text:
Viewport and render very sluggish but PC is powerful. How can I reduce render time and increase viewport performance?
I have a pre-built NZXT with i-7 12700k CPU and RTX 3070 GPU with 32 GB of RAM. There are a lot of instance objects, cloth simulation with self-collision enabled, a rigid body, and collision object, transparent objects, screen-space refractions enabled. I am wondering if this kind of lag is normal given all i have in this scene or if I am simply over-working my PC. I can not attach the blend file because it keeps failing to upload to google drive. I can wetransfer it to anyone willing to help and would be very appreciative.

Lag is normal, especially with physics.  Bake physics for dramatically improved viewport performance.  Reduce vertex count of soft body and collision objects, use primitive (sphere etc) collision for rigid body to improve unbaked viewport performance.  Apparently you're using Eevee; reduce sample count to improve viewport or rendering performance.  This is kind of too vague to answer as it stands, because there is no file, and because you haven't said what you're willing to give up on-- the things that cost performance all exist for reasons.

Sorry for being vague. Ideally, I wouldn't want to give up on anything. I appreciate the suggestions. Also, If you are willing, I can email you the blend file to see if there's anything else you recommend. I will try to reduce the sample count. Also, there is no soft body, but there is cloth. Should I reduce the vertex count on cloth simulation? Also, would a large umber of instance objects cause lag? If so, what can be done?

No, I'm not interested in sharing email.  Reducing the vertex count of anything will improve performance, but reducing the vertex count of (unbaked) cloth will especially impact performance, in the same way as soft body (they're almost the same thing.)  Large numbers of anything will cause lag, but if you need large numbers, then instances are already the best way to do it.

Okay, thank you.


text:
How can i replace 1 material with another material on one specific object?
I am seeing many guides for how to replace materials on multiple objects with "material 1"with "material 2" but i want to be able to do that on just 1 object, how can i do this?

Select the object you want to change. Go to the Material Properties tab (1). There you will see the name of the material which is currently on the object (2) and a number beside the name of the material (3). This is the number of objects which are using the same material. Click the New Material icon (4) and the name will change to xxx.001 showing that it's now a seperate material.

You can then change the colour to whatever you want without affecting any of the other objects as shown below. (I've also changed the colour name to a more appropriate name.)

source: Stack Exchange

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

sort: votes


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Molecular addon is baking / simulating more frames than i asked it to
I just installed the molecular addon to use for a particle system using metaballs. When i click "start molecular simulation" it begins baking. However, i want it to bake from frames 800 - 1200, but it bakes from 800 - 4500. I am using blender 3.5

this is "normal" - the shown frames which it is baken are wrong, but it bakes the right frames. Just ignore that and bake it - it works.

I see. However, this issue is that it is taking up so much extra time. Is there no fix? Thank you for your response.

it doesn't really bake more frames. You can see that, if you play the animation afterwards. It is just a "wrong" display.

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


text:
edit mode for rigged character changes location
I have attached screenshots of my character in object mode in both pose position and rest position. Rest position causes it to move to a new location and rotate 90 degrees. the third photo is of my character in edit mode. Edit mode makes the character go to the rest position. I want to be able to edit my character mesh in-place or at least without it rotating 90 degress. Is this possible?

I don't see any screenshots? But you can edit from the pose position of your mesh by enabling On Cage and Edit Mode in the armature modifier on the modifiers panel.

holy crap finally, thank you so much.

You're welcome.


text:
Scale Rotated As If Not Rotated
I am trying to figure out how to scale some rotated geometry as if it was not rotated. I'm not sure if that makes sense, but imagine this situation: Let's say I have an oblong cylinder that is rotated at an odd angle and I want to scale the cylinder so that it is now round, how could I do that (see pic)?
I tried scaling along normals, while that works for certain things, say I wanted to make the cylinder longer a normal scale along the z axis works, but trying to scale it like in my example does not work, along any axes or any orientation.
Another solution I thought would work is to orient my camera along the top face with shift+n7, however it doesn't seem to align the camera perfectly and that causes scaling along the view to distort. Sometimes if the shape is perfect the camera alignment will be perfect, but if it's off by just a tad the alignment get's out of wack.

If you haven't applied the rotation, you can use the local coordinates, either change to locale in the Transform Orientations dropdown, or hit S -> Y -> Y for scaling on the local Y axis (or X twice for X etc.)
If you have applied rotation then creating a new Transform Orientation will be required. Select the face on one end of your cylinder, then in the Transform Orientations dropdown click the + button. This will make a new coordinate system aligned with the selected face. Then scale as required.

But the easiest way for this particular problem would be to use Loop Tools addon. Select the verts on one end, right-click and choose LoopTools -> Circle and like magic your verts with be a circle retaining the plane they are on and their median location!

Thanks, new transform orientation was what I was missing. Thanks again!

really good explanation

Actually I don't really think that I fully understood your question.  But as far I understand, your cylinder is suppose rotated 2 degree along X axis. And you want to scale along  that 2 degree as if it was not rotated at all. If this is what you want  then scale along normal should work.
If not?  Then first tap (ctrl+a) check rotation.

Then go to object panel on the top > set origin >origin to geometry.

Then  tap (s+Y+Y),...  I mean X,Y,Z whatever you want. And It should work.
Hope that helps.


text:
Smooth Volume Rendering without Denoise in Cycles
I am trying to get my volume to render smoother without using denoising in Cycles. Testing various render settings for volume I can't seem to achieve the desired result. I figured the volumes step rate render setting would do this, since that is how it's described, but after testing I wasn't able to discern any noticeable difference between values of 0.1, 1.5(default) and 5 even when zoomed in 500%. Sample rate of 2k to 5k doesn't show much improvement. I'm wondering if it's not a setting in my principled volume shader, or maybe my lighting setup (hdr + 5 points, 3 areas) though the main light running through the volume is the hdr.

Hello :). Out of curiosity - why not use a denoiser? Cycles isn't very good at rendering volumetrics, and even with 10K+ samples denoising really helps to smooth the details.

Optix denoiser tends to give the best results, but even then it seems to make things look almost cartoony, smoothing out fine details, etc. I suppose I could do two renders, one with optix denoise and one without and then blend the volume areas in photoshpo... But, if there was a way to smooth the volume i would just do that.

There are two settings that affect this - one is the 'Step Rate' that you have found, the other is the Max Steps - and both have an impact.
It used to be that the two settings behaved individually - and the volume would be rendered with a 'Step Size' and then if the Max Steps was reached the volume would simply be ignored for the rest of that light ray. This was fine in most cases but could produce unexpected results, with the volume effectively "cut off" as soon as the limit was reached. Furthermore, changing the Step Size while leaving the Max Steps unchanged would change how much of the volume was rendered.
Now the Step Size has been replaced with the Step Rate and the Max Steps has been enhanced so as not to cut off the render by automatically generating a 'Step Size' behind the scenes based on both the Max Steps and the Step Rate. This means that reducing the Max Steps will no longer cutoff the volume but will affect the size of the steps - so having Max Steps set too low will limit the effect of more precise Step Rate.
The solution is to increase Max Steps to allow the Step Rate to have more of an effect. This will increase render times since more steps are required to traverse the volume but can produce more detail in your volumetrics.

I appreciate your detailed response, however I didn't mention in my original post but I had also tried playing the max steps, from the default of 1024, to 2 and to 4096, none of the values made any difference, at all, to the render. Again, zoomed even to 500% I  couldn't discern any change in the pixels.

On another note, I noticed that under light bounces volume was set to 0, increasing it to 4 helped slightly, but even at 12 the volume is still a bit too grainy. Im on 2.9.3 alpha, I wonder if that may be related.... Or now that I think about it, maybe I needed to increase the light bounces first and now the volume step values will make a change? I'll have to retest and see.

It would probably help to be able to see what you're referring to and to be able to replicate your setup. Please could you update your question with images showing your results and nodes and geometry setup and highlight exactly which bits you have issue with.


text:
Strange Pixel Stretching
I am trying to figure out why the render view is showing the image with stretched pixels. Saving the image and viewing it the pixels are normal, it's just a problem in Blender render view. In render view setting fractional zoom to 1:1 or numpad 1  does not fix it. I am on blender 2.93 alpha. Bug?


text:
Should I use Triangles to Model a Triangle?
I was just wondering if I was modeling a triangle, let's say, should I use a quad or a tri? I often find myself in this situation where I'm not sure if I should leave the unnecessary edge or remove it and save some geometry.

it depends, if it makes no difference in render to use tris, why not?

You should definitely not put an edge where you do not need one. We model in quads not just for the sake of it but for many reasons like, for example, loops that form while modelling this way and the ease to select and work with them. If there is no reason to have a quad, there is just no reason to have a quad. There is no need to be afraid of triangles or even n-gons. N-gons for example may even produce nicer bevels in some situations then a mesh with loads of unnecessary edges with sharp corners. They can also be a huge pain and a source of rendering errors in other situations same as triangles can be a nightmare if you need to adjust a complex model but in other situations there is just no point to be avoiding them. If you know which situation is which it's perfectly fine to act accordingly.


text:
Undo Frequently Crashes Blender 2.83
I'm trying to debug an issue where seemingly randomly Blender 2.83 will crash while Undoing (and maybe redoing too) is causing Blender to immediately crash. I'm guessing it's related to one of my many installed addons. Below are details about my situation, as well as a list of installed addons:
Details:

Custom startup file
CUDA enabled
Global Undo enabled
More than enough RAM, sometimes it crashes on my first undo, even immediately after opening Blender
Crashing does not generate a crash log, there is no error given, Blender simply closes.
Running Blender from the Debug console, the error saved in the log is EXCEPTION_ACCESS_VIOLATION which is some non specific error that doesn't help.
Lots of addons installed, though most all claim support for 2.8+
Running installed Blender 2.83 (not portable) on Windows 10, 64bit, NVIDIA GPU, AMD CPU, latest drivers and OS. 16gb of ram that is no where near being used up when crashing.
Crashing happens often, only when Undoing/Redoing, noticed in most workspaces (layout, modeling, shading, sculpting, etc)

Enabled add-ons:
=====================================

io_anim_bvh (version: (1, 0, 0), path: C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\io_anim_bvh\__init__.py)
io_curve_svg (version: UNKNOWN, path: C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\io_curve_svg\__init__.py)
io_mesh_ply (version: (1, 1, 0), path: C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\io_mesh_ply\__init__.py)
io_mesh_stl (version: (1, 1, 3), path: C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\io_mesh_stl\__init__.py)
io_mesh_uv_layout (version: (1, 1, 1), path: C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\io_mesh_uv_layout\__init__.py)
io_scene_fbx (version: (4, 20, 3), path: C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\io_scene_fbx\__init__.py)
io_scene_gltf2 (version: (1, 2, 75), path: C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\io_scene_gltf2\__init__.py)
io_scene_obj (version: (3, 8, 0), path: C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\io_scene_obj\__init__.py)
io_scene_x3d (version: (2, 2, 5), path: C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\io_scene_x3d\__init__.py)
cycles (version: UNKNOWN, path: C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\cycles\__init__.py)
measureit (version: (1, 8, 1), path: C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\measureit\__init__.py)
precision_drawing_tools (version: (1, 4, 0), path: C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\precision_drawing_tools\__init__.py)
add_curve_ivygen (version: (0, 1, 5), path: C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\add_curve_ivygen.py)
add_curve_sapling (version: (0, 3, 4), path: C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\add_curve_sapling\__init__.py)
ant_landscape (version: (0, 1, 8), path: C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\ant_landscape\__init__.py)
archimesh (version: (1, 2, 2), path: C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\archimesh\__init__.py)
amaranth (version: (1, 0, 8), path: C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\amaranth\__init__.py)
space_view3d_brush_menus (version: (1, 1, 8), path: C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\space_view3d_brush_menus\__init__.py)
space_view3d_spacebar_menu (version: (1, 9, 4), path: C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\space_view3d_spacebar_menu\__init__.py)
lighting_dynamic_sky (version: (1, 0, 6), path: C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\lighting_dynamic_sky.py)
sun_position (version: (3, 1, 0), path: C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\sun_position\__init__.py)
lighting_tri_lights (version: (0, 1, 4), path: C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\lighting_tri_lights.py)
materials_library_vx (version: (0, 6, 0), path: C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\materials_library_vx\__init__.py)
materials_utils (version: (2, 2, 0), path: C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\materials_utils\__init__.py)
mesh_f2 (version: (1, 8, 4), path: C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\mesh_f2.py)
mesh_tools (version: (0, 3, 6), path: C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\mesh_tools\__init__.py)
mesh_looptools (version: (4, 7, 3), path: C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\mesh_looptools.py)
mesh_snap_utilities_line (version: (5, 9, 19), path: C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\mesh_snap_utilities_line\__init__.py)
mesh_tissue (version: (0, 3, 25), path: C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\mesh_tissue\__init__.py)
node_wrangler (version: (3, 36), path: C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\node_wrangler.py)
space_view3d_align_tools (version: (0, 3, 4), path: C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\space_view3d_align_tools.py)
object_boolean_tools (version: (0, 4, 1), path: C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\object_boolean_tools.py)
object_carver (version: (1, 2, 0), path: C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\object_carver\__init__.py)
object_fracture_cell (version: (0, 2), path: C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\object_fracture_cell\__init__.py)
object_scatter (version: (0, 1), path: C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\object_scatter\__init__.py)
magic_uv (version: (6, 2, 0), path: C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\magic_uv\__init__.py)
system_blend_info (version: (0, 3, 1), path: C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\system_blend_info.py)
HOps (version: (0, 9, 8, 5, 24), path: C:\Users\robpr\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\HOps\__init__.py)
Boxcutter (version: (0, 7, 1, 6, 5), path: C:\Users\robpr\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\Boxcutter\__init__.py)
building_tool-master (version: (1, 0, 0), path: C:\Users\robpr\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\building_tool-master\__init__.py)
DECALmachine (version: (1, 9, 2), path: C:\Users\robpr\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\DECALmachine\__init__.py)
uv-spectrum_2_80 (version: (1, 0), path: C:\Users\robpr\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\uv-spectrum_2_80.py)
pro_lighting_studio (version: (1, 2, 6), path: C:\Users\robpr\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\pro_lighting_studio\__init__.py)
add_mesh_extra_objects (version: (0, 3, 6), path: C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\addons\add_mesh_extra_objects\__init__.py)
MESHmachine (version: (0, 6, 11), path: C:\Users\robpr\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\MESHmachine\__init__.py)
Extreme PBR 2_82 v3_3_31 (version: (3, 3, 31), path: C:\Users\robpr\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\Extreme PBR 2_82 v3_3_31\__init__.py)
materials_x_creator (version: (1, 0, 0), path: C:\Users\robpr\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\materials_x_creator\__init__.py)
extra_lights (version: (1, 0), path: C:\Users\robpr\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\extra_lights\__init__.py)
layer_painter (version: (1, 2, 1), path: C:\Users\robpr\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\layer_painter\__init__.py)
Anti-Tile-280-v1-53 (version: (1, 53), path: C:\Users\robpr\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\Anti-Tile-280-v1-53\__init__.py)
AntiSeam (version: ('1', '0'), path: C:\Users\robpr\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\AntiSeam\__init__.py)
SuperTexture280v1-72 (version: (1, 72), path: C:\Users\robpr\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\SuperTexture280v1-72\__init__.py)
NodeCustomBuilder (version: (0, 0, 50), path: C:\Users\robpr\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\NodeCustomBuilder\__init__.py)
True-Terrain PRO (version: (3, 0, 1), path: C:\Users\robpr\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\True-Terrain PRO\__init__.py)
true_grass (version: (2, 0, 3), path: C:\Users\robpr\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\true_grass\__init__.py)
fspy_blender (version: (1, 0, 3), path: C:\Users\robpr\AppData\Roaming\Blender Foundation\Blender\2.83\scripts\addons\fspy_blender\__init__.py)

Does anyone know how I can disable my addons and re-enable groups of them easily? Having to scroll through the full list of addons to find my addons to re-enable/disable is too time consuming and tedious. I need a way to quickly divide my installed addons into two groups, test the group and see if it crashes, if so divide the group again and see if it continues to crash, repeat until I have narrowed down the culprit. Considering it crashes randomly when undoing (sometimes I can undo a hundred times with no problem, sometimes it crashes on the first undo, sometimes it will repeatedly crash undoing the same thing, sometimes it won't crash when doing that thing, very random).
Thank you all!

Hi. If the question is more focused on how to disable batches of add-ons I suggest editing the title and focusing the content on that. If the question is mainly about the crash then this should be reported to the bug tracker and this question will likely be closed. Thanks.

Don't know how much it applies to your case, but EXCEPTION_ACCESS_VIOLATION is a common error code given in relation to conflicts with windows UAC (Don't know how much this is a bug with windows or not). Try running Blender as an administrator and see if that changes anything.

Related https://blender.stackexchange.com/a/58208/15543  an access violation is often caused by trying to access a reference to an object since removed.  `.


text:
Can't Edit Cached Particles
I must be misunderstanding something because for the life of me I can't seem to get the editing of a cached particle system with Hair Dynamics to work. I tried in 2.83 and 2.9, but in both all the hairs disappear, the cache becomes totally corrupted and I have to delete/recreate a new one for the hairs to show back up, a whole new cache, not just delete the bake.
Just from a basic cube, add hair particle, check Hair Dynamics, scroll down to cache, set end frame to 20, Bake, save, scroll to frame 20, go to Particle Edit, Particles disappear and cache is corrupted. If I close and reopen the without saving the hairs are still gone (which is why I assume cache is getting corrupted).
Disk Cache is NOT checked, but maybe there is some other cache parameters I am missing? Or maybe it is a plugin? I have many, though I can't easily turn them all off.
https://docs.blender.org/manual/en/latest/physics/particles/mode.html
Here is an example blend file, if I tab into particle editor at this point the hairs get destroyed. Do others get this too? Am I missing a step?
https://drive.google.com/file/d/1Q9lAERudg_qia51_wVxeyVqj9v7B1MpB/view?usp=sharing
Thanks, I have spent, oh let's see, about 12 hours now straight fiddling with this damned thing.

please, did you solved your problem ? It became mine.

There is a reported bug In Particle Edit mode, Emitter particles are not visible in the viewport. It is about Emitter particles, but Hair particles are not visible either in Blender 2.91.
As a workaround you can

bake/run the simulation
convert the desired frame to a Mesh object in the modifier's panel
use the add-on Hairnet 0.6.3 (for Blender 2.9.1) to generate a new Hair Particle System based on the mesh data

Hairnet will edit the particles and place them along the mesh edges. Use the button 'Fibremesh'. Select the mesh first, then the scalp/head (must be highlighted light orange). The script may run a while depending on the number of particles.

Thanks, I'll give the plugin a shot.


text:
How to add a Object to a bone
I Need to attach a Mask to a Bone
The mask is a Object but it also has a Bone to it.
It makes me wonder if i can Merge The Head Control bone and The Mask bone
to have the mask move with the head.
Can somebody please explain how to do this?
Example picture

Wait. Nobody reply I Just answered myself. I Won't delete for if people still want to know how to do this. All i had to do was Go into the Object (The mask's) Edit mode Select the bone and delete it. Then i selected the Object and i hit the bone i wanted to connect it to, Then i hit Crtl P And hit Bone. Then it worked!

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


text:
How do i get rid of the ugly cross splitting after seperating my faces
I'm making a Faceplate for my Self FNAF character and while trying to seperate the mouth plates from the head plates this problem happens. As you can see this is before i hit the Y button to seperate the mouth faces from the Top FacePlates And this is AFTER. i hit the y button to seperate. Do you notice how that looks just weird. I Dont want that, I Need it so it looks flat on the bottom of the top faceplates. But the top of the Mouth faceplates look like they do with Y pressed now.

If you mean that you'd like to get rid of smoothed curved corners of the mesh then delete Subsurf modifier from the stack. If you need it but only want mentioned part to stay sharp then see http://blender.stackexchange.com/questions/6425/keep-sharp-edges-when-using-subdivision-surface

You need to change the order of your modifiers, the Mirror modifier should be on top, followed by the Subsurf afterwards

you can create Edge Creases,
Shift + E in the two edges (marked by purple Line)
It should work

Wiki about subdivision surface modifier and Edge Creases

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


text:
How can i make images not Split on a Plane
I'm Trying to make a poster in a room and when I insert the Image Texture
It splits diagonally. I am making a Building FULL of Pictures And Posters.

Uh Im new. How do i edit?

Need to see a screen shot of your uv mapping, but if you select the plane and use 'U' - 'reset' and then 'Unwrap', do you get the same issue? If you unwrap a single plane usually it covers the entire image in the UV/Image Editor. Do you have a seam there along that dividing edge?
edit: If you can, please look in your addons under user preferences and find "Import Images as Planes" and turn that on - and then choose 'add mesh' and then choose 'images as planes' - UV mapping is already done, as well as aspect ratio matches the plane width/height automatically. I use that in all my work as a basis to start painting with.

Reset? Where is that?

If you are UV Unwrapping, you are in edit mode. Select the face(s) to be unwrapped, and press 'U' - this brings up a menu of mapping/projection options. Choose 'reset' to undo the current mapping and to get the face(s) to match the image in the UV Image Editor.


text:
How to Ungroup (UnJoin) a Mesh
I Need to know how to Ungroup Meshes that were Previously joined Without Undoing History.
I Am attempting to ungroup things like these.
If you select anything on the models in there you will notice they are a big mesh made with the CTRL J Trick
I Need to know how to Ungroup it from that.
(Unless it can't be done. -_- and i have to try to recreate the meshes entirely)

Select your mesh
Enter edit mode
Select all vertices using ctrl+A
Select mesh menu->Vertices->Separate->by loose parts or just Press P and choose by Loose Parts

This will separate your mesh into different meshes again.

Just in case, mesh menu = edit mode (click Tab)


text:
How to Inset Text/Curve Mesh?
I am wondering if there is an easy way to inset mesh that is generated from text/curves? When I convert text to mesh it generates a bunch of uneven triangles that don't inset properly. My only solution is slow and tedious and requires manually removing all but the outline edges and refilling with quads.
More specifically I am trying to create an engraving of text into a mesh, and rather than a straight bool cut I need the engraved text to inset a bit. The result needs to mesh (not through a shader). Any ideas appreciated.

You could try to use "limited Dissolve"
Just select all the vertices, then press X > Limited Dissolve, after that try the inset again.

Ah that is much better. It's still not "perfect" but I might just need to play around with the angle limiter and patch a few holes here and there. Thanks, I knew there was some trick I was missing!


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How to use script to translate, independently, all control points in a Bezier curve?
in advance.
I'm writing a script to change Z, for every control point in a bezier, so the final curve will have the same initial shape, but will follow a 'descending' path, from start to end.
Steps can be either constant or heights can be read from a list/array.
With the following code, I've been unable to get bpy.ops.curve.select_nth(), inside a loop, giving me the result I was expecting (as in each control point being selected, individually, in order to be translated)...
    import bpy

    segs = 5
    height = 10
    step = height / (segs + 1)

    bpy.ops.curve.select_all()
    bpy.ops.curve.subdivide(number_cuts=(segs - 1))
    bpy.ops.curve.select_all()

    for i in range(segs):
        bpy.ops.curve.select_nth(nth=2)
        bpy.ops.transform.translate(value=(0.0, 0.0, (step * i)))

Even outside the loop, it seems bpy.ops.curve.select_nth() does not work (or I'm missing something).
Any suggestion?

After some more research and tests, I got the results I wanted with
import bpy

segs = 7
alt = 1
step = alt / (segs + 1)

bpy.ops.curve.select_all()
bpy.ops.curve.subdivide(number_cuts=(segs - 1))
curve = bpy.context.object
bez_points = curve.data.splines[0].bezier_points

i = 0
for bez_point in bez_points:
    bez_points[i].co.z = (i * step)
    bez_points[i].handle_left.z = (i * step) - (step / 2)
    bez_points[i].handle_right.z = (i * step) + (step / 2)
    i += 1

for bez_point in bez_points:
    bez_point.handle_left_type = 'AUTO'
    bez_point.handle_right_type = 'AUTO'


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Why feet don't rotate with root bone?
Can anyone tell me why the feet of my model don't rotate with the root bone?
Below is a screenshot.
Thank you for taking the time.
Regards,
Bridie.

This could be a number of things, especially because of how complicated this rig looks. How did you make the rig?

Looks like the rigify rig

Have you checked the weight-painting on the foot?

@zargulTheWizard.... I made the rig with rigiify plus I added bones for the eyes. how does the rig look complicated?  Sorry im new to blender. Thank you for taking the time to comment.

@NascentSpace.   Yes its the rigidify rig.  :) Thanks.

@SilverRain   thank you, yes I just checked the weight paint and it all seems fine.

In my experience: rigify rigs have tended to have multiple layers, and it’s been difficult for me to tell what is connected to watch.

@NascentSpace.   you said this could be a number of things. would you be able to name them, so that would give me some direction.... its hard to find anything online.

just make sure the parents are correct, also try testing with a new rigify and don't change anything just test if the feet move.

@NascentSpace. thanks for the tips. I tried the model with a new rigidify and it works fine. will use that. kind regards.


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Hair children don't seem to respond to changes?
I'm trying to style hair for a character, mainly following this tutorial, but encountered a weird issue.
Not only children hair looks all scattered instead of being in a clean line, but it also looks like they don't seem to respond to any change I make in the hair particle settings tab.
I tried changing any number, value or slider, but nothing changes in the viewport... Any help?
Here's a screenshot of the mess:

Particle systems still seem to be a little buggy sometimes. I recently had a similar problem. The way to "fix" this is to press G to move the object and then hit ESC or rightclick to cancel the transform. That way it snaps back to its position before and the particles update. While this might be a possible workaround, there might be a better solution because obiously an instant update would be a lot more convenient.


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Character rotates 90 degrees and changes location in edit mode
I have a character that I rigged with mixamo and I want to edit the mesh. When I try to edit it, the model rotates 90 degrees and changes location. I have the character in "rest position" but If I try to rotate the character when in edit mode and then go back to "pose position" I end up with deformations and bones in the wrong locations. I want to be able to edit the character mesh without the character moving and rotating and then without it changing the location of the bones.

Try applying rotation of the mesh and the rig in object mode, this might be the issue you're facing.
(Im sorry I don't have enough reputation score to comment, so I'm posting the answer)

Unfortunately this did not work, but thank you. This just causes further deformation.


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How can I match a curve to a path?
I am attempting to make a car follow a path. I also have a road following a curve. I was thinking that i should have the path match the shape of the curve then offset the car slightly to drive on the surface but am struggling to do so. Is there a way to achieve that? Is there a better way I should be trying to achieve this?

Hello why don't you use the same curve, or duplicate it for your car?

I am not sure that will work because i need the car to be lined up directly with the road the the first curve is following. I think i need the car to follow a separate path. Also, when i try to parent>follow path on the bezier curve, it animated incorrectly.

You can duplicate the curve and move the duplicated, or parent the car to an empty and make the mepty follow the curve, etc. As for the incorrect animation, hard to tell without the file


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How can i remove the gap between this plane and my liquid mesh?
I have attached an image of my scene. On the plane, liquid effector is selected. I check "is planar" sampling substeps 50. Thickness is 0.00. DOMAIN SETTINGS: resolution division: 128. timecale: 0.5. CFL number: 4.0. Particles max 32 particles min 16. Fractional obstacles checked. obstacle distance 0.01 Threshold 0.050. upres factor 2. particle radius 2.0.
Any and all help is appreciated!

i am pretty sure it is your resolution. Just increase it and you should see that the gap is getting thinner. But tbh ....why don't you just make the collider invisible and double it (remove collision) and move it close to fake that there is no gap? Because increasing the resolution will take hours more to bake and render, and just doubling the object and adapting the size you can do in minutes.

Thank you, I will try that.

I would recommend the same (Chris - hidden obstacle from rendering ...or bake fluid and move obstacle after that). Fractional Obstacle is trying only to smooth cubish steepness. For better contact there is $ Flip Fluid add, that has feature for that, that worked for me see this thread ... or if you want to stay with build in features and your obstacle is complex you can try Booleans, but it is calculation heavy.

Booleans? Can you explain more about how booleans would be used in this situation or with fluid in general? Also thank you for the help.


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Camera tracking footage rendering as black
I am trying to learn camera tracking to include 3D assets to filmed footage. When I activate rendered view mode everything is black other than the 3d objects. I also can't seem to make the ground become a shadow catcher.

Do you use Cycles (Eevee has no shadow catcher)? Did you "Set Up Tracking Scene"? Is your Film transparent (Render Properties -> Film)?

Cycles. It turns out that everything was working. I didnt understand how render layers work. The shadows were on the background layer. I didnt know that when you render, it renders the layers 1 by 1 so I was confused. Thank you though.


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How can i edit my characters mesh without it teleporting off to another location?
I tried to set the armature to rest position. But that only does so much. Can i edit the character where it is in space? Or do i have to follow it where it goes in edit mode?

Enable the Edit and the On Cage options of the Armature modifier and you'll see the mesh as it is transformed by the armature. That said, unfortunately, the gizmos stay where the vertices originally are.


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I am having a very hard time with compositing
I have tracked drone footage, and imported a building model to put in my scene. In viewport shading, everything looks as it should. in rendered view, the movie clip is not taking up the full camera frame as it did in viewport shading, the ground plane now has the video footage (but only in the area of the plane that is within the camera frame) and the background is showing the sky texture i have added. Then, if i switch to cycles, the plane just turns pitch black. I am very lost. Please help.

You may have overlapping faces, which causes "Z fighting", select your plane, switch to Edit mode, select all and press M > Merge by Distance

I actually was given the answer by a friend. In the compositor theres a node that gets autogenerated for the composit setup. Its called undistortions, i duplicated that, and put it between the 2 alpha over nodes, and switched it to distort. This fixed the issue.


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I cant find my armature
I hid my armature, tabbed into a different mode, now i cant select my armature or enter pose mode on that specific character. I tried highlighting it in the top right area and selecting it there, then tried doing option H, it didnt work. Please help. I even tried selecting a different character and going into pose mode. This did not help reveal the hidden armature.

I assume 'option H' is Mac-speak for Alt-H? Try selecting All (A key) in the Outliner and then use Alt-H. It could also be that you hid it while Edit mode and are trying to show it in Object mode. If so, select another object, go into Edit mode and see if Alt-H works.

No luck, unfortunatley

Possibly you are in the local view. Hit # to change.

Hello could you please show a screenshot of your whole interface?


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How can i make it so my scene lights illuminate the inside of this transmissive material
In the image attached, i can see the emissive materials on the inside of the glass bubble, but i want my lights to illuminate the insides so i can see the characters on the inside. I want to achieve this with eevee. Can it be done?

In Eevee the Emission node won't emit any light by default. There are 2 solutions:

Create a light (like a Point)
Create a Light Probe > Irradiance Volume that contains this part of your scene then in the Render panel > Indirect Lighting, click on the Bake Indirect Lighting button, it will catch the light that is supposed to exist and fake the indirect lighting.


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How to control and preview particle systems texture orientation & mapping
I want to dynamically control the length of leaves along the trunk of a tree using particle hair in Eevee.
I'm using a vertex group to emit hair along a cylinder(trunk) with loop cuts and I'm rendering that hair as a collection of objects(leaves).
I want to apply a gradient texture vertically to my cylinder where black is length 0 and white is length 1.
The leaves length can be adjusted by the position of the black or white handles in the Color Ramp, but each leaf is affected the same, so I assume that the mapping of my control texture is incorrect, but I can't figure out how to control or even preview it's current orientation and mapping.

Why do you have a vertex group for the length? Have you tried 'UV' for the mapping? This works for me.

@Blunder The vertex group for length is just a leftover from lots of experimentation, removing it changes nothing. I've tried every mapping method available in the dropdown, including UV, no visible difference (I've UV mapped the cylinder by projecting from view).

One difference I see is the image texture. I've created ome with the gradient fill brush and haven't tried the built-in "blend'.


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Export 3D model along with UV map: how to convert UV image into a material before exporting it?
I am planning to export a 3D model for a Unity project. I did save the 3D model along with the unwrapped skin onto the UV editor and edited the UV map with color and preview it in texture view. When I exported it straightly and preview it via Unity project and the 3D model is white or blank. I even tried exporting 3D model again and the UV map (in .PNG file) separately. While in Unity, I slathered the UV map image file (texture) on the material and still nothing happens.
I was thinking...if exporting as is wouldn't help to create a 3D model along with a mapped texture, what should I do in order to make a UV mapped texture as part of the material? What should I do and how to transform a UV Map texture and turned it into a material before exporting it?

Did you try to add the image in the textures tab?

Textures tab? In Blender?

Yes, next to the materials tab.

I see. I'll check and try.

It worked and it showed it in Material viewport, object mode, in Blender! :-) However, when I export the 3D model as .FBX and preview it on Unity, the image is still blank. I think there is something missing. All I see is the materials folder and a 3D model. No texture folder.

Credits to denis for resolving issues in exporting 3D model with UV map. At first, when I tried exporting the 3D model and preview it to Unity via import the 3D model leaves it completely white at all. I put the UV map I've made in Blender and exported as .PNG file; attached onto the material in Unity and leaves a mess. Now, I took his advice and added the texture file in the textures tab under materials of the 3D model and saved. I checked at the material viewport and the UV texture appeared as part of the material.
Now, when I tried exporting the 3D model and import it onto the Unity project, the 3D model is still blank. A few seconds later after researching about this issue, I found this answer (marked in green) from the Unity Q&A section. All I have to do is to import the UV texture map (in .PNG file, exported from Blender) and attached the texture onto the material and...bam! The 3D model finally shown with the textures on it and displayed it correctly. It displayed it correctly because the 3D file is now contained with an info on UV map to display the textures accordingly.
I assumed the reason why it worked is because once you add the texture in the textures tab via Blender before saving and exporting it, it generates a UV map code and it is included in the 3D model file itself.
Here's the sample pic below. In the middle, my 3D model exported in .DAE format. Mirrored but leaves only half. No texture attached onto the material, completely blank or white. At the far left is my 3D model exported in .FBX, mirrored, 100%. This is where I took the first two attempts in exporting 3D model with a UV map displayed. It leaves black since I simply attached the UV map onto the material directly via Unity. On the right, my exported 3D model also in .FBX format. This time, the UV map displayed correctly using with Denis' simple proposed solution on UV map display and solution on about exporting with textures. The reason why there's an error on rendering the textures from that 3D model (color black) is because I forgot to add the UV mapped texture at the texture tab in Blender. I was new here on studying texture display in Blender but I'm learning it quicker. Making a 3D model has a learning curve but it is easy once I got a grasp on observing how it works.

UPDATE:
Recap on how to export UV texture mapped 3D model:

Make a UV map via UV map editor and select specific mesh part.
Next, once you're satisfied, save the UV by (Image > Save a Copy) and edit for colors and details in Photoshop.
Save the new UV image map in .PNG format, attach the new image file (Image > Open Image or Alt + O) at the UV editor, and refresh it.
Next, at the materials under a 3D object, attach the image file at the textures tab. At the mapping under textures tab, check the Coordinates if it set to UV. Check the material if a texture appears. Preview the UV mapped texture by setting the viewport to material.
Save the 3D model and export it in .FBX.
At Unity, add the 3D model file and the texture file. The materials folder will automatically generated.
At the materials folder, attach the texture to the material. Add the 3D model to the scene by click and drag it. Preview it and all done!


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Extrude inward without leaving faces in blender 2.82?
I want to extrude inwards without leaving faces

you're talking about Destructive Extrude, I'm not sure it's already implemented but you can find some addons that do it: https://www.youtube.com/watch?v=H7IgdS6j9js  https://www.mediafire.com/file/m3kgqwi35p49h2s/Destructive-Extrude.py/file

Its a new feature for the 2.90 Blender release. https://www.youtube.com/watch?v=FlhAjyLnvrY&feature=emb_logo .  2.90 alpha version can be downloaded from here ... https://builder.blender.org/download/

This question  and this one also  both show different solutions.


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*.JT CAD format direct import

Has anyone stumbled across a decent way of importing .jt CAD files into Blender? Direct import would be nice.
Currently I am using CAD Exchanger (paid license) but if someone is using an different  app (preferably free/ open source) to do a conversion, I would love to hear about it.

Thanks!

just wanted to express I am looking also for a soluition to import JT files to blender.


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image to displacement maps
i have old coin pictures as pngs or jpegs i want to turn them in to a displacement map that i can get good height to get a good rendering result.
how can i do that?
i have tryied these steps but it did not help.
How do I make a normal/displacement map when all I have is a photo?

how does you picture look like? Maybe try a software like CrazyBump

similar to this
https://kvmgm.ktb.gov.tr/Resim/91918,ankarasahtesikke01.png?0
crayzbump did not work somehow it quits when i load the picture

seems perfect for a bump map, what difficulty have you met? Do you need a fake displacement or a real displacement of your topology?

can you check this answer? https://blender.stackexchange.com/a/174124/88382

with the displacement node and the methods described at other blender.stackexchange page i could not get the high resolution i want. that the main problem accually.

original picture
https://www.cigold.com.tr/images/urunler/2-5-luk-Ziynet-Altin-Yeni-resim-2127.jpg
my sample
https://i.hizliresim.com/wZERKk.png
it is not that high resolution as you can see.

If you need a real displacement it's going to be a bit harder, my answer is just for fake 3D

Actually it is still not clear to me if you want to fake the 3D effect or if you want to really displace the topology, for example for 3D print purpose.
I don't know if you can achieve an accurate real displacement just from a b&w photo, because for this purpose you will need a picture that will precisely use black for bottom surfaces, white for peak surfaces, and all the shades of grey inbetween respecting the heights of the object surfaces, which is rarely the case with most photos.
Here is what my attempt gave from you coin picture. I chose a coin that had a better chance to give a good result: no oblique shadows, and the dark areas can be interpreted as the the bottom surface, bright areas as the peaks. As you see it is not very satisfying:

So the following answer is not for real displacement, it's only to fake 3D with Normal or Bump maps, in that case it's much less important if the grey spectrum doesn't respect exactly the heights of the real object.
I gave it a bit of additional margin to make the mapping easy:

I created a normal map with CrazyBump (a bump would have worked as well, no big difference):

Then I unwrapped, mixed a Diffuse with a Glossy, plugged the original (extended) image in their Color inputs, plugged the Normal map into their Normal inputs:

hi did you just use blender for height maps?

what do you mean? To create the normal map I've imported the coin picture into CrzayBump and convert it into a normal map (I could have converted to a bump map and use a Bump node instead of a Normal map, it's almost the same). Height map and bump map means the same thing actually, it's a b&w picture used to give (or fake) 3D. Normal map are a bit different, it works with 3 colors.

Actually it is still not clear to me if you want to fake the 3D effect or if you want to really displace the topology, for example for 3D print purpose. In the latter case, you need very particular height map that are able to reproduce the real bumps of the object, otherwise you won't have any good result.

i want a real displacement not fake one. like this https://youtu.be/arvhK4tvYuY?t=830
fake displacement maps will cause problem when i start animation like rolling or falling coins with different light sourse.

btw you did a pretty good job anyway.

i should try more setting on that one i suppose https://i.hizliresim.com/wZERKk.png

yes so as explained I doubt you can get anything good, I've tried with the medal with the face, which is a rather simple shape but it is still not very good   :/  that said, you should consider using fake 3D + a little bit of real displacement

by the way fake 3D means it takes the light source into account if that's what you worry about


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split screen render
I have 8 different animations but i want to show then in split screens at video.
I can render the 8 animaton and bring them together by video editor. but is there a way to render 8 animation like split screen and get the final pictures or videos from blender?
there not different scenes just same scene with different movement speed, color etc.

You might be able to use translate and scale strips

here's the setup for 4 images. For a 8 images setup it should be similar.
the 2 initial values are the render sizes in pixel (width and height).

Please explain the contents. New users might see this and not understand how to set the render layers to have different content from different cameras.

perfect answer! thanks!

If so, please consider to accept the answer @mavigozludev How this site works: https://blender.stackexchange.com/tour


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General request regarding render engine
i'm a newbie in BLender 2.82 and i'd love to have some tips. At the moment, i have difficulties to render well while i'm using an RTX 2070 super ventus...CUDA is selected but do i have to check GPU and CPU rendering or only GPU? i'm running on Linux UBUNTU FOCAL FOSSA maybe it is slow down no?
Also, what are the best settings to render animation in evee and cycles. I know each projects are different but i was thinking mainly or on average what settings should i use? (sampling, passes...etc...)
Hope an expert or several could help!
Cheers

OptiX
Quick answer is:

To take advantage of RTX hardware raytracing, select OptiX
otherwise GPU + CPU is mostly faster than pure GPU if you select the CUDA option, unless you would have a very weak CPU

Official blender announcement one year ago
https://code.blender.org/2019/07/accelerating-cycles-using-nvidia-rtx/
Some benchmarks by random users
https://www.youtube.com/watch?v=VXibUlLXwKk
https://www.youtube.com/watch?v=LRC34eO2AiE
https://www.reddit.com/r/blender/comments/cwx14w/some_rtx_optix_benchmarks/
Render settings
Regarding the render settings, that is very subjective and highly depends on the lights setup, types of materials you use and other factors. I can't answer that in a general sense. The defaults are good for start. Diffuse-only scenes with simple direct lights will look fine with much less samples per pixel than complex scenes with glossy objects and many lights or indirect lighting only. The new adaptive sampling in 2.83 will help towards more universal settings, but it will still remain a matter of experience and subjective judgement.


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Render looks way different from viewport render mode. How can I fix this?
I'm trying to make a test render of my model. But everytime I render it the render looks completely different from the viewport. The viewport is in render mode so it should look something like that, but this doesn't come even close.
I'm using cycles renderer. And my world note is just the standard one so nothing installed there.  There are 2 sun's in the scene both set to 0.5.  I've tried different hdris but they all have the exact same outcome. I've pressed alt+h to see if there was anything hiddden in my scene that blocked the background and nothing shows up so I don't think that's the problem. I've also copied it to a new Blend file to see if there was anything wrong with the file itself but it also happens there so it must be something in my settings I guess. But I just can't find out which one

this is how it looks in the viewport render.

And this is how it looks when I render it.
I really don't know how to fix this so I hope someone can help me here

It looks different in the preview because in Material Preview Shading there is an HDRI already set up for convenience, but that HDRI is not used for Render Shading.

How to use an HDR image as environment.
In the world section, set the surface to Background, assign an Environment Texture to the color slot and then select any HDRI image you want to use:

Enable Scene Lights and Scene World to override the viewport settings:

Gif from: How can I render an object with an hdr background?

Related

How to use 2.8's default HDRI's in renders?
Which mode should i trust for lighting?


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Shading issues causing by connecting 2 separate meshes together
I'm a fairly new Blender user, and tried going at this for hours, I don't know the exact name of the problem I'm facing so no luck finding the solution thus far. How I check my mesh issues is through x-ray view on object mode. The yellow lines through the mesh is the indicator of the problem.

Made a circle and duped it and made a bridge in between and now trying to connect them together but causing shading issues I tried to bevel the disconnecting edges together and it seems to be flipped on the normals I think not too sure. Please help

hello, it looks like there's a floating edge, maybe try a M > Merge by Distance, if it doesn't work share your file? https://pasteall.org/blend/

Hi, have tried merging verts and edges it doesn't work and tried dissolving the edge but its passes the issues to the next edge. Also how do I share a file? Google drive ?

use pasteall.org/blend ... copy paste the link it will give you

https://pasteall.org/blend/8b33220fa8d84964afdeef81dc98df05 I didn't get a link, but can u open this ?

the only problem I see in the object you share is some inverted normals, just go in Edit mode, select all and press Shift N

Ahh yes Shift N is the solution, thanks very much moonboots. I keep facing this issue all the time and I don't want to start over. This helps very much, thanks again good Sir/Ma'am!

You have some inverted normals, just go in Edit mode, select all and press ShiftN, or header menu > Mesh > Normals > Recalculate Outside.


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Texture too dull / dark in render
I enjoy making 'paper' animations in Blender, but I can never set the colors properly.
Picture on the left shows how the textures are supposed to look like, the one on the right shows how they actually look like in render (after a little correction in Color Management). A little off, and the grey "white" bothers me the most. Blend Mode is set to Alpha Hashed, and Shadow Mode is set to None.

I tried adjusting the colors with nodes (Emission, Saturation/Value) and Color Management, but they only made the colors more washed out and pale. Are there any other nodes or options I could use to make the textures exactly as they appear in their png versions?

Damn, beat me to it haha

@Geri, I believe you agree, it is a very common question

Try setting your View Transform to Standard in your Properties tab under Render Properties -> Color Management

I can't believe the solution was this simple! Thank you so much, you've saved me a lot of headache.


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How Can I Remove These Unwanted Lines in my Blender Render?
For some reason, these unwanted lines keep appearing in my render output. They appear near beveled edges. I can't find a way to get rid of them. I'm using shade smooth and auto smooth.


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Is there a way to python script the intersect boolean operation?

I have a mesh object that I would like to script an operation on. I know how how to do it manually, I just can't figure out how to script it.
If you open the file attached, you should see the letter "g" with two faces. If you select the figure, go into edit mode, turn on face selection, select the index 1 face, and then go to face -> Intersect (Boolean). Make sure that Boolean Operation is set to Union, the solver exact, and everything unchecked. Doing this fixed the mesh to how I want it.
I see that
bpy.ops.mesh.intersect_boolean(operation='UNION', use_swap=False, use_self=False, solver='EXACT')
appears below the console.
I also believe that if you want to perform mesh operations, you can't use bpy.ops.mesh, you have to use bmesh.ops. I have searched through bmesh.ops and I cannpt find intersect_boolean. This is where I need help. I wish bmesh.ops had a function such as bmesh.ops.boolean_intersect(bm, bm.faces[1])
If there are any other ways to fix the mesh, that would be great, as long as it runs fast. I know that modifiers can slow things down at times.

When I run Intersect(Boolean) as you wrote to your object, the left geometry is created (2.91.0).

If you really want it that way, the same result on the right side by script.
import bpy

obj = bpy.data.objects["Figure"]
bpy.context.view_layer.objects.active = obj # active object

bpy.ops.object.mode_set(mode='OBJECT')
obj.data.polygons[1].select = True  # this needs Objectmode

bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.intersect_boolean(operation='UNION', use_swap=False, use_self=False, solver='EXACT')  # this needs Editmode

You need to use bpy.ops.mesh.intersect_boolean, as far as I know. For the selection of faces you can use bmesh too.
Best to read this post I think: select-specific-face-by-its-index

I'm using 2.93.5 and the Intersect Boolean with specified parameters gives me just the border of the letter. No weird polygons for me. Your code also worked fine for me :)


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Invisible Meshes
I have just started using Blender recently.
When I add meshes they are invisible with exception to an orange outline around what would be the object. If I go into edit mode, the object appears with all the vertices selected. After I deselect the vertices and go back into the object mode, the mesh now appears.
If I need to change some properties of the object, e.g. the number of segments, I have to do it while the object is invisible because going into edit mode will stop me from changing those properties.
Is there a way of ensuring that the object is added with all of its vertices deselected or some other solution to this issue?
Thank you!
Here are some screen shots of the problem:

Hello :). This could be caused by unsupported hardware. Does it fullfill Blender's minimum requirements?.

Thanks for the response. It seems that my hardware does not meet the minimum requirements. Is there any work-around or is it best to just upgrade the hardware?

Upgrading your hardware would be the best thing :). In the meantime, you can try some of Blender's older versions.

Cool, thank you!


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To Boolean or not to Boolean?
I'm trying to model the highlight area of the attached model but each time I use to boolean tool set to difference, my edges in the render do not taper off as smooth as the original. Any suggestions?
Thanks!

Hi :). This might be easier done manually without booleans. The corner geometry will be a lot cleaner.

This looks like normals problems, and the geometry might be correct. Are you using auto smooth?

@JachymMichal that's where I struggle when it come to the manual side of thing haha ... I started off manually but kept running into issues with the geometry. As a newbie I'm sure there's still some figuring out to do. How would you approach it?

@TheLabCat I didn't actually think of normals!!! I am using auto smooth though. Thanks for your prompt reply btw

Just an example of a possible topology :)
To fill faces use Vertex > New Face (Shortcut: F)
And if you don't like n-gons, simply connect the vertices across as well.

I definitely wouldn't have thought of that approach! Thanks a bunch for the visual aid!!!

No problem, good luck with your project :)


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Maya to blender pivot point location changes
I am new at Blender and I am trying to import a file that has multiple objects and some of them have the pivot point set at a specific place for them to rotate properly (car doors, windows, etc.)
The problem is that when I export with FBX, all the pivot points go to the origin and I can not find a way to make them import properly.
I also tried exporting from Maya as DAE.fbx but even though the file seems to export fine (I can re-import it into Maya without problem) when I try in Blender, nothing gets imported.
I hope I am missing something simple and there is an easy fix for that.
Thanks a lot for any help!
Leo

I had a similar issue and I noticed that the objects causing trouble had their transformations frozen in Maya. Once I unfroze objects transformations & exported to Blender again, everything was working as expected. I found this handy script to unfreeze objects transformations in Maya. Hope this helps anyone going through the same issue in the future.


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Combine 2 normal maps (1 for layout and 1 for detail)
So my question got closed when it is not even resolved.
here: How to use normal inside normal
So I want to combine 2 different normal map with different size.

Normal map for the object layout

this object normal map is in low poly.
Then I want to define the texture normal (like bump, etc) in another normal map:

The second image is the normal map for each small chunk piece of the texture. For example for every 1cm - 5cm of the texture should follow this normal map. So the 2nd image / the detail normal map should be repeated many times covering the whole texture.
How can I do this?

Hey :). You can just scale the small texture using a Mapping node. Or perhaps explain better how you're using the texture.

With normal maps, the size doesn't matter since they reproduce direction vectors and not displacement vectors. The answers to the question that yours was closed as a duplicate of will work.

You can mix the 2 textures into a MixRGB node. Put the MixRGB factor at 0.5, and put the Normal Map strength at 2. As they are not supposed to have the same scale, they both use the same UV map but the first one will use a Mapping scale of 1 while you'll use a bigger scale for the second one (here x 10):


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How to use normal inside normal
So I have looked around some website, there is something interesting. The model is using 2 normals.

This normal is used to define the wrinkle of the cloth.
Then there is this normal:

This normal is used to define the bump of the texture in tiny part of the texture. So this normal is used multiple times for each small parts of the texture.
How can I achieve this is blender with PBR model?

Hello :). So - you want to combine normal maps? Like, use both on the same faces at once?

Yes, correct, because the problem if I only use 1 normal and it is converted to low res, the small detail of the 2nd normal will be really bad

Hello, actually no, the link you gave me have not resolve my question. In that link, it is combining 2 different normal map with both of them are the same size and proportion. In my case this is different, because 1 of the normal map is the layout of the object, another one is much smaller chunk piece of the texture. In your link there is no code which do this.

Hey :). Well, you can just scale the texture using a Mapping node. The principle should be the same. Or perhaps explain better how you're using the smaller texture.


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Blender does not recognize imagemagick to run Bligify
I'm trying to run the Bligify extension, but he asked me to install gifsicle and imagemagik, I installed both using linux commands
apt-get install gifsicle
apt-get install imagemagick
but still, blender doesn't recognize imagemagik, I installed it using the debian app store, but it still doesn't work, I don't know what else to do.
Thank you for your help!

Edit ~/.config/blender/*/scripts/addons/bligify/__init__.py file, search for default_magick_path = "" variable and set your value to $ which convert output (in my system, the output is /usr/bin/convert).


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Render camera keyframes
I have a question about rendering!
I was creating a sequence of images, rendering the content of the keyframes, after I inserted this sequence of images into the video editor's timeline, when I click on render it only renders the content of the timeline, but I would like to render the camera content from the 3d view, to render a new frame and then insert it into the timeline, only at the end, after having rendered all the camera keyframes, will I render the entire timeline content .
Is there a way to make this change in rendering?
I don't know if I was clear enough, but if anything I'll add more information.
Thank you all!

If you want to render the 3D scene, and not the Video Sequencer, disable the Sequencer option in the Output panel. But the best is probably to create another file where you'll only manage the video editing:


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Problem with Archpack addon in blender (traceback most recent call last)
I am having a problem with the Archpack addon, it was working normally, and suddenly started showing this error every time I had to add a new object in the scene: traceback (most recent call last)
The addon is working correctly, because I can add items in a new file, but I'm not able to use it in my project I'm working on, I've already disabled the addon several times, and even uninstalled it and reinstalled it, unfortunately I don't understand pytom to correct the problem manually (I have no idea what it might be, I've read what appears written several times, but I can't understand it) what could it be?
Thanks a lot for the help!
Here is a printscreen of the error.

Hello, try unhiding all objects with ALT H

Or more exactly try toggling the visibility of the object "Roof.002"

Hello, I just tried this, but unfortunately it didn't work, it still displays the error when adding any object, I also can't edit the walls, they even show the manipulation arrows, but when I try to increase the size, they bug.
Thanks for listening!


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Export a video in transparent for use on the web
I'm trying to export a video in transparent that works in the browser (I'd like to use it in canva), I've already tried to export in some formats that I saw in some tutorials, and the video is transparent in the render view, however, when I open it in the browser or in canva, it has a black background, I've tried several combinations, but none of them maintain transparency, would this be an error in my blender or a missing codec?
I'm using Blender 3.0.1 on Ubuntu 22.04.2 LTS
Thanks!

Video editors could show transparent backgrounds as black, once you drop anoth r object, you will see if it's transparent or not. This is more about a third party app than Blender, if it's transpar nt in Blender, you should your other app

Also see https://blender.stackexchange.com/questions/2050/any-video-formats-that-render-with-alpha-channel

You can see which of Blender's video codecs support alpha transparency here:
Supported Video & Audio Formats — Blender Manual
In short, we have VP9, FFV1, Quicktime (PNG or Qt Animation). We also have HuffYUV not mentioned on this page, but it's meant for recording data more than lighweight broadcast like web.
To my knowledge, the safest video encoding settings for transparency for the web would be WebM/VP9 video codec in a WebM container. As it is the main standard for the web, it's even made for it to begin with.
But as of today, Blender's current VP9 implementation doesn't support Alpha.
In addition, it seems that web browser officially do not support FFV1, and I haven't seen any mention of either HuffYUV nor QuickTime's PNG codecs in Web video codec guide - Web media technologies | MDN and couldn't manage to make it work myself. But QuickTime's Qt Animation seems to work. So you can try that. Don't forget to also chose RGBA colors:

You also need to make sure you enabled transparency in your render settings:

That being said, WebM VP9 remains the current standard (well, except for Safari browsers, that'd be QuickTime still). A way around Blender's faulty vp9 could be to render your animation into an image sequence, like TGA or DPX (I avoid PNG because of how long it takes to read/write files), then use ffmpeg to convert it into vp9 with transparency.
For that procedure, see:
ffmpeg - Convert PNGs to webm video with transparency - Stack Overflow
With these options, unless you covered your environments with opaque things in the 3D world or in compositing, you should have a video with transparency.
Now when it comes to how to use that on a website, compatibility issues with different hosts, frameworks, web browsers, .... These are problematics not suited for Blender Stack Exchange.

Couldn't get this to work, in any video player, browser, nor even Blender compositor or VSE. Are you sure this produces alpha video? Quick time as explained here does https://blender.stackexchange.com/questions/2050/any-video-formats-that-render-with-alpha-channel

Indeed, turns out Blender's current VP9 implementation doesn't support alpha, that's a bummer. Well then, QT Animation will do, though not the best option for the web it's better than nothing.

Too bad, another option besides proprietary quick time would have been nice. I removed my up vote. Might be worth making a note about in the answer

VP9 is the number one option but it doesn't work in Blender right now. Unless you want to make a website unreadable for Safari users, you'll still output a QuickTime anyway.  And if you want a simple solution with Blender, might as well go with that.

VP9 alpha works blender 4.2. Ensure render film has "transparent" checked, select RGBA output with WebM container and WebM/VP9 codec. Test by overlaying another video using ffmpeg e.g: ffmpeg -i base.mp4 -c:v libvpx-vp9 -i testfile.webm -filter_complex overlay output.mp4


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Why is there different shading on the same material
I’ve been learning blender and am currently modeling my phone for practice. I have two problems, which I suspect both have to do with shading, and have thus placed them in one post.

One of the triangles in the glass is randomly lighter than the surrounding area, and there are no defined edges along it.
The center polygons of the phone’s bottom edge are not being shaded (I think?) correctly. The whole bottom edge is the same material and is all smoothly shaded.

Pictures:

Any advice would be greatly appreciated, thanks everyone!

Thats not different shading, its just shadow, it looks like your sun is perpendicular to the part where yours speakers and USB type C are located. Take your sun at top that is over the screen, maintain some distance of the sun from the screen and now shading will be swapped and this is common in real world too.

For the flat faces:

Select the flat faces in edit mode and set shading to smooth
Check your auto-smooth settings (under Mesh properties -> Normals)

For the other face, It looks like you have an N-gon (a face with more than 4 edges). N-gons tend to triangulate poorly and so can lead to shading artifacts, particularly when they are not convex like the one you have. You need to break this up into simpler faces.


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How to cut mesh along the bones?
Is there a way to cut a mesh along the bones? I have attached a picture to clarify what I mean. The first picture shows a hand that I would like to cut based on the bones, like in the second picture, where I did it with Bisect(but it would take a long time cutting a whole human in pieces with Bisect)

are you ok if your mesh just gets splitted into parts and if the positions are not exact? And how about overlapping parts? I think I have a solution, but it really depends on your precision needs

It  does actually not have to be very precise. I dont think there is overlapping parts in my human mesh.

What I meant with overlapping was. How big of a Problem is it if two if the resulting parts overlap?

This is not really an issue

If my answer is what you needed please mark it as correct answer, otherwise comment and I will elaborate

thank you very much for the detailed answer! I will apply your method and comment on my progress!

Your Problem is labour if I understand you correctly. So you are searching for a workflow that will make your job less labour intensive. I just tried a few things and found something that works at least for me. It comes with restrictions but at least it works.
First you need to prepare your Mesh. For that I recommend duplicating it with Shift+D and moving it to a different layer (with M)
To prepare you need to follow these steps:

Go into Weight Paint Mode of your Mesh (Ctrl+TAB)
press Space and search for "Quantize Vertex Weights", then press F6 and make sure the Subset Combobox spells "All Groups"
press Space and search for "Clean Vertex Group", then press F6 and make sure the Subset Combobox spells "All Groups" again and set the Limit to 0.1 just to be sure
test your bones and look out for vertices that are not anymore in any group. Add them to one that makes sense (you can use weight paint for that but then you have to repeat this whole preparation step from the start. You should instead add them in Edit Mode)

You can find the described functions also in the Weight Tools section of the Tools Panel to the left.
If you are finished you are prepared for the splitting part.
Go into Edit Mode and make sure everything is selected (A).
Subdivide your Mesh (W -> Subdivide) with one division (default).
Then repeat the following process over and over again, until you are finished.

deselect everything (A)
select (the next) Vertex Group in the list and press the select button (found in the Properties Menu in the Object Data tab (little Triangle))
press P to separate the selection

You can use this script to do it for you in one click (just copy it into a Text Editor in Blender and press "Run Script"
import bpy
bpy.ops.mesh.select_all(action="DESELECT")
for i in range(0, len(bpy.context.selected_objects[0].vertex_groups) - 1):
    bpy.ops.object.vertex_group_set_active(group=bpy.context.selected_objects[0].vertex_groups[i].name)
    bpy.ops.object.vertex_group_select()
    bpy.ops.mesh.separate(type='SELECTED')
    bpy.ops.mesh.select_all(action="DESELECT")

To use the script go into Edit Mode of your Model
This should leave you with something like this:

I hope this helps you with your problem.

Thank you , it worked pretty good actually!!

I wanted to use your script, but I get this error : Traceback (most recent call last):   File "/Text", line 6, in <module>   File "/usr/share/blender/scripts/modules/bpy/ops.py", line 189, in __call__     ret = op_call(self.idname_py(), None, kw) RuntimeError: Error: Nothing selected

@xava I added a little information about the script I forgot to mention... You have to be in Edit Mode of your Model for it to work


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How to set origin to joint location?
I have cut a hand into pieces. Now I wish to set the origin of each piece to the bone joint of the given body part as seen on the picture. I know I can place the cursor on the joint and set the origin this way, but is there a way to do it with a script. It would save me a lot of work!

In Edit mode (of the armature) select the joint and hit shift+s then select "Cursor to selected". In Object mode select the mesh then hit ctrl+shift+alt+c and select "Origin to 3D cursor".

It still puts the cursor at the center of the bone not at the beginning

In edit mode, select the joint (not the bone), SHIFT+S > cursor to selected, then in Object mode, go to the object menu Object > Set Origin > Origin to 3D cursor.
Just note, the ctrl+shift+alt+c hotkey has been changed in blender version 2.8

Selecting the joint is want I would like to do using a script because I have almost 50 joints. Any idea how to go about this?


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Alignment of surfaces to a curve (loop) or vertex...?
New to Blender...great program.  Coming from the Rhino nurbs world.
Going through a Blender Guru tutorial on making an anvil.
Have a question...how do you center a series of faces to a centered "loop" or align the faces to a center "vertex"?
Screen shots attached.
Thanks,
M

It looks, in this case, as if you should just be able to set your snap to 'Vertex' and 'Active'... select the vertex at the peak last, (so it's the active one) and GY the lot,  hovering over one of the vertices on the central vertical loop to induce the snap.
Either switch on 'Automatically Merge Vertices' in the header before the move, or CtrlVR.. Remove Doubles when you're done.

Yeah that's what I thought...but I can't seem to "snap" to that central loop/vertex.  Faces all selected, vertex points mode on, magnet snap on, vertex mode, target center...nothing.  No snapping.  Even if select that peak vertex and just try to snap that one point to the center...no snapping.

I wish Blender would call the moving element 'source', and the stationary one 'target'.. or something like that to reduce confusion. Set the target to 'vertex' giving you the option of any of the vertices on the central edge to snap to in Y, and the source to 'active' . If the peak vertex is active, this is a vertex-to-vertex snap, in Y only.


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Why is automatic weights missing from ctrl+p?
I tried it on a fresh project and there I was able to successfully apply automatic weights. Here if I try to do it with empty weights I can't select bones in weight paint mode, so that's not an option. I tried searching for answer but couldn't find any. Any help is greatly appreciated :)

To select bones in weight paint mode see https://blender.stackexchange.com/questions/127805/i-cant-keep-my-armature-in-pose-mode-when-selecting-another-object

I tried it but I can't select them anyway, however, on a fresh project I'm able to select bones in weight paint mode just fine.

Still having this problem and cant find a solution anywhere :(

Grab object first ,then ⇧ Shift + Click add rig. There's no Automatic Weight that when you just only grab rig

If it help anyone: I had the same issue but was unable to solve this issue. There was no "automatic weights" in ctrl+p menu nor was I able to assign weights in any other way. After an hour of pain, the issue was that my mesh was disabled for selection. So dont forget to uncheck this option :)

Nice answer. Could be improved to show a screenshot with annotations.

I noticed that when I select Armature it highlights all my bones and when I press ctrl + p it seems that the automatic weights is missing as well.
If you're in Object Mode and you hit "a" to select everything, and then hit ctrl + p it shows the automatic weights in the context menu. Hope that helps :)

Try checking if your mesh is actually a mesh. I had this problem earlier when I tried to add an amature to a model. The problem was the model was made from curves, when I tried to set the parent with automatic weights the option was missing. When I converted the model  to a mesh and did the same process, the option came up. Hope this helps lol

I noticed that we have to select mesh before armature.

I had the same problem too. When I used Ctrl+mouse click (object data or vertex group) the automatic weight is missing, so the solution is to click on the rig then click the first object, then click the bottom object while holding shift and then when you click Ctrl+P it shows up. I hope that helps.

If you try to apply automatic weights to a curve or something like that be sure that you converted that to MESH with right click when object selected and convert to mesh option.

I noticed that when I had not renamed my mesh the option did not appear, soon as I renamed it and selected it along with my armature, the option for Automatic weights showed up. Hope this helps.


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How to get rid of black lines over finished render images?

there are unintntional black lines which appears only in final rendered image. how to get rid of it?

The problem is that you have enabled freestyle render wich is responsible for these black lines. So to fix the problem you have to look for „freestyle render“ in the render tab and disable it.


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Question about weight paint mode
So i've recently started to learn blender, but i've encountered a problem with my last model.
When I go into weight paint mode, the whole model is displayed as lines instead of a volume, not allowing me to weight paint the object. Looks like so:

Are you using a Skin modifier? If so, apply it. I don't know why you can't weight paint simple vertices though, but perhaps I'm missing something...

Apply the Skin modifier you must have right now, then you'll be able to weight paint.

Well, we can't use bevel there?

yes, too bad   :/

It have bad results?

I thought you were kidding  ;)  so perhaps elaborate about what you mean

What if we add a bevel instead

A Bevel modifier

Oops, I missed that it was just applying issue, I thought you suggested them to use Skin modifier :p


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I want to make a mesh with the shape of the transparency of a PNG image
I want to create the shape of the png image excluding the alpha as an object.
This means arranging the vertices to follow the outline of the image(like text objects).
Could you teach me if there is a good method or add-on that will process it automatically?

could you show some pictures please?

https://blender.stackexchange.com/questions/17952/outlining-in-blender https://blender.stackexchange.com/questions/1609/tracing-a-monochrome-image-into-a-3d-extruded-object-with-a-script

Sorry for the late comment. And thank you for your comments. I was embarrassed to know how to handle SVG data in Blender for the first time. I was not good at finding similar questions...


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Apply texture in Blender2.8
Recently I downloaded Blender 2.8 (release candidate).
Has Blender no longer had an easy way to apply textures like 2.79?
I want the object to apply the "blend" texture vertically and make the mapping coordinates "UV".
How can I reproduce it in Blender 2.8?
Is Blender 2.8 the only way to use a shader editor?
Sorry to trouble you, but please tell me how.
Thank you!

Do you mean compared to 'Blender internal render' in 2.79?

@lemon I'm not good at English,so I'm sorry if I misinterpret your comment.'I want the object 〜 the mapping coordinates "UV".'This sentence means the operation in Blender2.79.I would like to express this in Blender2.8.

As far as I know, legacy textures https://docs.blender.org/manual/en/dev/render/materials/legacy_textures/index.html can no more be used for texturing a model (like in Blender Render for 2.79). They now are more like "tool textures" for use with other functions, like particles influences or displacements. Texturing a model can now be done with node system.

@lemon Is that so!
After all, does that mean we can no longer use so-called legacy textures?
Thank you for teaching me.
It was very helpful.

It seems no. But I hope someone else will confirm this.

That may help you: https://blender.stackexchange.com/questions/8697/how-do-i-put-an-image-texture-on-a-material-in-cycles

@lemon Referring to the question page, it seems to work well if I use nodes.　I will try this way.　Thank you for teaching me politely.


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About "Enabled(Object contributes to the fluid simulation)"
I'm sorry, my English is not good.
The following sentences are translated by "Google translate".
Also, I am Blender beginner.
My question is about Fluid-Control.
It seems that Control(gravitational force) is applied in the frame where it is not "Enabled" as marked the image.
The same phenomenon did not occur when the Control was changed to the "Inflow".
Is this my interpretation wrong?
Or maybe my Blender is defective?

In my experience, the Enabled checkbox doesn't seem to give the desired behaviour - in fact, I've just tested this on Blender 2.79.6 and the Enabled checkbox doesn't seem to enable or disable the Control object at all (all it does do is "grey-out" the controls to allow the Control force to be adjusted.
However, instead of keyframing the Enabled checkbox you can enable and disable the effect by simply keyframing the Strength - with zero being effectively 'disabled' and non-zero (higher values for more force) to effectively 'Enable' the control object.
I believe in your example the control object is effectively always enabled.


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Move selected mesh items to cursor in defined axis
I want to make a pie menu to snap selected parts of my mesh to the cursor constrained to specified directions. Example of snapping to cursor along x:

I would like to do this for x,y,z,xy,zx,yx. I don't know much scripting but I assumed that just subtracting locations would do the trick:
import bpy
import bmesh
import math
import mathutils

obj = bpy.context.edit_object
me = obj.data

bm = bmesh.from_edit_mesh(me)
cursor_location = bpy.context.scene.cursor.location

for v in bm.verts:
    v.co = cursor_location - v.co
    print(v.co)

bmesh.update_edit_mesh(me, True)

I'm probably doing something very wrong here, so I'd like some help if possible.

How to make it in graphic mode

I seem to have figured it out by cobbling together a bunch of solutions.
import bpy
from mathutils import Vector

ob = bpy.context.object
ob.update_from_editmode()
me = ob.data
verts_sel = [v.co for v in me.vertices if v.select]
pivot = sum(verts_sel, Vector()) / len(verts_sel)
c_location = bpy.context.scene.cursor.location
m_location = ob.matrix_world @ pivot

#get get the offset
l = c_location - m_location

#split the tuple
xdir = l[0]
ydir = l[1]
zdir = l[2]

#move the mesh in x to cursor
bpy.ops.transform.translate(value=(xdir, 0, 0), constraint_axis=(False, False, True), orient_matrix_type='GLOBAL')


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blender sapling tree error; leaves rearrange to one direction
Creating a sapling tree in blender works well, for example this tree below

However, if I select the leaves and go into edit mode, the leaves become like this

at this point, I can undo(ctrl + z) and it will revert back to normal, however most times, going into edit mode is not the cause of the error, I just find that all my trees have become like this and I can't undo it.
from my observation, the tree has changed in such a way that; the origin position of each leaf is only found on the top of the branches.

I have six trees in this scene, all of them became like this and I don't know why, I only know that I can achieve the same thing by selecting the leaves of a tree and going into edit mode.
I am running  blender 2.9. thanks

I had the same issue- however, if you go to Object>Apply>Make Instances Real you can convert the leaves to an editable mesh.


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Dark triangle on shadow edge (cycle mode only)
I just place the Zuzanne's head on the center,  a light, and a camera.
In cycle render mode, I got some small dark triangle on the shadow edge.
In Eevee render mode, Everything is ok.
It seems not a z-fighting, face orientation is OK.
Material is not related to this. I tried to remove all material, triangle is still there.
It is a simple scene.
Did I do anything wrong?

Try to increase Suzanne's Subdivision levels with Subsurface Modifier.
Try to increase Lamp Angle.
Or you can increase Shadow Terminator Offset for smoother shadow transitions.
Image below: Shadow Terminator offset 0.00 vs 0.1:

Increase subdivision doesn't work. Increase light angle may work for some area, but the problem occurs on another area. Shade offset improved, but not solve the case. Thanks for your suggestion.

I tried and studied for a long time, I realized this problem is about shade. It relates to modeling , shading. I have to study more.

If you made no changes to the model, the shading (geometry, normals) of the default Suzanne's head is perfectly fine.

Now I know this problem is called shadow terminator problem. It can be solved by shadow terminator setting in blender 2.9. Of course subdiv can improve the problem also, but it increases face too much. I think I have to find a balance between them,  Thanks.


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Cleaning Up Dissolved Faces And Random Vertexes
The image shows off how I make my models for interiors and exteriors of buildings, which is to say I measure everything out and I'm left with a messy model with way too many faces. But when I go about dissolving faces, such as the selected windows here, and then I separately go and dissolve the faces around the cleaned up ones, I'm left with a bunch of vertex points.
How should I get rid of them? I don't want to select all and then dissolve because then the separate faces will all join up, I only want to get rid of the random vertex points along otherwise smooth faces.

It seems to me Limited Dissolve can help in this situation. It can dissolve all vertices between vertices of which the angle of the connecting edges and faces are below a certain given angle value.


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Change mesh following pose
I would like to know how I can change a mesh and keep bone deformations while in edit mode, because currently, my mesh (which is a hair) is following the deformation of the pose, but I would like to change an error that happens with the deformation, but when I enter edit mode, it returns to the initial state.
Is it possible to keep the warp in edit mode?
Thanks!!

In the Armature modifier, enable the 2 first options (not sure what you mean when you that it's hair though)

@moonboots Thanks!  That was it!

In the Armature modifier, enable the 2 first options (On Cage and Edit Mode) and once in Edit mode you'll see the mesh as transformed by the armature:


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How to move a movieclip in composition
I have a composition of two videos. I used keying nodes, movieclip and alpha over. The video 1 is a loop that I will use as a background with dimensions of 1280x720.
The video 2 is a video with chromakey of 640x640.
I have composed them, but I would like that the video2 could have a transfer animation from the left side to the right side from frame 0 to frame 200. Is it possible to make that?

What do you mean with "transfer"?

sorry, I mean translate.

Use a Transform node (Add > Distort > Transform) and animate the values for X (horizontal)

The add-on mentioned here will pop up the animation menu with the shortcut key 'I' or it can be accessed through the menu:
https://blender.stackexchange.com/a/180382/37272


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Blender 2.82 viewport and tab selection lag
So I downloaded Blender 2.82 for Windows 10 and right away noticed lag in the 3d-Viewport. Just grabbing and moving the cube was noticeably laggy. Other basic functions like rotation and scaling were also delayed. I have used Blender 2.78 without any such lag in my old laptop that had i5-6xxx and 4 GB ram. My current laptop has a i5-1035G1 with 8 GB ram with built in graphics and it shows the lag!!. I monitored the CPU usage, it was about 4% at idle and 25% while moving the cube and 315 MB was the memory usage.

I read another article Blender viewport lag were it was
suggested that I download Blender from steam but that too did not
help.
I have also tried loading factory settings but that was a fail too.
Could someone tell me what the fault  is...Is my computer not capable to handle this software or is there some bug in the software.
Here is the system info obtained from blender...

    version: 2.82 (sub 7), branch: master, commit date: 2020-03-12 05:06, type: Release
    build date: 2020-03-12, 15:41:08
    platform: Windows
CPU device capabilities: SSE2 SSE3 SSE41 AVX AVX2

OpenCL device capabilities:
Number of platforms: 1
Platform #0
    Platform Name: Intel(R) OpenCL
    Platform Vendor: Intel(R) Corporation
    Platform Version: OpenCL 2.1
    Platform Profile: FULL_PROFILE
```

Is your GPU supported, and does it have the latest drivers installed?

Yes all latest drivers are installed and i have inbuilt GPU from intel...


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Why does my nurbs path array shoot off into the distance when I try get it to follow a curve?
I have a curve on a sphere and I'm trying to get a dashed line to follow the curve. I want distortion, so I used a nurbs path, scaled the nurbs path, added an array modifier to it, then a curve modifier to it. The array does indeed follow the curve, but not entirely, At a certain spot, it shoots off into the distance and I don't know how to fix it.

Your curve is separated in different parts. In this image, the selection shown in orange is one connected piece, this is the one the dashed line is following (and which ends where the dashed line continues straight on since it has no more curve to follow):

And then you have three separate pieces, the selected 2-vertices-piece in the front of this image, the longer selected piece in the back, and the unselected rest to the left, and the end vertices are overlapping each other:

Here I've taken the four parts of your curve apart to show them better:

If you delete overlapping vertices, then select two separate adjacent vertices and press F to join them, you will get a fully connected curve which shows the expected result (just make sure you get all separate pieces, otherwise the result might look better but still have some problems because the dashed line might "decide" to just follow the short piece):


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Is equal tubing on scaled, non-realized instance curves possible?
By realizing these curve circle instances, I'm able to get equal tubing per instance.

Without realizing, the tubing is scaled proportionally to the scale of the instance.

I was just wondering if there's a way to get equal tubing without realizing. I believe realizing is more computationally expensive and coloring realized instances was trickier than non-realized.
I have been most suspicious about the Scale Elements node because I have scaled control points of curves in edit mode before instead of scaling the curve to affect the curve's size without affecting tubing. However, I can't achieve per-instance unique element scaling.

I believe there's a possibility that this task is impossible, but I am curious.

Short answer: no. Instances are always identical, and you can only affect the transformation without realizing it.


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Different parent rig error
When I click on "generate rig" I get an error that says: CONFLICT: bone ORG-brow.B.L owned by rig ORG-face.001 has different parent rig from ORG-nose, Incorrect armature for type 'base_generate'. This is my first time rigging a character so I have no idea what the error message is telling me. Does anyone know how I can fix this?

You have a looooot of changes in the armature, Rigify don't like it. Try to use only presets, if you need to add something.

@Crantisz I actually used the human meta-rig preset for the body and the quadruped meta-rig preset for the head. So the module is made up of 2 different presets. Is blender unable to generate a rig that uses multiple presets?

It's quite limited, you nay remove a finger for example, but if you remove any bone from the head, all head rig will be disabled. I recommend use a preset and every time when you add or remove something - check that it is buildable.

The short answer to this specific error: the rig type of one of the bones in a preset was accidentally changed at some point.  When I got the exact same kind of conflict error just a little while ago and could not find an answer for how to solve the issue online I had to keep poking around in my rig to find out exactly what was causing the error to avoid wasting a lot of time re-rigging and not ever knowing what I did wrong. I carefully inspected each change that I had made to my rig and all of the bones that were effected and I found out that I had accidentally changed the rig type of one of my "preset" leg bones when I was changing the rig type for my custom MCH bones to "raw copy". When I changed it back to its originally intended rig type in my meta rig the rig re-generated without any errors. I had to be sure this was the answer and not just a fluke so I opened a new file and started messing around with it and sure enough, if you add a preset and change the rig type of one of the bones in that preset, you get that error.  For instance, the shin of the leg in the human meta rig has no rig type, and that is as it should be because of the relationships it has with the rest of the bones that make up the preset, so if you assign a rig type to that bone, you get will that error every time. It makes sense now that I know what the problem was. The presets are composed of groups of bones with specific relationships and constraints that effect each other in order to function properly in the generated rig so when one of the bones is changed or removed it can break everything. If you delete a necessary bone in a preset you get the message  "Generation has thrown an exception: list index out of range"


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I can't import materials or textures from OBJ or 3DS
I am trying to import an object and the zip file I obtained had the .OBJ plus the images that correspond to the materials, but when I import it and I go to the materials and/or textures of the object, they aren't there.
Also, I tried to import a 3DS file with its MTL, but when I open the materials window, the materials are there, with different names but they are all the same, therefore the object appears all grey.
I would really appreciate if someone could help me out!
Thank you very much for your time!

embedded materials are different from the blender internal or cycles material structure

Possible duplicate of .fbx export why there are no materials or textures?

Strangely, I had a similar problem with 3DS in cycles, but was able to apply textures and materials perfectly in Blender render.
In Blender Render, I needed to play around in the materials and textures panel a little, opening one of the image files. The rest were automatically applied, but I needed to add a lamp to see it.
For Cycles, I had to open nodes and do the textures that way.

It is never a good idea to expect materials made for one render engine to work in another. While the most basic ones might work in some cases, eventually most conversion algorythms will fail, therefore the process of converting materials for use in another render engine should always be expected to include some manual work.


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Vertex groups and shrink wrap modifier
Is is possible to shrink wrap a vertex group of one object onto the vertex group of another? So that it only affects a specific area of both objects.