text:
How to hide particle system original object?
I am working on a very complex scene, including areas that have particle systems (grass, flowers, etc.), mostly created with the Botaniq and Graswald addons.
Because the scene is so heavy, I have broken it down in sections and I am linking each area into the main file, instead of appending.
The problem is, when these areas come into the main file, the particle systems' collections (instancing objects) are visible and on ground level, meaning they are are showing up on the render.
Is there any way to hide these things or what is usually the procedure?
Bonus question: For such a heavy file, is it better to work with linked files or just appending? Does anyone know what is more optimized?

https://blender.stackexchange.com/questions/160413/cant-hide-object-which-particles-are-based-on-without-losing-particles

Awesome! Thank you very much!

Does this answer your question? Can't hide object which particles are based on, without losing particles


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How to automate polygon reduction using python?
I have several models(more than 1000) in FBX format and I want to decrease their polygon count. I'm using decimate modifier. Since there are so many models and the task is not too complicated, I was wondering if it was possible to do this with python scripting. I looked around the internet but all the scripting tutorials I found were doing scripting inside the blender. But what I want is a script which scans all the models in a folder and outputs their low poly version.

You can import and export and scan directories for certain files in Blender scripting so this kind of batch converter is entirely possible and quite straight forward to make. But are you sure a simple Decimate modifier will serve you well for all the >1000 models with one setting? Decimate modifier butchers mesh geometry and the raw end result is generally not considered a production ready 3D model.

@kheetor I'll be using LOD for my models. So, when the user gets near them, the high poly count version will be used. And if some models are not good enough, I'll do them manually. Anyway, If I'm unable to automate the process, I'll eventually have to do manually but if automation could be done, it would be great.
Could you please provide links for import, export and applying decimate modifier scripting!

You can find Blender API documentation here to get started: https://docs.blender.org/api/2.79/info_quickstart.html The general idea for your script could be make list of the files in given path and iterate through the files. If it's a .fbx file, use fbx importer on it. Then find all the mesh objects, add and apply decimate modifier, select mesh objects and use fbx exporter. Restoring the startup file between fbx files could be fast way to flush data from previous imports but at least delete the mesh and object data and armatures, materials and textures if you import any.

I'd recommend using instant-meshes with it's batch mode. You could write a python script like this one to do all the files in your folder:
import subprocess
import os

models_folder = 'C:/folder'
models = sorted(os.listdir(models_folder))

output_folder = 'C:/output_folder'

instant_meshes_path = 'C:/Instant_Meshes.exe'

for file in models:
    # Desired number of faces for the model
    faces = 2500

    subprocess.call([
        instant_meshes_path,
        '--faces', str(faces),
        os.path.join(models_folder, file),
        os.path.join(output_folder, file)
    ])

I got the following error:
File "C:\Users\x\AppData\Local\Programs\Python\Python36-32\lib\subprocess.py", line 267, in call
with Popen(*popenargs, **kwargs) as p:
File "C:\Users\x\AppData\Local\Programs\Python\Python36-32\lib\subprocess.py", line 709, in init
restore_signals, start_new_session)
File "C:\Users\x\AppData\Local\Programs\Python\Python36-32\lib\subprocess.py", line 997, in _execute_child
startupinfo)
FileNotFoundError: [WinError 2] The system cannot find the file specified
Also, instant-meshes was unable to load FBX files.

It's a FileNotFoundError. You have to edit the example script and put in the correct folder paths. Use forward slashes ('/') because back slashes are an escape character in python.

source: Stack Exchange

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

sort: votes


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Transparent rendered object over tracked background
I am ready to render my animation but it seems i have a problem with my texture of the object i animated.
In the image u can see that the object is transparent and I can look trough it.
So what is the problem here?

This is the node setup.

Thank you for your help!

It would help if you edited into your question a screen grab of your node set up (assuming Cycles).

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


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Blur specific area in compositor
Why this node composition doesn't blur the Material.018? What am I missing?

What's wrong is that for the Image input on the Blur node, you are supposed to plug in the ID Mask, Not your render image.  You will have to add your image in with a Mix Node (set to Add).  Hope that helps!

Thank you for the answer!


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Edges of mesh with emission shader look like of low resolution
As you can see the edges of a plane mesh with emission shader don't look like a smooth straight edge.
I have noticed that generally the edges of a mesh with just a plain emission shader are not smooth.
How can fix that?
I would like to smooth the edges out and make the emission more "blurred".
Is it about settings?
Is it about the type of Mix shading in the node editor?
Is it about the material around the emitting mesh?
My settings:
Resolution: 4096x2080
Resolution %: 200%
Samples: 300
Integrator: Branches Path Tracing

Not sure if something is wrong with my eyes, but I don't see that the edge is more jagged than the one of the lamp.

Don't you see that the marked region looks like of low reso? The lines are not smooth, that's what my eyes see at least.

Well yes, but not more than the other edges, only that the contrast is higher. If you want to make the emission glow, you can do that in compositing by adding a Glare node.

Yes, that's true. But keep in mind that it's zoomed in so it got worse. I will try to raise the samples, 300 might be low.

I agree with gtzkw. Additionaly i think the abruptness of shading is not caused by the emmission but mostly by the unrealistic geometry of the metal part... Maybe it would help to put a solidify modifier on the metal part. (Maybe even do a bevel afterwards) Then it would have a thickness and the lighting change wouldn't look so abrupt...

OK I will test this idea Robert, thanks!


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Help Creating Shape of Object with Path
I think it would first be helpful to describe the object I'm trying to make: I am attempting a stylized comet that is looping around the earth. I want the ring that is rotating the earth to be "flat" (still bulbish and solid) while the end that connects to the comet I wanted to be more round.
Essentially, I know you can manipulate a bezier curve and path to make things like cool roots and horns, but the caveat is those are using one consistent shape, while I'm trying to go from flat to round.
For reference in the example, I want squish the highlighted curves left side to match the style of the one under it, while keeping the round tube like shape on the right side.

Hopefully this makes sense! Please help! Any ideas?

hello, so it's supposed to be like the bottom one except at its end where it is supposed to be like the top one? is it supposed to be a small radius like the top one? You could use a lattice to deform it


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How to add multple animation to same object using blender's python API
I have a 3d rigged model which requires animation to be patched in however, the animations are present in an external file (A json file which has the frame data stored) and I want to apply those animations using python. I'd like to know:

How can I create multiple animations for the same object using blender's python API
How can I apply those animations for one particular animation name (After achieving solution to Number

Can you add some or all of the json file so I can get a sense of the source information?

@MartyFouts it is not a JSON file but a binary file which I'll be reading on runtime, the binary file contains data for each bone for T second (Example: It'll contain 5 discrete frame data for all the bones with its position and rotation along with the time)


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Adding a custom Python function as a node
I've just started learning Blender a day ago so excuse me if this is a basic question! Let's say I want to specify a position-dependent color on Blender's default cube. One way to do it is to do the following:

Now I was wondering if instead of Blender's math node, I could write a custom Python function that takes the input number (the z coordinate), manipulates it in the way I want and outputs the number that is given to the color ramp. E.g. say I define this simple Python function:

Is there a way to replace the math node in the example with this function? I noticed that there's a script node but it doesn't seem to have any input/outputs to use for this.

This is of course just an example. In reality I want to have a much more complicated Python function. Something that's hard to do with Blender's own nodes.

This answer by a Blender developer points out that nodes are written in C++ not Python, for performance reasons.  I think that implies that there's no way to do what you want.  (There's also no bpy interface that would support it, another clue.)

@MartyFouts I see. That's very helpful, thank you.


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How to create "masking effect" with which parts of object gradually show until it's fully visible?
In After Effects I can use an alpha matte to make the parts of an object appear gradually until it's fully visible. How can I do that in Blender? Basically, I'd like to make some sort of intro like this.
https://youtu.be/Z4a89kUVDpc?t=11

The 'path' can be formed from a subdivided plane and each face or group of faces switched to visibility at whatever frames you require.  So too with the wireframe.  That could simply be revealed progressively as the camera travels down a "Nurb's Path" path.   Can demonstrate if you wish.

Yes, please. I would appreciate that.

Path Reveal - (See addendum below)
At first an array of planes was tried and used with the build modifier, but that just plain didn't work.
What did give us a similar result to the video and which would be modifiable to pretty much match the video, was this...

The path (so-called) is simply a large plane subdivided 31 times to give us 32 x 32 faces.
To avoid confusion the faces will be referred to as 'Slabs'.
The 'C' circle select was used to select the pathway on the plane by simply 'painting' over those faces in order to highlight a path. (albeit very chunky)
Down at the bottom left of the window the 'Select' menu was opened to choose "Inverse'.  This switched the selected faces off and the non-selected on.  Those faces once highlighted were then deleted to leave just the slab-path.
This is duplicated and moved to layer 10 (0) to give us an original to come back to should things get fouled up.
Another duplicate is sent to layer 2.  This will be converted to a wireframe.
Back in layer 1 and the solid slab, add a "Curve-->Nurbs Path" and keep it set to 2D so it doesn't get hilly.
In Edit mode, shape the path to approximately follow the center-line of the solid slab's shape.  This is going to be used as a 'dolly' track for our camera.
Set up the Nurb's path's parameters.  I've chosen 150 frames for this one.
Add an empty at the same Origin Point as the Nurb's path and give it a "Follow Path" constraint.
Select the Nurb's Path as it's "Target".  If not already there, position the Empty at the path's starting point.
Position the camera at an approximate location so it's looking from ahead and at the top end of the path.  Parent it to the Empty.  (child=camera)
The camera (not the empty) can be freely adjusted and keyframed to suit whatever viewpoint you need as it travels down.

What's required now it to separate those faces/slabs that are to be switched visible as the camera moves down the Nurb's path. i.e. have separate meshes which will each be different sized slabs.
They can range from one to several faces in size, the more random their appearance the better.
The idea is to have varying sized 'slabs' appearing at varying intervals as the camera moves down, but they must start at the top and follow the cam's travel south.
-===========-
Had we set up an array of planes and then rows of those, used the "Build" modifier, there would have been a random choice but they'd be appearing all over the place, not constrained to the camera's travel and viewpoint.  Had we not chosen 'random', their appearance would still not have achieved the desired result.
-==========-
Once separated, each slab is made to appear by keyframing their respective EYE icons in the Outliner.
NOTE -  All will need to be keyframed OFF at frame 1.
There were 180+  faces in all but only 32 slabs to switch on so the job didn't take long.
Once the appearance switching is done, we turn our attention to the wireframe.
This is setup in Layer 2.  The duplicated solid slab inherits the subdivisions.  A "Wireframe" modifier is used on this to turn the edges of it's faces into solid mesh and at the same time get rid of the solid face surfaces.
Adjust the modifier's "Thickness" as required and "APPLY" the modifier.
All that's left to do is to reveal the wireframe ahead of the slabs as they come into view.  A mask was used for that in this example.  It was shapekeyed to shrink and deform (morph) as the camera moves down.
Over the final frames the wireframe's "opacity" in the Material slot was keyframed to fade away.
-================-
The wireframe's Mask -
Cycles is not used here and OpenGL rendering was used for the output video.
This allowed OpenGL masking.  The mask is just a large 2D plane located a little above  the slabs and wireframe. (z axis)
It's set up with a material slot Opacity set to 0.008, no Specular whatever to avoid ghosting and it's diffuse slider set down to about half brightness for the same reason.
NOTE - To view the masking effect, deselect everything (press A) and be in the "Material" viewing mode.

For details on this form of masking see here -
How to put a mask into 3d space
Blend file is attached -

-=================-
Addendum 22nd March 2019 - & 23/3/2019 (added 2nd Blend file)
This is an alternate method.  Simply shapekey or slide layer 1's mask down to progressively reveal the solid tiles. (no need to switch them on individually)
 (Replaced faulty gif here
Layer 2's mask shapekeys would simply have to see to it that it's own mask reveals the wireframe ahead of Layer 1's.
Each layer would be rendered separately.  Layer 2 as an AVI.  Layer 1 as an Alpha layered set of PNG files in another folder.
The VSE would be used to mix both sequences to get the final result.

A sparkly effect using particles could be added to the trailing edge of layer 1's mask such as here - How To Animate A Superhero Zap Into His Super Suit In Blender


text:
Is it possible to animate settings of primitives?
In Blender, when you add a primitive (cube, cylinder, etc.), you get some settings at the bottom left corner of the screen, for the number of cuts, the type of cap, etc. However as soon as you perform any other operation, as simple as moving or scaling, those settings are gone for good. I want to make an animation of a cylinder with the number of vertices animated from 3 to say 32, but there's no way to do that with the primitive settings prompt at the bottom left at all. In Cinema 4D, primitives remain primitives until you convert them into a mesh object, and all the settings for primitives remain accessible even after transformation, and even animatable. Is it possible to do the same thing in Blender?

You can't access this kind of history in Blender. But you can use the modifier stack to suit your needs.

Then add keyframes to animate it :


text:
How is the demo image for "Freestyle SVG Exporter" in the Blender manual made?
On the page for Freestyle SVG Exporter, there's a demo image with 2 monkey head with Freestyle stripes. How could those stripes be made?

See https://blender.stackexchange.com/a/114417/29586

If you want to do it without Freestyle you could easily do it with Wave Texture and b&w ColorRamp

@moonboots It has to be Freestyle, so I can export an SVG with that addon.


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Is Blender's default (non-node, "nothing") material the default material in all 3d apps?
Is Blender's default material (non-node, not rendered in Cycles, or "Viewport material" if you will) the default material in all 3D apps? I don't really know exactly how it works, but I notice that Photoshop and another non-2D app I use can import .obj models with the exact viewport colors and the exact same glossiness of this default material, so I'm supposing it must be a very common material because I don't see any affiliation between these programs and Blender.

It is just a generic flat grey render through OpenGL which doesn't really add much personality to make it distinct from other apps

Now I notice the .mtl files come with the .obj files. Apparently they store material information, including the viewport colors and speculars of an unwrapped model. Without them, other programs won't import the colors.


text:
Top bar missing on my laptop
I tried blender on my laptop, the top of the window seem to be cut, and i can't see every tool especially taskbar which's supposed to be there.
That's not such a big problem but the real problem is that the cursor is copletly off when i try to click on something the cursor actually goes way higher than what i was aiming for.
The white cross is actually where my cursor is supposed to be and you can see the taskbar is missing up there


text:
Human face moving under wall
Good day everyone, I am trying to create an animation of a person's face moving under a wall. something similar to the picture attached
.
I have tried the same method here Worms crawling under skin . But it doesn't come out properly
Please is it possible to do achieve the result without shapekey?

Could use shrinkwrap, geometry nodes, deform/hooks or shapekeys as you mentioned which could actually be a nice solution. Up to your artistic choice which tools to use.

I've answered with the Lattice solution but you don't give any detail about what's the animation supposed to be

You can use a Lattice modifier and move the vertices of your lattice cage in order to model the face on the wall. You don't give any detail about the kind of animation you want but you can vary the Strength of the modifier so that the face seems to emerge.

Thank you very much


text:
How can I recreate this polka dot multi color material procedurally
How can I go about recreating this with procedural material?
Node setup would be much appreciated. Thank you.

I wouldn't call it Polka Dot, but here's my take at this effect:

Thank you so much. this was really helpfull


text:
I accidently pressed some shortcut all my tabs and everything disappeared
Please help me out I am stuck with this now, I am unable to bring back my tabs on top and all those things.

maybe try Ctrl Spacebar?

Hello ! you pressed CTRL + SPACE which maximizes the area where you cursor is hovering. Pretty handy in some situations but you have to know the shortcut to get back ><

CTRL+ Spacebar doesnt do anything @moonboots

nvm figured it out its right Alt + spacebar ... idk why but it works thanks everyone

mmh ok, weird because Ctrl Alt Spacebar exists (maximize area, similar to Ctrl Spacebar and similar to your problem), but I don't know what this Alt Spacebar is

I don't know why Alt Spacebar doesn't show up in the keymap, but it's not doing the same thing as CTRL Spacebar.  When you Maximize Area, it leaves a "back to previous" indicator in the menu bar and leaves the sidebar and toolbar open if they're open.  Alt Spacebar outdoes maximize and removes even the sidebars and top menu, at least in 2.93.5


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Exporting blender project in gltf with multiple animations
I have create a simple box opening and close animation in my blender project using the NLA editor, I need to export this project to  gltf format in order to convert later on the file using Reality Converter to obtain USDZ file (with the animations open and close stored).
I can't understand why in blender the animation sequance is perfect, the box open and then close, but , when I export in gltf and open it on Reality Converter I only see the open animation.
How can I export the multiple animation in order later on convert it in USDZ format.
I need a final usdz file with multiple animations stored (so I can activate the animation by code (AR Project) )
I attach a screenshot of my current working animation in blender.

My understanding is that the glTF exporter exports separate NLA tracks as separate glTF named animations. If multiple tracks have the same name, they will all be exported as part of the same glTF named animation.
I suspect that your glTF file has four named animations in it: CloseAnimation, OpenAnimation, ClosePlaneAnimation, and OpenPlaneAnimation. I further suspect that in Reality Converter you are only playing one of these animations (perhaps "OpenAnimation"). This is why you are only seeing it open.
If you want the box to open and then close as a single animation, you should either merge your strips into the same track, or rename your tracks to have the same name.
If (as I suspect) you want one glTF animation with the box opening, and a second with the box closing, you should rename the ClosePlaneAnimation track to CloseAnimation (matching the name of the first track) and rename the OpenPlaneAnimation track to OpenAnimation. That should give you two named animations in the glTF file that you can procedurally trigger.


text:
Apply texture at specific area
Hi I just start recently using blender, not so expert how to apply texture on the following design.
Actually I used Fusion360 to design this object, in order to have the correct dimension once  I will export it in AR /usdz

I'm trying to apply the following texture on the marked area, I tried to follow some tutorial how to apply Decals on surface but my surface is curved and sloping so the result is not what I want.
I used the modifier Shrinkwrap but as you can see the result not what I want..

what I would like is being able to align my texture around the surface marked in the first picture.
looking for some help which option should I watch in blender in order to achieve what I describe.
what I would like is something like in this picture.

Does this answer your question? How do I put an image texture on a material in Cycles? Also https://youtu.be/TMPjKVgTfYs and https://youtu.be/Y7M-B6xnaEM

https://blender.stackexchange.com/questions/78358/how-to-straighten-curved-uvs-into-straight-belt

you can use this node setup for it:

In my example i added the "less than" node, so you can "crop" the texture if you don't need it all:

and with another greater than node, you can crop it to both sides:


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Main Release will crash immediately (2.79b) but experimental build 2.8 will run fine on PC
I Don't know where else I can ask, but my pc is freshly built, 1.5 weeks old, specs are:
i5 7600k 3.8 Ghz
16 GB Ram
1060 6GB Vram
I made sure my updates are up to date, graphics card, and OS.
2.79b will crash immediately, over and over. so i tried the 2.8 experimental build and that will open and run fine with no crashes.
If anyone has any input, or solutions. It would be greatly appreciated.

Please run blender from a terminal then post the output. Please specify your OS.

Oh, sorry, Windows 10 Home. i will attempt this when i get home today, then will get back to you guys.


text:
Grey render result
new to blender and I can't figure out why is it. I attach the link of the file https://drive.google.com/file/d/1dXX1Yx2eBiQcZbqe8wXSoKhHJdYOjbH0/view?usp=sharing I can't tell if its the camera or  the material nodes or something else.

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

Does this answer your question? Render result is completely blank (No. 9)

It looks like your image is disconnected from the outputs in the compositor:


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How to "Distribute Points on volume" in Blender but not randomize them
My question is similar to this one, but I'm having trouble 1) applying this to multiple faces on the default cube 2) with an offset along the normal.

This gives the following. Only the cones on top of the image are in the correct orientation, I'm trying to get all the other faces to point outwards away from the cube.

You need to connect the attribute to the vector of the Align Euler to Vector, not to the rotation.

Well, silly problem, all the nodes are more or less correct, except (as mentioned in the comment)

You need to connect the attribute to the vector of the Align Euler to Vector, not to the rotation.

Try this to change for this

And it works !


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Mapping node doesn't work with normal map
I want to scale the fabric bumps down and I've heard using the Mapping node is the way to go. However it's not doing anything at all in my case. Plugging it into the bump texture and it's all gone in the render for some reason.

Here's my .blend file.
https://drive.google.com/open?id=10MT2yDEpkYqRXeAbCSkaTTMf9RlqoEV8

I guess you have to create an Input > Texture Coordinate before your Mapping node, and you plug the UV output of the TC into the Vector input of the Mapping so that Blender understands that it has to use your UV unwrap. By default he knows it but as you added a Mapping you need to be tell him what sort of coordinate he must apply

The problem is with what you've left off-screen: there is no input going into your mapping node.  Here's how I fixed it:

Mapping nodes can be used for all sorts of vectors, so they don't make any assumptions about what should go into them if you don't specify.  Texture nodes, on the other hand, try to take a best guess.
Additionally, notice that I specified a UV map for your tangent-space normal map node.
Finally, using mapping nodes with tiling normal maps in Blender is not ideal, because for whatever reason, no one has ever seen fit to provide a tangent input to the Normal Map node.  Appropriate tangents should go through the same mapping process as the UV coords reading the normal map.  For doing things like this, I would recommend using bump maps instead, which Blender handles more cleanly, or to create and edit an extra UV map instead of using a mapping node for the normal map.  http://cpetry.github.io/NormalMap-Online/ is a free tool that does a reasonable job of converting normal maps to height (displacement, bump) maps.

Thanks a lot! I guess I'm so noob that even when I'm trying to replicate tutorials online I still fail to see things through. These nodes things are still too complicated for me now.

It's fine, you'll get the hang of it.


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Using Blender GIS gives error: no imaging library available please install python GDAL or Pillow module
I am trying to use Blender GIS from this Repo: https://github.com/domlysz/BlenderGIS
I have installed it properly and it is running in my Blender 2.79 on a MAC OS X 10.13.1 High Sierra.
When I attempt to click on Basemap  (On the left pane > GIS Tab > Basemap), I expect a dialog, but instead I get this error:

no imaging library available please install python GDAL or Pillow module

So I proceeded to install those modules, eventually realizing that they apparently need to go in the Python packages directory for that specific Blender version, as per this solution found here In my case, the library is located within the application itself, which I accessed through right clicking the Blender icon and then Show package contents... with the complete path being like this.
/Applications/Blender/blender.app/Contents/Resources/2.79/python/lib/python3.5
I then used these instructions to install in the specific directory above.
So now that I have installed Pillow and GDAL in this directory using pip, I start Blender and the same error comes up.
What am I missing?

Related

Download Free Image's system library (FreeImage-3.xx.dll) for your system from here.
Copy it to:
your_addons_folder/BlenderGIS/core/lib/imageio/resources/freeimage
Restart Blender then
it should work :)
Incase you are  having trouble finding where your addons are installed,
the default folder path is here;
C:\Users\YOUR_USER_NAME\AppData\Roaming\Blender Foundation\Blender\2.91\scripts\addons\BlenderGIS-master\core\lib\imageio\resources
TIP: if you can't see AppData unhide your system files,
on windows do:(open any folder then go to file>Options>view
thin tick "show hidden files")
If you want to know why this happened it the first place or want more info, check here.
Hope this helps!


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How do I make the supports for the roof of the car?
Hey I am trying to make a Volvo V70 from 2001 but I find it hard to make the supports for the roof. I have no idea about how I'm going to do it. I've tried it before but it got all twisty and weird.

Here's the download for the .blend file.
https://drive.google.com/open?id=1rLPU7C6R5SLmdcSWtiSf0f1wvV_TTmtH

While I'm not quite sure what you realy want to do, the skin modifier may help.

Edit mode, use circle-select C to highlight these corner vertices of the hood.

Turn on Proportional-editing with the little blue-dot icon at the bottom of your screen.  E Extract, then use G Grab, R Rotate, and S Scale down a little.
Use X Y and Z constraints where needed.
Repeat this a few times to extend your vertices in the right direction, and get the level of detail you're going for.  The more times you extrude, the more control-points you'll end up with.
It may be easier to bring down a secondary view-screen by dragging down on the \\ diagonal-slashes in the corner of your viewport.  Set one to front-view, and the other to side, with your numpad.
I'd also recommend naming your objects in the heirarchy-tree, so it's easier to tell what items are what.


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How can I adjust the interpolation on an OSL shader keyframe value?
I have an OSL shader that I added to a material. I keyframed one of the float properties on the shader. How can I view this on the graph editor?
Right now the only way I know how to change the keyframe value is go to the NLA view (graph editor and timeline are both empty), right click the Material->Shader and select "Start editing stashed action". This will at least show me where the keyframes are so I can delete them, but I would like to adjust the interpolation between keyframes.
This answer doesn't work to set the interpolation because the graph editor is empty, so it just says in red "Disabled: there is no animation data to operate on".
(Perhaps there is a python answer?)

By default, animation editors only show the keys of selected elements. So, for anything that happens in a shader, not only you need to select an object wearing that shader, but you also need to select the node wearing the keyframes.
Alternatively, you can disable the Only Show Selected filter.

Found a way to do this. In the shader node you want to animate, when you make the keyframe, actually right click to open the menu and select "create keyframe" and then do the same for the second keyframe. then right click again and hit "add all to keying set" after this it showed up in the graph editor for me

Hopefully there is a better answer than this, but I managed to work something out in python.
I got the name of the "action" from the NLA editor. It's the value in the workspace area, not anything in the tree on the left. In my case, this is the string Shader NodetreeAction.010.
import bpy

action = bpy.data.actions['Shader NodetreeAction.010']
change_count = 0
for fc in action.fcurves:
    for kfp in fc.keyframe_points:
        kfp.interpolation = 'LINEAR'
        change_count += 1

print("updated " + str(change_count))


text:
(3.0) Geometry Nodes break Vertex Colors
https://blender.stackexchange.com/a/245919/134355
I need to use the method shown in the linked post for something of my own, but even when using that exact Node layout and Modifier Setting, it ends up breaking Vertex Colors instead- they turn completely black for the object, cannot be edited, and any attempts to modify them using the Value portion of the Capture Attribute Node have no effect.
I'm not understanding why the result is different.

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

No information is missing, robot.

This is a bug I assume. Or it was never intended to work that way so it's hard to say either way, sorry...

It's strange though, right? Weren't you also using the same version?

I think it was a beta release. They must have changed or reverted something right before the official release. However if something's broken in 3.0, it's still broken in development because the solution still doesn't work with the latest 3.1 alpha

Looks like they totally broke something- the Attribute Domain doesn't actually change automatically to reflect the type chosen.
Unless you did have to change it manually in the test version?

Figured out why it wasn't working, and it's... Kind of dumb? Might be a bug in and of itself:
You have to go to the Group tab on the side of the Geometry Nodes window and manually set the Output's Attribute Domain for the Vertex Color attribute from Float to Face Corner, since it doesn't do it automatically for some reason.

If you were able to answer your question, please be so kind and mark this answer as "Accepted Answer". Otherwise, it would keep appearing at the top of the list as unsolved. Thank you!


text:
Blender suddenly takes forever to render specific scene, including previous, working versions
I've been doing some visdev for a project of mine, which has involved me constantly adding to a single scene.
I returned from an outing and completed work on a particular object, then went to render it in the test scene- here, Blender suddenly takes a huge amount of processing power and time to render the scene.
The only things that changed between this occurrence and the previous render (which completed very quickly with absolutely no issues) were the addition of several new materials (slightly altered copies of an older one), the creation of a copy of the object I had finished, and adjustments to that object's particle system- nothing you would think would mess anything up.
Now here's where it gets strange:
If I open up an Autosave of this scene from a time when the renders worked out perfectly, the renders take forever- just like the current instance.
If I take the current version of the scene and remove everything I had added between the last successful render and the issue starting, the issue persists.
And if I delete everything in the scene, save the camera, it works perfectly again.
Mind you, there have been no changes to the Compositor, the system or background settings in the scene, the shaders, or anything technical, nor have there been any updates or hardware changes to the computer, itself.
I'm very confused.
The scene has a lot of particles- did my computer suddenly get tired of rendering them after spending several days doing just fine?
It's not like the new object's particles were the straw that broke the camel's back in regards to the particle limit, since going back doesn't fix it, and if I only delete the most particle-heavy systems in the scene, the issues persist.

This will be hard to determine the right answer because it depends on what you did. But one thing comes to mind: did you animate the particles? If so, you might need to bake the particle system. Another thing, if it's possible to get faster help, try to show how it looks or share the .blend file.

Thanks for the reply!
The particle systems are being used to generate unique cliff faces, plant formations, stonework, and such, so it's all just static stuff- I haven't even applied any physics yet!
I have a huge amount of particles, but it can't be the number since deleting systems doesn't change anything.


text:
Objects have been duplicated into immovables
I am trying to replicate Claude Monet's bridge over a pond but everything has been duplicated into immovable objects that I can't edit or even select.
Here's a screencap of it.
https://i.sstatic.net/4jMgW.jpg
And here's the .blend file.
https://drive.google.com/open?id=19hdlGl47T_9LfnlVbE81Izv3tyk5MsEC

You duplicated it outside of edit mode. Switch back to object mode and select the duplicate, then delete it.
Objects other than the one you are currently editing cannot be modified in any way.


text:
Creating pipes with a bezier
I am trying to create pipes, however, I don't understand how the bezier works so I've only been able to create pipes with some simple extrusion. I would like to know how I would like to know how to create angles and such with a bezier.
Down below I've added what my pipes currently look like and the reference picture.

would you be willing to use a mesh and just use the spin function?

Hi. When you say "I don't understand how the bezier works", what does that mean? That you add a curve but don't know how to extrude? Please be specific with where you are getting stuck. Thanks.

https://blender.stackexchange.com/questions/58564/curve-bevel-function-scale and https://blender.stackexchange.com/questions/66353/how-to-make-beveled-90-degree-corners-on-a-curve-better/ and https://blender.stackexchange.com/questions/53475/how-can-i-extrude-curve-shapes-onto-curve-without-tapering/

I think that what you are looking for is the bezier geometry menu:

After you create the curve which you want to make into a pipe, you can change the depth and resolution to edit the thickness and amount of faces here. Also, to make the bezier curve look like a pipe you will need to set the shape to 3D and the fill to full. This is an example:

If you are confused about creating the bezier curve in the first place, you would add a bezier curve (shift+a, bezier curve), and then enter edit mode (tab). Here you can select the control line things, and move/rotate/scale using the usual blender controls. To add another control line you would use "e".
Hope this helped
If you need more clarification check out this video specifically about creating pipes using beziers: https://www.youtube.com/watch?v=AMXcQ2V-VGA

very good answer.


text:
Noob question rounding half toroid
I have the following shape:

How do I smooth only the curved parts? I would like it so that the bottom of the shape is flat, and it looks like two circles connected by a thin rectangle (instead of two 12-sided polygons right now).
Things I tried:
Subdividing the faces and using a smoothing factor of 1
Result:

This works for the most part, but there are two bumps near the bottom of my shape, which I can't seem to get rid of.

Shade smooth:

Result:

This also seems to work mostly, but the bottom isn't flat anymore. Plus, there's some weird stuff going on near the bottom again. The bottom also hasn't been smoothed (you can still see the lines from the 12-sided polygon).

I would do something like this:

Use Inset (press i key when a face is selected, then size it with mouse) to add a second ring to the bottoms. Otherwise we have a 12-gon that will misbehave when we want precise results.

Add a Subdivision Surface modifier to smooth the model out

Mark the edges you don't want to deform and increase the "Mean Crease" value to 1, which will reduce the deformation significantly.

First question I've tried to answer, so I hope it was of some help :)

Maybe try this topology? It will work fine with a Subdivision Surface modifier:


text:
OpenCl Button Greyed out
I have a Geforce mx130 and I use Blender, but the OpenCL button is greyed out.
Does it mean that OpenCL is not installed or does it mean that something went wrong?
I am a Newbie

https://blender.stackexchange.com/questions/7485 https://blender.stackexchange.com/questions/81916

Nvidia GPUs use Cuda, not openCL


text:
Blender modeling materials in Unreal Engine 4
I'm new to Blender and also Unreal. In Unreal material object is a place for material elements. In 3DS Max you can create Submaterial for it but I don't know how to do it in Blender.

Sorry it's a bit hard to tell, but are you talking about placing Materials in Material Slots? If so, you can do it through the Material Properties Tab:

Thats what i want. thank you.


text:
How to use two displacement material in one plane?
I was making a terrain, actually making a path on the terrain,so I have to combine two materials together with their own displacement maps.
Now I know how to do it for those normal materials, I just weight paint the terrain to create a vertex color, add an node called Attribute and chose the vertex color. Therefore I get two materials on one plane except the displacement material.
But how to do it with displacement? It's in the modifier so I can't use the Attribute node for it, or can I?
And in the displace modifier, I do find a place I can choose to put a vertex group(not the vertex color) to have two displacement maps, but it is not the Vertex Color that I weight painted before.

Hello :). Wouldn't it be easier to just combine both displacement maps using nodes?

https://blender.stackexchange.com/questions/44880/multiple-texture-displacements-mapping-in-one-scene/44927#44927
and https://blender.stackexchange.com/questions/42114/how-can-i-combine-multiple-displace-modifiers?noredirect=1&lq=1 and https://blender.stackexchange.com/questions/144017/how-to-combine-the-bump-maps-of-two-texture-maps?noredirect=1&lq=1

You could do everything inside the shader nodes with vectod displacement and masks.


text:
Why are my loop cuts not consistent?
I am trying to create a loop cut on the walls of a section of a house, however, it doesn't go all the way around. Ngons can't be the problem since I'm sure all faces are quads. However, it might be the orientation of the faces? Could it be the way I have a single-faced wall?
Blend file

Yes, it's the single-faced walls. You have some places where there are 3 planes sharing one edge. The loop tool can't create a loop past these places.  You need to model those walls - the ones where you just have a single plane - like you've modelled most of them, as a U shape.

I may miss something in your explanation but I'm not sure why you're talking about normals, you could create an edge loop through a series of faces with some flipped normals... Actually, as you pointed out, it's just that it can't create an edge loop through an edge that is shared by 3 or more faces.

@moonboots OK, just tried what you said and you're right. I was assuming that flipped normals was the reason the tool didn't work on 3+ faces that share an edge, without realising it was just an assumption. Thanks for the correction.

yes so maybe edit your answer and just keep the real explanation  ;)

@moonboots OK, done.


text:
How do I fix a car door that is wavy along the edges and has weird textures
I am a newbie to Blender and I am making trying to make a car for my second project. I really don't know how I'm going to make the car door look right. It is physically wavy and not straight along it's edges and the window also has flawed texturing. Think coloring outside the lines, that is basically what it looks like. It also has some lump of car door materials on it.
Here's the link for the .blend file.
https://drive.google.com/file/d/1Ow57h42HAXOqnergJRW6F-XNVzlggGc4/view?usp=sharing

Your topology is bad. Read up on proper edge flow, use only quads, don't converge to too many poles, keep the face size consistent. [good topology guide]

The waviness seems to be a result of a subsurf modifier. The easiest way to handle this is to simply double up the edges along the border. This should make it appear as a hard edge, eliminating the ripples where the faces are subdivided and averaged into the places you don't want them.


text:
How can I adapt my topology around beveled corners?
I'm trying to model an arcade cabinet but my topology is horrible and I feel like there must be a better way of doing this.
How can I improve my topology on this cabinet?
I don't know what I'm doing wrong,however, I've attached some images that show the Arcade cabinet and its awful topology.

:

Please don't post the same question more than once. If you have more details edit the original and add any relevant information there. See What should I do if no one answers my question?

I don't think it's horrible, maybe you don't need so many edges on your bevels, and maybe add some additional edge loops through the shape with the knife tool, for example:

If you creating a simple mesh it is important to use only quadrilaterals to preserve the face and edge loops. First create the meshs base shape from a cube with extruding and face inserting. When you use beveling never bevel only one edge, always select a whole ring, because otherwise you will get non-quadrilateral faces then you can't use loop cut and other loop tools well. If you beveling perpendicular edges always use even number for the cuts to avoid the non-quadrilateral faces. If you want to fill new faces I recommend the gridfill tool.
https://docs.blender.org/manual/en/latest/modeling/meshes/editing/faces.html#grid-fill

What do you mean by selecting a whole ring?

as you can see on the two middle pictures

Okay thank you, but my arcade is a little more complicated, It's hard to see but the sidepanels are sort of extruded and the logo panel is also has some extrusion. I've tried to make it look similar to a Zaxxon Classic arcade cabinet. https://www.youtube.com/watch?v=jQGyMDDFhwA&t=6s Here's a video showcasing what it looks like, would the same principles follow or do I need to think of something else?


text:
how to create a shiny latex like material in blender cycles
I'm experimenting with blender cycles and there are a few things I have problems with/ I am not happy with the results.
One is creating a shiny plastic. I tried it on my own, because I found no help for this specific problem online.
My setting looks like this right now.

the blend setting in layer weight is just guessing on my part
and this is what I'm trying to achieve.

But I have no idea, how to make it better.
Hope you can help.

Your node set up looks fine, what dont you like about it?

Related https://blender.stackexchange.com/questions/62568/how-do-i-create-a-reflective-white-material

Here is a simple one with the Principled Shader. I added some slight roughness texture for realism (Maybe it use a touch more?). Also the lighting you choose will be a HUGE factor.

I would just use the principled shader with zero roughness. The node set up you have should work just fine too. Not sure what you dont like about it.

I didn't like the highlights in my setting. but might have been lighting. and thanks for your answer


text:
Shadows are not getting rendered properly

I am new to blender and trying to render an image. However in the render, the shadows which are visible in viewport are not displayed. I tried searching a lot, but unable to get what is it I am doing wrong. I have gone through the Scene settings but could not figure out what it is that I am not doing correctly while rendering( my assumption is also coming from the fact that the 'bolt' also looks different in the render ). I am using Cycles for render, if that needs to be handled differently.
Any guidance/direction will really help.
Blend file - https://drive.google.com/file/d/1M3Pnu-q4lVjWPIC_dEq86C6KqZrAK8-k/view?usp=sharing

You have Scene world turn it off, that is a setting to turn an HDRI for the viewport only but not for the render. To have an HDRI for the render, you need to add an HDR Image to the world nodes. See this

When you turn that on, you will see the render as it is.

You also change some setting for your sun Light, like the angle and color which also affects the shadows,

thanks a lot!!!   also, can you direct me, why the bolt is rendered differently. The screw modifier does not look the same in render. Thanks once again.


text:
texture/normal map doesn't render correctly
The anvil looks correct in viewport, but rendering somehow twists the texture.
I'm not sure where and what's the problem. I've tried to do sth with the normal map, but it didn't work.
Viewport:

Rendering:

Here is the folder with files https://drive.google.com/file/d/1pvlEd12lwgPp5Era4F8PuzKTYt3dwkIE/view?usp=sharing

You have another object that is not visible in preview but still visible in render:

oh it was so simple, thank you!


text:
Why i can’t see light option in mesh?
I was working on the spaceship when decided to add another light source, but all of the sudden light option in mesh is gone

Hi :). You're in Edit mode. Switch to Object mode to add lights.

Because you're in a sculpting mode.

Well, although this is marked as accepted answer, the screenshot clearly shows Edit Mode, not Sculpt Mode so I'm not sure what you mean by "a sculpting mode".


text:
blenderguru donut tutorial solidify messed up?
i forgot to press apply for solidify...which i did finally but after sculpting...this is the result.Anyway to fix it ?or start over ?
only this part looks mangled.

lol, it seems hard to fix this   ;)

That's why I used to save an interim version at the end of each lesson when following tutorials! :^)


text:
Doing the new donut tutorial dont know what step i did wrong but the bottom of my cup has no depth.can i add depth only to the base of the cup?
I tried extruding the bottom but thats not giving what i expected.

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

hard to tell what happened, how did you extrude exactly?

i just figured it out.so i made aduplicate of the small circle at the base.moved it up a little bit along z axis.and then joined it with bridges.its not perfect but atleast its looking 3d.

as moonboots mentioned in the comments, it is very hard to tell what is happening. could you share your file or show what exactly you extruded?

I am not sure if that is the best way to solve your problem


text:
Why is material reflecting what appears to be black on some objects?
can anyone tell me why in the world these tube shapes are appearing this way? It's as if they're reflecting in different directions.. they almost appear black in some cases. It's a simple shader setup, only using principled BSDF, no tricks..

hello, hard to say, maybe share your file: https://pasteall.org/blend/

it could be shadows

That looks more like flipped normals, or bad shading

Turns out this was an issue with Normals, solved by 'splitting' the normals, i.e. in edit mode: Mesh -> Normals -> Split. I'm not entirely sure what this does but it certainly solved the problem. Note: the object in the image is part of an imported OBJ file, it seems this isn't an uncommon issue with normals and OBJ imports. Hope this helps someone else in the future, and thanks for the input all.


text:
Block Shadows appearing in volumes
I have these strange shadows emerging from a smoke simulation. I circled them with the red. They don't seem to be correlated with any actual density of smoke in the simulation. Placing a plane above the volume shows that there are no other objects accidentally casting them. They appear at random per frame and cause a messy vibrating shadow.
I've been struggling with sourcing this issue and re-running the simulation did not solve the issue. They do decrease in size with higher resolution but there are more of them and they seem to disappear below a resolution of 200.
Turning off Adaptive resolution did not solve the issue. All shaders have been disabled and I only have a principled volume plugged in currently.

I also am having this issue

I increased the samples for Render Properties > Light Paths > Transparency (using Cycles) and the weird shadow blocks disappeared.


text:
How to fix faces "overlapping" and "alignment" when moving bones?
I'm playing with blender just for learning, having fun with it so far, I'm just a beginner. I've a model and I'm trying to link a bone to it so I can animate. It does work but there are two problems.
Turns out this nice dude is wearing a skirt but he's a man don't worry, when I move his feets the legs are overlapping the skirt.

The second problem is, when I move a foot it is not keeping aligned with the leg

So, could someone tell me how can I fix those problems? Thank you in advance.
Here's the blend file by the way: https://drive.google.com/file/d/102QRhkBZU40U7gwZHgP2IpDYwkDNkrmG/view?usp=sharing

This is because you did not weight painting the pants yet ,
That's why the thigh is overlapping the pants because the pants area does not assigned with the thigh bone, so it does not follow along with the thigh bone.
You need to weight painting the pants so the pants will follow along with the thigh.
IF you do not understand what is Weight Painting maybe you can check this tutorial.
https://www.youtube.com/watch?v=Tl4qTgwQwYw

And also the main problem is the topology of the character is messed up, with lots of triangles and NGONs. You will get lots of problems when animating. You need to clean the topology or retopology before you can animate it. You cannot animate this character with this kind of that topology.
With this kind of topology, it is impossible to be animated.
You can learn what is Topology and why you need it from Grant Arbitt. He has very good tips for beginners with good explanations.
https://www.youtube.com/watch?v=S4YNiImIgPs

For Example :
1.Your foot is not aligned with the leg part, It happens because you separate the foot object with the body. In general, human body is all connected nothing separated. This is also some kind of bad topology for character animation.

Same with your shoulder hand, below picture, this because the hand part and the body is separated.

There are so many problems here that I cant write it all here. You can just watch the link that I gave above. It will explain a lot what caused these problems.

At last, This is caused because of the bad topology and rigging (weight painting). If you are beginner in Blender, I recommend you to learn the basic / fundamental concept before doing complex things. By doing that, you can follow along easily and achieve anything from Blender in the future.

Hey thanks for the explanation, seems like getting a few basic models for my piece of a game is not going to be an easy task lol, I will definitely get depth into blender. I've tried to paint the weights as you suggested and it was indeed the problem, at least one part of it, but that was before I saw the update you made to your answer. Although I couldn't get the model to work properly I'll mark your answer as the solution, as it was very helpful

Yep, unfortunately you can not animate this model properly as your topology model is so messed up. No one can animate that model.
The only solution is you need to clean the topology. You can just search in google "Human Topology".


text:
Blender Google Colab "Failed to create CUDA context (Unknown error)" error
I tried rendering an image on google colab but I always get an error saying "Failed to create CUDA context (Unknown error)".It works fine when I change the render settings in blender to cpu but its super slow.
Anyone knows how to fix this problem?
Thanks.


text:
Draw callback still running after add-on reload
I have an operator that activates/deactivates an overlay on the 3D view, for that I used:
self._handle = bpy.types.SpaceView3D.draw_handler_add(draw_callback,
    (self, context), 'WINDOW', 'POST_PIXEL')
context.window_manager.modal_handler_add(self)

in execute(), context.area.tag_redraw() in modal(), and
bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
context.area.tag_redraw()

in cancel(), and I have a "global" boolean which tells it if it has to modal() or cancel() when I click. But after some debugging I realized my handle was only accessible by the registered modal, so I call cancel() from here, when the boolean says "not activated".
The problem is, if I reload my add-on while the operator is still running, my overlay is active by default (though my boolean is False), and if I switch it on, it draws above itself.
I tried to cancel() from the modal when my properties don't exist anymore, but it's not called. I also tried to cancel() in unregister() (I made sure it's called) but as I said my handle is only accessible in the modal.
Just to be clear, when my add-on is not active, neither is the overlay.
-
And I don't know if it's related but the properties I registered with
bpy.utils.register_class(MyProperties)
bpy.types.Scene.my_props = bpy.props.PointerProperty(type=MyProperties)

keep their value after I unregistered them with
del bpy.types.Scene.my_props
bpy.utils.unregister_class(MyProperties)

I don't know if there is another way to delete them, I'm fairly new to Python.

Hi. It's nice that you've broken down each bit of code for us, but I suggest at the end including the entire block of code that's relevant to your question to make it easy for people to test it.

"if I reload my add-on while the operator is still running": How do you reload addon with modal operators running? When modal ops are running F8 does not work..

@RayMairlot: I'm sorry but I don't want to share my code for now and I have more than 400 instructions, It would take me a lot of time to check which lines are relevant and give you a testable code.

@JaroslavJerrynoNovotny What is F8 for? To reload my add-on I double-click the checkbox in front of its name in user preferences.
Edit: ok the informations I got weren't up-to-date, F8 is for reloading all scripts, but that doesn't solve my problem :/

Yep F8 is for reloading all addons, and it is disabled if modal operators are running, probably because they would not cancel properly. Try checking if your operator is still running in your unregister function and cancelling your modal operator there. If that does not help, testing is needed - @Ray is right, but it doesn't need to be your full code, you can craft an example unrelated to your original code that just demonstrates the issue. Maybe it's some bug and you would have to give some example to the devs anyway in that case.

I can't check my properties in unregister because I don't have the context here, and I don't know any other way to know if my operator is running, and as I said I can't cancel my modal. I know Ray is right but I'm doing this as a hobby, I don't have much time for it, maybe during the week end.


text:
changing the Pixel Filtering per render pass
Is it possible to change the Blackman Harris filter settings per pass.
I found the script commands in the manual. Is there a custom node in compositing that I could run the renderlayer through that I could enter new values?

ok, I figured out a more straight forward solution. Duplicate the scene and render that out as its own pass.

Still can't figure it out. When I go to render multiple scenes it ignores all but the master scene render settings.

When I duplicate the scene I can render with custom render settings on the second scene.  If you're using the compositor, are you being sure to select the Render Layer from the new scene?


text:
Render out of compositor without rendering scene?
I don't understand how I can just render out of the compositor without rerendering the entire scene. The editor appears to be based on Softimages Post editor, where you just hit an execute for that window.
I understand I could render out a sequence and run that in as an image but the render layer is already rendering out that information. Why can't I use it.

I assume your question is about updating effects overlayed with compositor over the rendered image. If the scene is rendered at least once and that result is still present as the data inside Blender then make sure that Use Nodes is enabled and Compositor node is present, then click or change any value in the compositor nodes.

I see you are a new member today.  Welcome. I gave you an upvote.  Typically commenters would give you an upvote.  Hopefully you receive warmer upvotes in the next few hours.

Alternative 1

Know that by default the Compositor renders the current scene and that image is used by the RenderLayer Node.  The compositor can use any combination of live Rendered Layers or previously created image files.  The render layer can come from any scene present.  See the nodes options above.
If your Compositor work only requires a few changes and your scene take a long time to render, your work may be more efficient by saving files in PNG format or other more flexible format. Then reuse the images without rendering again.
You may direct the image compositor to read in files from an image sequence on hard disk or similar, and ignore the render layer node.
In the image above the Compositor uses an Image Sequence Node.  The Render layer Node is not used, it has no connections.  A camera exists and non renderable text.  The arrows show the setting for the Compositor.  Please click on the image to see a larger version.
Alternative 2.

You can create a single image plane and map previously created images to it as an image sequence. Perhaps Shadeless for Blender Render and a different setting for Cycles or other. You may need to place a camera and non renderable object such as a non rendered cube
Create the initial set of Image Files.

Render your complex scene as images to a PNG file sequence with some file name sequence such as base name sequence001.  No compositing.  The idea is multiple compositing nodes will be used later.
In a separate scene, for convenience, use the compositor, read in the file sequence001.  Composite these images in the compositor.
You might put some non renderable text object in the scene such as "See the compositor" as a form of notes.  Otherwise this blender scene might have very few objects.
Repeat step 02 if necessary to achieve your goal.
The assumption is that your compositor nodes are doing more the the Blender VSE can.  VSE and the Compositor are sometimes in Competition.
Some Blender Users may have special file writing needs.


text:
network rendering for release candidate 2
Am I correct in that there is no Network Rendering built in to release candidate 2 for Blender?
I know that I can install crowdrender but was hoping for other options.


text:
Weird snapping - can't seem to connect the sides
I'm new to Blender and I'm trying to edit an object I extracted from wow.
I have successfully extended sides and snapped points to others but when I try with these they end op floating or jumping in the opposite direction.
In the picture you can see the orange circle (where I want it to go) and the flying thing to the top left is where it ends.
Hope you can help

could you please share your file?

I opened a new blender, changed settings again and it works now.. but I already tried that earlier.. well ;b


text:
How to tile a texture with displacement without repetition
I'm trying to lear how to texture a scene so I downloaded a texture and I applied onto the walls of my scene.
It looks great but you can clearly see repetition on the wall with the doorway which isn't nice. And on the side walls you clearly see that it requires to be scale it up.
I found plenty of tutorial in how to tile a texture without repetition but it does not apply for texture with displacement. And I can't found any guidelines on how to properly do that  with displacement.
Do you have any clue on how to repeat a texture with displacement ?
My scene :

Thank you !

you mean you've used the Displacement node? If you have found the way to avoid repetition, what was the method and why can't you use the same method with this node?

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


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How to set all scales of an object to some value?
I know I can use the scale tool or edit an object s X, Y and Z scales in the transform window but how can I do something like "Set all scales of an object (X, Y and Z) to 2.5" for example?
Set them all to an exact value all at the same time?

Press Alt while click-dragging over all desired scale property values, release the Left Mouse Button then type in the desired value.


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Reflections of one object displayed on another object
First off, I am not sure how to title this question. If somebody has a suggestion for a more relevant title I will gladly change it.
My goal is to have one object in a scene display reflections that actually occur from another object in that scene.

See the example image above. It contains two planes and two spheres, rendered using the cycles engine. The sphere on the left correctly displays a reflection of the red and gray planes on the left and right respectively. Is there a way to take that reflection and apply it to the sphere on the right, so that the right sphere displays a reflection of the red and gray planes.
I do not know how to do that. Is there a way to export the current reflection as an image and apply it as an UV map to another object?

maybe you should explain a bit more what you want to achieve. From your image for me it looks like the gray plane "hides" the red plane so it cannot show the reflection. So how should the result look like? maybe you can help us with a sketch what you are trying to achieve?

No, there isn’t. I wish there was, though. It would make portals so much easier. You can fake it with compositing, but… Is there any other way to achieve what you’re looking for?

@Chris What I want is that both spheres look exactly identical. One sphere should have the correct reflections as per the scene, while the other is just an exact visual copy of the other sphere

The only work around that you could try is to render your scene using a panoramic camera and then use that as an HDRI world reflection.


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Noise texture to control scatter density in geo nodes
I'm trying to control the density of a scatter with a noise texture.
Somehow it doesn't work. Doesn't matter which noise scale I use.

(Using Blender 3.6.8)
It seems the Density value per face must be captured before the Distribute Points on Faces node:

Resources:

Ah I see thank you very much! I couldn't figure it out

Apparently the grid or other mesh also needs an higher resolution than the bare minimum because it works differently from the shader editor.

In the Shader Editor, texture value is interpolated at points (pixels ?) inside faces. So you get many values per face. In your case with GN, texture value is interpolated per face. So you get only one value per face. By increasing the grid resolution in GN, you are making smaller and smaller faces, until you get very few pixels (?) per face. This is why you recover what seems the Shader Editor behaviour.

That makes sense, thanks for the explaination :)


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Displace with repeat zone in geo nodes
Let's say you want multiple blocks of Swiss cheese. But you don't want the holes in the same place.
I thought to iterate the W of a 4D voronoi texture, but it won't iterate.

From the documentation of the Instance on Points node, Instance Index is "only used when Pick Instances is true". Furthermore, the Repeat zone is not making multiple instances, but a single Mesh.

Ah okay that explains a lot thank you!

@StefLAncien: i think your comment is not completely true... as you can see in my answer. Or did you mean "his special repeat zone"?

@Chris: I was talking about the repeat zone shown in the figure attached to the question, not generally speaking as your proposal clearly demonstrate.

@StefLAncien: that why i added "his special repeat zone" - it could be misunderstood ;) maybe "your repeat zone" would have been a bit clearer ;)

you nearly made it, just add these nodes:

so by transforming your geometry to instance and join that geometry, you will have instances, you can use:

Note: don't forget to uncheck "pick instance"

Woah thank you very much! :)

you are welcome


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Why wont my model move?
Hey so I downloaded a free model but it wasn't rigged so in an attempt to fix it I tried making my own rig/armature for it. I've finished the rigging but when i tryied to parent the model to the armature with "automatic weights" (like the tutorial told me to)
it just didn't show up, so I thought that I needed to parent the armature to the model so I did and so I selected "automatic weights" and when I tried to pose it, it just didn't move the model. Im really new to blender and can't seem to find out the answer to this.

have you enabled the Deform option for all the bones that are supposed to move the mesh? If not, do it and reparent. If it's not your problem, maybe share your file? https://pasteall.org/blend/

For right now it's working but it's a bit off and know the reason for it, thanks for the advice


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Merge separate object onto model & armature
I've recently been attempting to learn how to animate and I can't quite get this object to move where I want it to. On this specific model I use an addon called XNALara to import the armature and no matter what I do, I can't get the shoulders to move along with the arms. Typically this isn't a problem with a still render because I can move them manually but, for an animation it needs to be glued in place. I tried merging the objects onto the main model but, they just float in the air when I move the armature. I've also tried to create an armature for the objects but it's really just not working. Is there anything I can do to make this easier?

I'm not sure what you mean to do, but I'll try to help out:
Since that object seems to be like a rigid block that souldn't deform, try to assign full influece only in 1 bone of the existing armature. Maybe the shoulder or arm ones are the options you need. Also, you will need to make sure no other bone have influence over that object.
You have various options to do that:

Repaint weights for all bones (0 for all except for the one you chosen).
In Edit Mode select all vertex from the piece. GO under Properties > Object Data properties > Vertex Group and remove all influence from all other bones, and then set the chosen bone influence to 1.

Make the object child of the bone you chosen. Properties > Object Properties > Relations Set parent type to bone and select the bone you want to.

Before doing this you have to clean the remaining weights of the armature. Select your object and Alt +  P > Clear Parent. Additionally you can delete Vertex groups influences in Object data properties

I don't know if I addressed the question you were looking for, but if not, please provide more information like images of what exactly would you like to do and what currently happens when you try to do it.


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Merging Objects into a Single Object
I made a vehicle model on Blender to use in an Unreal Engine 4 project. The model i created has different objects such as trunk, top or doors of the vehicle and also has some modifiers on especially on the rims and tires(curves and arrays).
The problem i had occurs when i try to import the mesh into the unreal engine, the documentation and the tutorials i have found all suggest that importing the vehicle as a single car mesh.
I tried to find how to merge the objects of the blender into a single one but all i could find the CTRL+J (which does not inherits the modifiers) and the boolean method which crashes blender. How can i merge them into a single mesh without any loss in properties (modifiers)?
As this is the blender stackexchange i am not asking the unreal engine solution that i can think of such as modular meshes in vehicles but if there is anyone with such experience i would be more than happy to hear.
As i am really new to both of the softwares (1 week) i couldnt find neither any walk around solution nor the way how to search for the problem.

yes if you join the objects it will only keep the modifier of the last selected (active) object. But you can apply the modifiers before joining.

That's what i wanna go around of, i have one object with curve modifier and one without any. If i select the one with the curve as active and join them, automatically the one without the curve modifier is applied the curve modifier and the model is going insane, and vice versa if the one without the curve is active then the the one that should have got the curve modifier is not applied the curve thus flattens the mesh.


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Every object is added in the same collection
I am trying to create a person in Blender. I have the collection Human, with a cube which was the initial cube that i created to start. After that I created a few more and make the parts of the arms and legs etc. But everything is being added in the same cube. Now in Object mode I cannot select only one leg for example. Because I want to duplicate and rotate so I can make the left leg just as the right one. So how can I select the leg for example and make in a different collection?

maybe you meant that all the pieces are created within the same object? In that case, in Edit mode, put your mouse on one of the pieces, press L, press P to separate, switch back to Object mode, the piece is now its own object. You can have several meshes within one object.

As moonboots says you can separate them into different objects, but the best way is to add them in Object mode in the first place! Lots of beginners add objects when in Edit mode and wonder why they can't move them individually as you've found.

Alright guys, got it. Thanks

You are confusing two things here: collections and objects.
A collection is just an organizational tool. Similar to a group, a folder. It's just meant to tidy up your scene and setup some visibility / selectability option on a group of objects.
An object is a physical container in your 3D scene, that contains some form of data. An object has a position/rotation/scale coordinates in the 3D space, has different display and render options, and most importantly. The data it contains can be text, mesh, curves and whatnot.
When you are in object mode, you manipulate the objects, the container. Not their content. If you add a cube while in Object mode, it creates a new object with a mesh cube inside.
But when you are in edit mode, you are editing the selected object's content. If you add a cube, it simply adds a mesh cube inside the current object. So you are not creating new objects, you are actually adding mesh inside the current object.
And that is the source of your issue here I guess. You were in edit mode when you added all your meshes, thinking you were adding new objects.
To turn your meshes back to objects, there is the Separate menu in edit mode, called with P. It has several options, the two interesting for you will probably be "selected" to separate a selection into another object, and "by lose part" which will separate every individual mesh into a different object.
If you just want to separate each individual mesh into individual objects, then the "by lose part" is the best option as it will do exactly that in one click. If you want to chose precisely the mesh parts to separate, then select your meshes manually. And you might want to use L while hovering a mesh part so select it entirely.


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How to hide file path while rendering
How to hide file path while rendering.
I've never had this problem before and my experience with the software is medium to poor.
I did not find the solution to this problem.
Can someone help me with that
thank you.
https://i.sstatic.net/QZyaN.jpg

Uncheck the checkbox "Burn into image" under Output properties -> Metadata.

Thank you sir..with all due respect and appreciation for your time.

if it helped you, please check the checkmark left to my answer. thank you.


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Exclude sides when using the DataTransfer modifier
How can the side faces be excluded when using the datatransfer modifier?

This is an addinitonal question following my previous question:
enter link description here

Choose appropriate name of UV layers in Data Transfer modifier settings, but for sides you can assign another material with different UVmap.


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Drawing non-polyline smoothed lines with `gpu` module
Backstory:
Since bgl module will soon to be deprecated and it's doesn't work on Metal already I was trying to move code to gpu module. The tricky part is implementing smoothed lines. The first way I've found how to do it is to either use 3D_POLYLINE_UNIFORM_COLOR builtin shader or to reimplement polylines in your shader yourself. It's cumbersome when you have many shaders because this algorithm requires both replacing all occurences of EmitVertex in your shader and you also need to always provide the edge direction to it, it also creates some additional vertices. And I've found some more simple algorithm that I was trying to implement but met some issues.
Question:
I've wrote the shader trying to make smoothed lines without implementing POLYLINE_UNIFORM_COLOR algorithm but it doesn't really work. Any ideas what can be wrong?
Main issues:

smoothing doesn't seem to work
on increasing blend factor some non edge part of the lines start disappearing
on zooming out line thickness stays the same

Shader code (just run this script in default blender scene, parameters to play with - line_width and blend_factor in scene custom properties):
import bpy
import gpu
from gpu_extras.batch import batch_for_shader

polyline_vert_glsl = """
uniform vec2 viewportSize;
out vec2 vLineCenter;
uniform mat4 ModelViewProjectionMatrix;
uniform vec4 color;

in vec3 pos;

void main(void)
{
  vec4 pp = ModelViewProjectionMatrix * vec4(pos, 1.0);;
  gl_Position = pp;
  vLineCenter = 0.5*(pp.xy + vec2(1, 1)) * viewportSize;
};
"""

polyline_frag_glsl = """
uniform float lineWidth;
uniform float blendFactor; //1.5..2.5
uniform vec2 viewportSize;

in vec2 vLineCenter;
out vec4 fragColor;

void main(void)
{
  float d;
  float alpha;
  alpha = 1.0;
  d = length((gl_FragCoord.xy-vLineCenter)/viewportSize);

  if (d > lineWidth) {
    alpha = 0.0;
  } else {
    alpha = pow(float((lineWidth-d)/lineWidth), blendFactor);
  }

  fragColor = vec4(1.0, 0.0, 0.0, alpha);
};
"""

from mathutils import Vector
coords = [(-1, 0, -1), (1, 0, -1), (1, 0, 1), (-1, 0, 1)]
line_color = (1,1,0,1)
bpy.context.scene['line_width'] = 3.0
bpy.context.scene['blend_factor'] = 1.5

def draw():
    shader = gpu.types.GPUShader(
        polyline_vert_glsl,
        polyline_frag_glsl,
    )
    batch = batch_for_shader(shader, 'LINES', {"pos": coords}, indices=((0, 2), (1, 3)))

    region = bpy.context.region
    region_3d = bpy.context.region_data

    projection_matrix = gpu.matrix.get_projection_matrix()
    model_view_matrix = gpu.matrix.get_model_view_matrix()
    mvp_matrix = projection_matrix @ model_view_matrix # same as region_3d.perspective_matrix
    viewport_size = [region.width, region.height]

    shader.bind()
    shader.uniform_float("viewportSize", viewport_size)
    shader.uniform_float("ModelViewProjectionMatrix", mvp_matrix)
    shader.uniform_float("lineWidth", bpy.context.scene['line_width'])
    shader.uniform_float("blendFactor", bpy.context.scene['blend_factor'])

    # seems to be clamped at 9.5
    gpu.state.line_width_set(9.5)
    gpu.state.blend_set("ALPHA")
    batch.draw(shader)

bpy.types.SpaceView3D.draw_handler_add(draw, (), 'WINDOW', 'POST_VIEW')


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Geo nodes - byte color implicit conversion
If you try to store data in byte color type attribute using geo nodes it seems to get implicitly converted to (my guess) linear color.
For example, 0.5 is converted to 188 instead of 128 as I'd expect.
How do I avoid that?
PS The reason to store store data in Byte color for me is that some exporting formats (for example, Alembic) accepts only Byte color as custom attribute and it seems like that only way to export some additional per face corner data.


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How to make Blender open Visual Studio on __debugbreak() instead of crashing?
Usually when I execute in system some python code that's using compiled .pyd module with __debugbreak() c++ command it shows window suggesting to open Visual Studio:

But when I run similar code in Blender it crashes EXCEPTION_BREAKPOINT.
Error   : EXCEPTION_BREAKPOINT
Address : 0x00007FFB99F2426A
Module  : _ifcopenshell_wrapper.pyd
Thread  : 000024cc

Any way to avoid it and start Visual Studio instead? Already tried to start Blender with --debug / --debug-all.


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Python API - run commands before / after .execute of the operator with file selection
I can start an operator with file selection by adding "INVOK_DEFAULT" to it's call, e.g. bpy.ops.wm.alembic_import('INVOKE_DEFAULT') (without it, it will raise an exception RuntimeError: Error: No filepath given).
But how do I add code after this operator has finished? It would be needed to process just impored model without need for additional input from user. E.g. model is imported with bpy.ops.wm.obj_import() and then I need to setup it's materials in a certain way.
Or before when file is already choosen? Can be useful since at this point we'll know the filepath and can start importing any other related assets.
If we just add line after operator('INVOKE_DEFAULT') it will be exeuted after file selection window appears, not after the operator has finished the execution:
import bpy
print('before invoke')
bpy.ops.wm.alembic_import('INVOKE_DEFAULT')
print('after wm.alembic_import invoke')
print('runs after file selection window was created')

PS I know that I can create new operator with file selection and call the operator with bpy.ops.wm.alembic_import(self.filepath) like described here but I'm looking for more general solution - I don't want to mirror all operator's import properties in my operator, want to be able to call multiple INVOKE_DEFAULT operators.

Something like this? https://blender.stackexchange.com/questions/212545/import-multiple-stl-files-and-modify-the-incoming-objects-in-one-go

@Psyonic it's the same approach I've mentioned in post scriptum - I'd need to mirror all the during import paramaters of bpy.ops.import_mesh.stl in mine operator and it doesn't allow calling multiple INVOKE_DEFAULT operators one after another.

Hmmm... OK, just a dumb thought... could you wait until the object count increases using len(bpy.context.view_layer.objects.items())??

So, there's probably a MUCH smarter way to do this, but this seems to work...
The one caveat is that you will need your operator to run as modal, but this is quite easy to do.
In your def invoke() function:
self.done = False
self.count = len(bpy.context.view_layer.objects.items())
print("count: ", self.count)

print('before invoke')
bpy.ops.wm.alembic_import('INVOKE_DEFAULT')
print('after wm.alembic_import invoke')
print('runs after file selection window was created')
return {"RUNNING_MODAL"}

Then in your def modal() function:
if len(bpy.context.view_layer.objects.items()) > self.count and self.done is False:
    print("DONE!!")
    self.done = True

This runs any code placed in this if statement once the object count is greater than the original object count and also remains in your modal routine. From my testing the object count only increases AFTER the import function has finished and the new object has been added to the scene.
I have no doubt there is a better way to do this, maybe by subscribing to the message bus or some kind of handler but this is very fast and from my rudimentary testing it seems to work...

I think it'll work. Though it won't allow to run multiple INVOKE_DEFAULT operators too.


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Python API - access operator's class for builtin operators
Is it possible to access operator's class for builtin operators?
For addons, I can either import them from addon's module from node_wrangler.operators import NWLazyMix or from bpy.types -> bpy.types.NODE_OT_nw_lazy_mix.
I wanted to use operator's class to override .execute or modal to have a general solution to solve issues like this and this.

No Idea, how to access the class, but if the operator is written in Python, you can find its code. There is a bunch of operators in Blender's installation folder(on Windows they are at C:\Program Files\Blender Foundation\Blender 4.0\4.0\scripts\startup\bl_operators) So you can just copy the code defining the operator, change it and register it again. This works as we see from the tooltip that I changed for Select Camera operator:

If the operator is not written in Python, it seems it's no longer possible to override it this way in recent versions:

That's what happens if I try to register an operator with mesh.primitive_cube_add bl_idname.
It used to be possible in previous versions and was useful in some cases. You can still write a new operator entirely and change the UI and keymap to replace some operator, but that's a lot of work.

Yeah, unfortunately it seems only pure python operators classes are accessible, not the C-defined operators.


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Unregister Add-On Class That's Registered Earlier
My requirement is to unregister a class before registering a new class with the same bl_idname. (As far as I understand bl_idname must be unique for each registered class, otherwise blender reports an error saying bl_idname is already used.)
If I try to unregister using the class reference, this doesn't work since the context of registration of earlier class was different.
So my question is: is there a way to unregister a class already registered from some other session? (I have the unique bl_idname, so maybe unregister using the bl_idname?)

Maybe related ? https://blender.stackexchange.com/a/202969/86891

@Gorgious Not really, the referred post discusses the registered class within bpy.types. I need a class reference that can be used to unregister the class from outside.

Got the solution in the following post:
https://blender.stackexchange.com/a/134416/135191


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Add vertex locations in Blender 3 Geometry Nodes
I have 2 mesh objects with the same vertex count. Is it possible to add the location of each vertex of mesh 1 to the location of corresponding vertex of mesh 2.
Example:
Mesh 0 verts:
v00 - (2, 3, 4), v01  - (4, 5, 6), v02  - (7, 8, 9)

Mesh 1 verts:
v10 - (12, 13, 14), v11  - (14, 15, 16), v12  - (17, 18, 19)

Expected resultant mesh from geometry nodes:
Resultant Mesh verts:
 v0 = (v00 + v10) [i.e. (14, 16, 18)]

 v1 = (v01 + v11) [i.e. (18, 20, 22)]

 v2 = (v02 + v12) [i.e. (24, 26, 28)]

you can do this with this node setup:

Thank you so much!! Is there any way to multiply the two values (or do other math operations) instead of just adding them?

yeah, should be possible. Check this out: [1]: https://i.sstatic.net/RG42J.png - or course, change the "add" to something you want to have.


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blender 2.93 in material property bottom Assign material doesn't show
I try to assign the second material to the mesh in Edit Mode, with the applied faces selected, but bottoms Assign, Select, Deselect were gone... :(
Although a previosly saved copy of the same fale works fine.
Thank you.

hello, could you please share your file? https://pasteall.org/blend/

It sounds like you are in object mode - you need to be in edit mode for those options to be visible.

Hi Christofer, of course I'm in Edit Mode

I solwed the problem as follows, I created a new Layout, and evrything works fine.

But I'm still wondering for the future, what was wrong with the previos Layout?

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

Hello Clemente, I attache the problem file below. You can see in Landscape001 leyer something is wrong there. You can't change, o apply the materials.

https://pasteall.org/blend/fdc63567dae84580a08bd199ef4ea0a7


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SolidSolver for blender?
This is a question that is asked a lot, and the answers are generally of the "do 15 different things" that don't actually work. (the usual error being deletion of whatever internal vertices end up being selected breaks the surface manifold)
I'm hoping that with the rise of 3d printing, someone has come up with a smart, 1 click solution.
I have a 3d object that is manifold. it has a single continuous outer surface.
It also has an absolute heap of internal geometry, faces with the normals pointing in the wrong directions etc. thin faces, thick faces, generally an utter mess with 100k + things going on inside that i don't want or need.
As a thought experiment, a tool like 'shrink wrap' with infinitely stretchy shrink (so it creates a properly aligned, single surface  touching every part of my awful but manifold mess), would completely solve all my issues. Yet for some reason people appear to frown on the idea that i haven't started with clean models and built everything from scratch with great care and consideration for fixing internal geometry with every join and tell me to rebuild my models rather than considering how awesome a good tool would be.
So my question is, is there a plugin for blender that works like solidsolver, that will generate a proper, manifold, surface that is 1:1 with my manifold but internally messy mesh.
thanks!

"Is there a plugin for blender that works like solidsolver," There isn't as far as I know, hence the recommendations for "building everything from scratch with great care and consideration". It is probably called SolidSolver because this is generally the job of solid based geometry engines commonly found in CAD software, not so much successful on mesh modelling.

If however you have an "object that is manifold. it has a single continuous outer surface." why not just select that same surface and erase everything else?


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Queue Baking Multiple Materials with Multiple UVs into Multiple Textures with the Same UV
can anyone recommend how I can bake:

A model with multiple UV sets
That has one texture reapplied across the whole mesh by each of those UVs
Baked down to a single UV, but a unique output texture each

At the moment I am manually swapping the each UV, grabbing the corresponding texture and then baking, which is a bit slow and dull. So I would like to be able to bake it all at once.
I tried stacking materials, but everything below the first material slot came out black.
I thought about "SimpleBake", but it seems to want to bake everything down to one texture
Are there any bake queueing plugins that allow you to swap the active material on an object and pick a target output texture?
Is it worth animating the values and just treating each frame like a new texture?
Are there any alternative workflows that are actually much simpler that I've overlooked?


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Blender 4.0 Brightness Baking Dip
I am feeding in a UV Texture to Blender 4.0.1 and baking it out for use elsewhere.
As I am testing, am just using a simple Plane, shrunk by 10% in the UVs, to give a wee border.
The UV texture is a pregenerated RG gradient in 32bit.
After the bake, I am noticing it is repeatedly maxing out it's brightness at 0.9683 instead of 1 on both R and G channels.
Anyone have any idea why Blender isn't baking out the full channel brightness?
(Being used as a map for veeeeery precise work, so can't be wrong, let alone 3.17% wrong)

Under Render Properties > Color Management do not use View Transform > Filmic or AgX, use Standard instead and set the Look to None.

I have used View Transform:Raw and Look:None already. This is what used to solve a gamma issue I had in the baking process.
Is there a major difference between Raw and Standard in view transform?

Yes, there is a difference, Raw gives the image without any color space conversion, Standard gives no extra conversion besides for the display (usually sRGB), which is gamma-corrected. So when Standard is set to a Gamma of 1, you have to set it to 2.2 to get the same image with Raw. Anyway, you say it is a UV texture. Now the question is, what do you need it for? Why so precise? For some calculation or just visuals? And how do you get the texture into Blender and where do you measure the values? Are you sure the texure has perfect 1.000 values? I get 0.9983 by the way

..I'm just asking for the values, because when I save a file with perfect 100.00% Red and 100.00% from GIMP as an EXR and then re-open it in GIMP, I even have 0.2% Blue which should absolutely not be there at all. So I don't know if it is really only a problem with Blender here...

It's used as a base for some some UV remapping in After Effects, so need to be very precise.
To measure, I used the Info window in After Effects to check the before and after bake textures, then used the compare node (on isolated R and then G channels) in Blender Shading to highlight the maximum edge of the mesh (which was a plane to keep it simple while testing). This result corresponded with my AE results.
EDIT : should clarify in both Blender and AE, the final pixel measured at a value of 1 for the before and the after measured at 0.9683

@GordonBrinkmann - Thanks for your help, have managed to solve!
Turns out it was the Specular channel messing with me. I was using a Principle BSDF, switched for a Diffuse BSDF and all went away.
I guess we've just managed to avoid the Specular influence up to now by co-incidence.


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Matching a bone in one armature to a bone in another armature
I have two armatures in my scene with identical structure (same number of bones, same bone names). I am trying to transform  each of the bones in skeleton b to match skeleton a. I want to end up with a two frame animation on skeleton b in which the first frame is all of the bones keyed at their rest position and the second frame all of the bones transformed to match skeleton a.
This is one approach I tried. I also tried simply setting the matrix of one to the matrix of the other.
import bpy

SOURCE_ARMATURE_NAME = 'Armature.001'
DEST_ARMATURE_NAME = 'Armature'

source_armature = bpy.data.objects[SOURCE_ARMATURE_NAME]
dest_armature = bpy.data.objects[DEST_ARMATURE_NAME]

bones_source = source_armature.pose.bones
bones_dest = dest_armature.pose.bones

bone_dict_source = {bone.name: bone for bone in bones_source}
bone_dict_dest = {bone.name: bone for bone in bones_dest}

matched_bones = []
for bone_name in bone_dict_source.keys():
    matched_bones.append((bone_dict_source[bone_name], bone_dict_dest[bone_name]))

for matched_pair in matched_bones:
    source_bone, dest_bone = matched_pair

    source_loc, source_rot_quat, source_scale = source_bone.matrix.decompose()
    target_loc, target_rot_quat, target_scale = dest_bone.matrix.decompose()

    loc_diff = target_loc - source_loc
    dest_bone.location += loc_diff

    rot_diff = target_rot_quat - source_rot_quat
    dest_bone.rotation_quaternion = rot_diff

    scale_diff = target_scale - source_scale
    dest_bone.scale += scale_diff

What am I doing wrong? This feels like it shouldn't be that difficult.
Thanks for your help!

When you try this approach what goes wrong?

Here's a before and after pair of images. The bones all move, but not at all to where I want them to
[url=https://postimg.cc/LhDRCQWN][img]https://i.postimg.cc/LhDRCQWN/before.png[/img][/url]
[url=https://postimg.cc/qg44GH1N][img]https://i.postimg.cc/qg44GH1N/AFTER.png[/img][/url]

Your code is fine as far as it goes, but you can't pose an armature that way.  You have to traverse bone chains from parent (root) to farthest child (tip) setting the position of each bone relative to its parent.

I got it working! It ended up being much simpler than I would have guessed. I was able to simply assign the matrix of the source bone to the destination bone. I had tried that before, but the key was traversing  the skeleton from root to tip as Marty Fouts pointed out in a comment, combined with a command to update the view layer. Without the update command, it uses the bone's matrix before the start of script execution.
import bpy

SOURCE_ARMATURE_NAME = 'Armature.001'
DEST_ARMATURE_NAME = 'Armature'

source_armature = bpy.data.objects[SOURCE_ARMATURE_NAME]
dest_armature = bpy.data.objects[DEST_ARMATURE_NAME]

bones_source = source_armature.pose.bones
bones_dest = dest_armature.pose.bones

bone_dict_source = {bone.name: bone for bone in bones_source}
bone_dict_dest = {bone.name: bone for bone in bones_dest}

bones_queue = []
bones_queue.append(bones_source[0].name)

for bone_name in bones_queue:
    source_bone = bones_source[bone_name]
    dest_bone = bones_dest[bone_name]

    dest_bone.matrix = source_bone.matrix

    for child_bone in source_bone.children:
        if child_bone.name not in bones_queue:
            bones_queue.append(child_bone.name)

    bpy.context.view_layer.update()


text:
Asset Browser shows only Hair assets in 3.5.0
In earlier versions, I can import many kinds of assets (e.g. materials, objects, etc.), which are available online.
Is this an expected behavior?

It's certainly possible here. Wouldn't be much use if you couldn't add models, materials, etc.! What do you see if you click on the 'All' dropdown at the top left of the window just under the menu icons?

@JohnEason Yes, it was possible in earlier versions in my environment. Selecting All or Unassigned changed nothing.

@Blunder My understanding from the question is that ynn can't add any assets to his asset library in Blender 3.5 which is definitely wrong!

@JohnEason Oh, sorry. You are right. I misunderstood the question. (I'm going to delete my previous comment)

You were probably using an addon like blenderkit or poly haven. In order to add assets to the browser, you need to be in Current File instead of All

@Gorgious Hearing that, I think you are right in some sense. Now I come to think maybe I was confusing Cinema 4D with Blender at the time of posting the OP. Thank you :)


text:
How to see the edges/vertex point of Boolean without having to apply the modifier?
I have applied the Boolean modifier to create a hole and would like to select the edge of that hole to extrude it out. But then I cannot see the edge or vertex points to do that unless I apply the boolean modifier (which I don't want to apply). Is there any way to make the edge visible without having to apply the modifier? Thank you!

Hello, no you won't be able to see the edges, vertices or faces unless you apply the boolean, as long as it is not applied, these vertices don't exist yet. I know there is the project of doing a modifier that will allow to manipulate vertices of non-applied modifiers but it doesn't exist yet

The big advantage of leaving the modifier on the object is being able to edit the cutter object to change the shape of the hole.  You can disable visibility on the cutter or delete the faces leaving edges.

You can do it, too, using Knife Project with Cut through box checked. If you don't like the result you plain undo it. One thing to observe: having used this tool you need to bridge edge loops.