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How can I achieve a colour pattern on a hair system?
I'm looking to create patterns on top of hair like in this image. I know how to give hair systems a single colour or gradient colouring, but I would like to give the impression of shapes being painted 'on top' of it, all whilst keeping an active hair system so I can animate it. Is this possible?
Not sure if I am approaching this the wrong way.

maybe convert to mesh then use stencil brush to project the image?

that would work if i was trying to keep the hair in a fixed shape, but i wouldn’t be able to edit the hair particle properties anymore. My animation requires certain hair properties to change over time


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Unable to split meshes
I am unable to select those single meshes. Once I click on one of them all the parts are selected together. I tried selecting one in Edit Mode and then use split or separate (also clear parents) but they don't split.
Any idea about what I should do to be able to split/unlink those meshes?

I'm unfamiliar with KIT OPS but in your screenshot I see that you have 'Group Mode' enabled, which might have something to do with it. If not, then I would suggest to provide more information about what kind of addons you're using and how you created the meshes in question. This will help in finding an answer to this issue.

Thanks a lot, when I dactivate the group mode is working normally :)

source: Stack Exchange

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

sort: votes


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How do I snap object edges to other object edges?
I have two meshes, grass and wall, and I want to snap their edges together so there isn't any holes in the mesh when I combine them.
This is what I want to accomplish:
.
It was done manually and it has a lot of holes and looks terrible.

Can you not just extrude the wall down from the grass, as part of the same object, and separate them afterwards?

@RobinBetts yes, but there are more types of islands that i wanna make and they have walls that curve in some direction and I dont want to remake them.

Hi, Guy.. I think to avoid suggestions like mine, it would be good to share a few examples on https://blend-exchange.com/ , making them as tricky as possible for us to fix, so we can cover the cases.

Okay, i'll do that next time.

.. you can do it now, and edit the provided link into your post :)

I can't, as I am not home and the comments are from my phone.

You can use snapping:

Select both objects and enter edit mode
Select a wall vertex and shift-select the corresponding grass vertex
Perform "Snap selection to Active", for example by pressing shift+s

You can also activate snapping and set it to snap to Vertex, then you can just grab a wall vertex and it will just snap to the corresponding grass vertex:

A potentially faster method:

Select the wall edge-ring and delete the faces
Select the grass edge-loop, duplicate, separate and then join it with the wall object
Keep the grass edge-loop selected and shift select the wall's ground edge-loop
Perform "Bridge Edge Loops" (ctrl+e)

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


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zoom issue in blender
I am new to Blender and have been doing tutorials through Blender Guru. I am working on the chair tutorial and have encountered a problem I've never had.
For some reason my mouse is not able to zoom or pan on this specific Blender file. I go to other files I have and my mouse works perfectly fine. Why can't I zoom or pan on this specific file?

Could you provide your Blender file using https://blend-exchange.com/ ?

this is a common problem, there should be an answer somewhere, press Shift C or maybe try this trick, in the Preferences > Orbit & Pan, activate Auto Depth? https://www.youtube.com/watch?v=gmXEtKW5otQ

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


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Image Texture only work on Texture Paint
I was trying to make a model for the game VRChat, but when I try to export it to Blender I saw that the material didn't work and when I check it in Blender it's looks like the UV was right and in Texture Paint it looks good but in the material preview it doesn't work.
The weird thing it's that when I use a brick texture or a wave it works.
Material Preview

Material Preview

Texture Paint

Unity (The plane share the same material as the avatar)

hello could you please pack your images and share your file?

I try to pack it but i saw an error so i upload the blend file with the texture to file transfer, i hope it work link

look into the Data panel > UV Maps, you have 2 UV maps, it's the first one that is used by default when you'll render, if it's not what you want, plug an Input > UV Map node into your Image Texture and choose the second one (or simply remove the first UV map):


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How to add face in a looped edge

Greetings.
I am experiment in Blender and I work on a project, I would like to ask.
How can I add a face to this looped edge?

Please tell us.. is this a curve? Is it 2D?

How was the edge produced? - If it's a curve, use the Object > Convert > Mesh menu in Object mode, go into Edit mode, select All and then hit F.

@RobinBetts Yes, it is a curve.

@JohnEason I did it, but face did not show up.

I just have discovered New face from edges button, otherwise thanks.

I'm not sure where you found that button? The method I suggested using the F key is here but would only work after you converted the curve to a mesh.

Hello, it's not clear if it's a curve or a mesh, if it's a curve you need to choose Shape > 2D and Fill Mode >Front for example. If it's a mesh, select all the vertices and press F to fill, as John says, not sure what the New Face you've done is exactly, also it might be good to know what is your whole project to make sure that you're choosing the best way


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I have Nishita Sky Texture in my scene, but is not working properly
I have a problem with Nishita. It seems to work fine on my viewport, but when I try it on sneak peek (Verge3D) the scene is completely back.

I notice that if I use a HDRi's it works fine, it seems to be a problem with Nishita in particular. I also notice that the preview in the world tap is black no matter what i change or do, despite that is working on my viewport.

If I enable SunDisk it wont shown in the sky either, no matter the size of the Sun or intensity.
Any help will be much appreciate!! Thank you in advance!

https://blender.stackexchange.com/questions/57531/fbx-export-why-there-are-no-materials-or-textures

I would suppose this node is just not compatible with the addon, currently


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Planes duplicating on every plane of my tree particle system after converting to mesh
I made a tree model using the sampling tree gen and I found that I didn't like the leaves so I deleted them and made my own plane with an image texture on it and used a particle system on the branches, after going into the modifier section and converting the particles to meshes, instead of it combining the particles they are all separate objects and when I try to join them together they get duplicated on every single other plane there is and I have removed all modifiers and geometry nodes from the trees and leaves I don't understand why.

The objects and data were linked together by selecting the object and selecting Select Linked > Object & Data then with everything selected I selected Object > Relations > Make Single User > Object and Data.


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How can I make the camera follow a path later on during the animation?
I've been working on a building animation where the camera is showcasing different steps of building a house. I want to make the camera zoom out and rotate around the house as the final part, but when I add a follow path constraint, the camera just flies far away from the path. I watched couple of tutorials and all of them relocated the camera to 0, 0, 0 and it was at the beginning of the animation. I didn't use any other path up until this point, only animated the cameras location. I also tried the influence property and faced the same flying away issue.
What am I suppose to do? Am I using the influence property correctly? Is there another way to do this? TIA.

Don't click on the Animate Path button of the Follow Path constraint, instead create some keyframes on the Offset value for example, haveyou tried and if so, what problem have you met with this method?

@moonboots the thing is, as soon as I add the follow path constraint to the camera, it just flies away. I tried to set the location of camera to origin, then added the constraint but it didn't work. I tried to animate offset, it didn't work. Thanks for responding

you need to press Alt G to bring back the camera to the beginning of the curve, but you may have already created location keyframe for the camera, which will make it fly away, so open the timeline and check if you don't need to remove these keyframes. You could also share your file (keep only the useful elements like camera and curve): https://blend-exchange.com/

@moonboots I did create location keyframes, so yeah that's probably why it keeps flying away. I think since the camera is already away from the origin point, even though I use Alt G to bring the camera to the curve, it's still far away:

Yes you have plenty of location keyframes for the camera, if you want to keep them aside for some reason, open the Dope Sheet, switch it to Action Editor, click on the X button to close the action. Now when you'll press Alt G the camera will stick to the curve, use the Offset value to animate

@moonboots That just deletes all the previous keyframes of the camera, no? I need those keyframes. Excuse my dumb questions, I am a blender noob if it wasn't obvious earlier

If you do what I say (close the action, not delete the keyframes) it won't delete the keyframes, it will keep them apart, you just need to scrool through the action dropdown menu of the Dope Sheet (in Action mode). If you need the already existing keyframes for the current action (camera spinning around) then parent the camera to an empty and give the Follow Path to the empty instead?

When you say that you need these keyframes, do you mean that you want to add the current animations of the camera to the camera rotating around the curve?

@moonboots What I mean is that the camera will be animated like normally (rotation, zoom in/out etc.) until, for example, the 1500th keyframe. Then, it will go to the beginning of the path and be animated along that path. I just want the camera to not be influenced by the path until a certain point

You could do it with the Influence, but if you simply want your camera to rotate around, you could simply parent it to an empty, and rotate the empty whenever you want

If you still want to use the Follow Path, the frame before when it is supposed to begin keyframe the Influence at 0, also put the 3D cursor at the camera location and keyframe the camera location, the frame when it is supposed to begin keyframe the Influence at 1, bring back manually the camera to the 3D cursor location and keyframe the camera location. There must be a more elegant way but this works

Hi, there.. it's a real shame you can't be at the same desk.. commentary is a far from ideal channel to exchange all the info. you need to, here... I'll move this to chat so you can continue, but if there's still no fix, maybe it would be a good idea to share a stripped-down version of the problem on https://blend-exchange.com/ , after finding a way to describe or illustrate the end-effect that you want, and are not getting.

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.

You could keyframe the Influence of the Follow Path constraint but for someting as simple as the camera rotating along a circle, the simplest solution is to parent your camera to an empty, and begin to rotate the empty when the camera is supposed to rotate.


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How can I set the same keyframe for multiple objects but with an interval?
I have around 200 objects and I want to assign the same location keyframe to all of them, but I want every keyframe to be 1 keyframe later than the last one. For example if the first keyframe is at frame 100, the next one is at frame 101 then 102 and so on. I played around with Timeline and Graphic Editor but couldn't find anything, please help. Thanks in advance

search for free commotion add-on

That helped a lot, thanks


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Cloth simulation - simulate 2 unlinked meshes together as one
Gentlemen, I have a problem with the cloth simulation. The object I am simulating consists of 2 or more parts that are not interconnected. As a result, the simulation treats them as two separate objects.
How can I make them behave as a single one?
For example: I am modeling the German flag. It has 3 rectangular parts (Black, Red, Yellow). And the sews have stitches (which is another separate object).
Now, I want the entire flag to fall onto something but all these individual pieces don't interact as one. What is the solution? Do I need to merge it somehow? (If so, how? Boolean operations...?)

You have to use one mesh. You can assign different materials for each part or you can use a texture file with the flag's pattern. Try to solve the sewing with normal and/or height map without a real thread model.

Thanks! I was thinking about that too! But when you solve the sewing using height map, how do you assign a different material to it then? It won't be possible, right?

Let's assume the stitches or other details can be represented by some cubes close to the flag geometry.

Duplicate the Flag mesh. The FlagDupe should also do the same simulation as the original. We will create a cage from it for the extras.
Add a displace modifier, and a solidify modifier. The value of the second modifier should be twice the value of the first modifier.

Select the stitched extra object, add a MeshCage Modifier to them and bind the object to the FlagDupe by clicking on the bind button.

The bound object will follow the FlageDupe object.

That is an interesting solution! Thanks for that!


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Wrapping a path around three cylinders
I  added a shrinkwrap modifier to a path to wrap it around three joined cylinders.
How can I make the path follow closer the outer surface? (cf. screenshot)

Thanks.

Do you need to keep the modifier, or just apply it after?

I can apply it, I want to use the wrapped path for an array of objects placed along it.

This solution might help https://blender.stackexchange.com/questions/118352/drawing-a-belt-around-a-gear

What you can do is temporary extruding the path vertices (as it is a mesh if I see well), then apply the shrinkwrap modifier and delete the previously created vertices.
Make so just add surfaces so that the modifier can do a projection (mode 'project/on surface' and 'back'):

Projection wll be done along the normals, so I think here you need to extrude along Z. If not the path won't stay horizontal.

Edit (if that matters...): I previously misunderstood the question, thinking you wanted to tangent the path around the cylinders. This is not the case, but, eventually, this approach can interest someone:
Transform the cylinders into a convex hull:

Thanks, the problem is that my path is generated from a vertex point to which I added and applied  a screw modifier, so it's a helix going round the three cylinders. I tried your method with extrusion, but the projection option in the modifier does not give the result I want. I does actually nothing.

@Wilbur, helix should work too. Have you tried? Just care about extruding along Z. If that is not working, can you upload your blend file?

@Wilbur possibly also, depending on the orientation of the extrusion, switch the projection parameters in the modifier (front/back and negative/positive)

I tried several parameters, but I does not work for me.

Uncheck Z (no axis checked), direction: negative, cull face: back. And of course the cylinders should be a bit more height.

That does it if I rescale the helix a bit, thank you very much. One more question: Is it possible to add a modifier to this helix path going round my three cylinders which regulates the amount it penetrates the convex space between the cylinders?


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Orientation of array objects along a helix path
I made an array of cylinders following a helix (which is going round three cylinders). The cylinders are parented to a plane to avoid distortion, this is my result - how do I manage to fix the orientation of each cylinder to make it orthogonal (to path)? Thanks.

Twist method set to Z up on the helix curve:

Thanks, but I don't get exactly what  I want in my file by this method. The z- and the y-axis of the cylinders should be orthogonal to the tangent to the path (which is the x-axis).

In the capture above the plane array is orthogonal to Y axis (orthogonal in edit mode).


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Material assign not lining up with vertices

Hi Guys,
Can somebody explain to me why, when assigning a material to specific vertices, it doesn't seem to line up. Am I doing something wrong or is it supposed to be like this? Thanks!

Your subdivision surface modifier repositions the vertices. Add a supporting edge loop just below and above the material transition.

Thanks guys! That does it for me

Seems like you have subdivision modifier on your mesh.Which lowers the resulting vertices when it smooths the mesh.Try assigning after applying the subdivision modifier.


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Gradient lighting

Hi There, I got a lighting question for you all; I come from a photography background and for product photography, using gradient lighting is very common for lighting reflective objects. So a gradient of light, from bright to less bright. Attached is an image as an example. I tried different methods but can't seem to get the same look in Blender as in real life. Is there anyone who could help me with it? Thanks a lot!

Hello :). Just to save time - what methods have you tried so far?

https://blender.stackexchange.com/questions/51172/gradient-glowing-object-how-to/51176#51176 https://blender.stackexchange.com/questions/137899/linearly-scale-light-temperature/138929#138929 https://blender.stackexchange.com/questions/66853/northern-lights-effect-along-line-on-textured-plane/66870#66870

@JachymMichal, As the comment of Duarte suggests this is something that needs to be done in nodes. I tried to do it physically the way we do it in real life. For example having a 'scrim', so a half transparent material plane, which I then shine a light trough at an angle, that didn't work. I also tried a white plane and bouncing the light of of that at an angle, that also did't work. Using nodes seem to be a good option, but I would love it if there was a more 'physical' option so I could just adjust it in the viewport, that would be way easier to understand and adjust for me. Thanks!

Instead of using translucent objects to difuse the light through, Illuminate planes (or even better, a hemisphere that surrounds the scene) using spot lights. Use a large size in the spot shape and use a large value for blend, that should give you the gradient you are looking for, As you know already, lighting shiny and reflective objects is all about lighting whatever is

Thanks @susu, I'll definitely try that!


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CAD file into blender, round shapes not round
A client of mine send me a .obj file (which was exported out of a CAD file). But on importing into Blender, I noticed the round shapes aren't like they are supposed to, see image attached. Is there any way to fix this, besides fixing all the vertices manual?

Blender only reads whatever information is already in the file, if shapes aren't round enough it is because they were not exported round enough. With topology like that there's is little you can do to get decent results other than manually fix.

@DuarteFarrajotaRamos, I was afraid so, thanks Duarte!

@DuarteFarrajotaRamos Would there be any way to get a better import from CAD to Blender though? I only got the .obj conversion from my client, but maybe I could ask them for a different conversion.

Related: Importing models from AutoCAD to Blender

File format is not the issue here, obj may be fine. You can get better results regardless, you just need better export setting. That is neither on topic here, nor something we can help you with however, since we don't even know what CAD application it came from. That is something your client should be able to provide given he has access to the CAD original

Do you have any experience on what settings would work best here? @DuarteFarrajotaRamos

Most CAD-suites should have an options panel in the export tool, where you can specify face size and angle threshold for mesh export. It's a tradeoff between file size and detail, you might want to experiment a bit with the values to find the best setting for your needs.
Alternatively, you could look into the stepper-tool (https://gumroad.com/l/stepper), which can convert CAD formats into blender. It's not free, though.

Thanks @haarigertroll. I indeed had my client re-export with with a lot more detail (a 500mb file compared to 36mb what it was). Of course it runs less smooth but the curves are flawless now. Problem solved, thanks for the help everyone!

If the mesh hasn't been tampered with, I'm guessing this is a situation caused by incorrect smoothing information. A normals related issue.
Make sure when you export, you export the smoothing information correctly. After importing it into blender you have 'shade smooth' set, and then play with auto-smooth angle.


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I need to make a 12 sided soccer ball
All tutorials I find are for 20 sided balls, based on an Ico spehere. Is there an easy solution to get a 12 sided ball? Thank you!

A dodecahedron has 12 sides. Is a subdivision surface (simple) and cast modifier acceptable?

That was the term I was looking for! Thanks!

choose this here:

then this:

and you get:

you need this add-on enabled for this functionality:


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Straightening UV-map from STEP file
I imported a .step file into blender (which perfecrtly with an add-on I have) but I'm having problems with straightening out the UV-map, which I need for some image textures. Is there any (quick) way to fix this? Thank you!

specificaly for selected part - Project from view

I always thought that meant something different. Thanks a lot, that was a simple one!


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Missing objects from old Blender in 2.8 (hidden in 2.79b and lost in 2.8)
I am missing a bunch of objects when opening some old blender files (it has nothing to do with the collection visibility like in this post: Missing objects when opening old file in blender 2.8)
I just installed the 2.79b on another system to doublecheck the problem... and I can access all files in the old blender version - but I realized that the problematic objects were hidden in the old file.... So I made them visible and - guess what - they showed up in 2.8!
Funny thing is that 2.8 shows these objects as "visible" but greyed out...
I can share the .blend file but am not sure how this is normally done within stackexchange...
Appending the missing objects to the current file results in the same problem - the objects show up as "visible" but are greyed out - and cannot be found somewhere in the viewport...
This is rather frustrating because I have lots of old blender files where the visibility of objects is a thing of organizing my stuff ( I use blender only for modeling 3d printed stuff)... And blender 2.79b and 2.8 cannot co-exist as far as I know...
Any ideas?

Are you sure that this has nothing to do with the restriction toggle? You don't have the Deactivate in Viewport toggle in you screenshot. In your case it's just the object that's hidden and not the entire collection.

The collection is not my problem - the collection is visible and enabled... It's just the objects that is missing... What restriction toggle are you talking about ;-) ?

Please read the post that you've linked, it's the same for objects. Both collections and objects can be hidden. You need to activate the screen icon to make them visible.

Ok.. yeah... something new... thx @rjg to pointing into the right direction...
The restriction toggle let's me enable or disable single objects from the viewport - which has nothing to do with the objects visibility!
Turing the restriction thing on I was able to enable the object in the viewport:

I find it rather confusing that hidden objects (=visibilty!) in 2.79b become disabled (and NOT hidden) by opening in 2.8.  I would expect that a hidden object in 2.79 will be hidden in 2.8 and not disabled...
But great - something important learned about the switch from 2.7 to 2.8...

This change was introduced because Blender now has view layers (instead of the old render layers). Hide in Viewport is only applied to the current view layer, whereas Disable in Viewports hides in every view layer. See: https://blender.stackexchange.com/questions/147229/whats-the-disable-in-viewports/147266#147266 I agree that it's not that obvious when you see it the first time.


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Bool Tool - overlap threshold (v2.8)
I am using the bool tool really a lot and have been struggeling with that tools in 2.7 for quite some time...
My first impressions of 2.8 showed no real difference in the boolean modifier - the results depend very much on the complexity of the objects and on the fact if objects share geometry (2 vertices / edges / faces at the same place on two different objects) or not...
Most of the time I use the really helpful bool tools addon which is a rather superfast way of merging / cutting objects.
I found out that the modifier "by hand" (using "Add Modifier" and select the 2nd object) works not exactly identical to the bool tools: If I set the overlap threshold to 0 the boolean modifier works quite perfect - even on shared vertices/edges/faces...
Left: the two single objects, middle: result of bool tool, right: result of boolean modifier with threshold of 0

BUT I have not been able to use the bool tool in the same way: the bool tool does not know an overlap threshold to set.
As I am a programmer I took a look into the python source of the bool tool addon ("object_boolean_tools.py") and compared the modifier thing with the python reference for the boolean modifier (https://docs.blender.org/api/current/bpy.types.BooleanModifier.html)
The python ref points out, that the overlap threshold defaults to 0.0 - which cannot be true because the bool tool script does not set this value (around line 579). The bool tool acts like the default modifier threshold of "0.000001" in the gui and NOT like "0" as in the reference.
So I added a line (@line number 579) in the bool tool python explicitly setting the threshold to 0: "md.double_threshold = 0"...
After replacing the bool tool python script everything works now as expected...
BUT I think this is not really a very nice / practical way for everyone out there - and I believe a lot of people have their issues with the boolean things...
Is it a bug in blender that the default is NOT 0 but 0.000001? Or is it a bug in the bool tools? Or does everything work like expected and I am the problem?
Any advices welcome ;-)

Can that be a problem of precision in the documentation? If obj.modifiers.new( name = "test", type = 'BOOLEAN' ) then we have 0.000001m by default.

It is not 0 for sure. The last time I used is setting as 1e-13 for more accurate result. Document should not write 0.0 on it.

Had the same problem in 2.81, and fixed it the same way, by manually adding code to the addon, which I will now forget about until 2.82 comes out, I install it, and try to use BoolTool again. Thanks for the solution.


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Accidentally did something, and now everything is sheer/translucent?
Here's an image as an example. I don't know what I did and ctrl-Z is not helping. This is for a project that's due tomorrow, so please help ??? Thank you in advance!

Try ALT + Z or Shift + Z

emir i owe you my life thank u so much shift-z worked! my project will be completed!

Emir must be a magician....!!!!! :D

@Chris I've pressed Alt Z but now my room is half transparent in real life and Ctrl Z doesn't do anything   :((

@moonboots: always look on the bright side of life....do the same thing at your hot neighbour's house...and enjoy watching! :D

@ Chris, oh ok it works, thanks for the tip!

@moonboots : does it let you walk through walls though? :^)

@ John Eason yes if the normals are correctly flipped!


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Why are my windows black when trying to shade with HDRI?
Using archipack for the windows, and Blender 2.93 for a class I'm in! This is for an assignment, and I thought I followed all of my prof's steps, but apparently I did not. Image is provided, and will provide more info if needed. Thanks!!

If you are using EEVEE Render engine, you need to activate "Screen Space Reflection" but you need to give more information about your settings and your materials to be sure

pls provide blend file ....or search here for same question. Was asked 100x....


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Is a "ray-destroying" material possible?
I have a hole like this:

I want only the "positive side" of the hole to be visible. Backface culling seemed promising, but I also need to hide the geometry behind the backfaces...

My idea was to give the backface some material that would tell the renderer "dont render me and anything behind me"  - effectively a ray-destroying material. Is this possible? Thank you very much in advance!!

https://blender.stackexchange.com/questions/2082/how-can-i-make-a-material-only-apply-to-a-side-of-a-plane

@Duarte Farrajota Ramos, I think that it's not exactly what he wants, he wants to be able to see through the object itself

@Vojta Šára, You can mix a Holdout with a Diffuse (or whatever) into a Mix Shader and use a Geometry (Backface output) as factor

in Eevee don't forget to set the Material > Settings > Blender mode to Alpha Blend and disable Show Backface


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curves that avoid intersection with faces
Im trying to make curves that move around solid faces to simulate vine growth with geometry nodes. I've tried displacing the curves points with the geometry proximity node but to no avail. Is there a way to procedurally build the path of curves and move them away from intersecting a face? I added 2 pictures. First one is what I am currently facing and the second one is what I am tring to achieve.

i am pretty sure that you cannot use geometry proximity here. Raycast is the key to success - i think


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How to convert Euler to Quaternions keyframes for objects?
How to convert Quaternions keyframes to Euler ones in several Actions?
There is a script here to convert Quaternion keyframes to Euler for objects (not bones, so rigify wont work), is there one to do the opposite? Thanks.

def animation_curve(obj, channel=''):
    fcurves = []
    if obj.animation_data and obj.animation_data.action:
        for fcurve in obj.animation_data.action.fcurves:
            data_path = fcurve.data_path
            if data_path.split('"')[1] == obj.name:
                if channel:
                    if data_path.endswith(channel): fcurves.append(fcurve)
                else: fcurves.append(fcurve)
    return fcurves

based on the answer here, above will help you identify the curve.
def evaluated(obj, frame, channel='rotation'):
    if channel=='rotation':
        if obj.rotation_mode == "QUATERNION":
            curves = animation_curve(obj, 'quaternion')
            curves.sort(key=lambda x: x.array_index, reverse=False)
            quat = obj.rotation_quaternion.copy()
            for curve in curves: quat[curve.array_index] = curve.evaluate(frame)
            return quat
        else:
            curves = self.animation_curve(obj, 'euler')
            curves.sort(key=lambda x: x.array_index, reverse=False)
            euler = obj.rotation_euler.copy()
            for curve in curves: euler[curve.array_index] = curve.evaluate(frame)
            return euler.to_quaternion()

will get you the quaternion out. then you can get the euler with,
euler_xyz = evaluated(obj, frame_number).to_euler('XYZ')


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Blender won't let me change the segments in a sphere
I'm trying to add a sphere and decrease the rings/segments but for some reason the box to do that is greyed out when I add it.
This happens to all the other objects I try to add... I'm thinking it's in some setting/preference but I just don't know

did you left click in the box?  Does it remain grey?  Sounds like a bug, so which version of blender?

when i try to left click on the box, it just deselects the object which makes the box go away. I'm using the 3.0.1 blender for the m1 chip

In the Preferences > System, make sure that Global Undo is activated. It probably has to do with the fact that editing the primitive mesh requires to do an undo.

EDIT: Moved explanation here from comments per request
The panel in question is actually the Adjust Last Operation panel, sometimes known as the "Redo" panel. When you see it, the operator has already been executed and so its state change is on the undo stack. When you change a value in the panel, under the covers, Blender performs an undo and then calls the operator again with the new parameters. If Global Undo isn't available, then Blender can't do its behind-the-scenes undo.

I never understood what does Global undo do

It has to do with the last action but I don't know more  ;)

@mqbakamqbaka Previously in Blender versions edit mode undo stack and object mode undo stacks were separated. That meant undoing in object mode after spending hours tweaking your mesh in edit mode could potentially irreversibly undo all your changes. I think that's what global undo is doing, it's putting all operations in the same undo stack

OK. But, I don't understand how it is related to greyed out things.

@mqbakamqbaka The panel in question is actually the "Last operator redo" panel.  When you see it, the operator has already been executed and so its state change is on the undo stack.  When you change a value in the panel, under the covers, Blender performs an undo and then calls the operator again with the new parameters.  If Global Undo isn't available, then Blender can't do its behind-the-scenes undo.

@MartyFouts thank you. This explanation should be added to the answer. It's good to see an answer that solves the problem but it's better if we can understand why.

Thank you so much @MartyFouts you really saved me from using extra vertices i didn't need

@ari It was moonboots that saved you the vertices; I just explained why it works.

thank you both nonetheless :)


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Automating F-Curve changes in Blender/Python to Match Song
I have a visualizer in Blender that can visualize songs. While I can change the songs using a script, I'm struggling to adjust the visualizer's f-curves to match the dynamics of the new songs. This process is being handled headlessly on a console with the following command:
blender -b "path\blender.blend" -P "path\python.py"

In the script, I successfully change the song in the video sequencer and render the final output. However, I'm unable to figure out how to modify the f-curves accordingly. How can I programmatically adjust the f-curves in Blender to the new song?

I found a way to do this with bpy.ops.graph.sound_to_samples.
If bpy.ops.graph.sound_to_samples is used and not some calculation on our own we need to do some steps.
First go into the Blender file add a Keyframe to an Object or Geometry Node, also insert a song.
Next we go into the editor we need the Context we get it like this.
def get_context(type):
    for screen in bpy.data.screens:
        for area in screen.areas:
            if area.type == type:
                context_override = {"area": area, "screen": screen}
                return context_override

After that we set the Context in temp_override.
Its important to set the active Object, in my case Cube.
If its a Geometry Node use the Parent Object.
def sound_to_sample(context, mp3):
    override = get_context("GRAPH_EDITOR")

    with context.temp_override(**override):
        obj = bpy.data.objects.get("Cube")
        context.view_layer.objects.active = obj
        obj.select_set(True)
        bpy.ops.graph.sound_to_samples(filepath=mp3) #important this changes the curves

so now we can just use
sound_to_sample(bpy.context, mp3FilePath)


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Change the context.area.type in Headless mode
I've want to run a script Headless and need to set the bpy.context.area.type but it's confusing. Some sources suggest that setting bpy.context.area.type = 'GRAPH_EDITOR' and using bpy.ops.graph is feasible, while others indicate it's a GUI-only feature.
For instance, one thread on Blender Stack Exchange mentions that such operations cannot be done in headless mode due to the lack of a UI context. Conversely, another thread seems to imply it is possible.
Given this, is it actually feasible to use bpy.context.area.type = 'GRAPH_EDITOR' and bpy.ops.graph in a headless Blender environment, or are these functionalities strictly limited to GUI interactions?
I searched for an answer but did not get one that works. Hopfully this will be clear after this post if it actually does work.

Yes it does only took ages to find here's how
get the conext you need
def get_context(type):
    for screen in bpy.data.screens:
        for area in screen.areas:
            if area.type == type:
                context_override = {"area": area, "screen": screen}
                return context_override

after that temporarly override the context to match the needed one
override = get_context("GRAPH_EDITOR")
with context.temp_override(**override):
     # bpy.ops.graph is now usable
     # your code


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QuadriFlow: The mesh needs to be manifold and have face normals that point in a consistent direction
Im trying to use Remesh>Quad>Quadriflow Remesh on a model i made and imported to Blender from CLO3D, when i try it appears the phrase "QuadriFlow: The mesh needs to be manifold and have face normals that point in a consistent direction", ive tried different tutorials but none seem to work.

Manifold (put simply) means you dont have any verts, faces or edges that overlap, connect strangely, or are disconnected. "Good geo" essentially. Face normals are which way each polygon is facing. They all have to point in a consistent direction. You need to clean up the mesh before it can remesh it.

Try Mesh > Merge > By distance to get rid of doubled verts, Shift+N to recalculate normals, then do select > Non-Manifold then delete selected faces to see if that helps. Also Mesh > cleanup > delete loose couldn't hurt as well.


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How to make small waves for a river?
I created a river and created a texture for the water tho i want to create little waves to make it look more realistic. Any suggestion on how i can do so?

You have to plug the Noise Texture into the Height of the Bump node, not the Strength. Afterwards you can adjust the effect by changing the Strength and/or Distance value (the default of 1 is most of the times too high).

Worked perfectly, thank you!

https://blender.stackexchange.com/questions/64/how-can-i-create-a-water-material-in-cycles https://blender.stackexchange.com/questions/154467/physically-accurate-water-shader


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Can't Link animation between 2 objects
I imported a new version of a dress i made and i wanted to link the animation so i don't have to do it all again but when i link the dress it becomes giant and i cant scale it down because it always reset the scale.

It is not clear what's wrong in your screenshots. Is the scale 1 for both objects ?

The first picture is both dresses, and then the other 2 is what happends when i link the object animation. The second image u see is the one that has the animation. Its normal but the other one (image 3) gets scaled and i cant scale it down

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

I managed to find the problem. Basically it was because the origin of the dress wasnt centered to the geometry. Once i set the origin to the geometry the scale didnt change


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v2.80: Keyboard Shortcut for Import / Export STL Files
I tried to find a way to abondon the slow mouse action on importing and exporting STL files... The keymap seems not have mapping for import/export...
For the export I normally use the export button within the 3d printing toolbox (great plugin btw!) but a keyboard shortcut to export the selected object(s) would be sooo helpful..
Any ideas?
Best Regards
Stefan

The fastest way is to Right Click on Export STL button and choose Assign a shortcut. You can press nothing and click outside the area to leave it as an empty keymap entry.

After you assign a shortcut to it, go into setting panel and the keymap setting, the setting of Export/Import will be included in Window group:

You can assign different key maps for it, and also set any option that you can find in the exporting panel. The options will appear greyed out, which indicate that it is using default parameters. You can click on any of them to change the setting and override it. In your case, check the Selection Only button.


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Eevee thin glass surface
I am experimenting a bit with Eevee to get used to it but I can't render correctly objects with a thin glass surface (a sphere with solidify modifier for instance). Instead Eevee renders an object filled with glass (a ball with the same example). And it is the same with non closed surfaces.
Is there any way to make Eevee interpret it as a hollow object instead of a plain one ?
Here is a scene rendered both with Cycles (which renders it correctly) and Eevee to illustrate :

Thanks for you answers !

Give your material a small refraction depth.

From the manual

If Refraction Depth is not 0.0, all refraction BSDFs in the shader will act as if the object is a thin slab of the refraction material having this thickness. This will model a second refraction event that will double the absorption color and start the refraction ray after this second event.
This option greatly increases the quality of thin glass objects.


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Blender Texture Maps to Unity Translation
Blender has these options for baking texture maps:
Combination
Ambient Occlusion
Shadow
Normal
UV
Roughness
Emit
Environment
Diffuse
Glossy
Transmission
Subsurface

Unity has these options under Material for texture maps:
Albedo
Metallic
Normal
Height
Occlusion
Emission
Detail Mask

Would someone clear up the confusion for me?
(Unity = Blender)
Albedo = Diffuse
Metallic = ?????
Normal = Normal
Height = ?????
Occlusion = Ambient Occlusion (If I create these for my assets, does that mean less time baking light in Unity?)
Emission = ?????
Detail Mask = ?????

Thanks for your help with this. I'm having a hard time finding any reference. I might not be searching the correct key terms.

Well, I can help with some of these.  the Metallic shader is a mask between what you want to be metal and what you don't.  Height map is the same as a bump map, Emission acts like the Metallic, except seperating emission instead of metal.
I hope this is useful.

Thanks for the info. "Bump" isn't an option in Blender for baking. Does Bump correspond to Shadow, or Roughness ?

A bump map acts similar to a normal map, but a bump map can be used to alter the geometry of the mesh.  For instance, if you want major bump, like bump that would turn a plane into a landscape, you would subidvide the mesh a ton, and then you would add the bump map with a displacement modifier.  (bump maps can also be used for materials like a normal map., I think that normal maps are supposed to  have more detail.)

Normal maps do not necessarily have more detail, and they can be used for displacing the geometry as well. The difference is that a normal map usually holds a 3-dimensional vector value for each pixel to manipulate the original normal of a surface. So it gives the illusion that the normal in that pixel is not pointing straight up in +Z direction, but in a apparently different direction determined by the RGB values. A bump map or height map only holds greyscale values as information about the height on the local Z axis. This value can be converted in normal information or displacement.

However a normal map cannot really convey general height differences very well. It is mostly determining a height difference between neighbouring pixels and the resulting angle of the slope between giving the "fake" surface normal pointing in this angle's direction. So when you have a height map and one pixel is at Z = 0.5 and the other at 0.4, the angle going down from one to the other is the same as for two pixels at 0.2 and 0.1, so the normal map would give the same RGB value there for the slope angle, but when you use a height map for displacement, those are different heights.


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Heightmap creation from large landscape
I need to create a heightmap from a large terrain with many meshes (70k). It should ideally be quite detailed but I can settle for less if otherwise not possible. Ideally the heightmap resolution would be around 3000x3000. I am new to blender but open to complex solutions as well. Any tips on how to downscale such a map are also appreciated.

Duplicate of https://blender.stackexchange.com/questions/105283/create-height-bitmap-from-mesh ?

Well no, I am not asking how to bake a heightmap I am asking how to do so with a giant landscape that is made up of many thousands of meshes. Not just one terrain mesh.

Then maybe duplicate of https://blender.stackexchange.com/questions/108052/generating-height-map-of-group-of-objects ? If not, it would improve your question to explain why these methods don't work for you.

Thank you, i found a way to split it into chunks and it is doable now.


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Help place a texture along a slanted edge with a rounded corner
Hello dear Blender community, I am still a complete beginner in Blender and am facing a problem that I urgently need your help with.
I'm currently working on a project where I modeled a workpiece that has a 50 degree beveled edge, with rounded corners.
My goal is to place a plywood wood texture along this edge to create a realistic look. Unfortunately, despite intensive efforts, I have the problem that the plywood strips do not go continuously around the board. Either they are offset or distorted and I just can't find a solution to fix the problem.
I've tried various approaches such as adjusting the UV maps and experimenting with different mapping techniques, but so far with no success. It seems like I'm stuck at one point and just can't move forward.
I would be incredibly grateful if someone with more experience in Blender could give me some advice on how to solve this problem. Maybe there's a specific technique or workflow that I've missed?
If it's helpful, I'm happy to attach a few pictures of the problem so you can get a better idea.

Please excuse my awkwardness, I'm really just at the beginning of my Blender journey and any hint or tip would be extremely helpful.
Thank you in advance for your support!
Kind regards, Max

Hello, is your texture repeatable? Maybe pack your image (File > External Data > Pack Resources) and share your file?

As @moonboots says sharing your Blend file with your images packed into it would be helpful. You can share it via https://blend-exchange.com/ following the instructions there to copy the link on that page. Then edit your question here and paste the link into it.


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How can I remove the noise on metal surfaces in Eevee?
I'm new to blender, I followed a tutorial on how to model this boombox but now I have a problem with the metal surface on the logo. I know how to remove the noise in cycles but since it is a video I need to render it in eevee.

Here is an example of my rendered video where the noise looks more obvious.
https://www.youtube.com/watch?v=csmJU18CBC8

did you try to increase the samples? if this doesn't help, pls provide blend file

@Chris increasing samples didn't work. Here I leave the blend file if you want to check it: https://drive.google.com/drive/folders/14ohBMJgBCtbv9x5KWG9PNWqqHQ-z5bPi

what sample count did u use?

this blend file doesn't fit to the image you provided...that's how it looks, when i rendered it: [1]: https://i.sstatic.net/Kn87ti3G.png

@Chris My bad, I forgot to share the textures and the hdri. Here is the updated file. You will have to download the blend file again for the texture file paths to update correctly.
https://drive.google.com/drive/folders/1QJoWYw8Uy89wlmSmJI9MThCdg4iXPuhx?usp=drive_link   By the way, I increased the samples in subsurface scattering to 32 and in volumetrics to 64, if that's what you mean.


text:
Missing 'Normals' in Data
The tab of Normals/auto smooth is missing. The tutorial I was following and other videos have it in between Attributes and Texture Space.

The Normals > Auto Smooth panel doesn't exist anymore since 4.1, you need to either:

Right click in Object mode and choose Shade Smooth by Angle, which will create Mark Sharp on the edges, depending on the Angle chosen in the Operator Box:

Or right click in Object mode and choose Shade Smooth then give your object a Normals > Smooth by Angle modifier:


text:
What is the best way to model this hex gradient?
I'm a newbie and I am trying to model a hex gradient on a curved surface.  I created the gradient I wanted in Illustrator, brought in as an SVG, converted to mesh, and had a lot of finicky work to try to get quad construction.  Then I shrinkwrapped to my curved surface and now I'm trying to
solidify, but I'm having trouble.
Is there a more automated way to do this.  I know there is a 'honeycomb' features under 'extras' but I can't do a gradient of hex sizes.

What you've described sounds like the best method to get a size-gradient of hexagonal holes in Blender -- I don't think it's needed often enough for anyone to try to automate it.  That having been said, what you've described should solidify.  What trouble are you having?  Have you applied the shrinkwrap modifier?  Have you checked for duplicate vertices and flipped normals?  Also, it's sometimes a good idea to post your blend file, or a truncated version of it that has the problem. The Blender StackExchange has its own service to share blend files: blend-exchange.com/help

You can create this hexagon grid with Geometry Nodes and an Array and a Boolean modifier. Here is a try: https://i.sstatic.net/TDFBh.jpg. (I'll post an answer later.)

Thank you both for the answers.  My original issue was that I did not ensure that I merged everything before shrinkwrapping.  I actually did end up using Arrays in the end.  One thing I've noticed...my shrinkwrap is not smooth, even though I shrinkwrapped to a smooth curve.  Any ideas where I might have gone wrong?

I tried to shade smooth and Auto smooth, after shrinkwrapping and solidify modifiers and it seemed to do a good job.  Is this the best way to remove the bumps created by the hex pattern?

I became interested in how you could do this in geometry nodes.
To build this we need a perfect triangle grid as described in this
accepted answer.:
How to make an Equilateral Triangle Grid with Geometry Nodes?
This has numerous controls. I made use of the .blend, since the answer is quite nuanced.
We can use the dual mesh 'trick' to convert the tris to hexes, then split the edges, and scale the elements using a color ramp.

We have one branch going from the triangle grid through this gradient effect, the other branch will be going to a bounding box, so we can have a flat plane with same position and scale as the triangle grid.

The remaining nodes are just extruding the shape we have built.  At this point, we have a gradient hex wall, but there is no arc or curve deforming the object.

So, we have successfully built the gradient, but we haven't implemented a bend modifier.
I chose a tree based on this answer:
How to recreate bending from simple deform modifier, within geometry nodes?

There is a problem when a modifier is added, the extrusion creates sidewalls. To eliminate the sidewalls we can make a selection based on X or Y position.  Also, if the rotation is not what we want, a final transform geometry may help.

Just an added note, that the created geometry can be combined with a curve modifier to create some interesting forms.  Many group inputs can be added to customize or control the result.

The Fill Curve is very slow, I think it's going to be better in B4.2... Also it's double-faced, on purpose? I think it's missing some setting for thickness. Removing the double faces is trivial btw just merge by distance.

Hmm, after merge there's normal inconsistency, set position with normal offset will move faces apart, because they are disconnected, but I guess you could just delete faces based on normal before bending.

Thank you, yes, you are right there is an improvement that could be made with the extrusion nodes. Also yes, I am using B4.2

One.

Two.

Three.

Four.

Five...


text:
Looptool add-on circle option bad results
i was trting to circularize a face of an object by subdividing that single face but no matter what i do it's not giving me good results. i tried it by talking a new plane and subdividing it, it worked fine. but circularising a plane on that particcular object is giving me a shrinked circle and left twist of always 37 degrees. ofc i can manage it by rescaling that circle there are issues, you can't scale it to fit an exact radious and edges are messed up.

try to apply the scale, I guess your object has non uniform scale, so a circle looks distorted... be sure to be in Object Mode, press Ctrl+A and apply Scale at least... also check in the transformation panel how your scale changed to 1,1,1... btw, you can also use Mesh > Transform > To Sphere to get the circular shape

hey, sorry for the late reply. thanks that helped. i didnt think that could have been the issue. thanks!


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How do I get the middle point of faces to show in edit mode?
How do I get the middle point of faces to show in edit mode? I always see it in videos, but have no idea why I don't have it and how to search for this function

The dot in the middle of faces only shows when you are in face select mode - that is, the mode whereby you can select entire faces rather than just edges or individual vertices.
I seem to recall it used to be enabled by default, so perhaps it was disabled by default in an update at some point. Either way, you can re-enable this behaviour in the Viewport Overlays menu, accessed from the drop-down button next to the symbol with the two circles shown in this screenshot:

Note that the required option only appears in edit mode.

Enable the Mesh Edit Mode > Center option in the Viewport Overlays:


text:
How editing timeline
I have created a animation sequence and now I want to optimize the time between key frames. Simple, I want to extend or reduce the number of frames between key frames.
The only way I have currently figured out, is to select all key frames after that and move them with 'G'. But if you have a long sequence, it is realy not easy to handle!
Is there no easy way to include empty space between key frames?

you can either scale or move the keys that are on the left or on the right of your cursor, what solution do you prefer?

There is time remapping, if you just want to change fps


text:
Using python, how can I update a text object in a blender animation, every 10 frames, using data from a csv file containing 8million data points?
thank you for reading my question. I would like to animate a text object in a blender file replacing the body text every 10 frames, iterating row by row through data drawn from a large csv file. There are 2 million rows. The csv data is  structured in the following way:
nonce,cost,target,result
1,400,3.12,4
2,400,3.12,3.24
3,400,3.12,1.08
4,400,6.24,3.36
5,400,9.36,33.67

By way of an example (using the first 3 rows of my data) I have made this looping animated gif which illustrates in a basic form what I'm trying to achieve. Text that is green/red colour will be replaced  every 10 frames with text from the next row in my csv file.

From my readings here Python seems to be the best way to achieve my animated end goal.
There are many excellent answers relating to the use of Python and importing csv data to set the x,y,z location of a mesh or drive a rotation of objects or vertices. Some answers deal with a small amount of changing text data. I cant find an example of how to approach this with text data from such a large data file.
It's entirely possible the solution is obtainable from merging a few answers here, but my python knowledge is not at a level that allows me to make the connections between the expert knowledge given in previous answers.
I'm embarrassed to admit the amount of time I have spent trying to achieve, what seems to be a relatively simple animation. My failure to find a solution has knocked my confidence a little,  any guidance is very much appreciated, thank you. I can supply the blend file from my gif animation and a sample of the csv text data if that helps. Thank you very much for your time.

sure you want to do it in Blender..? I think it would be like a 200 hours long video, that's more than a week... maybe you want to render just a section of it, or you need something that plays in realtime..? just curious

And I wonder why you think python is the best option? I would use animation nodes for such a simple task

@alambre lol you are right about that. I plan to adjust the timing down to every 2 frames for 80% of the data. I didnt want to over complicate the question above. The target for the video material need see that every piece of data is there, and be able to check the sequence of events are in the correct order, but they will mostly skip to parts of particular interest.

@Chris thanks, I'm open to any solution. I may be wrong but any solution I looked at with animation nodes involved adding a python script. I did read one post here where someone had tried something similar with animation nodes but eventually gave up and wrote a python script instead. But I'd be happy to try animation nodes if you think its a good way to approach this.

in python you would need to use a handler that updates on frame change, and every n frames read from file and update text object bodies... it's not that complex but 2M lines are a lot of lines to read... here's an answer with nice example of using a handler to update a text object
animation nodes is a great option as Chris stated, I think it can read from text file... but also you can use a little script to import your data as vertices, then even using a handler should be easier and things a lot more stable, as all values are now stored in blend as xyz coordinates -I think first value in your csv was just an index-
here's the script to load data, and a geometry nodes setup you can test, from the imported pointcloud it reads each vertex and writes index and coordinates to text every 10 frames, it's just an example to modify...
blend file

Thanks very much Alambre, I will give this a shot. The first column does look like an index but it's used in part to generate a pseudo random result, the seed is changed at various points in the data and the nonce then resets to 0. Maybe I should break the data up by seed. I think the first seed ran to just half million rows. I wonder how blender will handle big data projects and infinite data streams.

ok then just coordinates may not be enough... just added a second script to blend to generate some fake data, then tried loading a 2 million rows file with no problem... fixed index offset too... about seeds, that could be a simple list of values, no need to store into vertices

@alambre: very nice! +1 for providing a great solution with blend file and even providing building the csv file!

@alambre thanks very much for your help, particularly leaving me with enough room to tinker and discover.

@chris thanks for your support in this thread. If I accept the answer will it close this thread off from updates. I may want to post my final solution.

no, you should (is my opinion) accept alambres answer but after accepting you can still add your own answer if you want to.

ok will do. thanks guys. The original data is online graphed but it has a linear structure. With 2 million rows of data, It's very slow and tedious to navigate through, so hopefully when I finish this it will give wider access to the data.

great, feel free to ask for any doubts you have with the blend... just checked my 2M lines text file together with batfinger's code on that answer I linked, it worked fine here... but you would need to modify the script to read a line and update different text objects in scene

@alambre your solution is quite ingenious, creating a point cloud in order to borrow the xyz location co-ordinates and use that to store the csv data. I really laughed when I saw the point cloud. What strikes me about that is, it is a kind of work around solution to achieve an outcome that Blender doesn't really facilitate. I mean would you say thats the standard way to pull large data from a csv file and iterate through it row by row?

@chris I'm kind of curious how you would have addressed this in animation nodes. I'd like to experiment a little with that to inform my own understanding of what's possible. Perhaps you have seen a good example here that I could pick apart. If you know of any example, that would be great. Thanks.

Ask a new question how to do it with animation nodes and I will show you

I imagined that 2 millions lines could be a problem, vertices on the other side is native data for Blender, and you had 3 data columns, that's all... but python handlers worked for me too, even with that volume of data: check this file, paste your own data and run script to activate the handler, don't know how stable it would be on render... btw I still don't think a video is the best solution here but you know better

@alambre, Id like to explain to you precisely what I'm trying to do, but I cant do that in a public forum as it will always attract the kind of attention I don't want.

@Chris good idea... I better search the other questions first or get creative with how I ask it.


text:
I tried making a custom axe and the geometry is weird
I tried to make an axe based off of a reference image from google and the geometry is weird and showing many artefacts after applying subdivision surface.
I eliminated all doubles using merge by distance and also the entire geometry is in quads. I feel that there is some close lines and I tried merging a few shapes but I can't figure out what.
I am new at blender and I realize that the geometry is bad so asking for your help.
Here is the blend file
https://drive.google.com/drive/folders/14xmpw7HWBSs5hGiOXNs609RYpnqFPbZg?usp=sharing

the only weird thing I see is this vertex, delete it and fill the faces it will leave: https://zupimages.net/up/21/40/mzlt.jpg

@moonboots Yea that is one, but deleting that vertices messes up the face below and above it... I don't know how to tackle that. Also there are a lot of artifacts at the place where the blade joins the cylinder.

yes there's a problem here, there's a face that you need to delete, then again fill the faces: https://zupimages.net/up/21/40/9mgs.jpg

Edit mode:

Enter Face select mode

Select and delete this face:

Select and delete these faces:

Select and delete this vertex:

Enter Edge select mode

Using the F2 add-on fill the large hole with faces:

F2 allows you to select one edge of the hole, position the cursor inside the hole and then create the face with F.  Select the left most edge of the hole, position the cursor to the right of it, and type F ten times.  This is fewer key strokes than filling the individual holes.

Select the 4 edges of the left hole and add a face with F:

Use F2 to fill the right hole.

The easiest way (at least to describe) to deal with the rest is:

select all of the edges surrounding the remaining hole and make an n-gon face:

Finally, use the knife tool to subdivide the N-gon into six quad with three cuts:

You might want to edge slide vertices to smooth out the new lowest row of faces.
By the way, you have a similar but slightly different problem on the other side of the axe.  If you deselect all and then use the Select menu to Select All by Trait -> Non-Manifold  you'll find the problem:

I did solve the problem....These were some elementary problems.... But thanks a lot for solving it.


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remove artifacts from transparent image
I'm trying to render an image using cycles and my rendered image has these background artifacts that look like lines. These lines match up with the extent of the picture. I made both images (the one for color and the one for height) have transparent backgrounds in Photoshop before bringing them into blender. How do I get rid of these lines? I should note that if I remove the plane from under the two canyon images, their original extents are visible after rendering.

here are the nodes link

if you use images with transparency you should use the Image Texture "Alpha" output socket and use it as a factor between the image and a Transparent node, why don't you?

Hello :). You need to connect your alpha channel. Here's my answer to a similar question.


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Duplicating At Regular Intervals Along Mesh Face
I am hoping someone can give me a bit of advice on how to achieve something.
I am currently working on a model for one of the old MK .. British tanks.
In the picture below you can see i have a lot of the basic elements, and am looking to attach the squarish object to the tracks at regular intervals.
I know i can snap objects together, in this case to the face of the mesh making up the track, and can duplicate the object and repeat that process to make the spacing the same. But i am not sure how i can achieve snapping all of the duplicate objects to the track as the track of course goes around the entire tank as opposed to being just a straight line.
Obviously i am a self taught amateur, so i am sorry if this seems like a stupid question, or if i am simply doing this is a difficult or stupid way.
I make 3D models for my own love of doing so, and so am not exactly the most knowledgeable.
Any help or pointers would be very much appreciated.

https://blender.stackexchange.com/questions/6486/duplicate-along-path-with-uniform-spacing https://blender.stackexchange.com/questions/510/how-can-i-duplicate-a-mesh-along-a-curvehttps://blender.stackexchange.com/questions/31744/array-modifier-equal-space-between-all-duplicates-loops https://blender.stackexchange.com/questions/38560/stretching-problems-with-curve-modifier https://blender.stackexchange.com/questions/34932/skinning-a-simple-tank-track-for-unity3d

https://www.youtube.com/results?search_query=blender+tracks https://blender.stackexchange.com/questions/68923/torus-object-stretched-in-array-curve-modifier/68925?r=SearchResults&s=1|61.3602#68925


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Adding Borders to a Video (Letterbox Effect)
This is my first post, so please forgive me if I make any mistakes regarding tags.
I've been attempting to add a letterbox border to a video in order to give it a more "cinematic" look, but I've been running into issues where borders only appear on one side of the video.
Example of what I'm trying to achieve:
Example of what I'm getting:
It may be a little difficult to see, but the borders only appear on the left and bottom of the video. I achieved this after following instructions from a video which recommends using the offset command. In the video, the instructor had an option to add this effect to both sides, yet I'm failing to see that option here.
I checked a few more tutorial videos and noticed that their version of Blender seems quite different than my own, with some of their available commands being different than my own.
Regardless, I feel like I'm very close to figuring this out, but I need some assistance. I think that what I need to do is "center" the video so that it appears in the middle of these borders I'm trying to make, but I just can't seem to figure it out.
Any advice would be greatly appreciated!

I figured it out - I just needed to whip out a pen and notepad to write down the general idea of the instructions I was getting and then improv with what I had available.
For those interested in creating a letterbox effect for their video in Blender, follow these steps and you'll achieve your goal.

If you haven't done so already, drag and drop your video onto the timeline.
Select your video clip
Select the Strip option (should be on the top or bottom of your timeline, depending how your UI looks).
When you click Strip, you'll see a menu. Look for an option to Set Render Size. For me, it was hidden behind the Movie Strip menu.
Look for a menu that shows your video's dimensions (for me it was to the right of the video preview box)
Add however many pixels you'd like to the X and/or Y axis (I personally went with 60 for both sides)
Now look for a menu that shows an option for Offset (for me, that menu was directly beneath the menu where we just punched in our resolutions).
Click the checkbox for Offset and add HALF of the number of pixels you added to each axis in the previous menu. For example, if you added 60 pixels to your resolution on the x-axis, add 30 to your offset.

Congratulations, you should now have a letterbox effect on your video! The checkerbox image you see around the video should default to black once you publish your project. If you'd like a different color than black, you can select Add, which should be near Strip, and then simply click the color option. Expand the color block to equal the length of your video and place it on a lower channel of the timeline so that it doesn't overlap with the video. Select your video and find the Blend option to switch it to Alpha Over so that the video rests above the color.
(By default the color will be black. Simply select it on the timeline and find the Color option in the same menu you found the offset option for the previous steps. Change to a color of your desire).
Thanks and hope this was helpful.


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How to model Cubic shape on Circular shape (with SubD-modifier)
I'm making this "button" shape. And in my opinion there are no N-gons here. However I have massive glitching/shading issues when applying SubD-modifier3 on the object. When I make the control loops go around the whole object the circular shape stays as an octagon.
How should the topology look like for this kind of shape so one would get rid of the shading issues after applying the SubD-modifier?
Thanks!

You have a massive N-Gon there. Just use the knife tool for now to convert this N-Gon of 6 vertices into 4 Quads. I have a template on how to achieve that easily in the Picture.

Here you have n-gon with six sides. Try to get rid of it, also more even topology sometimes helps as well with sub-d.


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N-gon shading issue using Extrude
If someone is bored and would like to help me show how this topology is made without creating N-gons, it would be greatly appreciated. Asked a similar question yesterday and recieved a ton of help regarding the N-gon issue. However, countless tries from my part did not solve the shading issue while applying subdivision-modifier as I clearly don't understand how to create this without N-gons.
Ares with shading/clipping issues are marked with red. One side of the extrude has a slight angle to it.
The extruded part is beveled but the structure beneath has normal control loops.

Thank you and wish you all the best.

I could try to recreate this with quad topology, if I could only understand what all these multiple edges are for - they seem to be on flat faces, so no need for them to create some angles or anything... and then those random edges marked sharp inbetween...

Alright, thanks! I assume you mean the control edges for the larger structure from which I extruded along the Z-axis?
This is one issue I have, I don't understand if all those edges are necessary...

I have no idea how the model should look in detail, but from what I see I modeled something which might at least be transferable to your problem.
So I started off with a basic cube. A cube is all quad topology. Then I made loop cuts with Ctrl+R, the good thing is: the Loop Cut tool needs quads to work and it produces quads. I also moved some edges to get those slanted sides. So I finally made this shape, the extended parts created with the Inset tool I and extruded with E and it's all quads.

Of course adding a Subdivision Surface modifier now does not look too good, because the shape gets totally rounded.

One solution could be to add loop cuts as supporting edges close to all edges you want sharpened. The good thing again is, the Loop Cut tool produces quads when cutting quads. After finishing, my model looks like that:

It's all quad topology and the shading looks quite good, too. However, all those loop cuts introduce a lot of new vertices and are a destructive workflow, which makes it really hard if not almost impossible to change the shape of areas afterwards. As long as you are not certain that this is the final version you should try to avoid destructive workflows, since less geometry is always better to edit.
So therefore I would recommend another method: instead of cutting up the whole mesh, leave the geometry simple as it is. Then add a Bevel modifier to the object and place it before the Subdivision Surface modifier.

Now that does not look very nice. But here comes the trick: instead of using the default Limit Method > Angle in the Bevel modifier, set it to None. This will bevel all edges. Set the number of Segments to 1 or more depending on if you want a more rounded or sharper edge. But notice that the modifier has Clamp Overlap enabled by default, so it only bevels to the minimum amount that is possible on all edges to not overlap anything. (You can disable this option for rounder edges, but of course overlapping might cause problems then in some areas.)

The problem with setting the Limit Method to None is, when you also have curved shapes within this mesh (I've put a dome on its back for example), then beveling all edges might not look so good in areas where the surface is supposed to be smooth:

In this case, you can switch the Limit Method to Weight. This way, only edges that have a bevel weight assigned are affected by the modifier. In my example, I would select basically all edges except for the ones of the dome and its surrounding area (I only select the bottom edge where it connects to the floor) and in the sidepanel under Edge Data I set the Bevel Weight to 1.

By the way, the faces around the dome were n-gons as well because the round outline of the dome has more vertices. To get rid of shading errors in these areas, I selected the n-gons and pressed Ctrl+T to triangulate them (works in this case, but not always).

This result though (apart from the smoothed out dome probably) will most likely look more or less the same if you did not use any Subdivision Surface modifier at all, just added the Bevel modifier with a few more Segments and then shaded smooth. And to avoid weird shading, enable the Harden Normals option in the Bevel modifier.

Wow! I lift my hat for you Gordon.
Thank you for taking the time explaining and teaching this to me. Greatly appreciated! :)

Solved by extending the edges around the whole object.
Not sure if it's the optimal solution but it works fine.
Any ideas?


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boolean Modifier problema (v4.1)
Can anyone tell me how to get the boolean modifier to work. I have enabled it in preferences / add-ons but when ever I apply it I get an error message that reads
Modifier is disabled, skipping apply? Any help is appreciated.

Would you mind to show at least one screenshot of what you are trying to do and the settings of the modifier?

Yes I'm trying to subtract one mesh from another, I think that's supposed to be the Difference modifier?

I cant seem to post screen shots, Sorry for being a bit useless. :(

Maybe look at this first: https://meta.stackexchange.com/questions/75491/how-to-upload-an-image-to-a-post Then edit your question and add some. Don't use photos taken of the screen.

Hell, John, welcome to BSE. Could you also clarify which tool you are talking about, please? (I ask, because the Boolean modifier doesn't need to be enabled in preferences.. maybe you mean BoolTool? )

https://blender.stackexchange.com/questions/149437/boolean-modifier-disabled-in-blender-2-8 https://blender.stackexchange.com/questions/62301/how-to-fix-modifier-is-disabled-skipping-apply-error


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Importing Objects as Empties
That may sound weird, but I want to import all the objects from an .OBJ file as dummies centered where the object's center would be for a little experiment involving game modding.
I have no experience with scripting, so I'm asking if it'd be hard to make a script that executes the operations I just described.

Use the importer provided
Would simply import with the provided importer then replace each with an empty.
Import the obj file. Add an empty with the same transform as each imported object. Remove the originals.  (Note doesn't keep parenting)
Modify the filepath to where your obj file is on your computer.
import bpy

context = bpy.context

# some path to your obj file
filepath = "/home/batfinger/Desktop/xxxx.obj"

# import it
bpy.ops.import_scene.obj(
        filepath=filepath
        )

# the imported objects.
imported_objs = context.selected_objects

# add an empty for each imported object
for o in imported_objs:
    bpy.ops.object.empty_add()
    mt = context.object
    mt.name = o.name
    mt.matrix_world = o.matrix_world

# delete imported objects
bpy.ops.object.delete(
        {"selected_objects" : imported_objs}
        )

For starting blender-python-programming it can be helpfull to check out the info tab and copy out the listed commands to your script.

here is the script you want, wich keeps the original objects name.
Import your objects by hand, select the ones you want to empty out and run script from text editor.
comments are marked with #, so you can understand whats going on.
This way you could easily create other macros as well.
works only on 2.8
#import blender namespace
import bpy
#get all selected objects
selection_names = bpy.context.selected_objects

#loop trough all "selection_names"
for i in selection_names:
    #for every object "i":
    #set active object as "i"
    bpy.context.view_layer.objects.active = i

    #go to edit mode of "i"
    bpy.ops.object.editmode_toggle()
    #select all
    bpy.ops.mesh.select_all(action='SELECT')
    #delete all verts
    bpy.ops.mesh.delete(type='VERT')
    #go back to object mode
    bpy.ops.object.editmode_toggle()
    #repeat for next object in "selection_names" till none left


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I made something on blender and pressed something and now I don’t know how to get back to what I was doing please help!

 I was working on a 3d character and I accidentally pressed something and idk what it was but now all it shows is this and idk how to get out of it and I worked on this for a long time and I would hate to have to delete it

you have closed your 3D view, you have opened a large Timeline view instead, on the bottom left, click on the clock icon, choose 3D View instead

CTRL + SpaceBar in 2.80, CTRL + UP or CTRL + DOWN in 2.79

It looks like you full-screened the timeline
you can just try dragging the left "striped" corner of the screen
down and create a new window
then you can select "3d viewport"
or you could just click on the clock in the lower-left corner and change that to
"3d viewport"

Sometimes there are situations were it is hard to fix a UI state by hand.
In those extreme cases my favourite way is:

Save current blend-file
Open second blender instance (on OSX via Terminal https://blender.stackexchange.com/a/102862/68710)
click: File>Open
Open your first blend-file but uncheck "Load UI" (on the left panel) before doing so

now you got your first file but with startup-file-ui

Somehow you have removed the 3D view. Don't worry, you can get it back. What you are looking at is the timeline usually at the bottom of the screen stretched to fill it. Click and drag the little thumb grip in the upper right-hand corner of the area where the timeline is. Drag it downward: A new timeline editor will appear in the space. Drag it all the way down to where the original timeline is only about half an inch tall. Now, in the header of the new timeline, click the icon in the far left that has the picture of a clock on it: this opens a menu to select the editor type. Change it from "timeline" to "3D view".
Here are the manual sections related to the topic.
Areas (invilving splitting and joining)
Editors (What the "timeline" and "3D view" are)


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Why is rendering with both CPU+GPU 50% slower than with either CPU or GPU?
I have recently built my new PC (Ryzen 3700x + VEGA 64) and tried rendering BMW demo. The difference rendering speed caught my attention.
When rendering with CPU only, the time consumption never exceeds 3 minutes. When rendering with ONLY GPU (unchecking the Ryzen 3700x in preferences while keeping the VEGA on) the time is around 2 minutes.

However, when checking both the CPU and the GPU, the rendering time increased to more than 6 minutes.

According to the information gathered online, the "CPU + GPU" configuration should be faster than either CPU or GPU alone, but instead it turns out much slower. Have I done anything wrong and what should I do about it?
P.S. By inspecting the task manager the GPU does not seem to be loaded when rendering, the fan is not roaring either (it does when running games). Have no idea what this means either. Please help.

For hybrid rendering you should use small tiles, like 16x16, 32x32. And still might be slower than GPU only

@SergeL So what is the point going hybrid?

Technology has a potential, but tile assigning between hardware has to be optimised a lot. From my experience works better with less powerfull PC's


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Why is blender treating vertices differently when applying subdivision surface modifier?

I applied subdivision surface modifier to my model and afterwards, I found some annoying burrs on the surface. Taking a closer look revealed that these burrs are caused by vertices - the surface is kind of snapped to these vertices instead of going smoothly.
I have pretty just begun learning Blender so can neither explain or solve this problem. Please help.
P.S. Most vertices have surface goes smoothly under them.

Selected vertices are slightly offset, but when you deselect them they're back to normal.

Doubled checked for duplicates, result is negative. Only one vertex there. As for selecting, unfortunately it is not the case.

To keep it simple:
If the faces normals are in the same orientation, they can be smoothly interpolated at the subdivision: their mean stays positive.

If they are not, their mean becomes null and so their is no interpolation possible and their mean (so the orientation) is null.

This is like to say the function is not derivable at the face junction.
So the junction stays a singularity and stays angular.

Though totally have no idea why, after selecting all the vertices (thus all the faces) and recalculating their normal (ctrl + shift + N), the problem is solved.
However, answers explaining reasons will still be appreciated.

Normals give orientation to the calculation. If normals are opposite on each side of an edge, that lead to angular result, if in the same orientation, smooth result.


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Why is Union Subdividing objects?
When I try to Unionize two objects the one that is outlined in red before I Union them. Once Unionized is smoothed as if I had upped the view on the Subsurface Modifier. I am using Blender v2.79 and I have a Subsurface Modifier on both of the objects at view 2 and render 2 and a Mirror modifier on both objects with it on the basic set up. I can only figure out how to add one picture so I put the one with the end result.![ this is the problem the top set are more Subdivided and I can't figure out why
]1

could you please share your file (before you join the 2 objects)?: https://blend-exchange.giantcowfilms.com/

When you join object A to object B the modifiers of object A are NOT applied, and just get deleted, but the modifiers of object B stay the same and therefore are influencing object A once joined.
For this reason modifiers should usually be applied before joining objects.
On the other hand smooth and flat shading shouldn't change since this kind of data is attached to faces rather than the whole object.


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Rigid Body Coin Keeps rolling after landing on Plane
I have a coin flipping with rigid body applied to both coin and plane. The coin lands fine but keeps rotating endlessly and does not look very real. I have tried the Deactivate setting with no success.
Has anyone any idea what the issue may be?

Blend File

Avoid using convex hull. It's rarely accurate. For the plane change it to box and for the coin change it to mesh. The only time you shouldn't be using mesh for active object is if it has a ton of vertices or you are simulating a ton of objects. Always use box if the floor is just a plane.

pls provide blend file

Link to file uploaded now. I changed the convex hull to box and mesh but I have the same issues. The coin keeps slowing rotating and moving after it hits the floor, it never comes to a stop.

Wait why do you have a collision and a rigid body modifier on your coin?
Plus your plane has bounciness set to 100%

@TheJeran I disagree. Convex hull is the default, and works fine. Mesh shape, however, is terrible IMO, and should not be used unless you are desperate for concave collision. The OP has switched to mesh to avoid convex hull, which is why I mention that.

I suspect this is because the coin’s mass and size are not set realistically. Also, why do you have gravity at an inaccurate setting?

I am very new to Blender so I played around with the various settings to try and get the result I need, I'm not sure on what the appropriate settings should be. I changed the gravity to this as it seemed to give the coin the most accurate 'flight' time. But after adjusting these again I am still left with the coin just rotating endlessly and not coming to a stop.

As @TheLabCat points out, your coin is huge (1kg mass and 2m wide). In addition, it is extremely complex. I suggest you take a few steps back, and set up a simulation of a simplified coin on a plane, and get that running. Take it from there.

I have to disagree strongly with TheJeran here; mesh collision is terrible, and convex hull is superior whenever you are using a convex shape (and often, even when you aren't.)  A coin should be convex.  However, using cylinder collision ought to be more appropriate even than convex hull.  Mesh collision is slow and unreliable compared to both convex hull and collision primitives.

Thanks everyone, I've recreated the coin a lot smaller and joined each element rather than linking them as parent and applied rigid body again with fewer adjustments and I have it looking a lot better. Thanks for the replies and suggestions !


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Blender 4.1 Vertex Group Name Collision after Data Transfer
In Blender 4.1, doing a data transfer on a character's clothes to make it move with the character armature results in nname collision warning in the vertex groups.
The clothes move fine with the character, however this did not happen in 4.0.
Is there a fix for this?


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How to save poses in pose library permanently in blend file? (Blender 4.0)
So I want to transfer my blend file to another computer and I already have my saved poses in my pose library, and I even auto pack resources before saving it. However, when I open the file to my other computer, the poses are all gone. Is there a way to save the poses permanently?


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Parent mask to plane track using clip with vertical aspect ratio
Using Blender 4.0 (and also the beta 4.1), I can make four tracks on a clip, make a plane track from those tracks, and then make a mask parented to that plane track which deforms exactly alongside the plane track.
BUT, I can't seem to make this work if the clip has a vertical aspect ratio (in my case, 1440 x 2880). I've been pulling my hair out, trying to think if there's another place other than the Output properties where I can set the resolution to be vertically oriented for the benefit of either the Motion Tracking or Masking to follow. The resulting mask deformation looks like it's overshooting the tracking plane points on the X axis in a way that suggests there's some kind of hard-coded horizontal aspect ratio at work for either motion tracking or masking, but I can't figure out why that might be.
(Unfortunately, I can't share a screen cap with the footage I'm using to see this, but I can confirm it's happening across several different vertical clips, but not horizontal ones.)


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ANT Landscape and VDM brush problem
I was experimenting with creating a noise brush for sculpting by using ANT Landscape and VDM brush together, manually unwrapping the plane. My first attempt was a success, and I managed to create a nice, smooth noise brush that worked perfectly. However, in subsequent attempts, I keep encountering the same problem: a destructive twisting effect.The problem surely comes from the EXR file that VDM brush creates, and it always comes out looking like this. Do you have any idea what causes it? Thanks in advance.

It might be helpful to people trying to help you if you uploaded an example blend file to the site https://blend-exchange.com and add that link in the question.


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How to Set Object Viewport Colors Based on PBR Material Properties?
I'm trying to create a script in Blender that sets the viewport colors of objects based on the properties of their physically-based rendering (PBR) materials. However, I'm encountering difficulties in achieving this functionality.
Here's the Python script I've been working with:
import bpy
import numpy

class SetViewportColorFromMaterialOperator(bpy.types.Operator):
    bl_idname = "object.set_viewport_color_from_material"
    bl_label = "Set Viewport Color from Material"

    def execute(self, context):
        # Iterate through all selected objects
        for obj in bpy.context.selected_objects:
            # Check if the object is a mesh
            if obj.type == 'MESH':
                avg_color = [0, 0, 0, 1]  # Initialize average color as black
                material_count = 0

                # Iterate through all materials of the object
                for material_slot in obj.material_slots:
                    material = material_slot.material

                    # Check if the material uses nodes
                    if material.use_nodes:
                        # Iterate through all nodes in the material node tree
                        for node in material.node_tree.nodes:
                            if node.type == 'BSDF_PRINCIPLED':
                                # If a Principled BSDF node is found, check the base color
                                base_color = node.inputs['Base Color'].default_value
                                avg_color = numpy.add(avg_color, base_color)
                                material_count += 1

                # Calculate the average color
                if material_count > 0:
                    avg_color /= material_count

                # Set the viewport color of the object
                obj.color = avg_color[:3]  # Set the RGB values

        return {'FINISHED'}

def register():
    bpy.utils.register_class(SetViewportColorFromMaterialOperator)

def unregister():
    bpy.utils.unregister_class(SetViewportColorFromMaterialOperator)

if __name__ == "__main__":
    register()

In this script, I'm iterating through selected objects and their materials, aiming to set the viewport color of each object based on properties of its associated material, such as color, metallicness, and roughness.
Could someone assist me in completing the script by providing the necessary code to set the object's viewport color using its PBR material properties?
Any help or guidance would be greatly appreciated. Thank you!

If you want to set the object color
import bpy
import numpy

class SetViewportColorFromMaterialOperator(bpy.types.Operator):
    bl_idname = "object.set_viewport_color_from_material"
    bl_label = "Set Viewport Color from Material"

    def execute(self, context):
        # Iterate through all selected objects
        for obj in bpy.context.selected_objects:
            # Check if the object is a mesh
            if obj.type == 'MESH':
                avg_color = [0, 0, 0, 1]  # Initialize average color as black
                material_count = 0

                # Iterate through all materials of the object
                for material_slot in obj.material_slots:
                    material = material_slot.material

                    # Check if the material uses nodes
                    if material.use_nodes:
                        # Iterate through all nodes in the material node tree
                        for node in material.node_tree.nodes:
                            if node.type == 'BSDF_PRINCIPLED':
                                # If a Principled BSDF node is found, check the base color
                                base_color = node.inputs['Base Color'].default_value
                                avg_color = numpy.add(avg_color, base_color)
                                material_count += 1

                # Calculate the average color
                if material_count > 0:
                    avg_color /= material_count

                # Set the viewport color of the object
                obj.color = avg_color  # Set the RGB values

        return {'FINISHED'}

def register():
    bpy.utils.register_class(SetViewportColorFromMaterialOperator)

def unregister():
    bpy.utils.unregister_class(SetViewportColorFromMaterialOperator)

if __name__ == "__main__":
    register()

Enable Viewport Shading > Color > Object

If you want to set the material viewport color, metallic, roughness etc.
import bpy
import numpy

class SetViewportColorFromMaterialOperator(bpy.types.Operator):
    bl_idname = "object.set_viewport_color_from_material"
    bl_label = "Set Viewport Color from Material"

    def execute(self, context):
        # Iterate through all selected objects
        for obj in bpy.context.selected_objects:
            # Check if the object is a mesh
            if obj.type == 'MESH':
                avg_color = [0, 0, 0, 1]  # Initialize average color as black
                material_count = 0

                # Iterate through all materials of the object
                for material_slot in obj.material_slots:
                    material = material_slot.material

                    # Check if the material uses nodes
                    if material.use_nodes:
                        # Iterate through all nodes in the material node tree
                        for node in material.node_tree.nodes:
                            if node.type == 'BSDF_PRINCIPLED':
                                # If a Principled BSDF node is found, check the base color
                                base_color = node.inputs['Base Color'].default_value
                                avg_color = numpy.add(avg_color, base_color)
                                material_count += 1

                # Calculate the average color
                if material_count > 0:
                    avg_color /= material_count

                # Set the viewport color of the object
                for mat in obj.data.materials:
                    mat.diffuse_color = avg_color  # Set the RGB values
                    mat.metallic = 0.5
                    mat.specular_color = (1.0, 1.0, 1.0)
                    mat.specular_intensity = 0.5
                    mat.roughness = 0.5

        return {'FINISHED'}

def register():
    bpy.utils.register_class(SetViewportColorFromMaterialOperator)

def unregister():
    bpy.utils.unregister_class(SetViewportColorFromMaterialOperator)

if __name__ == "__main__":
    register()

Thank you for your response. Did the first script you provided work for you? I'm looking to change the 'object color,' not the material color, as suggested in your second script. The first script is supposed to take a sample from the UV area of the material and set it as the 'object color.' However, it doesn't seem to be working for me. It doesn't actually change any colors.

yes, to see the color enable Viewport Shading > Color > Object


text:
How could I get these two curves to blend into each other?
I have two curves that intersect each other however this naturally leaves me with unwanted geometry. How can I get them to blend into each other without converting it into a mesh and using a boolean operation? (I.E make it a procedural effect.)

I'm afraid that wouldn't achieve what I want at all. 1.) Its not a procedural effect that works no matter where the end point of the curve is and 2.) it would cause scale issues. It also would not solve the overlap at all.

Geometry Nodes
what you are asking is not possible in a nice / effective / useful way in Blender (my opinion).
Even in a mesh version it is very sensitive task - you need to think about topology. You can try Geometry nodes for generative way, but you would deal with topology issue as well.

I would like to ask down-voter - What is wrong with my answer. Thanks


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Why won't my symmetry align correctly on my sculpt?
I'm sculpting a finger, however tje Y symmetry seems to be compltely offset. I've applied all transforms and the origin is roughly in the centre of the object. Why would it be doing this?

Hello could you please share the object so that we can check (remove the useless parts)?

It's because of the Armature Deform :

While sculpting you can (temporary) disable it here :


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How can I get this grill mesh to fit in this empty space?
How could I get this active object to fill in the annotated empty space? I've tried seperating and edge from the empty space and using the curve modifier as well as filling in the empty space with a new face and then shrinkwrapping but they did not give the desired effects:

You can use mesh boolean modifier:

Separate edge of empty space and make it another object (P in edit mode)
Fill that edge loop (F)
Extrude it along normal (Alt-E)
Select other face and move it along normal for same amount in opposite direction (select face, ,``2, G``Z)
Hide created object (H)
Place your grill on empty space, rotate as you like it to be
Add a boolean modifier to grill, set mode to Intersection, select your hidden object