's different?

Here's a preview. I'm not even using SSS on this one, but that's the closest I've got. Notice the model isn't the same tho, but you get the idea. http://i.imgur.com/PcJcf1U.jpg

How did you generate this shape?

@MichaelGoldshteyn It's a procedural displacement generated in Modo.

Okay, I was finally able to replicate it!! I imported the same model to Blender to really compare. All I needed was to pump  up the transulcent BSDF amount and I just did it with an 'Add Shader' node. It looks great now and renders so fast with GPU enabled. I'm so impressed with Blender and I think I'll stick with this software for now. :-)

I'm a blender newbie/amateur but never in a million years would I have thought of using the Add shader with 2 Translucent shaders. What a great material it makes.


text:
How to get the usual render window behavior when using the render operator for multiple frames?
I have been trying to get a custom render button to work. The purpose is to render all markers in a timeline. There are examples that use handlers but I could not make it work properly:
import bpy
import os
import time
from bpy.types import Operator, Panel

class Marker_OT_Render(bpy.types.Operator):
    bl_idname = "render.markers"
    bl_label = "Render markers"

    def execute(self, context):
        # Variable to continue or stop rendering
        complete = False
        rendering = True

        #output path
        output_path = bpy.context.scene.render.filepath

        #for filenaming
        itemmarkers = bpy.context.scene.timeline_markers.items()
        rendername = []
        rendername.clear
        for m in itemmarkers:
            rendername.append(m[0])

        #render limit verification
        maxframe = bpy.context.scene.frame_end + 1

        #position frame for the modal script
        bpy.context.scene.frame_set(bpy.context.scene.frame_start - 1)

        return {"RUNNING_MODAL"}

    def modal(self, context, event):
        if complete == False:
            if rendering == False:
                sc = bpy.context.scene
                sc.frame_set(sc.frame_current + 1)
                if sc.frame_current != maxframe:
                    sc.render.filepath = os.path.join(output_path, rendername[sc.frame_current] + ".png")
                    bpy.ops.render.render("INVOKE_DEFAULT", write_still=True)
                else:
                     complete = True
                return {"PASS_THROUGH"}
            else:
                time.sleep(5)
                return {"PASS_THROUGH"}
        else:
            return {"FINISHED"}

class Render_PT_Buttontest(Panel):

    bl_label = "Render Button Test"
    bl_idname = "SCENE_PT_RENDERBUTTON"
    bl_category = "Tool"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"

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

        col = layout.column(align=True)
        row = layout.row()
        row.operator('render.markers', text="Render Button")
        layout.separator()

def register():
    bpy.utils.register_class(Marker_OT_Render)
    bpy.utils.register_class(Render_PT_Buttontest)

def unregister():
    bpy.utils.unregister_class(Marker_OT_Render)
    bpy.utils.unregister_class(Render_PT_Buttontest)

if __name__ == "__main__":
    register()

Q: Is there any way to get the render window when rendering these frames in the timeline?

In general a tricky topic so: Why do you need that extra operator at all? What's your ultimate goal? Rendering all markers in the timeline? Might be helpful: https://blender.stackexchange.com/a/153254/31447 Also it would be nice answering our questions from yesterday...

The end goal to get a script that works in a panel with other functions. And yes, the purpose is to render all markers in a timeline. The script you linked to has a error. It keeps looping the render of the same frame and I cannot stop it. Maybe am using it wrong.
What question from yesterday are you referring too??

I don't know where it comes from. I was trying to see it there were additional render options to 2.82 in the python console. There it was.Have you have the function in your version? I haven't figured out if it is a plugin.

Yes, I need the usual render window. Because other users will be using it. Since the rendering can take 10mins for each frame, people need to know that the render is in progress. The way blender freeze is not useful.

The whole picture
Currently there is no way executing the render process in the background using  bpy.ops.render.render() and even worse, the operator doesn't provide any arguments to pass a frame or the output path. It is like it is, and hopefully someone is going to implement that in the near future.
The limitations aside, we need to know whether the user started the rendering, if the user interrupted the process and if the rendering is finished to get the usual behavior of the render window, in any case.
In order to catch these 'states' we can wrap the render operator into a modal operator and use some of the available render handlers to get the information we need. The modal also keeps the UI responsive (non-blocking) and we can trigger a function in a very short (unnoticeable) interval by adding a timer to get the user interaction and handle all other events.
Read: Is it possible to make a sequence of renders and give the user the option to cancel the process through the UI at any given time?

Render camera markers in the timeline
To get the usual behavior and window for rendering the markers in the timeline, I would suggest the following changes to the operator of the linked answer:

Modal operator which allows to render all camera markers (base color of the shader is keyframed)
Assign the marker references to the shot variable in the execute method. That's simple enough and you still have access to all marker properties in the modal method:
def execute(self, context):
    # Define the variables during execution. This allows
    # to define when called from a button
    self.stop = False
    self.rendering = False

    # Get all markers in a list and assign them to shot variable
    self.shots = [m for m in context.scene.timeline_markers if m.camera is not None]
    ...

Read the first element of the shot-list to get TimeLineMarker.frame and TimeLineMarker.camera attribute in order to set the frame and assemble the output file path based on that:
    elif self.rendering is False: # Nothing is currently rendering.
                                  # Proceed to render.
        if self.shots:
            # Get the first marker in the list
            marker = self.shots[0]
            frame_number = marker.frame
            camera_name = marker.camera.name

            # Assemble the file path
            # -> output path + camera name + frame
            scn.render.filepath = os.path.join(
                        self.path,
                        "{}_{}.jpg".format(camera_name, frame_number))

            # Set the frame
            scn.frame_set(frame_number)

            # Call the render operator
            bpy.ops.render.render("INVOKE_DEFAULT", write_still=True)

return {"PASS_THROUGH"}

Finally reset the output path in case the user interrupts the rendering:
if event.type == 'TIMER':
    scn = context.scene

    # No frames in the list or user hits ESC
    if True in (not self.shots, self.stop is True):

        ...

        # Reset the output path
        scn.render.filepath = self.path
        return {"FINISHED"}

Note: As of 2.81+ you'll have to add new depsgraph arguments to all handler methods:
# Set up the handler methods
def pre(self, scene, depsgraph):
    self.rendering = True

def post(self, scene, depsgraph):
    self.shots.pop(0)
    self.rendering = False

def cancelled(self, scene, depsgraph):
    self.stop = True

Otherwise the setup will cause an infinite loop for whatever reason.

Thanks, the breakdown is very helpful. First question, why does the script render frame 1 only? Wouldn't it be best to render each frame then take the marker of that frame regardless of the camera name. Anyway, i'll learn from what you have post and try to adopt it to my needs. Many Thanks

As you can see from the trusty gif the operator actually renders all frames which have a marker and a camera assigned to them. If the rendering is finished for that frame the post handler is called to remove that frame from the list and the next first item of the list is going to be rendered. What do you mean by "each frame of the camera name..."? The bare minimum is the frame number to save the image properly. However, for convenience I think it's nice to know which camera was used to render the frame (that's a common reason why using markers at all). Please explain what else @Sharl

The script renders each marker yes, but the renders stays on frame 1. For example, we a cube that changes color on each frame, Red, Yellow, Green, Purple and Blue. With a marker for the corresponding color. The since the script renders only the Red cube. For the Camera, I only need one Camera. I'll post my modification. Should I post it here or as a new question/answer?

I guess you're just missing a tiny detail. Suggest upload a basic scene, add that to your question: https://blend-exchange.giantcowfilms.com/ and I'll take a look @Sharl

Tested the operator re the colors and it's working fine: https://i.sstatic.net/4xK9d.png Make sure the scene and material is set up properly by adding the keyframes to the shader (basecolor property in my case): https://i.sstatic.net/y6Fn7.png @Sharl

Added a new gif which shows that the scene updates properly per frame and you are just adding the keyframes to the wrong property...

I realized one thing. I am trying to make the script work with one camera because the markers will always be different.

What do you realized? To make it work for one camera, get all markers self.shots = [m for m in context.scene.timeline_markers] and set the name for the camera to something like: camera_name = context.scene.camera.name (name of the scene camera) or just remove it... done.

So this a response to the answer. My progress report :)
The main difference is that I am working with one camera and I am not be the end user.
Secondly, the user should be able to
 - render part of the timeline with the start and end frame
 - add additional text to the beginning and end of the filename
The start is pretty much the same.
class RenderMarkers_OT_LIST(bpy.types.Operator):
    bl_idname = "render.colorways"
    bl_label = "Render list"
    bl_description = "Render colorways with marker in filename"

    # Define some variables to register
    _timer = None
    shots = None
    stop = None
    rendering = None
    path = "/tmp/"

    # Set up the handler methods
    def pre(self, scene, depsgraph):
        self.rendering = True

    def post(self, scene, depsgraph):
        #self.shots.pop(0)
        self.rendering = False

    def cancelled(self, scene, depsgraph):
        self.stop = True

    def execute(self, context):
        # Define the variables during execution. This allows
        # to define when called from a button
        self.stop = False
        self.rendering = False

I changed the self.shots list to include only the string information of the marker
        # Get all markers in a list and assign them to shots variable
        itemmarkers = bpy.context.scene.timeline_markers.items()
        self.shots = []
        self.shots.clear
        for m in itemmarkers:
            self.shots.append(m[0])

        #don't know why but I need to begin 1 frame before the start
        bpy.context.scene.frame_set(bpy.context.scene.frame_start - 1)

        self.path = context.scene.render.filepath

        bpy.app.handlers.render_pre.append(self.pre)
        bpy.app.handlers.render_post.append(self.post)
        bpy.app.handlers.render_cancel.append(self.cancelled)

        # The timer gets created and the modal handler
        # is added to the window manager
        self._timer = context.window_manager.event_timer_add(0.5, window=context.window)
        context.window_manager.modal_handler_add(self)

        return {"RUNNING_MODAL"}

the main difference is the filenaming code
    def modal(self, context, event):
        if event.type == 'TIMER':
            scn = context.scene

            # filename prefix ans suffix
            firstpart = bpy.context.scene.TextInputProps.nameprefix
            lastpart = bpy.context.scene.TextInputProps.namesuffix

            # No frames in the list or user hits ESC
            if True in (scn.frame_current >= scn.frame_end, self.stop is True):

                # We remove the handlers and the modal timer to clean everything
                bpy.app.handlers.render_pre.remove(self.pre)
                bpy.app.handlers.render_post.remove(self.post)
                bpy.app.handlers.render_cancel.remove(self.cancelled)
                context.window_manager.event_timer_remove(self._timer)

                # Reset the output path
                scn.render.filepath = self.path
                return {"FINISHED"}

            elif self.rendering is False: # Nothing is currently rendering.
                                          # Proceed to render.
                # Get the marker from the list
                marker_name  = self.shots[scn.frame_current]

                #Create filename variable
                if firstpart == "" and lastpart == "":
                    finalfilename = marker_name
                elif firstpart == "" and lastpart != "":
                    finalfilename = marker_name +"_"+ lastpart
                elif firstpart != "" and lastpart == "":
                    finalfilename = firstpart +"_"+ marker_name
                else:
                    finalfilename = firstpart +"_"+ marker_name +"_"+ lastpart

                # Assemble the file path and filename
                scn.render.filepath = os.path.join(self.path, finalfilename + "." + scn.render.image_settings.file_format)

                # Call the render operator
                bpy.ops.render.render("INVOKE_DEFAULT", write_still=True)

Because I don't link the camera to the markers, the code needs to jump one frame
                # Set the frame
                scn.frame_set(scn.frame_current + 1)

        return {"PASS_THROUGH"}

I am sure I can simplify the code some more. But it is a good start for me.....

Consider, that this is not a regular forum and you've posted your progress into the answer section of this site, I don't think that's useful for future visitors. A few beginner mistakes too: You already have a context reference in operator methods so you don't need bpy.context.scene*, just write context.scene*for all references instead. And again, the marker has a frame attribute, use it. You don't need scn.render.image_settings.file_format, use .jpg it's just a placeholder and will be overwritten. Next, to test a string you don't need ==, variable names should be lower_case.

How to check if the string is empty?

The error comes from using bpy.context.scene.frame_set(bpy.context.scene.frame_start - 1) - wrong references, see the comment above. Again to make my operator work for only one camera, get all markers self.shots = [m for m in context.scene.timeline_markers] and set the name for the camera to something like: camera_name = context.scene.camera.name (name of the scene camera) or just remove the variable, that's waaaayyy easier than your frame_current-approach.


text:
New objects not showing up
I downloaded a model of a car online and I was able to colour and texture it without any problem. But in the modelling tab, I'm not able to select any of the individual parts of the car or add any new objects. For example, if I try to add a light, I can grab it, move it, but it just doesn't show up in the outliner or viewport. help!
https://drive.google.com/file/d/13ADw3pDweaAi5ZPVZdCiqL7IV1mQ708u/view?usp=sharing

You need to reactivate the Show Overlays option:

Oh I totally overlooked that! thanks a ton mate!

And also select the Scene Collection if you want a new object to be created at the root of the Outliner


text:
LoopTool Circle creates a 'big umbrela'
I am trying to use LoopTool Circle to create shape as in Pic# 01.

But instead this is what i get .. the LoopTool circle creates something like  abig umbrella. ANy idea why? Thanks

F9, take a screenshot of your parameters, in particular, I'd look into the factor if it's not bigger than 1...

Sometimes it doesn't work (not sure why), instead you can try a Alt Shift S > To Sphere and choose a Factor 1 in the Operator Box

@MarkusvonBroady -- the factor is exactly 1.

@moonboots -- OMG .. you are my saviour. It works!!!! Thanks

@TC. can you please mark moonboots answer as Answer so the question can be closed. Click the checkmark below the votes count on the left of the post.

Sometimes LoopTools > Circle doesn't work (not sure why), instead you can try a AltShiftS > To Sphere and choose a Factor of 1 in the Operator Box:


text:
Boolean tool trouble with diffence
ive been trying to make a airsoft mask for a few months now but im having trouble finishing the model to export in stl for printing.
i finished sculpting, but now i have to make holes for the horns and hole for the face to fit, as right the only way i was able to sculpt it was on a solid sphere mesh.
evrytime i try to apply the boolean tool on either ti doesnt work, either my pc crashes (i tried lowering the viewport #) but then the boolean doesnt get substracted, it adds the sphere to the sculpt doin the oposite of what i need.
and my due date is now within the next few days, which means i need to print it within the next 2 days.
i just found this site, and now im getting desperate.

ive tried uploading my file as well for help but it says its too big, im not sure how to make it smaller. im starting to think im way over my head with this project and program

try uploading file to dropbox or google drive then publicly share the link

here is the link to the google drive folder and file.            https://drive.google.com/drive/folders/1tV5J4huvqa0UT_QIZbkQqjnuy06n5f2E?usp=sharing

weird why is it so big 1GB for just this model in the screenshot? unfortunately it doesn't open, takes forever to open. Have you tried all the options in File > Cleanup to make sure you remove everything that is unnecessary? maybe you included the materials. remove all materials and then File > Cleanup and Save As another file.

I will try that and reupload it. Thank you

Also make sure that File > External Data > Automatically Pack Resources is NOT checked

File > External Data > Automatically Pack Resources  is NOT checked.        File > Cleanup    it says       i havent added any materials either. im unfortunatly still very new to this. thank you for helping