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How can I round this inward-pointing corner?

Hey guys, I'm new to Blender. I would like to round the inward-facing corner where the highlighted vertex is (to achieve a smooth "slope") but I am not sure how to achieve this. I've tried bevelling different selections, adding loop cuts and removing the "screen" on the console, all with no luck. Thank you very much in advance :)

bevel should work but it probably needs a work on the topology afterwards

can you provide your blend file?

Thanks guys. I tried working on the topology after bevelling and that helped :) It was just a little tedious because I had to drag each new point out separately. Maybe there is an easier way, but at least it looks right now! I attached my blender file with the topology corrected on one side, for reference.
https://drive.google.com/file/d/1OGWpEg9oAY9P-EcaTFzprBgO84Xu9gLH/view?usp=sharing


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Weird edges in car roof
I was making low-poly Audi A6 C6 avant. So i made almost everything but I have a problem. When I try to make the last wall of the roof, a problem arises. One of the edges spoils the whole look. I use the Subdivision Surface but even when it turns it off, the error still shows up. Please help

It's not even helping when using "Shade Flat". And yes, I enabled AutoSmooth to 30*

Could you post an image of your object in edit mode without the SS modifier so we can see the topology? It's likely just a duped or unmerged edge or possibly a slight upward "kink" in the mesh surface. Either way, its hard to tell without seeing the edge lines.

https://pasteboard.co/JLBrYiH.png here you are

Still nothing. When I'm trying to fill the empty face it creates a weird edge, that is sharp... Sorry for my bad english.

Yeah, not sure then. have you tried removing all dupes (Select all in edit mode, then mesh > Clean up > Merge by distance) and making sure the normals are all facing the right way (mesh > normals > recalculate outside)?

Yeah, thank you :DDDDD Some faces were inverted, so it was looking weird. Once again, thank you :)

source: Stack Exchange

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

sort: votes


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Can't shrinkwrap a plane around
I have been learning Blender, I have a complete human model but I want to wrap a small plane around the bottom left leg, like a strap/belt.
Before I did the shrinkwrap operation, my model looks like this. A plane with no modifiers and a duplicated part of leg mesh where I want to wrap. (Human model from MakeHuman)

After I apply the skinwrap modifier it looks like this. Though I increase the length of the plane, it never makes a complete circle around the leg. I have tried will all options but failed. Is there some way to accomplish this ?

!
I want to wrap my plane around the leg mesh. Can someone help me out. Thanks in advance.

a different approach would be to use that slice of leg as your starting point for the belt/strap. Select everything, extrude it out with E then S to scale it out (constrain the z axis with shift+Z) and it fits perfectly around the leg :)

It won't work this way, you first need to make it rotate around the cylinder, for example with a Simple Deform in Bend mode:

Then shrinkwrap.

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


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GPU Compute not working on Cycles with RTX 3070
My GPU Compute option is not rendering anything in viewport, or the final render. When I switch to CPU Compute, it works as intended, but I really would like to use my 3070 to do the work.
CPU compute on:

GPU compute on:

These are my preferences:

Just ask if you need to know anything else!
Thanks for your help in advance!

It is possible that the 30xx series of nvidia cards are having issues, given the frequent questions on this site. Try the latest version of blender or try upgrading or downgrading the drivers. If that doesn't work file a bug report.

Hi, santo, welcome. This is either a configuration problem, or a bug. Both are off-topic here. Please check configuration, drivers, as far as you can, and if no joy, make a bug report.


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How to create a Torus with a non-circular cross section?
I want to create a torus-like shape, however using a cross section that is not circular. In particular, the shape I'm trying to make would have a cross section that consists of a rectangle, with one side replace by a half-circle (as in the picture). The circular side would be inwards, towards the center of the Torus.
I have found answers for how to do this out there, but all of those that I've found apply only to pre-2.8 Blender.

you can create a torus, delete its inner side and extrude inwards, or use the spin tool

Nothing is changed much, some of the tools just moved to a different place in the interface, but the workflow should be the same. Please indicate which links you've looked at.

You've already made the profile, you're nearly there..
In Edit mode, drag the profile a little way from its object's origin

(Here, the axis of rotation is going to be Y, it's the profile's Y axis, as well as the world's)
Give the profile a Screw modifier..

Love it!!!!!!!!

One option is to create it with a beveled curve:

remove the face from your "D" shape, and convert the object to a Curve
add a Bezier Circle (Shift+A, Curve → Circle)
in the Object Data Properties of the circle, set the shape object as Bevel object

If you like, add a Bevel modifier so the edge looks nicer when it's shaded smooth, and convert it back to a mesh.

Same as @Timaroberts' answer, delete the outer faces.
Select the top and bottom edge loops.
And do Bridge Edge Loops

Use F2 addon.

Delete the outer face of a torus by selecting the equator edge loop with ⇧ Shift + ⌥ Alt + RMB  and then growing the selection with ⌃ Ctrl Num +
Select two adjacent vertices, press F to connect
Hold F to fill
⌃ Ctrl + RMB  to add an edge loop if desired


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How do I move these objects independently of each other?
I accidentally moved the particles away from the object (the donut) and saved it. They are connected with the option "object (keep transform) and I can't put the sprinkles back on the donut.
I need help. :D

From the Object menu, select Parent > Clear Parent with the sprinkles selected. You can also use [ALT] P.

Hello, I still can't move it. The icing and the particles move the same. Also the particles aren't an own object.

Ah right. It's a very long time since I followed the Donut tutorial so I'd forgotten that Andrew used a particle system for them. I'm afraid I've no idea what's happened in that case, but I'd suggest deleting the particle system and starting again from around 7:42 minutes in part 1 level 2 of his tutorial.

Alright, thanks!


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Spheres facing to camera
I need those spheres facing to camera so I can see the letters all the time. I guess I need to use constraints but not sure how (I'm a newbie, yes)
EDIT: I know Damped track do it but I need it in all the axys. I tried to add a Damped track to x, y and z but it doesn't work
Thanks

It should work with Damped Track, you can try Track To but it is a bit the same, maybe share your file: https://blend-exchange.giantcowfilms.com/

you can try a track to constraint added to the balls targeted to the camera

To avoid fiddling with geometry in the scenes themselves, you could use a shader, essentially treating your letters as matcaps.
Shoot 'spherical' letters: (mine is white emissive-material text, simple subdivided, shrink-wrapped to a non-rendered sphere,shot on transparent film.) Of course, you could shoot them flat if you preferred that look)

Then that component of your texture can be mapped, like a matcap, as follows:

As you can see, it's like @batFINGER's solution: the texture is parallel to the camera's Z, rather than pointing at it, but the effect is quite pleasing, and actually functional in crowded scenes:

Oops: that's a mask. The Image texture node should be set to 'Non-Color'

Man... no... wanted to say Mr Bestt... I've searched for that... but failed. Thanks, this is a great answer.

@lemon Luck. My head's spinning with another vector-space problem, atm.... and I haven't worked out why the texture splays at the edges of the frame >:(

Again you push me to some studies... but that will be for tomorrow, I hope.

More elegant that I want to do. Thanks!

@lemon  got it.  Camera Space is orthogonal, no perspective transform, and the conversion from World, even when using 'Point', converts from World  orientation, but puts  0 at the Object origin.

Very nice solution - it's always good to see that Vector Transform node put to good use. Does the image actually need to be shot as 'spherical' - wouldn't the transform from the surface normal not be producing a similar (but less pronounced) bending anyway?

@Rich, as far as I can see, yes. The Normal direction is interpreted as a location in camera space, but then inversely interpreted by the surface of the sphere in the scene? (er.. how can I translate that into sensible English? I'm sure you can express that more cleanly) . Tests with grids confirm, I think.

It's certainly hard to wrap head around the different spaces and how it's going to bend - and I'm not sure I could express it any clearer either... it's complicated :-D However it's working, I think it's working really well and I like the way they bend nearer the edges of the frame too.

Wanted to try a little improvement. The case you shift the target instead of rotating around it and make the texture rotate to the camera. Though, I don't explain the values (factors) needed once the angles are obtained (@RichSedman, in case you're interested). https://blend-exchange.giantcowfilms.com/b/qdnaAZOy/

@lemon Thanks!.. You've got me hard at work, playing. So. Many. Gotchas! Here's a version which uses the cross-product between (the Camera > Sphere vector) , and (0,0,1) all in camera space, to get an axis of rotation perpendicular to both. Then uses the dot-product between those vectors to get the angle around it. To see the effect, play with the 'Amplify Angle' node. 0 is the uncorrected state.

@RobinBetts, much more clean and clear than mine (still don't get why I needed such values, though)... So... next step: get ride of distortions on poles and make it work for flat surface!

@RobinBetts, well... simply this finally: https://blend-exchange.giantcowfilms.com/b/mSYOnYry/

@lemon Yay! This is actually quite handy stuff.. (e.g. landscapes, particles) One quibble with your last :D

Copy Rotation Constraint.
Possibly a simple way to do this is via a copy rotation constraint, to ensure the object faces the camera plane normal.

The camera looks down its -Z axis. For example sake if I put the number or some pattern on top of the default cube and make it copy the camera rotation.
(Rotate your spheres in edit mode such that the number is aligned in top view.)

Note, to reiterate the cubes are not facing the camera, rather the opposite direction to the camera.  A track to constraint will target the camera directly
Related
Make an object Always face the camera, and always be upright?
How to put rotation- and scale invariant labels to three dimensional objects (motion-tracked insert effect)?


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Why are my "tools" stuck to the origin?
I am a Blender noob with a (hopefully) quick question. When I move, translate, or scale an object, the tools used to interact with it do not move with it, and instead remain stuck at 0,0,0:  What did I do to make this happen, and how can I change it back?
Thanks, Ian

You've set your "Transform Pivot Point" to "3D cursor." Change it back to the default "Median Point"

Awesome! I must have messed that up playing with snapping. Blender is difficult to work with, but helpful folks like you make it much easier!


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How to use transform orientation in several scenes?
I've created a custom transform orientation based on object Z in scene A. I also created a scene B where where I also need this orientation but object Z has no instance. I know, that I can link object Z to scene B, create a new custom transform orientation and delete object Z from scene B again. But this doesn't seem to be very comfortable to me.
Is there a way to link transform orientations to several scenes?

The only solution I know would be to plan ahead and create full copies of all the scenes that will need to share a custom transform orientation, before even creating any objects for those scenes. Then the needed transform orientations will continue to be available in all such scenes, even after creating different objects in each scene. Not a complete solution, but by doing it this way, you never have to delete any objects later on, at least. I don't know any way to transfer only the transform orientation from scene to scene. There doesn't appear to be a node associated with them.


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Grid made from material
I'm trying to create a grid using transparent shader in material.
Unfortunately the result shows the holes in the surface, but walls inside the cube are not really solid. Is there a better way to make it look more solid?

Hi Lutz, your material is - at least for me - pretty complicated and i don't understand why you used transparent shader at all? Can you explain a bit more why you used it?

i am sorry, but i think my shading knowledge is not enough to solve this... :(

Hi Chris, sorry for the cryptics :-) I tidied up the file to make it more obvious, what I try to do. Please excuse writing errors due to I am german native speaker. If you find one you can keep it.

My customers often use stairways in there plants that are made from grates. Unfortunately these grates leed to a massive increase of vertices in my modells and ssometimes it takes me hours to correct the meshes on changes.
I tried modifiers but that's just another way to generate (virtual) vertices.
With my material there is no need for extending any parameters to fill the mesh with the desired effect.
But perhaps I am wrong with my way resolving the problem using materials. Perhaps the geometry nodes are a better way. But on this topic I am yet very unexperienced.

no, you ARE NOT unexperienced (at least not with shaders) if you can make THAT!! Did you ever just tryout array modifiers? for me it looks like this could work in your case and array modifiers don't increase your vertices...

Thanks for the flowers, but beginners like me are hunters and collectors. My EXPERIENCE has a certain source of knowledge I really love. Look at youtube for cgmatter aka default cube. He makes really great tutorials about materials and vfx editing. Kind of complicated but with unbeliveable cool results.
I am sorry to make you sad saying that array modifiers "virtually" increase your number of vertices the same way the subdivision surface modifier does. Look to the bottom of your Blender window to the stats and watch the nomber of verts increasing while you extend your array.

Additionaly I have no control of the bar width or the hole width to exactly match my given geometry. With my input values I can tweak the dimensions of the grid. I am just unlucky with this fluffy look of the "solid" volume.


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Blender 4.0 bug? Object switch to transparent
Since I switched to Blender 4.0 I noticed that objects sometimes disappear depending on the viewing distance
very close: vanished or transparent in edit-dode
more distant: normal behaviour
The settings for clip start is 1 mm. Changing this doesn't solve the problem.
I copied the objects into a file with Blender 3.6: No problems here.
Is this an unidentified bug?

A screenshot (or two) would really be the way to get a diagnosis. There are many overlays, view modes, and gizmos that could cause things like that.

I can't say if it's a bug. I was having this problem. After an Internet search, I found an old post on here that unfortunately I can't find now. One of the answers to it solved it for me. If you are in perspective mode, try changing to orthographic mode and see if that helps.

If my above comment does what you want, you might want to go to Edit->Preferences->Navigation and turn off Auto Perspective under Orbit & Pan at the top of the section.

I had the same issue. Try removing one or two zeros in the viewport end clipping plane.

Hi, thanks for the post. This site is not a regular forum, answers should be substantial, stand on their own, and thoroughly explain the solution and required steps. One liners and short tips rarely make for a good answer. If you can, [edit] your post and provide some more details about the procedure and how it works, perhaps add a few images illustrating some steps and final result. See How to write a good answer?, otherwise it may be converted to a comment.

I have already tried to expand or reduce the clipping plane. The main problem is that I installed v4.0 with the settings of 3.6 as usual. The problem does not occur in 3.6 with the identical *.blend file. Only when I open the blend file with 4.0 it does occur. At the moment I do not have access to the file, but I will try to remember it at home so that I can make it available to you.


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How can I copy the position, scale and rotation of points in grease pencil to selectted frames?
I tried some animation with grease pencil more or less successfull. But now I encountered an isssue. I want to edit a point e.g in frame 7 and this should also appear in the following frames.
But I don't want to step through every frame and readjust the points.
Is there some "Blender secret" which I have overlooked?

Enable multiframe editing:

Select frames, that you want to edit:

Select points that you want to edit:

And do modifications with all points in the selected frames in the same time


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HDRI doesn't show up in the final render
I've got a problem again. :)
My HDRI does show up in the viewport, no matter if it's in renderview oder solid, etc.

Unfortunaly, it won't show up in my final render. Since it's the main light, it's just dark.

please provide your blend file, so we can what's going on

Sure, how do I share the blend file here?

open this page https://blend-exchange.com/ and follow the instructions

Make sure Scene World in viewport shading is ticked: https://blender.stackexchange.com/a/179977/31447 If you'd like to preview the hdr in the viewport as well.

thank you, that was fast! ;) can you please, before uploading your blend file, go to file -> external data -> pack all into .blend, then save the blend file and then upload again? Because then all textures/images etc are in the blend file and i don't have to fill it manually.

@Chris Checked the file already, as I suspected: Scene World is not enabled...

Ohh, thank you both! The file is still uploading, but where exactly can I find the checkbox? (Sorry, I am a noob! ;D)

See: https://i.sstatic.net/HkwqA.gif (or just click the link I've posted in my comment above)

@brockmann: no problem - i don't want to "steal" your answer -> why don't you write it as answer? but...by the way...although i checked your checkbox in her blend file - when i render it - it is still black. Did you try to render? ;)

I also tried, it is still black. :I I'm not sure what you mean by writing it as an answer, but  I just click on "add comment".

@Chris Not about "stealing" the answer, just wanted to save some time and let you know

So uhh ... is there a way to fix it?

of course ;) i try to figure it out Could you upload the new blend file?

No pressure. Just disable your "Cube" object for rendering (or delete it) and it's going to render as expected https://i.sstatic.net/2yPbH.png

Guys! It works! Thank you very much. I learned a lot from Blender today. :)

Does this answer your question? Render result is completely blank (No 2)


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Only half of the object is visible
I have the problem that I cannot see the liquid as soon as the cup is visible. How do i solve this?

Could you please share your file? https://pasteall.org/blend/

Sure, here it is: https://pasteall.org/blend/4b2154155807435591394dc6ba1cea9d

if you mean that the bottom of the liquid is cropped I guess you need to scale the cup a bit

Even if you look at it without the plane, it doesn't help. Of scaling the liquid doesn't appear either. And yes, the problem is that it's cropped when don't hide the cup in viewport.

see my answer, it looks like it has to do with overlapping faces, move your cup a bit and it will fix it

It looks like it has to do with overlapping faces, here is what happens if you move up the liquid a bit (you can move the cup but the liquid is parented to the cup so it will move along):

I think I'm a little dumbfounded right now. How exactly did you move this?

what do you mean by how? Select the liquid and move it up (G + Z)

Ah, I got it! You told me to move the cup, but it worked with the liquid only. Thanks for explaining, the problem is solved. :)

yes actually the liquid is parented to the cup  ;)


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How can I use the same material at another slot and change it independently?
I modelled something and want to select some specific faces for this object to give it another material. Works with applying. But now I have an existing material and don't know how to change it (e.g. make it darker) without changing it for all the other faces too.

When I click on the second material slot and want to change it and apply, the first slot changes too. How do I avoid that?

Click the New Material button - to add a new material based on your current one.
Then change the new material.

Thanks a lot, it helped!

Great, good luck with your project :)

Great as always :) Does it differ from pressing the number (to make it single user)?

@vklidu I believe you get the same result :). I use it because the button is always there.


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Imported object not showing up
I'm new to Blender (so hopefully this isn't too obvious) and I've recently been trying to import obj files but when I do, nothing shows up. I'm sure the object I'm importing is .obj, and when I import it, it shows up on the scene collection menu but I just can't see it...
I don't know if there's something that I'm missing here or something, but I just can't seem to see the object that I imported.
Here are the steps I followed:

Clicked "File"
Clicked "Import"
Clicked "Wavefront (.obj)"
Selected the file and imported

From there on I could see nothing. Help? (I'm using Blender 2.91.2 on Windows 10)

Can you try selecting the object from the outliner and pressing the period [.] key on your numpad?  This should center the camera on the selected object's geometry.  If this has no effect it likely means the object has no geometry, which could either be a problem with the .obj file or the importer.  In the latter case you could report it as a bug.

Please use the search box at the top to find information in this site. This is a common question that has been answered many times: https://blender.stackexchange.com/questions/31766/unable-to-see-anything-after-importing-obj-file and https://blender.stackexchange.com/questions/117182/my-object-isnt-showing-up-when-i-import-it?noredirect=1&lq=1 and https://blender.stackexchange.com/questions/207191/when-i-import-obj-file-it-does-not-show?noredirect=1&lq=1 and https://blender.stackexchange.com/questions/89710/why-when-importing-an-obj-file-nothing-appears-even-when-zooming?noredirect=1&lq=1


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How to set default remesh style of remesh modifier as block?

Since Blender's remesh of voxel always crash my blender, so I didn't need voxel remesh my model.
It's a serious problem since the new feature voxel remesh, why it still lasts for a long year.

Wow. 100 GB for Blender usage!? That's insane! What blender version are you using?

2.9, 3.0 and 3.1@BlenderMaster15

Actually, it may not crash if you enough memory. I try to import a large scene over 100 million vertice, then it like crash can't do anything, but after 15 min, it done.

There is not possible to set a modifier default setting except you modify the source code. But you can try to add a Weld modifier before the remesh.
Add a Weld modifier first, set distanace to 99999999, and then add a remesh, then remove the Weld.

thanks, this is useful to some situations.

Thank you, good workaround.

Add the Remesh modifier in Edit Mode so that it is not calculated directly, then change the method and settings that will be applied when switching back to Object Mode.


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How can I repeat a video strip without duplicate it manually in a long frame range in VSE
How can I repeat a video strip without duplicate it  manually in a long frame range in VSE?
One image sequence has 40 frames, I want it repeated play in range [0,5000], One method is duplicate the stripe in VSE manually that's a hard and boring work, Is there any setting like property[play repeatedly].
Otherwise, how to do this job with script.
Simply copy the script in Script console panel is wrong.

hi, can I ask what you mean by the last sentence?

@pevinkinel. most manipulations by hand will generate some script in the Script Window, but some of them are not low-level.

ah, right! thanks

I came up with this, which might be a bit buggy but it fills the remaining space of the timeline with copies of the currently selected strip (the text editor and VSE must be visible for it to work).
import bpy
from bpy import context

for area in context.screen.areas:
    if area.ui_type == 'SEQUENCE_EDITOR':
        override = context.copy()
        override['area'] = area
        break

scene = context.scene
strip = context.scene.sequence_editor.active_strip
scene_length = scene.frame_end - strip.frame_final_start
strip_length = strip.frame_final_duration
count = int( scene_length / strip_length )

for i in range(count):
    bpy.ops.sequencer.duplicate_move(override,
    TRANSFORM_OT_seq_slide={"value":(strip_length, 0)})

The first half of the code is just to convince blender to look at the sequence editor.
The second half calculates how much space is left between the selected strip and the end frame, and how many copies it would take to fill that space, then repeatedly copies and slides the strip.
Note: this type of area override is being deprecated so it will stop working at some point (I couldn't get the new type to work).


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How can I break lines in VSE

As seen in the image, the text is too long, I want to split it into two lines.
how can I add something like newline \n in text or other methods, wrap value seems doesn't take effect for me.
Blender 3.5

"normally" this works, did you add spaces? i think Blender "breaks" only at spaces

The Wrap value can be used to break lines, but it is not a good solution if you need more line breaks.
The thing is that the string actually supports chr(13) as line breaks, but there is no manual way to enter a line break key.
This can however be done with an add-on, or I've actually made 3 add-ons which can insert strings with the line break:

Text Strip Editor: https://github.com/tin2tin/Subtitle_Editor
Text Block to Text Strip: https://github.com/tin2tin/import_text_block_as_text_strip
Text Editor to Text Strip: https://github.com/tin2tin/text_to_strip


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Collapse all UI folders
Here is a lot of expanded UI folders I want to collapse and save the startup file, because I don't like them to be expanded.

But I don't want to do it manually. Does anyone know the way to do it recursively without manual collapsing each of this folders?

It's a bit tricky but you can click on the top folder header to collapse it, keep the mouse button pressed and move your mouse down to collapse all the other ones. It still requires user movement but only 1 click

OMG! It's working much faster. But it doesn't do the job. It doesn't collapse recursively. Maybe there is any options in settings, to keep them collapsed by default?

Oh right, then the shortcut is CTRL + Click :)

Wow! Thanks a lot! Maybe you also know some option in preferences, or somewhere else to make all folders collapsed by default in one click? Or this option wasn't developed yet?

Blender Manual


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After updating Blender to 2.90 UI looks weird. How can I fix that
Every button, slider, tab, checkbox looks cut. Does somebody know how to fix that?
I'm using Xubuntu 20.04

Please add the name of your GPU(s) (integrated and dedicated) to your question. It might be that they below the minimum requirements for running Blender 2.90. Additionally you should check if update graphics drivers are available for your hardware.

This is an issue with the GPU, update the drivers using the proprietary drivers from the manufacturer (not open source ones)

Some more tips about how to ask good questions.

My GPU: Mobility Radeon HD 5470. And yes. I have some problem with that (not available CUDA/OpenCL/RTX features, and when I apply multiple materials to single object - I got artefacts in 3D Viewport and Eevee rendered viewport)
But I'm not sure, that the reason of current problem is open source drivers. Otherwise this issue appears on Blender 2.85 I believe
But I'll try to install proprietary GPU drivers and check.
Thank you

The Radeon HD 5470 is below the minimum requirements for running Blender 2.8x and later. It has the TeraScale 2 micro-architecture, but GCN first generation or later is required. Graphics glitches or even crashes can occur on unsupported hardware. You may still be able to run Blender, but it's not guaranteed to work.


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converted particles on top of one another instead of simulation position (warning: contains bacon)
Got some bacon problems.
I'm trying to fill a bag of bacon cubes and things were going well until was time to convert my particles.
I've gather 6 different pieces of bacon in a collection;
my bacon pieces are active collision and rigid bodies, applied transformations, each with it's origin set to geometry;

created a rigid body container with a transparent material and collision physics, displayed as Bounds only;

then I've set a particle system to a plane as emissor;
set to Render As Collection;
set the Instance Collection as my BACON collection;

alright, about frame 50 the container is pretty much filled as airtight packed bacon is supposed to look, so it's time to convert the bacon mayhemness in a mesh I can edit, shrinkwrap another mesh around it to make the 'real' container etc.

but then, when I convert it, all the 3174 pieces of bacon are sent to the same point, one on top of another. things go awry and I can't get my beautiful packed bacon.

the blue selection is all the bacon that was supposed to be in the bacon pack, as in the simulation.
here's the bacon looking like bacon, so ya'll feel motivated to help me! haha

** i'm taking suggestions on how to fill a container with bacon; i'd love to convert all the bacon to mesh, do some cleanup and use it, even if it's over 3k pieces, I was guessing that I could clean it up somehow and use it. i know it's a lot of bacon, but the container wouldn't fill up sooner. lots of trial and error on this part. taking advices!

I ended up trying to use hair particles on the container and after a ton of fiddling with the settings, got the bacon on the layout I wanted. things were awkward with the hair particles, as they were displaced on some kind of natural vortex (i say natural because there was no force field applied, and the bacon-hair was growing on a spiral pattern. then i copied one of the sides of the container and applied hair on it, so the sides wouldn't be emitting bacon.
after some more fiddling, i could convert all the particles to meshes. a ton of meshes, btw, 5k+. so i did some cleaning, and some more cleaning, and some more, and was happy with around 600 pieces.
then, i joined 'em all, shrinkwrapped my container on it, gave it some offset, applied the label on a set of the container duplicated faces and voilà!


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Can I have both 2.79 and 2.8 on my system? Will one interfere with the other?
I have Blender 2.79 on my Windows 7 system.
I want to install 2.8, but I'm completing some courses which use 2.79.
If I install 2.8, will it automatically replace 2.79?
Will they interfere with one another?
Thanks.

You can install multiple versions of Blender alongside without them interfering.
They will each have their own Preferences and scripts folder. On windows, there will be a folder for each version.

You can also use a Blender version without "installing" it by downloading the portable version.

I have 2.79 version and when i install 2.83 version it got overlapped now only i have 2.83. how to have both version. But the folder of 2.79 and 2.83 are in the blender foundation. When click on desktop exe it opens 2.83 and not separate version seen. Before i used to use zip version and the folder is created.

Just make sure you don't save the files in 2.8, these files cannot be opened with 2.79.


text:
Is there a way to remove all weights from a whole ring of vertices at once?
For example, when I select the ring of vertices, I see it has the weights I assigned for particular bones...
But when I click on an individual vertex, I see it still has the automatic weights from when I parented it to the armature, in addition to the weights I added. Is there a way to remove all weights from a ring of vertices at once, so I can start from scratch with those particular vertices?  Seems tedious to have to select each vertex & remove weights individually.

If you want to remove some vertices from all groups, go into the dropdown menu on the right of the Vertex Groups list and choose Remove from All Groups:


text:
Is there an easy way to get rid of all these edges?
I made this belt out of a path, but it came out with too many edges (the horizontal ones).
Just wondering, is there a way to get rid of most of those edges in one fell swoop?

Select one of them, then Select -> Select Similar -> Length then ctrl x

Select the ring of edges with CtrlAltRight Click:

Then Select > Checker Deselect to select one edge out of two (or choose the ratio in the Operator Box):

Then Select > Select Loops > Edge Loops in order to select the edge loops all around, and CtrlX to dissolve:


text:
Why am I getting these artifacts? (...& how can I get rid of them?)
As you can see, this figure has artifacts around the shoulders, buttocks, etc. How can I get rid of them?
(The mesh has no loose geometry or interior faces and I've already done a "merge by distance" to get rid of duplicate vertices.)
When I add a one-level SubD modifier, the artifacts go away (see images below).
Since I plan to apply the SubD before rigging, UV mapping etc. perhaps I should just ignore the artifacts for now since SubD gets rid of them anyway?
...Or is there something I can do to get rid of them now?

(This is what the topology looks like before SubD.):

(When I add a one-level SubD modifier, the artifacts go away. ...So should I just ignore them for now?)

If it goes away with the Subdivision Surface modifier, you can ignore these artefacts, a low-poly will easily give bad shading as you have big faces. That said do you really need to apply the Subdivision Surface modifier? It would be better to keep it

To avoid artifacts like thoose, topology should be a little more uniform, in terms of vertices distribution, "squareness" of polygons, uniformity of quads areas and reduction of number of poles (vertices connected to 3 or 5 edges).
If you don't want to do a retopology, you can try to use a soft smooth brush in sculpt mode, to soften the bumpy areas.
Anyway, if you plan to use a SubSurf and you are satisfied with the result, you can also simply ignore them, just check the deformations when rigging (there may be some issues in the elbow area), just try and see if the results fit your needs.


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Problems creating a looped animation
I'm trying to animate a fish swimming around a bowl.
At the end of the loop, I copied the keyframes from Frame 1 & pasted them at the end, so that at the end the object is in the same position & orientation as the beginning.
Strangely, this makes the animated object do a quick 360 degree spin just before the last keyframe.  I wasn't expecting that.  Does anyone have any clue why that happens?

Look at your Z roation in your graph editor. I bet it goes one way, and suddenly the other way at the end.
Your rotated your fish arround in one direction. But the first key is not in that continuity, you effectively ask your fish to rotate back in a short amount of time. You should add 360 degrees to the last rZ keyframe.


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Hiding the source of Instanced object in dupliface method
so, i have ton of high poly phones i want to instance.
so my solution is using dupliface, using another object to instance another object.

but as you can see, my source object is also in the same place as the instanced object, which results in geometry being in exactly the same place and overlapping each other.

but when i try to just hide everything in the outliner, the instanced object also disappear.

is there a way to just hide the source of the instanced object, so it only shows the instanced object ?
i hope i explained it correctly
thankyou

it is quite weird for me, your screen doesn't contain icons for Global and Render visibility ... hm

The source object should not be visible in render, what does it give if you keep the render option (and disable the preview display)

Object properties > Instancing
With classic instancing (object parented to a grid with Instancing enabled under Object properties > Instancing > Vertices), there is not a way to hide it, so you have two options with that ...

in Edit mode move whole grid vertices to aside (because instances are generated based on instances origin position) ... that is not so nice for manipulation or animation (but you can add Empty to manipulate from its origin).

... or just Delete the center vertex and keep instanced (phone) as a part of result ...

Note: If you don't mind you can use also Particle System > Hair > Emit from Vertices

yes, i tried this, but still, in the render everything disappears

Sorry ... my bad ... edited.

ahh i see, i understand, you're right the instancing i used is quite old school.
should start transitioning to a newer method like geo nodes
nice solution ! thankyou

You'r welcomed :) Nothing bad with old school I like it it is easier, it has just this glitch :)

Geometry Nodes - Instancing
If GN would be an option for you ... you can instance by this simple setup ... just assign this GN modifier to your grid and as object use your phone (or collection of objects).

Or you can select phone object and under GN add Primitive > Grid and let instance phone object.

yes, i think i should use more geo nodes. Thankyou


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blender transform between three words
I am trying to do a text (mesh) explode where I go from the words
"Line1" to "Line2" to Line3 with particle physics.
The line1 to line2 works great, but in going from line2 to line3, the word line2 remains, see image below.
in the image is the particale setting.

If you have 3 texts, probably you need 3 lines in the keys in PS.

The problem is in picture 3 and 6 line2 is still seen.

Hard to see clearly in the screen caps.. same PS for the 3? Can that help https://blender.stackexchange.com/questions/62209/make-particles-go-to-the-target-object-and-stick-to-it/62213#62213 ?

Got it to work, using the timinig and slider, but donot know exactly how the slider work

see comment above. use the the timing but don't understand the setting.


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How to determine if rig was setup
I purchased a blender character online. I trying to use it in a project. I attached an image, but noticed when I moved the foot bone the character didnot raise the legs. How do I tell if the rig was setup or am I in the wrong view.   Bone 006 was moved , but on the left view the legs has not

maybe switch your object to weight paint mode to check the weight of each bone on the mesh. Anyway, if the object has been parented it should have an armature modifier.

I remove all the extran stuff and will re-rig it myself.


text:
how to build blender controller and pickers
Can someone point me to a tutorial on how to add controllers and pickers. I have the link to a youtube that I like to build.
https://www.youtube.com/watch?v=1nAWqQSH7fk

Take a look into drivers for Blender, this is what are you looking for mainly as for  the pickers you will need probably a custom made script tool in order to select/deselect on will the different parts.

Please read this. It contains all kinds of information about how to ask a good question and why link-only questions are bad.

perfect, I wasn't sure what exactly to ask about after only seeing "real" examples!


text:
Blender Face and Body Capture using a iphone camera or mov file
What is the best blender capture software or addon to do full body and face capture live or from a mov file.

For now, you can use any software like Radical and you can use to import a BVH file using this Unity Program and yes, you can use video as a input.
There is OpenCV which can be a potential mocap solution for Blender but for now we can do this.


text:
Blender Text field multiple line
I can add a text field to blender go to edit mode and add more text and hit return at the end of each line to get more lines and go back to object mode and  object is a single object.
How can I use a python script to do the same. in other words I like the following on the screen
Line1 some text
Line2 more text
Line3 more text
.etc
all as one text object.

import bpy
bpy.ops.object.text_add()
ob = bpy.context.object
ob.data.body = """Line1 some text
Line2 more text
Line3 more text"""

""" in Python denotes a multiline string. You can also Just use the newline character \n:
ob.data.body = "Line1 some text\nLine2 more text\nLine3 more text"

as well as many other techniques: Pythonic way to create a long multi-line string

how would if be formated if each line is an array element    ob.data.body = """ field[0] + field[1] + field[2]"""   ?

@MattieVoohies try '\n'.join(field). If those elements are not strings, you will have to convert them to strings: ob.data.body = '\n'.join(map(str, field))


text:
How to add the Procedural Nebula shader to a new blend file
I found a procedural nebular shader online https://www.youtube.com/watch?v=pB1DS7ISoy0
I am new to blender I don't see this shader when I start 2.9, is this an addon, or how do i create the shader in a my current blend file.

Read the link on your question:

Download the blend file and open it from blender.
The rest of the "instructions" to use it are on the video
To use it in your own project you can copy the assets to this project or you can append the material from the downloaded file to an existing project.


text:
3D orbit outside of Blender
Hoping someone can help me. Can anyone advise on how i could create a 3D model in Blender, but then orbit and zoom etc around it outside of Blender.
I work for a company that makes Web Based Trainings, and as part of them, I want the option to have a 3D model that the user can look around, instead of using a video.
Is there something like this, even as html that i can insert into the WBTs?
Many thanks

I think you can upload your models to sketchfab and then embed the 3d viewer on any website

Ah, yes. I have just looked and I think that may work. Thank you


text:
Blender Exposure not affecting output on OpenEXR File
So I'm using this physicall starlight & atmosphere addon,
a wonderful addon, but it requires to change blender's addon to -6 to look good.

I'm working on VFX industry, so i need to renderout OpenEXR and ACES colorspace, (ACES isn't the problem here, i've checked using sRGB, same problem)
after making a beautiful scene with the addon, then leaving it to render overnight, then boom everything is overexposed.
I've done some research, and somehow blender's OpenEXR Output doesnt read the exposure we do.
Viewport with -6 exposure: (how it should look)

Rendered image:

it literally looks like the file output ignores the -6 exposure, and just renders with 0 exposure
so, I'm trying to renderout OpenEXR file with exposure changes affecting the final render

Filmic is designed for much larger values.. With filmic (I don't use the built in version, I use the github repo) I find it works best to keep exposure at 0 and manage color and exposure with CDL node in compositor. There are many posts here about working with filmic and color management thereof. Start here and here maybe it helps...

The color management settings will be ignored when saving to OpenEXR, I guess you would have to use your compositor of choice.

if i do the exposure change AFTER the render while the image is already blown out like that, there's no chance of recovering the lost detail in the exposure, :/

So it seems I got fooled by the "viewed" image,

I think it's blown up ,and unusable image
but after I put the EXR Image to Davinci Resolve, all the information is still there,
the image is not exposed correctly ofcourse, but the information is still there,
we will need extra effort to re-expose the image.
Before exposure fixing:

After exposure fixing:

so the conclusion is, while the view is super blown out,
if we render in OpenEXR 16bit or 32bit, the information is still there
and we can just pull and correct the exposure using the "hidden" image information

By default only renders are displayed and saved with the render view
transformations applied. These are the Render Result and Viewer
image data-blocks, and the files saved directly to a drive with the
Render Animation operator.
However, when loading a render saved to an intermediate OpenEXR
file, Blender cannot detect automatically that this is a render (it
could be e.g. an image texture or displacement map).

In your case - High Strength value ...

... compensated by Color Management > Exposure is displayed, but not saved in OpenEXR file.

OpenEXR as intermediate format stores all rendered data without modifications (clipping range, color transformations, etc.) When opened in compositor you have to specify Exposure, Gamma, Color Space (LUT) again.
It can be done via Render Properties > Color Management or from 2.91 (I guess) also inside Compositing Editor with Exposure node. Don't use both at the same time since it would be doubled.

For more info see Blender Manual


text:
When I try to change the texture on a cube all of the cubes change
I am trying to input a texture on blender for one cube for a project. But whenever I try, the entire structure gets changed. In the picture I am only trying to change the color of the cube selected but the entire thing is changing? Any tips? Thanks.

A material is its own data block, and a material can be applied to multiple objects.  So by modifying the material you see the effects everywhere that material is applied.
You must make a copy of the material and apply it to the object you want to change.

After selecting the mesh you want to color, choose the new material option from material properties. Then you can see only the selected mesh changes color.


text:
Making a Symmetrical UV Map Asymmetric
I am a beginner to Blender trying to edit a model with existing UV maps and textures.  The model is symmetrical, and each mirrored vertex shares the same UV space.  I would like to make it so each vertex has its own space (and can be textured asymmetrically). I would like to keep the shape of the current map so I can simply duplicate and edit the current texture.

First, I struggled to find out how to select only one half of the mesh, as using box select on the UV map selects both the top vertex and the mirrored one beneath.
If I click on a vertex in the center of my model, I am able to select the entire side using Select > Side of Active.  The problem is, it looks like the center vertices are shared and "folded" in the UV map.  I cannot drag this side to a new space without the edge vertices stretching across the map.

Is there any easy way to achieve what I am trying to accomplish here without re-unwrapping the UV map?


text:
Adding Edit Mode "Transform" Panel to UI
I am trying to make a custom panel that includes the "Transform" panel that appears in edit mode.

I do not need to do anything special, I just want this panel added for convenience.  I do not see any way to just copy the UI element, so I have been trying to use bmesh to emulate the same function.  However, when using the code below, modifications made using the custom panel do not sync.  Flipping between the "Item" toolbar and the custom panel moves the selected element back and forth between values.  Additionally, when the custom panel is open, you cannot select any elements or use any gizmos.
import bpy
import math
import bmesh

bpy.app.debug = True
from bpy.props import EnumProperty
from bpy.types import Operator, Panel
from bpy.utils import register_class, unregister_class

class KazTools:
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = "KazTools"

    @classmethod
    def poll(cls, context):
        return (context.object is not None)

class PanelOne(KazTools, bpy.types.Panel):
    bl_idname = "VIEW3D_PT_ktp1"
    bl_label = "Panel One"

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

        b = l.box()
        g = b.grid_flow(row_major=True, columns=3, align=True)
        s = g.split(factor=0.3)
        s.label(text='')
        s.label(text='X')
        s = g.split(factor=0.3)
        s.label(text='')
        s.label(text='Y')
        s = g.split(factor=0.3)
        s.label(text='')
        s.label(text='Z')
        try:
            i = bmesh.from_edit_mesh(context.object.data).select_history[-1]
            assert isinstance(i, bmesh.types.BMVert)
            o = context.object.data.vertices[i.index]
            g.prop(o, "co", index=0, text='')
            g.prop(o, "co", index=1, text='')
            g.prop(o, "co", index=2, text='')

            #This is probably the issue.
            #I can't use prop on bmesh objects so don't know any other way.
            i.co[0] = o.co[0]
            i.co[1] = o.co[1]
            i.co[2] = o.co[2]

            #Each one of these has slightly different behavior but does not work
            #i.to_mesh(context.object.data)
            bmesh.update_edit_mesh(context.object.data)
            #context.object.update_from_editmode()
        except:
            g.prop(context.object, "location", index=0, text='')
            g.prop(context.object, "location", index=1, text='')
            g.prop(context.object, "location", index=2, text='')

bpy.utils.register_class(PanelOne)

I have looked far and wide and am aware of similar questions like the one below but have not found any answers that work.
Python code for Transform panel content in edit mode?
Has anyone been able to achieve this?

The Transform panel, surprisingly, is not generated by an editable script.  It appears to be part of the startup code.  It's also fairly complex.  I'm not surprised that you've had trouble finding an answer.

Thanks for looking.  So is this totally out of the realm of possibility then?  Is there any way to make a direct copy of the panel?

not totally out of the realm, but it's a lot of work to recreate the panel.  There are two versions, one for edit mode and one for all the other modes; and each have some fields that  are only displayed under some circumstances. It's all just a matter of code., but it's a lot of code.


text:
In geometry nodes, how do you rotate the camera while it's following a curve path?
I have a camera following a curve, using the sample curve node. I can animate the movement of the camera using the factor of the sample curve. But,how do I rotate the camera relative to its position in the curve?

Have you tried https://blender.stackexchange.com/questions/263736/ or https://blender.stackexchange.com/questions/283794/ ?

I'm a little confused... what is "camera" in your setup? The cube? Is your question about how to rotate the cube (which does not address the camera issue) or is your question about how to "actually" move the camera?

To control the camera in geometry nodes, I had to link it to a mesh. So, yes, the cube and the camera is one and the same.

Do you want the axis of the camera to be aligned with the curve tangent ?

Yes, that is actually what I wanted to ask for. I don't want the camera(cube) to face a constant direction while it's moving along the curve.


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Blender bezier curve extrude not working correctly
I'm trying to make a road model. but when I turn up the Extrude of the curve the mesh looks wrong :
I already tried making a profile instead of extruding the curve but I got same result.
.Blend :


text:
Cannot select brush stroke handles separately
I am trying to make a Y shaped crease. I am following a tutorial that is using an older version of Blender (2.79) and I am using version 3.0.
In the tutorial, the speaker uses the crease brush, opens the stroke methods, picks curve and draws 3 points to form the "V" section of the letter Y then proceeds to select the central handle of the point at the bottom of the "V" and then places a point at the bottom to form the vertical limb of the letter Y.
When I try to do the same, selecting the central handle (denoted by a red triangle on the UI), it selects all the handles of that point (the red triangle and the 2 green squares on each side) and when I try to place a point to draw the vertical limb of the letter Y, it forms a weird curve rather than a straight new limb from that central point.
I want to select the central handle alone (or do something else if the differrent versions do it differently) to allow me to add a new point in a separate line that branches from the original curves.
I have included two gifs to explain what I mean
Thank you all for your time

I think what he is doing is he is adding another control point at the bottom of the V before extruding it as an Y :

If you watch the video closely, you will see that he adds an extra stroke to the second branch of the V so he can extrude it for the tail later.
I guess Blender's stroke curve doesn't support curves with loose parts so it may be the only way.
Use CTRL + Click to add a new control point each time, here is the official documentation for the stroke curve.


text:
Render Object Mode Optics
Is it possible at all to render an animation (image sequence or video) in the object mode?
So that you can only see the skeleton of the 3D models?
Thanks! D.

Every animation is rendered in Object Mode (as opposed to Edit Mode, Weight Paint etc.) if you use Ctrl+F12, the "normal" render. I guess what you mean is rendering the viewport display. Oh, I see @Chris already posted an answer for this ;)

yes you can.
Click on View -> Render viewport animation


text:
Python Traceback error in facebuilder plugin
I added the Facebuilder feature and made a face as a test, but I'm getting this error when adding Texture. What is the solution. Blender version 3.0

That's a third-party addon, not part of Blender. See if the FAQs down the page here help. Otherwise you'll have to contact the author.

Was it made for 3.0 specifically ?


text:
Remove shortcuts from the side of the screen
Have a nice day. Is there a hotkey to remove the region visible in the image?

https://docs.blender.org/manual/en/latest/editors/3dview/display/gizmo.html

It doesn't look like, what you can do though is open the Viewport Gizmos panel, right click on Navigate and assign your own shortcut or assign it to your quick favorites:


text:
Texture not visible
The texture is not rendered on the wall I made, it only appears as a color. How can I fix this?
Project link:https://dosya.co/wdidmqqdq2js/sahilduv.blend.html

it looks like all your modifiers mess up the object and thus the projection of the image, can't you apply them?

It looks like your Remesh modifier completely messes up the UV probably because it virtually changes the mesh. I guess you need to apply or remove it:

Or use the Object output of the Texture Coordinate to avoid UVs:

Is that remesh modifier even necessary in the first place?

@ L0Lock, I don't know, you can't always guess why the user has used one thing or another  :/

You got no coordinates for the Texture!
You should either uv unwrap All the objects or use this setup!

I would recommend UV unwrap if your exporting outside the blender!

You need to UV unwrap the wall. Select it, go to Edit Mode, press U, and choose Smart UV Project. You'll be able to see the texture now, and you can tweak the UV mapping as needed

There is no such thing as "auto project" in vanilla Blender.

yeah you're right I meant Smart UV Project


text:
Lights appearing when rendering Cycles
Is there a way to remove these area lights in Cycles Render? I don't want it to appear.

That's the representation of the light object in the 3D View and won't appear in the actual render (F12). You can disable the visibility of non-renderable objects though, by using the Show Overlays toggle in the header of the 3D View:

Might become relevant later: How to make a cycles light emisson object invisible to the camera?


text:
Import turned curve into several faces
Background (I modeled this object on autocad, open the dwg in sketchup and saved as DAE file)
I opened the DAE file on blender and instead of a curve I'm presented with several faces in the shape of the curve - as seen in the pics.
How do I turn it into a single curve and smooth it?
I apologize if it's a basic question but I have been looking around (tutorials) but I can't seem to find an answer.
Thank you in advance

Blender is not NURBS modeler (even though it has a basic shapes) ...
Also I'm not sure if DAE can handle this kind of data. Export is usually converted to polygons.
To smooth curvature you can

simply use Shade Smooth with Normals set to Auto to keep edges sharp ...
or with combination of Subdivision Surface modifier limited to Angle ...
or create an curve oval shape and use another curve with such vertical profile to be Bevel of first curve

Under blender 3 it can be done also via Bevel Profile properties of the first oval shape ... See Manual


text:
Convert curves to meshes without adding points on straight lines
I'm new here, so excuse my lack of knowledge.
I'll try to be straight.
Here is a sample of what I want to draw, I have something like 40 of them :

My starting point is an svg curve.
Imported it in Blender, it looks like that:

Then I convert it to a mesh and, at this point it looks like that:

I then remove some vertices by hand that seams unnecessary. After the removal, the mesh looks like that:

I understand the vertices that are on the curvy parts of the mesh are necessary, but maybe the ones on the straight parts are not.
Maybe I'm wrong to do this simplification, but I have the feeling, that making changes on the shape is easier with less vertices/faces. And maybe it's faster to draw too, I'm not sure.
Anyway, the removal operation is painful and slow. And I want to fasten then process, as I have multiple shapes to draw.
Is there a way to do this faster ?

Automatically remove those vertices ?
Do not generate them at first place ?
Automatically merge the faces once extruded ?

Additionally, it other non-destructive simplification could be automated. Any kind of advice ?
Thanks a lot for reading even if you don't have any help to provide.

You can change the number of vertices that are created between curve control points by altering the resolution of the curve in object data/shape/resolution/resolution preview U.  I don't believe there's any way for Blender to distinguish between vertices that are important and that aren't important.  You're right, in general, that it's better to create fewer vertices than more.

what Nathan says, also you can press x > limited dissolve


text:
Turning one edge into multiple to round out a curve
I'm trying to understand how this person took one sharp edge and turned it into a soft curve.
They started from this:

and with pulling the mouse, they went to this:

There's no screencast keys and I can't figure out how to word it correctly in google to get the answer I'm looking for.
Is this even possible?
Or did he just have all 7 edges in the same place, then scaled them together for an even curve?
The video does not show anything beyond these two screenshots, but you can find where I got them from here: https://youtu.be/VdhRsAUANyI?t=187

Ctrl+E > Bevel Edges or just Ctrl+B then drag and use wheel to increase segments

Thank you so much @calambre !!


text:
Scaling Skeleton on axis breaks animation
I have a model and animation that I want to flip on the Z axis, it looks just fine before I apply the scale however once the scale is applied it breaks the animation.
Before Applying Scale:

After Applying Scale:

hello, maybe this will answer: https://blender.stackexchange.com/questions/196995/applying-armature-scale-messes-up-the-action

Unfortunately this fix didn't seem to work, I think it's due to the fact I'm only scaling on a single axis, mirroring the model basically.
Even if it did work, I've also got multiple animation so I'd need to go through them all doing it manually.


text:
How can I get a object to face the Direction of its Linear velocity?
I using the UPBGE game engine and I am trying to get an object to turn towards the direction of it's linear velocity vector.
Here is an example of what I have so far:
https://drive.google.com/file/d/1kcMonBjGswDR5f4AaEjLs_9SZdvI9VrZ/view?usp=sharing
Video Explaining my Problem better:
https://youtu.be/ewJKZfsRjUo
Here is my code so far:
import bge
import math
from numpy import arctan, pi, signbit, cos, sin

# Not USED
def find_angles(vector):
    # Normalize the vector
    magnitude = math.sqrt(vector[0] ** 2 + vector[1] ** 2 + vector[2] ** 2)
    normalized_vector = (vector[0] / magnitude,
                         vector[1] / magnitude, vector[2] / magnitude)

    # Calculate angles
    x_angle = math.degrees(math.acos(normalized_vector[0]))
    y_angle = math.degrees(math.acos(normalized_vector[1]))
    z_angle = math.degrees(math.acos(normalized_vector[2]))

    return x_angle % 90, y_angle % 90, z_angle % 90

# Example usage
# vector = (1, 2, 3)
# x_angle, y_angle, z_angle = find_angles(vector)
# print("X angle:", x_angle)
# print("Y angle:", y_angle)
# print("Z angle:", z_angle)

def main():
#   Basic initialization
    cont = bge.logic.getCurrentController()
    own = cont.owner

    # The Empty Object that spwan the trails, it follows the owner object off this script
    other_object = bge.logic.getCurrentScene().objects['TrailSpawner']

#    own.color.w -= 0.01
#    own['alpha'] = own.color.w

    # getting linear velocity vector
    lv = own.worldLinearVelocity.copy()
    if lv.magnitude > 0.5:

        # velocity vector
        vector = (int(lv.x*10)/10, int(lv.y*10)/10, int(lv.z*10)/10)

        own['lv'] = str(vector)
        own['speed'] = int(lv.magnitude*10)/10
        own['position'] = f'[{own.worldPosition.x}, {own.worldPosition.y}, {own.worldPosition.z}]'

        # Calculate angle
        angleX = math.fabs(math.degrees(math.atan2(lv.y, lv.z)))
        angleY = math.fabs(math.degrees(math.atan2(lv.x, lv.z)))
        angleZ = math.fabs(math.degrees(math.atan2(lv.x, lv.y)))

        # Absolute linear velocity value
        lvx = math.fabs(lv.x)
        lvy = math.fabs(lv.y)
        lvz = math.fabs(lv.z)

        # +Z quadrant 1
        if lv.x > 0 and lv.y > 0 and lv.z > 0:
            angleZ += 0
        # +Z quadrant 2
        if lv.x < 0 and lv.y > 0 and lv.z > 0:
            angleZ += 90
        # +Z quadrant 3
        if lv.x < 0 and lv.y < 0 and lv.z > 0:
            angleZ += 180
        # +Z quadrant 4
        if lv.x > 0 and lv.y < 0 and lv.z > 0:
            angleZ += 270

        # -Z quadrant 1
        if lv.x > 0 and lv.y > 0 and lv.z > 0:
            angleZ += 0
        # -Z quadrant 2
        if lv.x < 0 and lv.y > 0 and lv.z < 0:
            angleZ += 90
        # -Z quadrant 3
        if lv.x < 0 and lv.y < 0 and lv.z < 0:
            angleZ += 180
        # -Z quadrant 4
        if lv.x > 0 and lv.y < 0 and lv.z < 0:
            angleZ += 270

#       Change the emptys and indicator objects orientation
        other_object.worldOrientation = [
            angleX/180*pi*0, angleY/180*pi*0, angleZ/180*pi]

#       Print the Empty objects Orirnetation
        own['worOrt'] = str("X: " + str(int(angleX*10)/10) + ", Y: " +
                            str(int(angleY * 10) / 10) + ", Z: " + str(int(angleZ * 10) / 10))

#   If the ball falls outside the bounds then reset the position
    if own.worldPosition.z <= -100:
        own.worldPosition.x = 0
        own.worldPosition.y = 0
        own.worldPosition.z = 5

# Not used
def vectorTo360AngleZ(lv):

    angleZ = math.fabs(math.degrees(math.atan2(lv.x, lv.y)))
    # +Z quadrant 1
    if lv.x > 0 and lv.y > 0 and lv.z > 0:
        angleZ += 0
    # +Z quadrant 2
    if lv.x < 0 and lv.y > 0 and lv.z > 0:
        angleZ += 90
    # +Z quadrant 3
    if lv.x < 0 and lv.y < 0 and lv.z > 0:
        angleZ += 180
    # +Z quadrant 4
    if lv.x > 0 and lv.y < 0 and lv.z > 0:
        angleZ += 270

    return angleZ

main()

This Q&A site doesn't really cover the game engine nowadays as it was removed from native Blender with version 2.8 and few people here use it. Probably best to ask on one of these other sites.

its cool man, I kinda came up with a solution here is the code for it: https://drive.google.com/file/d/1MJgg-Bcv3kzmDWVFKeorN8qyb2KEm3Y3/view?usp=sharing


text:
Dune Simulation
Can this be done in Blender? I tried subdivide plane and use python. But subdivision as excepted don't go well. Then I tried material volumes, but can't get desired resolution and can't see how program volume except osl. Then I tried, using subdivision modifier with displacement  modifier and script on texture image, but images in blender are stores as (r, b, g, a) when I only need one and it takes much memory and processing time.

Check the answers here Somewhere, @vklidu demonstrated a more elegant version of my answer in another question, doing away with the camera, just feeding back through the compositor.. but I can't find it at the moment

@RobinBetts I don't want to disappoint you, but the only one thing I did with back feeding was Reaction Diffusion i never worked with sand in that way of your magic (•‿•) what is wrong with your solution ? It seems to match OP.

@vklidu Thanks! You could use your RD method (compositor only) on the dunes, too,  and get shot of the camera.. which does save a fair amout of faff. :)

@RobinBetts Can you share .blend file from here. I would appreciate it very much if you could.

I've tried to put together a kit, with relative file-paths, here. After extraction, before doing anything else, 'Render Animation'. That should populate the 'Render' folder with 25 demo frames and make everything else work. I hope :)

Thanks. Cool results.


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Remesh mod crashes my Blender
I want to remesh a low poly model and if I set the voxel-size to something like 0,001 it crashes my blender. What can I do? :(
Also Im a blender noob...
PC specs:r7 5800x, 32gb ram, rtx 3070

Remesh is not kind for your hardware, so set the voxel size to something larger.

and i got like cpu usage 70% for 1 sec till it crashes and ram 50% or lower

The smaller the Voxel Size of the remesh operation is the more vertices are generated. The Voxel Size also depends on the size of your model. The bigger the model the more vertices will be generated for the same Voxel Size.
If you choose the Voxel Size too small a value then Blender tries to create several millions of vertices and crashes if it's too many for your hardware.
The remesh operation is available in Sculpt mode and via Remesh modifier.
To get a good value

make sure the Scale is applied to your model (Ctrl+A in Object mode to apply it).
go to Sculpt mode (Ctrl+Tab > 2 Sculpt)
press Shift+R to set the voxel size in a visual way. It will display a grid and the squares represent the voxel size.
move the mouse to change the value. Press Shift for precise selection. Don't make the grid too dense. If you're happy use the value for the Remesh modifier.

For an immediate, destructive remesh you can execute the operation with Ctrl+R in Sculpt mode.


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How do you add a repeated sine wave distortion to a curve for 3d printing?
There is a variety of 3D printers online who apply a sine wave function to the gcode path in blender and rhino/grasshopper that creates a very interesting effect on a 3d printed model. When you import a model into blender, you can slice it into printable layers with tissue and can do some minor manipulation, however to get a consistent sine wave...i'm a little lost. I think you would use geometry nodes and scaling in the x and y axis but I'm lost after that. Any ideas?
here is a good example where the gif was actually also rendered in blender:
https://twitter.com/tnctrekit/status/1482906930758651907?s=20&t=ibYqjaO9CFS29ykF0TbC7A

with this node setup you can get a sin distortion on your curve:

The "normal/xy" expands the sine on the normal or just flat on xy plane.
result:

It is version 3.2. if my answer helped u, please click on the checkmark left of my answer

I'm sorry I am very new to this, how do I add the point along the curve, when I adjust the wave height and whatnot the whole curve just gets smaller not in a sine pattern. Also, Where do I actually input my curve into the nodes If I'm working with something other than the spiral in the example you gave?

https://imgur.com/a/WlXu7Pi
here is what I have so far you can see in the gif the problem I'm having

Here is example in sverchok, how i doing that. Reparametrise with curve object and work with adaptive edge node.
gist to import:
https://gist.github.com/4df5dc4c55524dc852a5673766349ec3

This is one node setup that achieves something similar. In this setup I chose to use the bend object along path node.


text:
Update parent and pivot of multiple children
So I have multiple cubes to which I try to add empties as children. These empties copy/instantiate other geometry. As I try to duplicate and reparent the empties I encountered a strange behavior. My steps are:

Select all children
Shift+D
Escape (to keep the relative position)
Shift-Click the new parent to select it too
Object Context Menu\Parent\Object

This does not update the position of the children.
What does update the position is this:

Select all children
Shift+D
Escape (to keep the relative position)
Under Properties\Object Context\Relations change the parent to the new parent
Repeat for every child

Now the second approach works but is very tedious, that's why i tried the first method.
I also made a video of me trying both methods: https://youtu.be/jdKWM_cLef4
Any advice would be appreciated. Maybe even an explanation why the results of both methods differ.

Possibly, when parenting, what you're looking for is CtrlP > Object (Without Inverse), or, after parenting , with the children selected, Object menu > Clear > Origin. It is odd, IMO, that the Object menu > Parent item doesn't offer the first of these options.
The manual advertises (as in 2.79) the keyboard shortcuts CtrlShiftP for parenting this way, and AltO for clearing the origin. However, in my build, these shortcuts seem to have been removed. Having checked for conflicts, I've put them back without appearing to do any harm.


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Deleting an object part of a collection does not remove it from the collection
Video to the question: https://youtu.be/kgvwxt84Rkg
After deleting an object which is part of a collection it seems the collection still contains the deleted object (which i did not expect). Especially problematic for me is that I can't find a way to fix this. I discovered the problem way to late to undo the deletion and I don't know how to modify the collection directly.
Please help

I fixed my problem by creating new collections (which obviously don't contain the deleted object), selecting an empty which shall receive the new collection as the instancing property and using a simple script
import bpy

bpy.ops.object.select_linked(type='DUPGROUP')
for obj in bpy.context.selected_objects:
    obj.instance_collection = bpy.data.collections["newCollection"]

Afterward I found out I could have done the same via Select Linked (Shift+L) \ Instanced Collection and editing the property while holding Alt (to apply it to all selected objects).
I still have the now unused collections in the blend-file and can't seem to get rid of them plus I was searching for a way to edit the original collections so I see this as a workaround and leave the question open for additional answers.

Your problem comes from the fact that you are trying to instance a collection from within the very same collection, which you should'nt be able to do since logically it should recursively infintely add objects. As you found out, you should instance collections from outside of said colllections

I just tested and this behaviour is fixed in the latest stable version (2.83.2), I couldn't reproduce what you did in your youtube video. (This was a bug). Also now you can directly instance collections with the Add menu


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Problem with glass shader work-around: Redundant reflection image
It was found that the standard Glass shader and Principled BDSF shader of Blender has the drawback of making objects behind the glass material appeared too dark. Some people has devised work-around  by using the following shaders.

But there is a problem. Besides the expected reflection image, a faint redundant "ghost reflection" appears between the glass surface and reflection image. It's location depends on the glass shader's IOR value.

How can we remove this "ghost reflection"?


text:
Something wrong with my animation but I don't know what it is
I am new to Blender and I am using it with Unity, so I made a simple animation but I have problems when I import it to Unity.
One of the two objects does not move and i dont know why. In Blender, the animation works fine but I must have done something wrong, otherwise it would look good in Unity.
Unity shows 4 clips with different animations data and I dont know why. I am using FBX format.
I attach the file in case someone has time to give it a look, since I'm stuck in my project and do not know what to do.
Blender file

Every object has its own action and fbx can handle them but it not work well in Unity. To merge the animations in the fbx exporter window at the bottom left corner click on the "Animation" tab and disable "All actions" and "NLA Strips".

Not 100% positive but i think this actually works. I need to do more testing. Thanks by the way!


text:
How to make an object go through a plane but the plane deform with the face of the object?
 I wonder know how to make an object go through a plane, but the plane deform with the face of the object, as in the following Terminator video, in second 15 https://www.youtube.com/watch?v=ovq9xOQNamk
I am really interested in this effect, I would appreciate if you can help me guys, thanks you

What have you already tried? What particular part of it are you stuck with?

I tried with Dynamic Paint first, monkey as brush, with waves as factor -1 type depth change, it makes a hole but it's a uncrontrollable circle hole wave, didn't work. Later I tried using Soft Body as monkey and plane as collision, didn't work, also I tried with cloth but I gave up, I don't know how to do this, I am pretty beginner to Physics modifiers...
Do you have any basic idea to get the object through a plane keeping the silhouette?
Thank you

It should just be a matter of heavily subdividing a plane and adding Cloth physics to it. Animate a mesh coming up underneath with collision modifier. Then tweak the cloth settings to stiffen it up a bit.

You are a genius, thanks a lot!

https://blender.stackexchange.com/questions/78769/how-to-create-vacuum-packaging https://blender.stackexchange.com/questions/7194/how-to-stretch-a-mesh-object-over-another/7195

One way to achieve this is with Cloth physics.
Start by animating your object raising up through a flat plane (keyframe it starting below the surface and then 'rise up' until it protrudes). Add physics Collision to both the plane and your object.
Create another plane and position this above the first. Heavily subdivide it so that the cloth can suitably drape over your object and add Cloth physics to it.
Run the animation and you should have something like the following :

(note that I artifically reversed the same frames to go back to the start of the animation - that isn't possible with the cloth physics!!)
You might want to tweak the cloth physics paramters to get the effect you're looking for.

what parameters did you use to archieve this? this is amazing, thank you a lot!

Glad to help. I mostly just changed the resistance to bending and increased the vertex mass. It isn’t an exact science since the cloth physics is only loosely based on real-world physics so a lot depends on your geometry and vertex density. Try changing the cloth presets - cotton would behave different to leather. A similar option is to use Soft Body physics instead of cloth, which gives you different parameters to adjust. This should let you create something that doesn’t tend to crease in the same way as cloth might - to get the loom you’re looking for.

Another way to do it is by animating a displacement map. Here I just animated the scale value of the displacement. It doesn't have the smooth dropoff like you get with the cloth method, but you may find it useful. (don't ask why I used such a wonky shape, XD)


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How to change this background color on Graph Editor
I need to change this portion of the background in the Graph Editor if possible. I can't see the "hide" button with this white background, and makes me confuse while animating. I searched on the Themes but had no luck. Would appreciate if you can help me, thank you.

I don't know whether you specified a lot of custom colors, but just to get the default settings you could simply choose a preset:

Most of the settings are under Preferences > Themes> Graph Editor > Theme Space List, but there doesn't seem to be a setting for the entry background as far as I can see although you can change the area background which is called Source List.

At first I tried this, but the background still is white, I don't know why.

When I switch from this foot.R bone to the Hand.L bone, it changes to yellow, do you know where can I change the colors?


text:
Extrusion gone wrong?
I'm practicing following the classic donut exercise by BlenderGuru and tried to add some drops to my donut, but as soon as I did it this happens:
I'm doing it in Edit mode, but the extrusion is showed in object mode? Is that right or I did something wrong?
As you can see, I'm a newbie in modeling ;))

I've found it, it was really simple. I simply could have used the "Hidden wire" option.


text:
How to properly denoise an animation [local and renderfarm]
I have a project for my college assingment that has to be ready at end of march. I am still "new" to blender but I try my best in every way, so:
I have a scene with 400 frames that uses Cycles and a sampling rate of 500 (If necessary I can lower this). I used different Denoise options [OID, NLM, OPTIX] but all these are not really suitable for animations and are messing up volumetrics (Or did i something wrong?). I found the addon SuperImageDenoise (SID), This works wonders with still images and should work very good with animations. The problem is, this scene takes days ony my computer to render and denoise.
Is there a other way to denoise an animation on my pc? Which render format should I use for this? (I use PNG but SID uses some sort of EXR files.)
I also searched for render farms that support some sort of denoising for animations, but I just can not find one. Some are using OID but I am not a huge fan of the OID denoise results. The maker of the SuperImageDenoiser says that if a renderfarm can ouput the frames as mlEXR files I could denoise them local on my machine.
How are you guys denoise your animations?
Do you guys have any ideas?
Thanks for your help!

Related: How to denoise animations using Blender's Temporal Denoiser?


text:
How to get textures of blender model (png or jpg format)
I've been a bit confused on how to get the texture from my .fbx file (get the texture seperately as a png or jpg) wavefronts only have .mtl which isn't an image and is very outdated
i would like to see someone help me on how to export ONLY the texture as an image file or how to seperate/copy the texture from my .fbx
(i used material colors to color my model)
Please help!

Hi and welcome here. I feel difficult to understand your question. Is it about fbx or obj (wavefront)? If one or the other, probably you've imported them. And about textures, they are just image files which can be loaded or saved separatly from the image editor. So?

Hello :). Also, are you exporting the textures, or importing them?


text:
Packing all linked Files for Render Farm submission
So I want to submit a project to a renderfarm. I have multiple links to other .blend files in the project since this saves memory and speeds up the render a lot. The blend files are roughly 5 GB combined. it is a large scene.
Is there a way to easily package all associated files for submission to the renderfarm?
The pack all into blend function only works for textures for as far as I know.
Thanks in advance.

https://blender.stackexchange.com/questions/177624/how-can-i-send-someone-a-blend-file-with-cache-folder-included/177631#177631

You should try this option:
Object=>Relations=>Make Local=>All

Unfortunately, it does not work for proxies. At least it didn't some time ago.
As for the render farm, you can try GarageFarm.NET. Their plugin uses this option automatically.

How to upload an image to a post


text:
How to mirror an animation with out the naming convention?
So I have a rig set up in Blender that I got from a game for example, but the bones do not follow the usual naming conventions to allow them to be flipped or mirrored normally in Blender. Is there a way to do it regardless of bone names? or Is there a script or anything that could just rename bone to one thing and rename them back? I know this is an odd question, but I have no idea how to do this without wasting time renaming things back and forth.

script shouldn't be too hard as long as the bone names follow some logic. How are they named?

For example, the bones are named b_L_Arm1 or b_R_Arm2 for example.

Does the program you export to care about the names?

Yes, it does. The names have to be relative in order to work.

relative to what? Can you try to rename 2 bones manually, do something, name it back and export? If that works I can write you a script that does that for all bones

Well yes, that works, I even tried that just now actually.


text:
Normal map bake problem with weird artifacts
I was following this tutorial on how to bake a normal map https://www.youtube.com/watch?v=0LuEqvO9QsE
and the result is this

I even tried using the cage method and the result is pretty much the same. What's going on

hello, have you tried to change the Ray Distance? Maybe share your file: https://blend-exchange.giantcowfilms.com/

I change the value of the ray distance many times yet the problem persists.

please share your file so that we can test  ;)

https://blend-exchange.giantcowfilms.com/b/ZwdJBS6y/

Your scene is on metric unit and your shirt is very big (15.7 m height), so you'll need a high value of Max Ray Distance, give it for example 2. Also to have a better result I've used a 2048 X 2048 picture and an Extrusion value of 1 (not sure how it works though):

Hold up, how do you get the "extrusion" setting appear without enabling the "cage" option? Are you using version 2.9?

yes 2.9, I can't see it in 2.8

Looks like I have to move to 2.9 just to get the baking right.

perhaps, I had some problems with 2.8, I didn't know if it was me or Blender

Nvm, it's still the same. I f*cking fed up with this. I'd never had this problem with the previous version on two laptops I've used so far. I really don't know what causes this. I'm not sure whether my graphic card or CPU that borked up during baking process.

still the same with 2.9? you can also try with 2.79, it worked better than 2.8

Guess what? Using 2.79 version works as I wanted. Anyway, thank you.


text:
I´m getting something weird with my fluid sim
everyone!
Im testing for the first time with fluid simulations and i was trying something very simple but im getting a really odd result:

I dont know why but my fluid is placing above 0 in Z axis. All my objects, including the Domain object are perfectly snapped to 0 in Z but i´m still getting this result.
It has something to do with resolution or preview display or what?
Thanks!

That danged Fluid Simulator. I don't know how many hours I spent trying to patch holes that didn't even exist in vessels that seemed to just want to ooze fluids, and trying to force the fluid down a hole, instead of all over the sides of the object.
The two biggest factors I found are Solidify and Air Bubbles.
It appears you already have done the Solidify to your vessel, but if not, it's in the Modifiers tab.
Even with that, fluid wants to avoid the vessel opening, and leak out of places when it does go in.
So, the other factor is in the Boundary section of the Fluid Domain's Physics tab. This seems totally counter-intuitive to me, but it seems by UN-checking the "Remove Air Bubbles" check box, it works better ... still not perfect.

For this test, I didn't really do it right, and did not want to spend a lot of time on it. I apologize. This is at mostly the basic, default parameters, except I set it for 96 frames, and set the "Inflow" to -3m/s on the Z axis, (and, of course, set the "faucet" Fluid Physics type to Inflow as a Shell), but hopefully you can see the difference in how much fluid fell out of the vessel and into the Fluid Domain box here ...

... and here where I UN-checked Remove Air Bubbles.

Here is the wire frame view, so you can see the crazy shape of the vessel better. As I said, I rushed through this a bit too much. I didn't even do the Solidify, as I suggest.

I would think the air bubbles would displace the fluid, and, without them, draw more fluid into the vessel, but the complete opposite seems to be true, (which is why it took me so long to try unchecking that box).
For this test, I should have made the opening a bit larger, but wanted to make sure it failed, and it did. Had I tuned it, I think I could have gotten it all to flow into the vessel, as I've had some success in the past by unchecking that box and solidifying my vessel object.
Both of the renders above were at the exact same frame of the simulation ... um, frame 27, I believe. I just picked one at random, and left it there before the second Bake and Render, after only unchecking that box.
Besides leaving all the rendering parameters at their default, low resolution, I also left everything in the Physics at the default Partial Slip parameters, but you can also try changing the "Amount" of "Partial Slip".
No matter what, we are still going to be finding issues with the Fluid Simulator ... if not keeping it in vessels, the viscosity thing. Just keep plucking at it.
Now, about that danged Fire and Smoke Simulator ...

Those pesky bubbles ... have you tried FLIP Fluids add-on?

The fluid sim works by breaking the world down into small cells that fluid can flow into or out of. Obstacles, like your cubes, prevent the fluid entering some of these cells. If an obstacle is present in a cell, fluid cannot enter it, even if the obstacle only occupies a small portion of the cell. The gaps you see are the differences between the position of your obstacles and the boundaries of the cells that the fluid sim is using.
You can reduce the size of these gaps by increasing the resolution of the fluid sim because that reduces the size of the cells used (which means more memory is required and more calculations must be performed, so the sim will take longer to bake).
Alternatively you can move the floor up a little bit after baking the sim, or create a new plane obstacle and place it slightly below your current floor.


text:
unwanted freestyle lines with poor-geometry sketchup import
I'm a street designer who usually works in Sketchup/AI, looking to move my rendering to Blender. Having issues with unwanted freestyle lines on an imported Sketchup model of a street design. The geometry is triangulated very irregularly due to street striping and segmented arcs from Sketchup and this seems to be causing freestyle to do strange things. I have used this freestyle line setup in the past on simpler models and it has worked well. My contour lines (pink) are appearing in the middle of the street plane and at other unexpected locations. See the attached images of the render with freestyle, screen cap with wireframes, and freestyle settings to see the issue.
I've tried edgemarking these lines and excluding them but that doesn't work. Apart from totally remodelling the road, does anyone have advice about what's going on and how to fix?
Thank you!
Pete


text:
Viewport output on videocard
we are currently looking into the possibility of adding monitoring of a fullscreen viewport on SDI videocards, like the Blackmagic Decklink or Blackmagic Ultrastudio. Blackmagic Design has a SDK, with good documentation and an implementation in C++.
What would the best approach to achieve something like this?

we have several builds that recover BGE/UPBGE for Blender 2.8.
UPBGE has the possibility to input/output to a decklink card.
In this link (https://mega.nz/#F!t9EEFSaS!JPiOPSInCZyU-SW_-rhEOQ) builds from 2019/11/04 have decklink activate:
Maybe we need to update decklink examples (as in https://docs.blender.org/api/blender_python_api_2_78b_release/bge.texture.html) to use new Opengl shader version. We are in process.


text:
shading view is different than render view
hello community I am much worried while adding material to the objects in blender 2.8.
I am facing problem that the shading view show the accurate colors what I do made as shown in figure below.
as it shows a good metalic color but when I goes to the render view or render the image weather in cycle or in evee shows different results like the premade metal color in shading view looking like this in render view as shown below
please sort out the problem I shall be very thank full to you.
I am also attaching the .blend file

probably the same as this https://blender.stackexchange.com/questions/153161/objects-rendering-well-in-shading-but-not-in-layout/153268#153268

no it is not same I have added the outdoor background world picture still it is not working please check out the file and tell how to make a perfect metalic outlook in the cycle

I confirm, this is the same, after I've downloaded your file.

can you please make the metal color and resend me file so that I can check out the mistake please

The world texture needs to be surface/background, then as color, choose environment texture and for instance forest.exr. This file may not work as the texture depend on your environment, but here it is

yes boss you are great its done.  I am very thank ful to you for you patience and describing the problem efficiently. stay blessed.


text:
Not able to see in look dev or render mode on macbook pro
Despite my computer apparently fulfilling all the minimum system requirements to run blender 2 .8 when i change to look dev mode the objects turn completely black, when in render mode the objects sparkle with a kaliedescope of colours. As a consequence now 5 weeks into learning this programme i have not yet once managed to apply textures of colours and have not been able to complete any tutorials. Having real issues finding anyone who can shed light on this...thanks
Computer is a 2011 13 in Macbook pro 2.3ghz intel core processor with an intel HD graphics 3000 512mb
Hope this all rings a bell for someone as i would love to learn Blender properly.

if your system is too old it won't work fine unfortunately, so either avoid Lookdev and Evee, or switch to 2.79

The minimum requirements for running Blender are documented here (https://www.blender.org/download/requirements/). The Intel HD Graphics 3000 integrated GPU does not fulfill the minimum requirements (Haswell or newer is required), however there are workarounds implemented in Blender that should allow it to run if you have a recent graphics driver installed, even though the hardware is not officially supported anymore. Try to update your graphics driver.


text:
Image plane is not visible through glass
I have an image-sequence as a plane imported to Blender in cycles.
I used a "Shrinkwrap" modifier to wrap it on the Body.

When I now put the glass helmet on the character the image plane is not visible anymore.

What is happening here?
Thanks for your help

please provide blend file

Okay, should I put textures in an folder with the blend file?

if they are not necessary to reproduce the problem - no else yes.

I removed everything where I thought it would not be necessary. The face textures are in the folder:
https://drive.google.com/drive/folders/18nQwnTkwY-_UTwiwMg_oE_jTN8bT0Z54?usp=sharing

Does the file work?

The reason is that you have set your Face object to be invisible to all rays except for camera rays.  Camera rays are rays that project out from the screen.  Once these camera rays hit any rendering object, they cease to be camera rays.  For example, once they hit the surface of Helmet, and refract, they turn into transmission rays.  For your face to be seen by these refracted rays, you need to enable Transmission in properties/object/ray visibility.
However, that takes care only of renders in Cycles (the rendering engine you have designated in the file.)  If you plan to render in Eevee, there is an additional problem.  And material previews, like that in your second picture, use Eevee.
To fix the Eevee/material view, you need to first change your rendering engine to Eevee in properties/render, then select your Face object.  In properties/material/settings, you'll see that the material is set to "Alpha Blend".  Alpha Blend is nice when it works, but it's unreliable (it relies on Blender getting an accurate draw order for transparent surfaces.)  In this case, you should change this to Alpha Clip, which is appropriate for the hard-edged image you're using.  In other cases, you might need to use Alpha Hashed for this.
After changing this, you can change your rendering engine back to Cycles if you want; the changed material settings will still be used by your material preview.


text:
How to denoise already rendered Open EXR Multilayer image sequence?
I rendered my scene with open EXR multilayer with the following passes:
-Data: Combined
Denoise Data (Do I have to tick this?)
-Light: Diffuse (Direct, Indirect, Color)
Glossy (Direct, Indirect, Color)
Transmission (Direct, Indirect, Color)
Volume (Direct, Indirect)
Other (Ambient Occlusion)
Now I want to denoise it. How would I do that?
Thanks for your help :)

In the compositor, add a viewer node, and put the output to the viewer node. connect all the denoising data nodes to a denoise node, and connect that to the viewer node. Now, denoise data does not HAVE to be checked, but if it is, detail is preserved better at low sample counts. This may sound confusing, but here is a simple node set up to look at

Thanks you! Does that denoise image by image or looks at multiple frames of the animation and decides then what to do?

Plugging into the viewer node will only denoise that image, which you will then have to download from the render tab. Plugging into the composite node will denoise each image after it is finished rendering. Unfortunatly, blender doesn't denoise a whole batch of images at one time...


text:
Rotating empty deforms my mesh (Peter France's tutorial)
Blender version: 2.92
I'm watching Peter France's tutorial about creating a Spider-Man animation. He creates an empty, parents it to SM keeping transform and in "constraints" adds "follow path" and chooses a path. I do the same and everything works fine until i'm trying to rotate an empty to rotate an actual model. Idk why but it deforms my mesh. Before creating an empty Peter France says that "without it your mesh will be deformed if you try to rotate it" but it deforms anyway. I've tried adding a "follow path" constrait directly to my model but it still deforms. I was experimenting with "influence" but it just moves my model away and it stops following the path.

This is how it look like before i'm trying to rotate the empty

And this is the result of rotating it
I've rewatched the tutorial a few times but I haven't noticed any differences. I repeat same actions he does.
This is the tutorial https://www.youtube.com/watch?v=b0hWrpAG6Sg
My problem begins at 9:13. He rotates an empty an it works fine.
And sry for my english

I was also facing the same issue.
You can use the "Locked Track" constraint in the Spiderman body + Rig. And add a target as Spiderman body. It worked for me. Do let me know if this works in your case.

The curve itself had a problem. If you select the curve and hit Object > Apply > Rotation & Scale, everything would go same as tutorial video.


text:
Link to How-To: Editing footage from multiple video cameras?
Any links to a how-to on editing footage from multiple video cameras, to produce a single video switching between cams?  I've used NLE before but not with multiple cameras. And am brand new to Blender.
I have video from 3 cameras (1080 at 23.98fps with scratch track) and a separate audio track (96/24).
[I see many how-to tips on rendering from multiple cameras (view angles) in animation... a different beast.]
Ideally I'd like to put a marker at a clapboard sound spike on each of the 4 tracks, align the tracks, use the camera selector and... automagically have a single video.
https://docs.blender.org/manual/en/latest/video_editing/sequencer/strips/effects/multicam.html gives a great overview... but no links to actionable how-tos for someone new to the Blender GUI.

If your question has been answered, please mark the answer accordingly.

That description in the manual covers most points.
Align your clips so they all match the clapper board marking.
Add a Multi cam strip above them.
Split the preview into 4 previews by dragging from the corner of the editor area.
In the preview sidebar set the Channel number to match channels 0-3. 0 will show the final edit.
If your computer is fast enough to run everything in accurate fps, all is fine.
If not, select all video strips.
In the preview - view menu - go to proxies.
Select Set up.
Check 25%
Check Overwrite.
Select rebuild.
Select - Scene render size - Proxy 25% And repeat for all previews.
Now it should play at a constant frame rate.
Select the Multicam strip.
In the Sequencer sidebar, you can see the options.
The channel selector you can change the channel of the active/selected strip(white outline).
If you click on the number buttons underneath, you'll make a split in the multicam strip, and switch to the channel number you pressed.
If you set the playhead to the beginning, having the multicam strip selected, and you hit play, you can also do "live" switching by using the number keys ex. 1 is switch to channel 1.
I did a patch to improve the multicam user experience, but it has not been committed: https://developer.blender.org/D10521