text:
Blender Soft selection mode
How could that mode be actually used if it doesn't have any visual display of the active zones ( color gradient) ?

At the end of the day, Blender isn't 3DS nor Maya and you will have to understand the different approaches each software has to do the same things, if you don't want to have a headache at every step.
One of the big difference is that 3DS wants you to prepare your tools settings first, then select, then apply the tool's effect on selection, while Blender wants you to select, open the tool and adapt it in real time until you are happy of what you get. This difference in approach is part of why it is more crucial to preview what you are doing beforehand in softwares likes 3DS while Blender wants to just make you do things more interactively.
I.E. If you want to move a bunch of vertices with proportional editing, you can enable proportional editing beforehand via the GUI or while using the Move operator using O. You see how things behave on the fly, and you can use your  MW up/down to adjust the area of effect, and you  LMB to apply or  RMB to cancel.
Having a gradient preview has been requested a few times, like there:
proportional editing, viewport visualization — Right-Click Select
But so far it hasn't been implemented.

Hi Lolock thanks for the answer! Yes I do understand the approach but you can't qualify that case as an approach thing..as what Blender offers is not enough to follow with your eys what happens to all the vertices that moved..it is a feature that is not well thought so it dosn't surve its purpose..they just need the gradient map so that feature becomes meaningless for modelers etc.

How could so many people use that feature with no issue if it was meaningless without a gradient preview?

they use it because they have nothing better to use..


text:
Object environment texture not showing

For some reason my environment texture isn't showing in my object. No matter what photo I put its always just a shade of white no matter how dark the photo I put in is. It never reflects the photo that's been input.

Could you please pack your image (FIle > External Data > Pack Resources) and share your file? https://blend-exchange.com/ or workupload and share the link

Not sure where your reflections should come from...
1.) If the Photo named "Empty" in your Outliner is the object that should be reflected, it never will reflect anything, because it is only an Empty.
These are (afaik) only used as reference images for modeling.
To get a "real" reflective Photo in your Scene, you need a textured Plane. There's a great addon inside Blender called "Import Images as Planes". You can just enable it under Edit > Preferences and see if this gives you reflections:

2.) If the "World" should be reflected, it seems your world shader is basically set up to do this:

So, just get rid of the mix shader and plug your jpg straight into the background input. The image mapping, however, will be another problem.

source: Stack Exchange

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

sort: votes


text:
Poor Render Quality

Can anyone tell me why the quality is so bad for my render and why its pink? I know the viewport shading is how it will likely look in a render but will it affect the final render? I would like it to look like the photo on the right. Thank you for any advice.

On the right side in your screenshot you can see in the Scene Properties under Format that you have set dimensions of 1920 × 1080 pixels and a percentage of 1%, that's 19 × 11 pixels which is very small. I would suggest you increase the percentage and have look how the render changes. Then we can work on other problems if there are more.

Pink usually means "Missing Textures". Be sure to pack all external files before you move your blend file to another location (Or store all project files in the same folder as the blend file, then move the whole folder).
From File > External Data, you can also Report Missing Files

Also, as Gordon Brinkmann already stated, your render resolution percentage is very low at 1%:

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


text:
Shrink wrap with movement
as the title says I’m wondering how to get my shrink wrapped logo to stay on object while it moves. When I start animation, the shrink wrap stays in place. How do I fix this?

Assuming you've used Import as Planes to import your logo, have you parented it to your main object?

I have attempted to parent but it still doesn't want to stay on object for some reason. Its clothing, if you think that may have something to do with it. I press on clothing and shrink wrapped logo, right click and press parent. Am I missing steps?

pls provide blend file so we can see what you did and correct it. thx

If the logo is parented to the clothng Object , only the relative transforms of the objects will be maintained. The deformations will not necessarily be followed. A UV texture would be better? Anyway,as Chris has suggested, go ahead and share a representative sample of your file on https://blend-exchange.com/

@Jeremy Do it the other way round. - Select the logo then Shift-select the object, Ctrl-P > Parent > Object (Keep transform).

@RobinBetts Having trouble compressing file in order to share file. 300MB but only allows 30 MB. Have tried compressing files in settings


text:
Changed textures inside blender aren't updating when rendering
When I create a new texture in blender everything works fine, I put it on an object and I'm able to render (shift+z render) it even if I have painted it, the problem comes when I reopen the project, every texture loads correctly and I'm able to paint them, but I have to save the texture for being able to see it when rendering, otherwise it just renders like if I haven't made any change (like if I just was reloading the image)


text:
Soft body object not falling
I have been working on a project for uni for a while now, I made a scene with a couple objects and some textures. It's going to be a ball falling from stairs, bouncing on collision. I made the ball a soft body object and added collision to the other objects. When playing the animation though, the ball stays in the air. It doesn't move at all. I made a new project and there the ball fell. Is there any way I accidentally disabled physics in original project and is it fixable? Or do I really just have to make the whole thing from scratch again...?

You may have disabled Gravity, either in the world, or in 'Field Weights' in the simulation?

Also, have you disabled the Goal option in the Physics panel?


text:
Origin Not Coming Along With Object
need help on understanding why the origin is not intact with my object.
Whenever I create an object (ex. plane) and move it along the viewport, the origin is intact.
The step I do are:

Object Mode
Add object (ex. plane)
Click on one object
Hit G (to grab and move along the global axis)

But, when I try below steps, the origin is being separated from the object:

Object mode
Add object
Click on object
Hit G (to grab and move along the global axis)
Edit mode
Select top vertices of the object
Extend the object (then click anywhere to set the changes)
Select all the object
Hit G then move the object along the axis.

From the last step, I noticed that the origin is now left out. Why does the Object Mode and Edit Mode have different approach to Grab function? What to do to to set the origin intact on the object while I am in edit mode?

If you are in Edit mode, you can't move the origin, you only can do it in Object mode

Hi @moonboots , if I go to OBJECT MODE, is there a way that I can put the origin to the center of the object? I tried to do it by setting the ORIGIN ON but I'm not confident that I would be able to do it manually.

right click > Set Origin > Origin to Geometry?

Hi @moonboots thank you for this. Now the origin is with the object again.

Although you accepted the answer on how to reset the origin, it actually ignores the origin of your question (sorry for the pun), actually stating not to know why this happens. This is - as others mentioned before - completely intentional behaviour and even more so, it has to be like that. In Edit Mode you cannot only move all vertices together, but also a partial selection of them or single vertices. How is the origin in your understanding supposed to react to that? Move each time you move some vertices? Or relative to the percentage of moved vertices, either stay or move?

In Object Mode moving an object means moving its origin (and keeping the vertices at same position relative to the object's origin).
In Edit Mode moving a selection means moving the vertices of the selection, in relation to the object's origin. Therefore by definition, moving something in Edit Mode is not moving the origin.
Origin always denotes $(0, 0, 0)$ coordinate. An object has a transformation matrix, which transforms the coordinate space. One effect of that is the coordinate $(0, 0, 0)$ moving away from the original origin - and that's what the orange dot  represents - where does the coordinate $(0, 0, 0)$ end up, after applying object's transformation matrix, as well as parent's transformation matrix, and parent's parent's transformation matrix and so on. In Edit Mode you modify a mesh or other data object like text or curve, you don't modify the object, therefore the orange dot doesn't move.

Im not sure WHY this is happening - but a quick and easy fix is simply to reset the origin after transformation Even easier add a quick shortcut by right clicking on menu description - and from then on just hit Q each time it does it

It's because that's how it's supposed to work! See the second answer below from @MarcusvonBroady.


text:
Planes have textures, but no UV maps
I made a curve that used planes that were UV mapped into a mesh and now the mesh has no UV map so it can't have materials added to it in Unity. I'm looking for a solution that let's me keep the textures as they are and gives the mesh a UV map.

Please add some images to your question. It's difficult to understand what you are asking without images.

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


text:
Make path Relative fails because of copybuffer
I try to setup my scene for Renderfarm so i need to pack/unpuck all Resources and make them relative.
When i try to make Path Relative it has lots of fails.
I used ctrl+c(from old blend file) / ctrl+V(to new one)
how to clean up this errors abd those .blend path from my new scene?

If I understand it's a file that isn't accessible anymore? Do you have any form of reference to that file in your scene? Maybe try to set your Outliner to Blend-file display mode and search it from there.

thats the whole point.
can't find those nether in outliner -blend file , nor in orphan data

the scene looks correct. I just want to remove them.

non of file->clean up- s work

Are these errors blocking you from making other paths relative ?

no
as you could see 322 failed out of 452

Yes, but if all these errors are just these copybuffer files which you don't care about, then it's not really a problem, isn't it?

Thing is that concierge wont run render if files all the files are not relative,and if any kinde of report shows up during -report missing files. If there is any kind of error in scene -it wont run render even if i dont care about those coppybuffers.

could you try to upload your file on Blend-Exchange and share the link here so we can check ourselves ?

Sorry but its private. You can replicate this error bu creating new file adding cube and material with some texture -pack it, save file and copy the cube. Create another new file , paste cube - save it too in different destination and try to make path relative after packing textures

I am unable to reproduce the issue. Make sure you are using Blender 3.4.1. And if it persists, maybe report it as a bug via the menu Help > Report A Bug.


text:
How to project an image/video that moves across a 3D surface
For an animation video, I need to project an image, or a video that moves all the way across a horizontal 3D surface, see image. Ideally, like an optical projection it should not wrap around under the pleat.
Can anyone point me to a workflow/tutorials for this?
NB beginnerish but rapid learner

https://blender.stackexchange.com/questions/57420/confused-about-unwrap-vs-modifier-unwrap

Or ... https://blender.stackexchange.com/q/57013/35559 ?


text:
Why isn't my render looking like my object in viewport shading?
I did this a while back, so most of my knowledge of blender has gone out the window. When I render my image the object is no loses its material from that's visible from viewport shading. Any idea how to fix this? My "material" actually doesn't seem to be showing either.

I think Falk is right, check the Viewport Shading panel, you must have disabled the World option, when it renders it uses your current wordl settings but you probably don't have any HDRI image to reflect

It looks to me that Viewport Shading doesn't use the Scene World which is used when rendering. Can you verify this by checking the dropdown menu next to the shading type icons in the upper right corner (shown in the screenshot below)?

If Scene World is unchecked as I expect, you will need to use the same HDRI shown there as the background in the scene world or config it as you wish. To add an HDRI background to the world:

In a Shader Editor, switch the Shader Type to World.
Add an Environment Texture node, and connect to the Background node.
Open the desired HDRI. The HDRIs that come with Blender are stored under /{blender_folder}/{blender_version}/datafiles/studiolights/world/.

Refer to the screenshot below for more information.

If I am wrong, maybe it's because there is an issue with the shader, but try the above first...

Thank you @falk. This helped!


text:
Is it possible to chang geonodes Extrude Mesh for a face "Origin" to other position?
I'm using Blender 3.4.1. I'm learning geonodes. I wanted to use Geo Proximity to control Extrude Mesh on different faces. But I find that some face like "L shape" has the origin point in the middle of the missing faces rather than on the L face itself. Here's the image for example.

As the image 3 shown. Although the point can be Set Position to the location I wanted but the extrude mesh still hover in the middle of the invisible face.
Is it possible to set the face origin point to new position?
So that Effector pick up the Extrude Mesh effect perfectly.
Thanks.

The face's "origin point" is not an origin point like an object origin which can be located anywhere in relation to the mesh. The face's center point is as the name suggests, the center of the face - it is dependent on the shape of the face and cannot be changed manually.

Thank you for the answer. Perhaps I need figure it out with alternative way.


text:
How to calculate x, y, z numbers of a pose_bone in Axis Angle Mode
I am trying to write a script that make a bone rotate with using 2 vectors.
v1 = Vector((a1, b1, c1))
v2 = Vector((a2, b2, c2))
I can calculate the angle (W in Blender rotation field) with the formula described this page https://mathwords.net/bekutorunasukaku
However I have no clue what is x, y, z under W, and how to calculate them.
When I rotate a pose bone manually to a particular angle, Blender shows like
W 59゜
X 0.256
Y 0.133
Z -0.958
Axis Angle Mode

Please let me know what's are x, y, z, and how to calculate them with the existing numbers of W, v1, v2.
Thanks for your kind help.

After much research, I found that I don't have to stick to axis_angle and can easily get the values with rotation_differece. This returns 4 values for rotation_quaternion.
For example: To rotate LineA to the angle of LineB

LineA (starts from 0,0,0 ends at 1,2,3), vA = Vector((1,2,3))
LineB (starts from 0,0,0 ends at 4,5,6), vB = Vector((4,5,6))

vA.rotation_difference(vB) returns this Quaternion:
Quaternion((0.99363774061203, -0.04597838595509529, 0.09195677936077118, -0.045978400856256485))

Then,  execute these one by one.
bpy.context.object.rotation_mode = 'QUATERNION'

bpy.context.object.rotation_quaternion[0] = 0.993638

bpy.context.object.rotation_quaternion[1] = -0.0459784

bpy.context.object.rotation_quaternion[2] = 0.0919568

bpy.context.object.rotation_quaternion[3] = -0.0459784

After applying the values, LineA overlaps LineB exactly.

Additional Info: Object rotation and PoseBone rotation are different. To rotate a posebone, Matrix multiplication is necessary. See this post :  Python How to make pose bone rotation toward a point?

If you have WXYZ values for rotation in Blender, that is quaternion rotation. I will not pretend to understand math with imaginary numbers(Like this for example - I understand nothing...), but it seems you have rotation vectors in euler format and you need to convert whatever result you get from your calculations in that format to quaternions. This is what you should look into. Blender's Python API has functions for that:

I used Blender's Autocomplete function(Tab) in Python Console to see see this.

Maybe Keiko has the transform rotation mode in the sidebar set to Aixs Angle.


text:
Align UV islands according to 3D Space
My house model has many shingles but whenever I uv unwrap the model the islands are disorganized. In the 3d-viewport, if I were to select the polygons of the shingle in the upper corner, in UV space the selected island is located somewhere in the lower half of the grid. How do I organize the UV Islands in order according to the 3d-viewport [3d space]?

You can use "Project from view" UV unwrapping option. Related: https://blender.stackexchange.com/questions/287794/how-to-group-join-merge-overlapping-uv-islands/287800#287800

Both cube and project from view kinda works but now the polys in the uv editor are elongated in the wrong direction.  Do I need to reset the seems?

You can rotate UV by 90 degrees.


text:
Baking animation for an object with a lattice modifier
I have a sword with a lattice modifier on it. The sword and the lattice are both parented to an empty that swings the sword. I animated the lattice to deform and stretch the sword in the middle of the arc.
I'm trying to apply the stretching animation to the sword but it seems like the modifier can only be applied to the current frame it's on, and baking the animations for the sword or the lattice doesn't work either as the modifier still has to be applied to the sword after that.
Any ideas on how to make it work? Thanks!

i recommend using the free AnimAll-add-on. With this you can keyframe vertex location(-changes). By this you can animate your lattice vertices on every frame you like.
Example:


text:
What are the appropirate axes for arm & hand rig with IK?
My bones and mesh's arm get twisted badly after adding IK & FK in layers with -90 input and 2 chains.  I suspect the cause to be axes along the collar, arm and hand.  But, I just cant seem to get them right.
Can someone suggest me the right initial axes' angles form rigging and how to fix it please?
.blend here: http://pasteall.org/blend/index.php?id=51130
Thank you for your help.

Your arm is twisting because, in edit mode, your Arm UpperL bone has a roll of negative 92 degrees, while the corrisponding FK and IK bones have positive 90, leading to a nearly 180 degrees twist when copy rotation is applied.
FK and IK chains bones should be created as duplicates (Shift D) of the deforming bones, so to retain exactly location and bone roll.
I fixed the problem adjusting the bone roll and manually trimming the pole angle of the IK constraints (negative 160), but the correct way should be to delete and reconstruct the IK and FK chains using duplicates of the deforming bones.
The initial angle is generally choosen having the X rotation aligned with the main rotation that will be used, which can help a little when editing animations in the graph editor, but is something like an habit, not a rule; the rule for avoiding twisting is to have the bones exactly duplicated.
Another IK trick is (expecially on legs) avoiding having the bones perfectly aligned, moving the knee joint a little forward, in this way Blender will automatically bend the leg in the right direction.
I suggest you also to set the subsurf modifier after the armture modifier (and set the shading to smooth).


text:
Why does mesh not follow bone perfectly?
My mesh is parented to an armature.  But when I rotate the armature upperarm, the mesh's upper arm does not follow the armature fully.
What are the likely causes and how to fix this?
Thank you very much for your help.

You are in weight paint mode, you have to change the mode to pose

could you share your .blend? it would make investigating the problem easier

Here's my .blend:

I tried dragging .blend on Blendexchange, but it wont upload.  So, I went to pasteall.org, and got this: http://pasteall.org/blend/index.php?id=51083

I had similar issue . I deleted other vertex groups that are not suppose to be included for he particular mesh. it was the eyelid that I was having issues with. so I deleted the vertex group for finger and lips for that mesh, weight painted and it worked.
N.B. I didn't delete the bone group

It looks like it's a bit messy in your vertex groups and bone weights, for example if I select a group like Chest (which is duplicated by the way), but also some other bones, then press the Select button, I can see that the arms are part of these groups, maybe not enough so I can see it in Weight Paint mode, but enough to have influence on it. So maybe check all your groups, remove these vertices from these groups, or delete some bones and/or weight paint again...

Thx.  I dont know why it happens.  I just weight parent normally.  This is the 1st time this happens.  Is there any easier way to rectify this beside manually dealing with this vertex group?

Funny... It is easier to just delete all the vertex groups.. then auto weight parent again.  It is all fixed now.  Still I do not know what the original cause of this occurance.  If anyone has some idea, please suggest.  So, we can prevent it from the get-go.  Thx~


text:
Swapping states between the basis and a shape key
I have an object with a basis and shape key 1. How do I swap the two states so that shape key 1 becomes the new basis, while turning the basis into shape key 1?

Duplicate your object, on the original, remove the first shape key, the second becomes the basis. Select the copy, remove the second shape key, shift select the original object, in the dropdown menu on the right of the Shape Keys list, select Join as Shapes, it will create a brand new shape key (which was the former basis one):


text:
Copy/pasting object transformations into bones in pose mode
I'm trying to replicate the transformation animation of an object with a bone in pose mode.
The way I approached this was to copy the keyframes of the selected object, go into pose mode, add a keyframe for the bone for location, rotation, and scale, and then paste the keyframes into the bone.
When I use this method to transfer animation data between objects in object mode, it works just fine. However, pasting it into pose mode is a bit trickier as the animation gets distorted for some reason.
Trying to figure out where I screwed up. Any help would be much appreciated.

If the object and the bone have the same inherited transform (from a parent) and the same inverse and the same rotation mode, copy/pasting works.  The problem is that they are unlikely to share all of those things.  Transforms are measured in local space, not global space, so moving one thing in the X axis is not necessarily the same as moving another thing in the X axis-- those X axes are determined by the individual thing moving.
If you want a bone to move with an object in world space, and want to keyframe that behavior, I would reccommend using a combination of constraints and visual keying.
Start by giving the bone a "copy transforms" constraint targeting the object.  Defaults on this constraint are appropriate.

You can add a constraint very quickly with the help of keyboard shortcuts like ctrl-alt-c, which adds a selected constraint to the actively selected object, targeting the inactive selection.
If we just leave this constraint, the bone will now follow all the transforms of the cube, but in world space.  That may be good enough for what you want.
However, you may want to keyframe this behavior for further editing.  Go to the frames you want to keyframe this and keyframe a visual transform:

Keyframing a visual transform writes the action of any constraints into the actual transform of the bone.  Now that we have visual keys defined, we can delete the constraint.
You may want to keyframe this behavior many, many times.  If you had a 3000 frame animation, and wanted to write your constraints to keyframed transforms for every frame (perhaps, for use in a different rendering engine), visually keyframing would be inconvenient.  Instead, you can use a "bake action" operation:

I've enabled "visual keying" and "clear constraints" on this bake action operation; I'm using the default frame step and range.  It has created a visual keyframe for every frame, and then cleared the bone constraint, just as expected.  If I wanted fewer keyframes, I could use a larger "frame step" value.
It would be possible to set up a bone such that copy/pasting keyframes gave the same (world space) transform as the object.  You would want identical rotation modes (XYZ Euler, for example.)  You would also need these to have identical inherited transforms, but that's easy if the object is unparented.  And you would want identical rest postion and axes-- that is, the object, when its transform was at 0,0,0, was at the same location as the bone; with no rotation, their axes point the same direction.  A default bone's axes do not point in the same direction as a default object's axes.

Thanks! That was a huge help.
One minor thing- adding the constraint does change the orientation of the bone to match the object, but the base of the bone is relocated to the origin of the object.
I was wondering if there's a way to snap the ends of the bone around for a neater fit while the constraint is on without messing up the animation.

@BeneficialTree "snap the ends of the bone around for a neater fit"  I'm afraid I don't follow you.  You might be better off focusing the question on your ultimate problem, including the actual meshes involved.

Sorry, what I meant was that when I added a constraint to the bone, the result I got looked like the first picture (which works perfectly fine). I was wondering if there is a way to adjust it so it looks like the second example, while keeping the animation the same. https://i.sstatic.net/P7sjb.jpg

@BeneficialTree More than one way.  I'd recommend, make another bone and parent it to the constrained bone.  Give the second bone a rest pose rotated 180 degrees from the constrained bone, but at the same location.


text:
Disable rendering for specific pixels in Blender Python API
Is there a way to control the sample rate or disable specific pixels in Blender using Python API? Is there a way for example to access the sample map and either disable the pixel or set the number of samples for that pixel to zero? I want to avoid rendering these pixels, so adding a mask post-rendering is not something that I am looking for.
Any help or guidance would be greatly appreciated.

EEVEE and Cycles do not have functionality for sampling masks so there is no way to use non-existing functionality from Blender's Python API as well. For Cycles you could use View Layers to render multiple layers with different samples.
You can define what objects are visible in view layer with masks:

You can override sample amount per view layer:

You should use adaptive sampling so that blank areas do not get fully sampled while rendering separate layers.

Here is how it could work:

Setting this up with Python is possible, however it depends on your specific situation a lot, so it is hard to provide examples.

Thanks for the answer, but this solution would put different objects on different layers, what I am looking for is to control this on the image plane and control each pixel individually.

I understand. Maxwell and Octane render engines have this functionality, but unfortunately, you cannot do that with EEVEE or Cycles. You can make a mask out of geometry with holdout shader in front of the camera and use adaptive sampling to only sample it a few times.


text:
Delete overlapping Instances
I managed to translate instances from the vertices of a sphere to the vertices of another object.
Unfortunately I have some overlapping instances that look ugly in the rendered animation.
Now, I didn't quite understand why some of my instances land on the same vertex of the second object, whereas some of the vertices of the second object remain empty.
However, I'd just like to find a way to delete instances if their END location is the same of other instances.
I tried with the delete geometry, but I can't figure out how to compare the troublesome END positions.
I'm attaching a screenshot of the nodes and the blend file.

https://easyupload.io/lzfqh3


text:
Paths between vertices of different objects
My geometry nodes level is around 2/10, so almost a complete beginner. So far I didn't manage to find any video on the matter.
I need to create multiple paths between ALL the vertices of one icosphere to SOME of the vertices of another separate icosphere (that has more divisions and therefore more vertices).
So far I thought of instancing a curve line on each vertex of the first icosphere, and I wanted to use those as START POINTS for each path. I don't know how to set vertices of the second icosphere as END POINTS.
Another solution I thought of was to instance curves on the vertices of both spheres and join them afterwards; no luck tho.
Further down the line I will want to move (animate) instances positioned on the vertices of the first icosphere down their individual paths ending on the surface of the second icosphere.
I'm here:

Thanks a lot!

You didn't specify to which SOME points we need to connect the edges, so I will assume, that points with the same ID are to be matched.

As you did correctly, instance curve lines on the points of the small sphere and realize them.
Sample the position of the large icosphere (with the same amount or more points) and reposition the endpoints of the curves. (Use the Endpoint Selection node and the Set Position node.)
If desired, convert the curves to a mesh, join them with the geometry of the small icosphere and optionally the large icosphere. Then merge the vertices by distance.

that's wonderful, thanks a lot!
I didn't specify which points cause I wanted to see if I could figure it out myself.
Anyway, imagine that the paths are leading towards an eyeball (bigger icosphere) but targeting only the cornea (a circular area on the left side of the eyeball).
Now, I want to move each object on each separate newly created path.
But I'm only managing to move them all together on a single path.

https://postimg.cc/PP1nqQFY

Sounds like a different (~ new post) question.


text:
Color node losing shade
I was testing stuff with render, render layers,scenes, world and cycle rendering.  Suddenly my colornodes lost its shading.  I went through I couldnt get it back.
Is there any way for me to restore normal coloring and matarial setting?

Well have you tried Ctrl+Z, copying from the last actual save or autosave (open blender a 2nd time)?

Most likely you have accidentally put the HSV node to a value that blows out the resulting pixel values. See this screenshot here to understand which value I mean:

In your case, you have set this to 2.0. This will likely send so much light energy down the line that the resulting pixels will overshoot the 1.0 range, thus being clipped to white. I've done this in the screenshot below:

Lower that input value of the HSV node to something reasonable (between 0.0 and 1.0) and see if this resolves the issue.

thank you for stating your question clearly.
At this stage you lost all information.
Blender Render was created to NOT work with Nodes like in Cycles.
The moment you tried a different render method, the previous (Blender render)
deletes all data stored at SCENE level, though at DATA-per-object level remains. (This is why you see the nodes, but they are all white).
This is another reason why Blender internal and other functions in Blender cannot co-exist now that Cycles is better at doing light calculation.
Thank you for your consideration to vote me as the answer by clicking to the left :the icon with a check mark and upvote this answer.
BFCT_Schiller


text:
Problem with bone disconnecting during animation
I have difficulty articulating my thought, so please be patient with me.  I am having issue of child bone disconnecting from parent bone eventhough they are "connected" during animation/posing (ref pic1).  I have tried re-constructing the bone and drivers, but the issue persists.
What are the causes and possible solution for this one?
Any help would be highly appreciated.
Thank you,

I have been trying to fix the problem.  The problem reoccures when I add copy rotation for IK or drivers for FK/IK switches on reconstructed bones.  Is it bug?  Have 2.8 fix the problem?  I am still using 2.79.  btw.

Nothing can be done.  So, I just copy everything and paste it in a new blender file and we work the bones.  And it is fixed lol.


text:
Blender keeps adding "limit location" bone constraint to an entire armature?
Just move to 2.8.
I am unable to add bone constraint: limit location to a bone in an armature.  Everytime I try, the constraint is applied to the entire armature.
What gives?
Thx

Maybe you're confusing bone constraints with object constraints? To give a bone a constraint, you need to switch your armature to Pose mode, then you'll have access to the Bone Constraints tab, which is not the same as the Object Constraints tab.
Shortcut ctrlshiftC

Thank you, I guess that is what happened.  What is the hotkey for adding bone constraints?

Shortcut ctrl shift C


text:
Deform bone will not follow IK bone perfectly with copy rotation
I am trying to separate bone layers with ik fk central and deform layers.  I am having problem with copy rotation from IK>central>def bones (each in different layers.)  The deform bone will not follow the IK bone perfectly.  Or follow but with lag time.  I have redo the rig 2 times already.  I am not sure what is wrong and I do not know how to debug.
Please I really need help.
What can I do to fix this?
sharing file not blender exchange:

Thank you.
please see the sample pic.

your armature seems complicated, could you please explain more in details, with screenshots?

I am having 4 layers for arms.  FK, IK, central & deform layer.  central layer copies actions from FK and IK.  The deform layer "only" copies actions from central layer.  As such, I hope to only have IK/FK switch on central layer.  My problem is that when IK is on, the deform lower arm(elbow) would dislocate or will not move insyn with the central lower arm or IK lower arm.

so what you call layers are your bones? Sorry your armature is too complicated for me and I'm a bit lost, maybe you have your reasons but I'm not sure why you don't use a simpler one, anyway I hope someone will understand and help

I mean, I put FK, IK, central and deform bones in different layers as to manage them.  The issue I am having is that my right arm bones are working fine, but left would not.  Can you give me a pointer on debugging tho?

When I test your armature I don't see any problem, maybe if the right bones work just symmetrize, it won't help to understand why it didn't work on the left but at least it will fix it  ;)  other than that, I'm not sure why you talk about layers, in what way is it important? Also, why is your armature so complicated, does it allow you to do things a simpler one could not do, and if so, what?

hmm..I dont know if its complicated or not.  I just want the arm twist as the result of turning hand (y-axis wise) and ability to turn FK IK on/off.

what about coming back to a simpler solution: IK controller parented to root bone, hand parented to controller, only one bone for upper arm, one for lower arm, lower arm is IK with a chain length of 2, controller is its target, also create a pole target. If you want the lower arm to rotate give it a copy rotation above the IK... it should work the way you want or I miss something...

Yeah~ testing new rig.  I wanted to minimize # of bones and faster posing.  oh.. and I thought I had IK parented to the root bone...

ok, if you get stuck somewhere please tell me and I'll make a full answer, then maybe you'll tell in what way it doesn't fit your need

it's the IK controller bone (or "target" bone) that needs to be parented to the root bone, not the IK bone (lower arm)   ;)

I am not sure how to handle this.  How can I add IK to figure tip bone so that it will not create dependency cycle?  I want the figures to be able to target on a spot while moving the whole arm.  Every time I add IK to figure tips, i get dependency cycle.

do you mean fingertip? For finger I create copy rotation for the second and third phalange so that you just need to rotate the first one and the other ones follow. The first one is parented to the hand bone which is parented to the IK controller bone.


text:
Funny rotation differences between Quaternion wxyz and xyz Euler
I am rigging my character.  The Central thigh bone has copy rotation of FK thigh control bone.  Pls refer the picture for clearer circumstances.  I hit R -> Y -> -90 to open the leg to test rig.  Then a puzzle ensues.
If I use Global orientation with Quaternion wxyz for rotation, the central thigh bone immediately misaligned.  Any minor change to rotation any attribute will realign central thigh bone with FK thigh control bone.
If I use Global orientation with XYZ Euler for rotation, the rig works fine.
I also find out that the rig works fine using any other orientation (normal, local, etc.) with Global orientation.
If I grab the FK thigh control and rotate it manually, the rig also works fine.
Window console has not shown anything funny.
What gives?
Is my file broken?
How can I fix it?
I would hate to redo all the works.
THX

What order is the copy rotation constraint in?  Quaternion vs Euler shouldn't matter: they make the same transformation, and that transformation is converted into Eulers for the copy rotation constraint anyways, but it's possible that "default" isn't working properly with quats.  Would be interesting to see a file.

Never treat XYZ of quaternions as XYZ of an Euler rotation. These are two completely different things, which only have the same identifiers.
If you use manually entered numerical values (angles) or animate, always use Euler. Internally, these are translated into quaternions.
Quaternions are also not really intended for the manual input of numerical values, but to calculate with them.
Furthermore, they are an essential part in the field of 3D, for example to solve the problem of the Gimbal Lock.

I'd stick to the default setting - Euler XYZ. There may be nothing wrong with the quaternion button. Quaternion numbers are 'complex numbers' - I don't follow the concept, but they're 4D (ergo the W next to XYZ). That's probably mucking up calculations and data that were amassed and made to function in a 3D space.


text:
How to disable shadows in Eevee - Blender 2.8
How to disable shadows in Eevee (completely or of certain objects)?

Shadows can be disabled for each light in the Object Data section of the settings of the respective light:

(This is only a partial answer, as it doesn't state how to disable for certain objects only.)

Properties Editor > Render Tab > Select Eevee Render Engine
Properties Editor > Material Tab > Settings Drop-Down > Shadow Mode > Select None


text:
cloth simulation messes up
I make a character with 2 skirts.  The skirts has cloth simulation on.  When I make the character spin around, the inner skirt is fine, but the outer skirt collapses and get stuck on itself.  Please see the picture.
What are the possible causes?
Any possible way to fix this?

Thank you,

Enable Self Collisions?

yes did with 4 step quality and .1cm margin.

Even with one cloth collision it can be very tricky. It is better to post simplified blend https://blend-exchange.giantcowfilms.com

I dont know if this is the right place to mention this.  If not, then I apologize in advance.  I heard there are cases where the scene or object or both in a file went bad... and it is better to export object or scene to new file.  Is this true?

I would also suggest turning on Self Collision via the Collisions section.  This way, the cloth won't intersect itself. I have a feeling that Oliver was right and that you need to bake everything again.  If that doesn't work, try toggling Self Collision.
https://www.youtube.com/watch?v=-vVoQ-1U0SY - This is for 2.8 but it's still relevant.  Good luck!

Your answer could be improved with additional supporting information. Please [edit] to add further details, such as citations or documentation, so that others can confirm that your answer is correct. You can find more information on how to write good answers in the help center.

Whenever that's happened to me it's usually because there is an outdated bake on that mesh. Delete the bake and then Bake All Dynamics.

i delete and bake all many times... still not fixed.

Even cache deleted I remember it is still somewhere. You can try delete and change some parametric to really get cache overwrite.


text:
hotkey "I" for insert keyframes does not work in pose mode
Hotkey "I" for inserting keyframes does not show up in pose mode although, I has not activate "keying set".  "I" works in object mode though.  Using Blender 2.8.
How can I fix this?
thx

maybe you've locked some of your tracks in the Dope Sheet? If it's not the case maybe share your armature: https://blend-exchange.giantcowfilms.com/

in the end I have to restore to factor setting, then it is fixed.  nothing I did fix the issue.  may be the key map is unstable for right click select?

your mouse should be in the view port to add key frames , or else enable auto key framing


text:
How can I stop my Blender script from eating my entire computer's memory?
I'm working on a project that loads a bunch of 3D models (around 100 models) into a scene, exports a render, then deletes all the models and loads in 100 fresh models into a new scene, then dumps them, and so on.
I have a script that needs to do this a few thousand times... but my computer's memory gets eaten up at around 100 times. I think it's keeping all the deleted models in memory. Closing blender and opening it again to run the script again works, but I don't want to do that every 100 iterations.
There must be a way to permanently delete models from a scene right?
Any suggestions would be highly appreciated. Thanks!

Does it matter if you add a bit of an overhead of opening Blender every run of the script? If not, I would suggest using python's subprocess module to run Blender in headless mode with your script, and modifying the script to accept command line arguments specifying which models to load and where to save your renders. https://docs.python.org/3/library/subprocess.html   See also: https://blender.stackexchange.com/questions/1365/how-can-i-run-blender-from-command-line-or-a-python-script-without-opening-a-gui

If anyone is having this problem, I actually found the answer in here:
https://blender.stackexchange.com/questions/48836/purge-unused-data-e-g-particle-system-or-groups-by-script/80199
Amir's answer seems to be working fine!


text:
in the selection mode "by pressing button b", how to deselect previous vertices?
I'm confused by the selection mode triggered by pressing the shortcut key "b".
In this mode, it by default keeps my previous selection, and when I select a new vertex, for example, for most of the time, this new selection will be added to my old selection. But for some other times, my new selection will deselect the previous selection, and becomes the only selected vertex.
I'm curious what alters this behavior. For most of the times, I want my new selection to deselect the old vertices. How do I do it?

There is Deselect option in User prefs for Border Select disabled by default, if it's enabled it will deselect anything before selecting. Note this behaviour is changed from 2.8+ as long as activating mode with B

I'm using 2.8 actually, I was describing the behavior I saw in 2.8

When activating border select(b) middle mouse will deselect while left mouse will select.
-eh five

Just in case your curious, ctrl and left mouse button will activate lasso select.


text:
Does Blender not support the PSB format when Image texturing
A quick question. I'm currently editing textures, and the file has become so large that it's saved as a PSB document instead of PSD. When I try to input it into the image texture node in Blender, it doesn't seem to work. Does Blender not support the PSB format?

.PSD and .PSB are not fully supported. They are not even listed in the documentation. But they do work. You can import both formats. Since they are not officially supported, you get what you get though and some functionality will not work.
Try simply dragging the files to some material nodes to see if they work quickly. A file with some basic stuff in it seems to work with both PSD and PSB formats with Blender 4.0.2 when I test it on Windows.

Thanks! I tried before posting here and I got pinkish texture, so that's why I was wondering if the PSB format wasn't supported. But that's weird that it seems to work for you but not me. Hmm...

That is what I would expect - it will work in some cases and in some cases it will not. It probably depends on what you have in the .PSB file and what Photoshop features it uses. I would expect smart objects and features related to them might not work, video layers and stuff like that. Any fancy features basically might be problematic. Different Photoshop versions might play a role here as well. I used version 24 to test, but I only painted some color and added hue adjust layer... Seemed to work with that.


text:
Render passes and Lens distortion
I'm currently rendering out rendering passes that I'll later combine in Photoshop for some composition work.
One thing I don't understand is how to include my Lens Distortion in the passes. I have it in the combined pass, but how do I connect it so that it also affects the individual rendering passes?


text:
EXR-multilayer, Blender to Photoshop color management
I have rendered out rendering passes in EXR-multilayer from Blender to Photoshop and changed the color management in Photoshop using OpenColorIO to AGX, so it will match the color in Blender.
What I can't get to work is that in Blender I have changed the Color manamgenment, Look to "Very High Contrast" and I dont't understand how I can get that into my Photoshop.
Is there a way to solve this? How I would greatly appreciate some help.

Comments have been moved to chat; please do not continue the discussion here. Before posting a comment below this one, please review the purposes of comments. Comments that do not request clarification or suggest improvements usually belong as an answer, on [meta], or in [chat]. Comments continuing discussion may be removed.


text:
Possible to have world node only affect one object? Problem with lightning Volume Absorption
Is it possible to have a world node that only affects an object with volume absorption?
I have a situation where I want to be able to control the lighting specifically for the liquid. I have tried light linking, but it doesn't seem to work for me at all.
Let me know if I'm unclear and need to explain better. I can also upload the model if necessary. The material 'above' the liquid is plastic


text:
IOR and denisity for Soda/Soft drink
I'm working on creating a soda and i'm trying to create the material for the liquid (not using fluids)
My question is if there's a resource similar to https://physicallybased.info/ that provides information on Density and IOR for soft drinks/soda?

Soda is 95% water - IOR of water is 1.33 - just use that. Any additional refraction in soda would be caused by either the "bubbles" and/or ice - which depends on if you want to include them and if so, how (mesh/particles/shader/etc...).

Thank you Christopher! :)


text:
Sculpture on a mesh with textures
I'm new to sculpting in Blender. I've modeled a sofa, which I've UV unwrapped and textured with image textures (PBR). Is it okay now if I add a multiresolution and sculpt on the sofa (wrinkles) without ruining my texturing in the process?

Hello, duplicate your object to make sure that you won't loose the original version. What do you plan to do with the Multires? If you want to bake the details you'll go back to the original anyway. If you want to apply the Multires it will keep the unwrap correct, even though it's better to keep an object as low-poly as possible.

Thank you! I wont be baking. Just rendering out images. Multires is just for more geometry to sculpt on. How should I proceed?

What do you mean by "how should I proceed"? You just need to click on the Subdivide button and increase the Level Viewport and Sculpt, but of course the additional topology is virtual, so the UVs will stay low-poly. For more geometry you can also use a Subdivision Surface modifier and apply it. Again make sure that you've saved the low-poly version.

So I wont need multiresolution when sculpting? Just keep my subdivision?

You can either use the Multires or the Subdivision Surface modifier, if you plan to apply the Multires, then you could choose Subdivision Surface instead

Which one will not ruin my texturing in the process? Or Im missunderstanding something

I'm not sure you have any reason to use Multires, against Subdivision Surface, so keep a copy of the current low-poly version of your object, duplicate, apply a Subdivision Surface, sculpt, it should not affect the texture

Thank you so much!


text:
Do I need to apply sub div before sculpting with multires
I've modeled an object with subdivision. I've now unwrapped its UVs and textured it  and I'm bringing it into sculpt mode to sculpt some details. My question is, do I need to apply my subdivision surface when sculpting with multiresolution?

Hello, do you mean that you are using a Subdivision Surface modifier before the Mutlires? Could you please show a screenshot? It would help to understand...

Yes, in the modifiy stack I first have the Multires and below Subdivision surface

If it makes no difference to apply the Subdivision Surface, don't, of course your object will stay low-poly, but if it's not a problem for your sculpt, then it's ok

Ok, thank you so much!


text:
Add-on for cryptomatte to automatically save all matte
I'm looking for an add-on that automatically saves all my cryptomattes without me having to painstakingly do it manually. Does anyone have any recommendations? I would be very grateful.


text:
Fit video references to the same size as my camera. Both is 16:9 ratio
I work in 16:9 and have a video that I use as a reference behind my 3D object. Is there a way to get the video reference to be exactly the size of the camera I have?

You can set the camera to have the same aspect ratio as your video. Are you talking about putting the video into the Video Sequencer or the 3D viewport?

Both is 16:9 ratio already. But when I import the video its huge. I want it to scale it exactly. Its in the 3D viewport! :)

take a look at this https://blender.stackexchange.com/questions/315325/show-texture-preview-via-gpu-module/315572#315572 where i create a camera that exactly fits on top of the plane. you just have to adjust RESOLUTION to RESOLUTION_X and Y

That looked interesting! However, I've never worked with Python. Is there an easy way to understand how to get started?


text:
Is there a way to take into account the scale(Random Value) when using Poisson Disk?
Is there a way to take into account the scale(Random Value) when using Poisson Disk?
I would like more density but still have a randomized rotation and scale without overlapping.
The file:


text:
increase rendering speed in cycles
This question has been asked before but answers didn't work that well for me.
I am making a animation at 720p on Cycles
i3-7 gen , NVidia Geforce 940mx, I have enabled both of them in CUDA.
I am focused on something between quality and time
My scene has

Volumetrics,
disabled refractive caustics
tile size is 256 X 256
light bounces set to around 4-5
volumetrics to 7 samples
sampling to 100
enabled blender's optix denoiser
and a simple composition node tree

Still it renders a single image in 15-20 minutes and my animation is around 430 frames.
Any further ways to reduce render time?
The image is of the scene render from EEVEE to give a idea what it looks like, the purple flame was removed

Does this answer your question? Render Speed up (cycles)

Hello :). What other answers have you tried already? You can add links into your post.

Hi. It is good that you did some research on existing answers, but when doing so please link to the questions you went through, and state why they didn't hlep, so we don't end up suggesting the same things.


text:
Shading artifacts
Sometimes I encouter this problem. Anyone knows why this happens and how to fix it?
Here you can download the blend file:
https://www.dropbox.com/sh/dkoikr6qwosq25f/AADJYnH1-uv2haNshs-nq7nWa?dl=0
Flat Shading. Top one is the problem

Normals are all facing the same direction

Artifacts also happens in Smooth shading

With Subdivision modifier, the problem is gone. But why?

As mentioned, a Subdivision modifier solves the problem. If applied and then un-Subdivide the model with Decimate Modifier and apply, the issue is completely gone. But Why and how?

The subdivide modifier discards split normals by default; that's why it fixes it.

With some imports, you may have problems with Split Normals, which are the normals that define the shading. They are modified when you shade smooth, shade flat, mark sharp, use normal modifiers, etc... The more they split the harder the transition between faces will look.
First thing, display them:

As you can see the split normals are completely split:

What you need to do is AltN > Reset Vectors:

Or you can directly go into the Properties panel > Object Data > Geometry and Clear Custom Split Normals Data:

This is amazing moonboots! Thank you. That is exactly what was happening. Today I learned something thanks to you.


text:
I can only zoom to the center not to where i point
I am really new to blender and i want to zoom and rotate around an object not the cursor at the center.

zoom and orbit are 2 different things, to orbit around the selected object, open the Preferences and Navigation > Orbit Around Selection

or select the object and use "." (dot) of the numpad

Welcome to BSE @alenka , in Blender go to Edit > Preferences > Navigation, check Zoom to mouse position

Are you using Blender 2.9?

Make sure you didn't enable "Lock to cursor" in the viewport > N panel > View tab > View > Lock rollout, in that case zooming and orbiting will happen around the point where 3d cursor is

In Blender 2.9, go to Edit > Preferences > Navigation, then check "Zoom to mouse position" for the zoom, and check "Orbit Around Selection" for orbiting.


text:
Point light in Blender 2.90.1 not working
My point light is not working. I edit all the options and it is not showing in my model.
The model is imported from SketchUp (in case this is important), also I have extreme amateur knowledge of 3D programs.

Here's the Blender File: https://www.dropbox.com/s/ybeimexele5xwu3/Exterior.blend?dl=0

I don't know what is wrong with your current light.  But if you delete the light and make a new one, it should work.  It did for me when I tried it.

Does this answer your question? Meaning of Sun Lamp Size?

Your radius is too big, using something like 1 or 2 should work, also make sure your light color is not too dark

Thank you! that was actually the problem n_n

If you don't plan a night scene with Point lights you can use a Sun light (turn down the strength to 1 and change to angle) or even better, for more realistic light, you can use Sky Texture shader node or an Environment Texture shader node + an HDRI image.

@NatAcuña -- don't forget to "accept" this answer if satisfied.  I'm sure Emir would appreciate the "helper points" if you do this.


text:
how to make a rigged model move a rigid body object
I have rigged arms in a scene and I have a ragdoll. and I want to animate the hand so it can slap the ragdoll around. but when I keyframe the hand to go to where the ragdoll is standing the ragdoll thinks the arm is always where its keyframed and not that it moves from one place to where the ragdoll is standing. I've searched in all Blender forums but I did not see anyone with the same issue I'm having.

try giving the hand an active rigidbody, and then check the "animated" box in the rigidbody settings

i already have these settings on and it still bugs out

could you share your file?

you can use this link: https://blend-exchange.giantcowfilms.com/

https://blend-exchange.giantcowfilms.com/b/Ds84mXVK

thats fixed now but if the hand enters in contact with the ragdoll the collision of the hand is just way to bad. the ragdoll gets a limb stuck in the hand and has an epilepsy. how do i make the collision better?


text:
Compositing with Geonodes not applied, is it possible?
I have a plane with a GeoNode setup that includes Cones on a heart-shaped plane.
My question is, in the compositing, I would like to change the color/Glare of the plane. But nothing seems to be happening, it's only affecting the cones.
I haven't applied the GeoNode because I want to work as flexible as possible. My question is if it's possbile to seperate the heart and cones to change color/glare with still having the GeoNode not applied.
The file:

Compositing is performed on the image level, unless you have manually setup render layers, cryptomates, or separate passes it doesn't have the ability to distinguish between objects. If compositing has no visible effect then that is probably because the effect is too soft or something in the material is reducing the visibility, like say strong emission or very saturated colors

Does Cryptomates, seperate passes or render layers work with GeoNodes that arent applied?

Depends, Cryptomate might, but in your case it may not be adequate because you have a large object that "touches" many others, not sure how well it will behave. Render layers require different objects, but you may be able to separate a live instanced copy of your heart without breaking their link. Object Index Passes work on object level, so again if you separate a copy of your heard it may work.


text:
Creating a glimmer effect animation with a curve. How to control the glimmer with a BW mask?
Im trying to create this glimmer as you can see here:
https://en.wikipedia.org/wiki/Woman_Worldwide#/media/File:Woman_Worldwide.jpg
By turning it into a curve with an emission material and a black and white mask so I can animate the light to make it shimmer.
I want the white part of the BW to be placed across the text so that the entire section becomes light, is it possible?
The setup:

File:

Also, if there is a better solution let me know!


text:
Environment map affecting only one object in blender
I have three objects in a scene, and I would like only one of them to be affected by an environment map. Is this possible in Blender?


text:
how to adjust a plane that blocks light to let some light through
I have a plane that I use to block out light. However, now I would like it to let some light through. Is that possible to do?

You can use light portals https://docs.blender.org/manual/en/latest/render/cycles/light_settings.html#area-lights

I'm using an environment map


text:
Disintegration effect on several parts of the mesh using geo nodes
I have created Geo nodes with a simulation for a disintegration effect (I followed this video: https://www.youtube.com/watch?v=xlVuIh3td9g ).
Currently, there is a boolean that determines where the points should come and "dissolve," but is it possible to have several different booleans (or a smarter method) so that the Disintegration effect occurs in several different places simultaneously?
Here is the file:

Short version, probably yes. I’d have to watch the whole tutorial, but somewhere there’s a Boolean for the one sphere object. You just need to distribute points along the surface of the mesh, instance spheres at those points, and use them for the Boolean instead.


text:
Extrude mesh based on proximity to faces
I am learning Geo Nodes and trying to understand this:
Why is the extrusion uniform and not based on the empty controller's position and different faces?
I expected to see that the greater the distance, the more extrusion, and vice versa.

File

Geometry proximity is used to get distance from Mesh to Mesh, for proximity between mesh and point in space (like empty position) simple vector distance should be used.

(Using Blender 3.6.12)
I understand you are looking for this:

The Extrude Mesh node is set in Face domain. Consequently, when triggering the Distance vector math node, it is requiring through the Position node the coordinates of each face centre of its input Mesh. The Object Info node is returning the coordinates of the Empty origin, measured from the origin of the object carrying the GeometryNodes modifier, because its Transform Space property is set to Relative. So the Distance node is computing the relative distance between each individual face centre and the Empty origin.

Pretty sure this is because Geometry Proximity requires actual geometry to detect proximity to.
You can achieve what you're looking for with a node setup like this.

Results:

Just saw you want it to be greater extrusion distance for greater distance to the object, then you would just skip the "Flip so it's 1-0" node. Then that should work exact as you want.


text:
How to lock rotation of instance object created by array and curve modifier along curve?
I want make stairs follow along curve but stay their rotation as it is. I tried lock rotation constrain and made the curve Twist method Z up but still same.
thanks.

Hello and welcome to Blender.SE! Unfortunately, it's not clear what the problem is. Could you please show your node tree, or share your blend file via https://blend-exchange.com? Thank you!

in that case, don't use array along curve for the object itself, use if for a single vertex, and parent your stair step to this vertex

Thank you for answers people. Instancing solved my problem.

You can workaround this by using instances.

Create the step of the stair, a curve, and a mesh object which contains only a single vert at its origin
Make the Vert the parent of the Step
Add an Array modifier to the vert. It's important to use constant offset, because the vert has no dimension so relative won't work.
Add a curve modifier to the Vert (using the created curve).
Add "Instancing" to the Vert. Now all the arrayed vert will replaced with the child object, the step (you can hide the original if you want).

thank you for the answer. Instancing worked like a charm for exactly what I am trying to achieve. I have almost 1000 hours in Blender and almost never used instancing before.


text:
Using Geometry Node output as a modifier in another object, is that possible?
I have created a spiral in Geometry Nodes and it is very simple, nodes included are Input, Spiral, Output, very simple and works as expected.  I would like to add a Deform/Curve modifier to another simple mesh object created in the layout.  When I attempt to add in that spiral as the Curve Object it is not available.  If I originally create the object as a spiral and then recreate the geometry, using geometry nodes, the curve object is an available object to pick from in the deform/curve but my mesh doesn't curve around the spiral.  If I do not use geometry nodes everything works fine, mesh rolls around the spiral.  So is there any way to use a curve path created using geometry nodes and subsequently use that curve object/path as a modifier for a regular mesh object?  Sorry if that is confusing but basically trying to create a carpet being rolled up correctly.  I have seen many videos of the same but they are not accurate so was trying to use geometry notes to create a realistic roll up...


text:
Geometry Nodes - Transforming simple geometry causes material (Image) to flip back and forth
I have created a simple cube primitive in Blender 3.4.1 using Geometry Nodes (10m, 2m, .1m and subdivided 50 on X only).  I have also created a spiral and got the cube to conform the the spiral, basically a carpet rolling up.  All works great, the carpet rolls up and then flattens out.  I have also set up the UV and material (image) and it looks great when the carpet is flat.  The problem is when I use my slider to start to roll up the carpet the material flips from the top to the bottom of the carpet.  As I continue to roll up the carpet the image keeps flipping back/forth from top to bottom.  I created the UV with the face domain by index and after passing through the 'UV-Unwrap' node and into the 'Store Name Attribute' node that UV data is in the face corner domain. I have watched countless videos and read many articles but can't figure out any solution.  I can only assume since I'm doing this with GN there are some limitations but would really like a workaround if possible.  I basically just want to nail the image to the top side of the carpet roll regardless if the carpet is flat or if it is being rolled.  That is certainly how I thought it would have worked out of the gate.
Any guidance would be appreciated...

Images often spare a lot of text (we are essentially in a visual domain)... could you share some pictures and eventually upload a blend file preferably using https://blend-exchange.com/)

Hey Lemon, thanks for the reply...  I realize that an image is worth a 1000 words and that there could be many causes of my issue and thus your request for me to provide more information.  I will work on uploading some more info when I get time.  Was hoping that this was something that was known and could be easily answered.  I guess what I'm describing is not normal behavior?

@Ray2023 .. could be quite a few things.. I think your best bet would be to share a minimal representative file on https://blend-exchange.com/ . If the itexture-mage is huge, perhaps pack a smaller test image which behaves the same way into your .blend file.


text:
Connect multiple circles by chosen shared tangent lines in geometry nodes
Picture 1 shows an example of 3 circles combined through a convex hull node. All circles are connected by their shared tangent lines. Picture two shows what I'm trying to achieve, an additional circle that is connected by the OTHER shared tangent line of a circle, making use of the circle's negative space. How could this be achieved with Geometry Nodes?

The node tree should be able to:
-produce a single manifold geometry
-switch between tangent lines based on the angle of the corresponding circles
-produce a mesh using any number of circles
User Crantisz provides a good way to use nodes to produce a line between any two given circles in this question but I can't seem to adapt it to my use.


text:
Zooming on 1 Axis
I have a question about zooming the view on the X axis only. I created a 2D looking plot in 3D space and want to zoom in on one axis to see more details (to later export that as a movie, so it seems that Changing the Aspect Ratio of the output file wouldn't work). I have tried changing the focal length of the camera, but that affects both axes equally. I have also tried scaling and panning the view, but that does not give me the desired effect either. Is there a way to zoom only one axis in Blender? If so, how can I do it? Any help would be appreciated.

To zoom only on the X axis you have to use an orthographic camera and look at the object from the right side. Then changing the Orthographic Scale in the camera properties zooms in and out. But of course it zooms in on the Z as well. An image is 2-dimensional, zooming in on one axis zooms in on a second axis as well - or do you want your object to be scaled unevenly, like flattened so it stays the same height while the width becomes larger?

Thank you for your answer, and, yes!, I want my objects to be scaled unevenly, to keep the same height while their width becomes larger, exactly that. Can it be done? (I did tried before with the Orthographic Scale and could not do it)

The more I think about it, the easiest way would be to not zoom at all. If you want to zoom to an object on the X axis but the height should stay the same, you can simply scale it on the Y axis. That makes it wider, but not taller. For multiple objects, parent them all to an empty and scale that on the Y axis. The important thing is to have the pivot point for scaling at the same Z height as the camera, and even better directly at the center of the camera's view. This would work similar with a perspective camera, but to make sure there is no perspective distortion use an orthographic camera.

Thank you very much for your help sir. I will do what I wanted the way you say. It works. Coming from math software I got too used to just zoom on the X and/or Y axis, but your approach does what I wanted.


text:
Object disappears when switching to the Cycle render engine
I'm fairly new to Blender so please forgive me if the solution is painfully obvious but I've recently been working on a model and I noticed that whenever I try to switch to the cycles render engine, some of the objects in my model disappear in the viewport and when I try to actually render them. I can see that they are still there because I can see the shadows and when I click on the area, the object itself is highlighted but I just can't see it. As I said before, I am new to Blender so I am not really sure what to do so any help would be appreciated.

Is that just the Cycles renderer, or any render? (as opposed to the viewport)

Hello could you please share your file? https://blend-exchange.com/

Are the objects on a different layer/ in a different collection?


text:
Parts of 3D model are not visible in Texture Paint View
I tried to replicate the steps of this CSGO Weapon Skin Tutorial:
https://www.youtube.com/watch?v=le1Okg57csg
However, for me, the left side stays completely black and I dont see the different parts of the 3D model.
Here is how it should be:

Here is how it is for me:

In the youtube comment section, others report the same problem.
I suspect a classic Layer 8 problem, but I had no success googling this :-D
Many thanks in advance!!

Hello could you please pack your image (File > External Data >Pack Resources) and share your file? https://blend-exchange.com/

Sure:

When you say that it is invisible, are you talking about the UVs in the Image Editor? If you switch to Edit mode and select all, you'll see the UVs, then switch back to Object mode, or in the UV Editor enable the UV Synch option

Yes exactly, I dont see the shape of the single parts of the weapon skin as they can be seen in the youtube tutorial (where my screeshot is from). In Edit mode I see them on the right screen side but not in the Texture Paint side (left side in screenshots).
What do you mean with UV Sync and how is it done?
Many thanks!

As I said, you need to select all in your object in Edit mode (press A) and you'll see the UVs, then back to Object mode in order to paint

Many thanks! This works :-) Sorry for my noob question and have a nice day :-)

That was not obvious, Blender is a bit convoluted  ;)

Select your object, switch to Edit mode, select all (A) and you'll see the UV faces in the Image Editor:


text:
Adding rivets to plane
New to blender. learning as I go along. Here's what I need help with adding rivets to this plane but I am going at it at eye level. I want to know how I can add a pattern of rivets to the plane and have the rivets the same size as the rivets on a different model.

Select a rivet of your other object, duplicate it, separate to make a new object (P), make sure that the origin is at the bottom of the object (or slightly higher) because it will be the origin that will snap to the surface, enable the Snap option with Face Project and Align Rotation to Target enabled:

Move you rivet, press Ctrl in order to snap to the surface of your new object, link-duplicate the rivet with AltD and so on:

You can them change the shape of the rivet, or join them to the object with a CtrlJ.


text:
Why does this Capture Attribute node transfers zeros to another geometry?
In related picture I want to sample positions of a cone's verticies and transfer them to cube's verticies' positions. Why are all transferred positions (0, 0, 0)?

Hello and welcome to Blender.SE! If you want to transfer values from one geometry to another, you need Sample Nearest and Sample Index.And I wonder what you actually want to achieve, because I don't quite understand the sense of your intention. What exactly are you planning?

Hello. My initial intent was creating 3-corner faces from randomly scattered points by creating Mesh Circles and then transfering positions from 3 points to the circle's points using Capture Attribute and Set Position. But it didn't work out so I just started messing around and created this simple "test".


text:
What's the difference in using displacement map vs real geometry?
For example, I've created a terrain from a subdivided plane. After baking it's geometry to a heightmap and applying that heightmap to a new plane, both planes would contain the same amount of polygons.
Is there a performance (or any other) difference between these methods? Which method is preffered for different cases? For example, rendering a picture, rendering an animation, exporting to a game engine, exporting to another 3D software etc?
Now, let's say the terrain has a lot of big flat patches, which I can decimate to be one flat n-gon each. Now when baking displacement and applying it outside of blender, somewhere where I cannot control mesh topology and subdivision process, it may create more polygons on that flat areas.
Does that mean that when exporting a model to another software, a detailed geometry is preferred over displacement?

Is there a performance (or any other) difference between these methods?

If you end up with the same mesh in the end, no. Displacement (for Cycles anyway) is tessellated to a regular mesh at render startup, so the resulting object loaded into the renderer is the same as if you exported that geometry directly.
But! The benefit of displacement is that you have a number of ways to use a different, more efficient mesh. You could, for example, use view dependent adaptive subdivision to only have the full detail mesh near the camera. You can also use only a few subdivision levels in the viewport to use a lighter weight mesh while placing objects on the terrain.
You can also make use of the "displacement and bump" setting for Cycles displacement:

This will give the normals of a theoretical infinite resolution mesh (within the resolution limits of the displacement map anyway) even though the actual displaced mesh is of limited resolution. For example, let's say your original terrain used 4 subdivisions for some very fine detail that doesn't really affect the silhouette of the terrain. If you only use 3 subdivisions for the displaced mesh, it would lack that detail extra detail. However, by using the "displacement and bump" option, the normals will be those of an infinite resolution mesh. Thus, the shading will match the original 4 subdivision mesh, even though your actual mesh is only 3 subdivisions and thus 1/4th of the memory usage.
If you're exporting to another software, you can export your un-subdivided base mesh and the displacement map, which tends to be a much lighter weight file than the full resolution mesh.

Now, let's say the terrain has a lot of big flat patches, which I can decimate to be one flat n-gon each. Now when baking displacement and applying it outside of blender, somewhere where I cannot control mesh topology and subdivision process, it may create more polygons on that flat areas.
Does that mean that when exporting a model to another software, a detailed geometry is preferred over displacement?

This is very situational. In some cases, yes, it may be better to export the full resolution rather than using displacement. However, this assumes you cannot control the resulting mesh in the other software as precisely as you could in Blender, and that those additional polygons will make much of a performance difference anyway. A lot of times, one or both of those things won't be the case, and you're better off with the lighter weight files of base mesh + displacement map. For example, you may be importing to Unreal, where you're much better off using your displacement map with a Nanite landscape actor than trying to manage landscape meshes yourself.

So, assuming that file size is not a problem, using Nanite in UE with highpoly mesh makes displacement map redundant?

Yes, but in the specific case of terrain in UE5, using the displacement map with a landscape actor is an even better solution, as you don't need to exchange a mesh at all. For non-landscape meshes with UE5.2, it's best to import the full res for Nanite and not bother with displacement.
Perhaps in the future UE5 will support subdiv+displacement when building the Nanite mesh, in which case exporting a base mesh + displacement might be a good idea once again.


text:
How to remove those vertices?
I'm new on Blender and I was following a tutorial to make a bottle, but I probably did a wrong shortcut and I ended up with unnecessary vertices giving this shape of houses/mountains, and I can't interact with them.

How do I remove them?
Or maybe I can delete linked vertices (the selected one on the screenshot) and then create new ones, but if I do that I don't know how to reconnect them to the rest of the bottle.
Thanks

Hello could you please share your file? https://blend-exchange.com/

I suspect that image has just been created by the subsurf modifier. Try clicking the screen icon on the modifier to temporarily disable it. You also seem to have a keyframe on the modifier viewport level indicated by the green colour although I can't imagine why you would want one if you're just modelling a bottle! Can you add a link to the tutorial you're following as well as sharing the blend file.

Sure, here's the tutorial https://www.youtube.com/watch?v=dU6MSBjxUdU
And my file :

Oh yes indeed, this is because of the screen icon on the modifier. Why does it do that? Thanks anyway

As John says, you have the Subdivision Surface modifier's Edit Mode option enabled, which, in Wireframe mode, will display the mesh as it will be if you applied it as well as the original mesh. So just disable this option:

Also note that the shapes that you are noticing belong to this inner face, as deformed by the modifier. Its vertices are almost overlapping with those of the cylinder, but most of all, this is not good topology, you should not have an inner face that make your object non-manifold. Anyway, I guess you didn't want it, so just delete it:

Thanks a lot guys!


text:
how could I align each stitch to follow the path of the curve and point in the direction of normals?
I'm trying to make a stitch generator but I have the problem: how could I align each stitch to follow the path of the curve and point in the direction of normals? adding a normal and euler to vector doesn't work

Hello ! Try the normal output of the Curve to Points node

you say normal curve to points to rotation instance on points?

nope, to the Align Euler to Vector input

https://blender.stackexchange.com/questions/259156/

https://blender.stackexchange.com/questions/228629

https://blender.stackexchange.com/questions/216395


text:
how to align instances to the normal of an object's face?
I'm currently trying to make a stitch generator, previously I had problems making the seams follow the path of the curve, but I managed to solve it with your help, thank you.
I'm currently in the final phase which would be: I need to make the seams always point in the direction of the normal of the face of an object, I tried the way shown in the print but I couldn't, I saw similar questions right here on the stack but I couldn't solve it , I would like help

Hello and welcome to Blender.SE! This question has been asked here several times. The node Align Euler to Vector is your friend here. If it is about the position, then the node Raycast will help you. Please use the search function. Apart from that, your blend file does not contain the example shown, but only the cube and a nurbs path, making the example redundant.

hello, I researched before, I tested the indicated modes but it didn't work for me :/, about the blend file, the print file is a working model in which I couldn't post, so I replaced it, im sorry


text:
How to get Subdivision Surface Modifier to high levels without Blender crashing?
Recently gotten into 3D printing and I've been getting models from games that have no official figure merchandise so I can make them a reality.
The problem is that, as is with most games, a lot of detail is faked using normal maps. So I decided to make those details part of the actually models using the displacement modifier. But the displacement modifier requires subdivision to make the displacement look good.
My PC has 12GB of VRAM and using 6 levels of subdivision takes up about 8.6GB. The displacement looks pretty decent at this level, but I believe it can look better at 7, 8 or even 10 levels. Most of the time when I try to go to 7 or above, blender crashes or completely destroys the mesh into black lines. I'm hoping that there is someway I can get higher levels without Blender crashing.
If anyone knows how to fix this or a better way of converting normal map detail into actual mesh geometry I'd really appreciate it!

Just to be sure..  the level of subdiv you're asking for does not exceed the resolution of your printer?

Have you tried subdividing in small steps - like Subdivision at level 4 - apply modifier and then subdivision gradually to at level 3 o4  - apply modifier? This will give you a total of 8 subdivisions without change of quality. Is your mesh all quads or all triangles. Subdivision modifier performs poorly on high density triangular meshes.

Get a computer with more RAM


text:
UV islands joining when model vertices merged
I’m working with an imported 3D model someone else made, and it has duplicate vertices and edges: for example, there’s one set of vertices that defines where the torso ends and another set that define where the armpit begins. If I try texture-painting across the boundary, there’s always a big seam visible, even in-game.

I found that I can get rid of the seam by going into edit mode and merging the duplicate vertices together (Vertex Context Menu -> Merge Vertices -> By Distance), and this joins the torso and armpit together seamlessly:

But then when I go to export the model, Blender gets confused: when it deleted vertices in the 3D model, I guess it didn’t understand how to join-together the corresponding UV vertices… so it just drew lines between all of them to connect the “identical” ones. This is problematic for obvious reasons:

The weird thing is that the UV map doesn’t get messed-up the moment I merge vertices in the 3D model (second image), it gets messed-up only when I export the character model and look at it later (third image). Any idea what’s going on here? The UV map doesn’t seem to have any issues while I’m working on the object, so why would it wait until I’m finished to get confused? How do I get Blender to update the UV map / texture image so that the model I export looks exactly like the one I've got while I'm working on it in Object/Edit/Texture Painting view?


text:
Why does the sky texture look normal in the Viewport Display, but when I render the picture it turns into this?
In the Viewport Display, the sky looks fine, but when I render it, for some reason, it just turns into an orange mess. This happens in both cycles and eevee.

Are you sure that you don't have an object hidding your scene? Check the Outliner

hard to tell without the bland file


text:
How can I Disable Mipmaps in Blender 3.4?
How can I turn off mipmaps ? I searched this but I found nothing. Everyone says change lineer to closest but there is no option like this please help me.

This option can be found on any Image Texture node in shader nodes.

Where are you looking for this option?

@GordonBrinkmann I'm looking Material proporties and I already looked preferences.

@L0Lock I'm a new user I don't know where it is

It's in the object's material. Go to the Shader Editor and have a look at the node tree. There should be an Image Texture node. Set the Linear value to Closest - If this is not what you're looking for then edit your question and add a screenshot of what you have.


text:
Not able to scale or rotate in viewport 3.6 and selection is in red

I don't know how or why this happened but now in 3.6 I couldn't scale or rotate any model and when I select the model it looks red not orange, Also the cursor is a bit thick I tried reinstalling to but didn't work
it was working fine but for last two days it has been like this and when I didn't select affect only as you see,
If you know why this happen do let me know and Thanks

Could you please share your file? https://blend-exchange.com/

I guess the blend file would be good... it looks like there is another object selected as well and that is the active one. Actually a screenshot of the Outliner to see what else is in that scene maybe would have helped as well, but a file even more so.

no only the cube is the object selected and I opened the file in 3.4 also it is working normally I think in 3.6 something happened with my blender.
similar to this one but his solution didn't work for me
https://blender.stackexchange.com/questions/237081/scale-settings-not-appearing-in-n-sidebar-in-blender-for-linux

So maybe share your file so that we try it with 3.6?

it is default within blender not any file every file working the same way but here a example working good in 3.4 and 4.0 alpha also but something odd happening with my 3.6
https://drive.google.com/file/d/1GSeDwPyb6UlhnStePQx3xDIIFkfLS2oQ/view?usp=sharing

Yes it works fine here with 3.6.2

I stated the bug in blender developers site, hope they give a solution


text:
Why doesn't this lightmap capture the correct shadow?
I'm trying to bake lightmaps. This is how my scene looks like as rendered by cycle:

As you can see, the blinds should cast shadow on the floor. I then wanted to generate lightmaps that can capture this shadow for real time rendering. But I don't know why, the lightmap doesn't contain this shadow, but a few gray patches.

The uv mapping seems to be correct.

I got it now. The problem was that the floor and walls had their normal flipped. After I checked backface culling, this became obvious. Fixing the normal direction solved the problem.


text:
Strange offset when exporting animation to dae
I'm exporting my skeletal animation to a dae file. The animation looks ok before exporting.

but once exported, if I import the dae file into a blank blender scene, the animation will be stretched. it seems that there is an offset between the bones and the mesh that causes this. but I don't know how to fix it.

the same dae file looks even worse inside MacOS's finder:

What's wrong? How can I fix it? Thank you!

Could it be un-applied transformations that get lost at export ?

it seems to be a bug, I filed a bug here https://projects.blender.org/blender/blender/issues/115969#issuecomment-1082268


text:
reorient an object's axes
I have some furniture assets in a Unity VR Scene (chairs and benches, etc.) I am trying to enable sitting on the chairs. The current orientation is incorrect for this to occur. The chair is rotated 90 deg on the x axis in order to appear upright in Unity.
I need to "green" axis to be vertical and the "blue" axis to be forward.
Can anyone point me to anything that explains how I can do this. I'm not good at this at all so easy is best. Thanks.

I do believe the answer is in there. I didn't see those settings. Thanks.


text:
Exporting FBX mesh with armature and pose
I am fairly new to the use of rigging in Blender. I created this small robot to which I applied a pose and armature, however when exporting to FBX something seems to happen to the proportions (the end goal would be to import it to Unreal Engine), the mesh warps, showing only the legs of the robot, trying to export just the mesh, no problem occurred so I assume the error is within the armature, does anyone have any ideas?
Thanks in advance! :D
Here are the photos:

Please share your blend file via https://blend-exchange.com/ following the instructions there. Also, did you apply the Scale (Ctrl-A > Scale) to both model and armature before exporting it?

Please add a simple exaple file showcasing your problem.


text:
Terrible performance during animation playback
I'm struggling to understand why is performance so bad when I'm editing rig controls or whenever I start the animation playback. My scene is a mannequin character exported from the Unreal Engine 5. I checked the tris count and it's almost 100k which isn't really that much. Then whenever I perform any of the above mentioned actions the FPS drop to range between 12 and 15 which I consider bad.
My specs:
RTX 4070
Ryzen 7 3700X
I have tried looking through different settings inside preferences but no luck there. I also tried installing different Blender versions so I tested this on Blender 3.3, 3.4 and most recent 3.5, all of them act exactly same.
Does anyone have an idea what could be happening here? Cheers for any help!

that doesn't sound normal indeed, could you do file > external data > pack all into .blend file, then file > save as : enable compress in sidebar and save a copy of your file, then upload it somewhere like Blend-Exchange and share the link here with us so that we can dig in?

Sure thing, file is too big for blend-exchange but I uploaded it to my mega cloud, you can download it here: https://mega.nz/file/HschGJqB#NgnIQTqSl1p6K8aclIjlR090tJBSmL33jMdsJO1XtoM
Let me know if it's all right and nothing is missing! Thanks for checking this out

I checked the file, and I'm pretty sure there isn't any issue there. So I'd advise you to first try to make a clean reinstallation of your graphics driver, and try again. If this doesn't work, then go to the menu Help > Report A Bug and send a bug report with the pre-filled instructions, and send the file there too. Hopefully the devs will either find out what's going on, and make a fix for it if need be.

Right, so I was afraid it might be an issue on my side. I have recently performed clean driver installation as I was switching from RTX 2070 to 4070 and figured this might be the issue. I'll report the bug. Thanks for your help!


text:
shear force on a cube
im very new to blender. how can i animate this cube, just the cube, like on the video? where the right and left face got pulled up and down. i want to show how shear force act on the cube for a video that im making. thank you very much for your help

Does it need to be a physic simulation? If not you could simply hook the left and right faces of the cube

Another option is Shape Keys. This allows you to set different shapes of the mesh in Edit mode and then blend between them.


text:
Passing commands to blender with GUI open
is there a way to pass python commands to blender with the GUI visible? I have a simulator made in Matlab where measurements can be changed. When one of these measurements change I want the script to pass a command to an open blender GUI so the changes are made in real-time. I have everything working except that if I use the interactive python console I can't see the GUI, it's just grey. Right now I have to use the command to run blender and then run a script, but to make any changes I have to rerun blender with an updated script.

It could be any way that you can pass data from one Python script to another. I am not going to pretend I know a lot about that, but one simple and primitive way could be to save a script to a file and check if the file is changed from Blender. You can make an add-on(See Blender's Text Editor Templates menu) with a timer, that checks for scripts to run.
I believe there are more sophisticated ways as well. For example see Python: Server and Client in Blender. But that looks considerably more difficult to make.


text:
Can't use texture paint in the skirt moddel?
What it says on the tin. I can't paint on anything, let alone what I actually want to paint on (the skirt). Feel free to look at the file here: https://drive.google.com/file/d/19rX-h4S48ZmKqzv6MU376UTy1xCIkxsU/view?usp=sharing

You're painting using a black texture. Remove it using the 'x' cross button.

omg you legend, thank you lol


text:
Change Text During Animation
I'm creating a 2D animation and I want the text in my animation to change based on the frame. I've added a text object and I can't figure out how to get the value to change during animation. It keeps whatever the last value I entered was for the whole duration. For example: I want the letter A to appear 120 keyframes into the animation and at 168 keyframes I want the letter A to no longer be visible. At 170 keyframes I want the letter X to appear. Sorry if this is super simple, I'm new to Blender and couldn't find a video or post that explained this.

do you want the letters to gradually happen or it goes from 0 to 100%?

Out of the box, there isn't any easy way to animate the text inside a text object. You can however make several text objects that contain the elements you want to animate, and animate the object's visibility through time.

I see 3 strategies:

As L0Lock suggests, create two text objects, A and X, make both invisible for renders by clicking on render visibility icon , go to frame 119, select A, hover of the render icon and press I to keyframe it, then go to the frame 120, click the render visibility icon to enable visibility and then again I keyframe it. Go to frame 167, again keyframe visibility, go to frame 168 and disable visibility and keyframe it. Likewise keyframe the X object to be invisible on frame 169 and visible on frame 170. Of course instead of showing/hiding the objects suddenly, you can use Build modifier, or animate location (slide in/out), scale (pop in/out) or alpha property of Principled BSDF shader (you would need separate materials for each object).
Run a Python script which modifies the text.
Use Geometry Nodes like so:

Thank you for the answers, I really appreciate it!


text:
Eevee linear / cubic volume interpolation
I am trying to render VDB-clouds. In cycles I have the option to chose the interpolation in the material properties. With linear interpolation the clouds look jagged/blocky. With cubic they look smooth. In eevee I am not able to find this option. Am I missing something?
Cycles linear interpolation:

Cycles cubic interpolation:

Eevee render (I assume linear interpolation):

The setting in the material properties using cycles:


text:
Having problems joining UV sphere to pmx model
I am a newbie. I am working on modding a pre-existing pmx low poly figure model (modding is allowed in license). I am having trouble joining the figure and a UV sphere. I want the sphere added as an earring. No matter how I try, I cannot manage to join the sphere to the figure and have it move with the head. I'm sure this is something simple, but even boolean won't work.

Have you tried selecting the UV sphere then Shift-selecting the figure in Object mode and hitting Ctrl-P > Parent to Object (Keep Transform) ? (I assume parenting works in the software you'll use it in?)

Please edit the question to limit it to a specific problem with enough detail to identify an adequate answer.