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Geometry Nodes: extrapolate faces, but beginning at a random initial offset distance

I'm generating a load of noisey lines from a subdivided icosphere that extend to a certain length. However, I want them to begin extruding above the surface of that icosphere, aka I would like there to be a gap between the icosphere surface and the beginning of the extrusion line. This gap is to obey a [noise] node, preferably,
Rohan calls for aid.
Update
This is a section description of what I'm after

ps. I'm a blender noob. Small words and pictures plz.

You could separate the faces, move them along the normal, and then extrude them.

Please do not change your question after an answer has been given. Open a new question instead!

To solve this task, you could use the value you use to extrude as a selection with which you first separate the desired faces.
Then you can move these faces according to their normals and extrude them.
The normals of a face always have the length $1$ and by scaling these normals and using the values of the node Random Value as factor, you create the offset for the faces.
You then just need to extrude them accordingly and join the previously separated faces to the extruded mesh to create closed objects.
Here would be the basic approach:

Since you have now changed your original question three times, I hope that you have found your solution with it.
(Blender 3.2+)

Thats fantastic! Thanks! However (I've attached ehre my file so you can see how it differs)
https://drive.google.com/file/d/1D3spNiRpWCb1u5gOwnQ1kOR_38Z4n9-e/view?usp=share_link

the random value attached to the scale only served to shift the trajectory of the extruded lines, not variate their forming altitude.
Also, given my complete novelty at nodes, would you mind showing me how I could close the faces on the inner faces?

@TheCodingKarp To close the extruded mesh you can use the following setup: https://i.sstatic.net/nwJ09.png

Cheers @quellenform! Any ideas for shifting the origin altitudes?
ps. could I ask, what are the best resources you used for getting your head around the nodes available, back when you were learning this stuff?

@TheCodingKarp I don't understand the question now. Do you want to move the faces randomly along the normal and extrude with constant values? One of the best resources is https://blender.stackexchange.com/. This is where I started learning Geometry Nodes a year ago by looking at the questions and how to solve them.

Marvellous. Thank you. // Please see updated post (y).

@TheCodingKarp I'm sorry to say this, but you already had the right answer in front of you. I hope this update will lead you to your goal.

Akh. I'm losing the plot. Thank you for sanity-checking me and thanks for your help.


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how to paint over an existing material with vertex paint?
I have the following material

I was hoping to just paint a lets say a red color using the vertex paint method found in sculpt mode but I cannot set the shader properly for that, I have tried overlay/mix and so on but not able to get the desired effect, I want to completely paint over some part of the model with my desired color, how do I achieve that?

you have to connect the color attribute to the factor, if that doesn't work, pls provide blend file

do i have to paint it white or black then? I just tried that and nothing happens, I have added an example of it example file

in your blend file you forgot to choose the color attribute:

You have to choose "Color" so that Blender takes that vertex color attribute into account. Your color attribute node was empty.
Yes "normally" you would paint black and white to have full or no color, but of course you could choose any color if you wanna paint shades of colors.

Ahh i can't believe i had missed that, thanks a lot!

source: Stack Exchange

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

sort: votes


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how to instantiate object on certain positions geometry nodes?
I have the following setup, the plane rectangular thins is road, the the scattered object is grass, the following is the node setup, if I don't want like the instances of grass to appear where there is the road I have made, why can't I use this setup (edited)

the road has x y z coordinates positions right, if I can take the position attribute of the road(specific values of the road), and then on the selection of the distribute points on faces I should be able to say distribute points on all the positions besides those specific x y z position of the road correct? That setup doesn't seem to work and only one that works as intended is the geometry proximity node setup, but I was wondering what was wrong with the initial setup I had

The node Transfer Attribute transfers exactly nothing in this setup, because it has no input at Attribute. To create a selection, however, you would have to compare any values beforehand.

is there a way to transfer the exact position of the road I have, and then say don't instantiate there?

@quellenform wdym by comparing value beforehand?

Yes, by also transferring the corresponding attribute, but it's actually not the right way in your use case, because some faces would protrude into the road and then grow tufts of grass on it.

@quellenform what do you mean by transferring the corresponding attribute? corresponding attribute of what?

Let us continue this discussion in chat.

If you want to finish your solution, it should look like this:

Here first the positions of the faces of one mesh are transferred with Transfer Attributes, and then compared with the positions of the other mesh. If these positions are congruent, a face is selected.
However, since here positions of faces are compared, it can come with this solution to the problem that nevertheless points are produced on faces, which protrude into the road.
Therefore I would solve this with the node Raycast:

Here, after the node Distribute Points on Faces, each point is compared to the mesh below it. If a raycast (the "ray") sent downwards hits a mesh, then a selection is generated. This selection is used to remove the points that are directly above the road.
(Blender 3.1+)

Thank you very much!

@NunMatters You are welcome!

the first setup with transfer attribute, the position that is being compared with the not on slot b, what values does that position have, it has all of the xyz cordinates of the original mesh correct and the slot a only has the xyz cordinates of the mesh line?

@NunMatters Since the node 'Distribute Points on Faces' applies a selection to faces at the input Selection, the position of the faces is always used for the comparison.

I see thanks again very much it was very helpful!

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


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Issues with viewport object not rendering, can see in viewport render but not in actual render
I have the following setup
in viewport the grass can be seen perfectly but as soon as I go to render
the grass disappears, what is the reasoning for this? I have had numerous times faced this issue and everytime I'd start a new project it would work but then some other times it wouldn't work
Here is the blend file

Well, there are some problems in the file:

The river is created with Geometry Nodes and a Shrinkwrap modifier, but it creates a desolate mesh.
The grass is then instantiated on the plane as a function of this, and is visible in the viewport, but not when rendering, because a different resolution is used here.

...all in all, this is an unfavorable chain of modifiers and events.
I have therefore restructured the whole file a bit:

first I create a solid river, which is also correctly trimmed at the edges and where no vertices are swept somewhere under the carpet.
I moved it to the collection, where all other objects are located, just like the ground plane.
Then I created a separate object for the final compositing of the objects, where I use Geometry Nodes to generate the scene.

And now everything fits:

Now this is a bit of a useless answer, because all this probably won't help anyone but you, but at least it might help you.
(Blender 3.1+)

Thanks again for your help you have been amazing!, just wondering though what do you mean by desolate mesh and what can I do to not have this issue again because I've had other projects with same issue, where I would just restart the project completely I've done that 2-3 times and this was the latest case


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Transfer particle system
I am currently trying to make my first grooming in blender. My sculpt has too many polygons which makes it impossible to work with weight paint and then eventually with particle systems. It’s is extremely laggy even though I can’t even hear my pc (AMD Ryzen 5 5600X 6-Core, GeForce RTX 3060 Ti, 16gb RAM)
My idea to fix: I used instant mesh to create a low poly of obj of my sculpt and then work on that one. The only problem is, I have no clue if I can then just copy the particle systems to my original sculpt.
Question: is this the correct way to do it? If yes: is it possible to just transfer the groomed hair, beard etc? If no: Is there a better fix?
Kindest regards
Habib

AFAIK an edited hair particle system cannot be copied But you can convert it to a mesh (turn off the children) and then use the HairNet addon to re-create the edit on another mesh. Have a look here: https://blender.stackexchange.com/q/205226/107598, and here: https://blender.stackexchange.com/q/212876/107598

Hey, thank you for your answer. I am not sure if this is what I am looking for: I would love to groom and basically finish the hair before I transfer it to my final sculpt.

Or maybe just fix something in my setup? The tutorials I am watching also have high poly meshes and the workflow looks fluid. Maybe there is a fix here? Since I would love to use the blender in built particle grooming system, I don't like the idea of fitting hair particles on a hair like mesh

You can have a high-poly sculpted mesh with particle hair. A common workflow is to make a low-poly haircap. That's a mesh that is duplicated and separated from the head where the hair is placed. Use the remesh or decimate modifier to reduce the number of vertices.  Then add the particle system (=emitter), and groom/edit the hair as you like.

The linked workaround is not about "the idea of fitting hair particles on a hair-like mesh". You can do this but in this case, it's used to duplicate an edited hair particles system from one mesh to another. This is not possible in Blender and you need the HairNet addon for this job. The described workaround is: edited particle hair => converted to mesh => hair particles created by HairNet addon from this mesh. The re-created hair will be the same as the original but it's added to another character's head/haircap. Of course, you need to choose the same Particle System settings in HairNet.

Thank you for your detailed answers but I think I found my mistake. I have to retopologize my model. I just have way to many polygons on it - when I click tab, the sculpt is basically black. On the hair tutorial model, you can clearly see all polygons. Do you think this might solve it before I start working into retopology?

Yes, retopology should solve the issue. If you want to texture or animate the sculpt, you will definitely need to create a retopology.

Hey man, so it’s been 4 days now and am still working on the topology I was wondering if I could maybe improve my weight paint performance with higher ram (from 16gb to let’s say 64gb)? Since I don’t necessarily need the sculpt for modeling or gaming, but just for weight paint and particle system, I’m trying to find a way to skip this torturous manual labor


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Replicate collection of objects as particles, but keeping their original relative orientation
I'd like to replicate a collection of objects as particles on a surface, but keeping their original relative orientation.
Imagine two people side by side. I want to replicate them together as a pair all over an object. However, when I do particles by collection, it splits the people up and randomly distributes the individuals -- and not the pairs -- over the surface describable
My issue is that I've got some text that needs to stay close by its associated object. I can create the collection as particles, but then it randomizes where everything is and therefore the object particles no longer have labels nearby.
I think to join them to one object would generally work but one of my objects is a text, which I can't seem to join.
Does anyone know the solution?

please us screenshots of what you have and what you like to have. 3 sentences for describing a problem in Blender is nearly never enough. And what helps too: provide your blend file

It's blending right now, but I think I can describe my issue. Imagine two people side by side. I want to replicate them together as a pair all over an object. However, when I do particles by collection, it splits the people up and randomly distributes the individuals -- and not the pairs -- over the surface describable.

why don't you just join them to one object?

I think that would generally work but one of my objects is a text, which I can't seem to join.

You can only join meshes. Just convert your text to mesh, then you can join.

Ah, perfect. Is there a way to mark your comment as a solution?

Hello and welcome. Ask @Chris to post an answer then you can accept it. Comments are there to clarify things and ask for more info. All info should be in your question at a glance. If you have more info please feel free to edit your question and add it so readers have an overview. Comments can be deleted every time and only the first 6 or 8 are displayed. Then you have to click "more" to see them all. Readers can miss important info if it's only in the comments.

If you use Geometry Nodes, you can instance objects which are, themselves, Collection Instances. So you can make your pairs-of-people Collection Instances.
Here, Point Distribute is aimed at the collection 'CC'.

'CC' contains a curve, a couple of meshes, and a couple of collection instances, 'C1' and 'C2', made of a cylinder and a doughnut or 2:

+1 for naming the pyramid Cube. Love it!!!!!!

@Chris  Spotted! LMAO :D !! The pyramid refuses to disavow its ancestry :)

Suggest using Doughnuts & Anvils.

@batFINGER Damn. Of course. Default collection instance from here on. :)

could be new  lyrics for the tune done Weird Robin Bettsovich style.

You can easily join the objects by selecting them and then press CTRL-J.
You can convert text to mesh via the menu: object -> convert to mesh.
After that you can join the „text as mesh“ too.

@batFINGER : ok, only of same Type?he wrote in comments about text…

@batFINGER I could be wrong, but I couldn't get a Particle System to render collection instances from inside a referenced collection. Geonodes do it, though.

NP It'd be me that's wrong, was under an untested impression.


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Exporting VRM model from Blender, getting multiple Python errors?
I haven't ever before until today. I'm not sure if I'm doing something wrong or what but I'm continuously getting Python errors when I try and export my model from the CATS menu. Is there an easy fix to this that I simply can't figure out because I can't read Python? Here are some of the errors I get:
Python: Traceback (most recent call last):
File "C:\Users\(my name)\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\cats-blender-plugin-master\tools\importer.py", line 880, in execute bpy.ops.cats_importer.display_error('INVOKE DEFAULT')
File "D:\Program Files (x86)\3.1\scripts\modules\bpy\ops.py", line 130, in_call_ret=_op_call(self.idname_py(), C_dict, kw, C_exec, C_undo
RuntimeError: Error: Python: Traceback (most recent call last):
   File "C:\Users]\(my name)\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\cats-blender-plugin-master\tools\importer.py", line 966, in invoke return context window_manager.invoke_props_dialog(self, width=dpi_value*6.1)
   TypeError: WindowManager.invoke_props_dialog():error with keyboard argument "width" - Function.width expected an int type, not float
   location D:\Program Files(x86)\3.1\scripts\modules\bpy\ops.py:130
   location: <unknown location>:-1

Since you're using Blender 3.1, it's probably because Blender now uses Python 3.10 and that no longer allows implicit down conversion from float to int. You can find out more in they Blender 3.1 Release Notes.
You need to update the exporter to fix the bug. The CATS developers have a discord channel you can contact them on to make them aware of the bug.


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Sculpt Mode transform tool acting up (BLENDER 3.0)

so I am trying to transform (scale and rotate) the unmasked area but whenever I try to move those manipulators already the unmasked area goes out of proportion. It's like it has a mind of it's
own, see the second screenshot to see what happened to the unmasked area.

Hello, it's not clear what the problem, could you please elaborate, maybe share your file? https://pasteall.org/blend/

Please look at the answer in this post. hope it helps https://blender.stackexchange.com/questions/243370/precisely-moving-rotating-and-scaling-the-mesh-in-the-sculpt-mode-do-not-work-p/278268#278268


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Vertices Tangled in UV unwrapping
I am following a tutorial by Blender Guru:
Blender Beginner UV Unwrapping Tutorial (Chair Part 7) - YouTube
I'm on the UV wrapping episode and every time I unwrap this happens:

It is supposed to look like this in the tutorial

I have applied scale rotation and location and this still happens,
Here is a photo of the object with seams and creases

I don't want to use Smart UV Project because I still want to follow the tutorial.

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

Have you marked a seam along the length of the object?

Also see the first comment under the video. I don't think that option in the modifier was available when Andrew did that tutorial.

Thanks, its was fixed when i added seams along the edges!


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Duplicate hair curve Raidus control
What is connected to the Radius socket in this video?
https://video.blender.org/w/es5bkTNvRwrvUFdjuK1UvB?start=1s

There isn't a way for anyone to guess where that noodle connects to without seeing the source. Perhaps you can ask in the comments under the video, maybe the people who made the video will tell you. The video is unlisted, so I guess you found it from another source, which maybe shows the rest of the nodes?

The model looks like one of the original icons of the hair assets that come with Blender 3.5.


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How to customize keys in operator key map?
Is it possible to customize your keys in an operator?
For example, this is the Inset key map, and I want to change some keys in it.

It's not possible without modifying the code.

This overlay shows the key map of any currently running operator.
Unfortunately, there is no way to change these for now, they are hard-coded in Blender.
The only thing you can customize is the default settings when you run the operator:

To learn more: Keymap Customization — Blender Manual

That's so sad... Alright, thanks for help


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Rig Deforming a Mesh that has no weights applied to it
Body and Head are two separate meshes which I connected to one rig, but the right and middle of the body rig deforms the head, which has no weights applied to any part of the head. I deleted all the vertex groups of the body part of the mesh, so I don't know why the lower parts deform the head. The head worked fine before I attached the lower rig to it.
I'll even attach the blend file to this post.

[
It could be because of a vertex group of the mouth, but I doubt it:

The head moves when body bones are moved, even though no weight has been applied to it:

Please edit your question and add the full link into it rather than putting it in a comment where it may be missed and possibly deleted!

The issue is that your "muzzle" mesh, which your head mesh is shrinkwarped on, is bound to your bones. So when you rotate the bone, they don't affect the head mesh, but the muzzle mesh, which in turn affects the head mesh via the shrinkwarp.
To be honest I am unsure of why you even have that shrinkwarp system. But a better solution could be to parent the muzzle object to the bone, instead of parenting it via the armature deform modifier using weights.
So first, unhide your muzzle object to be able to edit it. ↹ Tab into edit mode, select all your mesh with A, and in the Vertex Groups panel select the Head group and hit Remove:

↹ Tab into object mode, select your muzzle object then ⇧ Shift select your armature, ↹ Tab into pose mode, select the head bone, and press ⎈ CtrlP > Set Parent To Bone:

You can then remove all the armature modifiers from your muzzle object (you already have one dead from previous work, might as well tidy things up).
Result:

Thank you for taking time out of your day to help me, I really appreciate that.                                                      The reason why I have the muzzle mesh underneath the head is to be able to change the mouth position on the head without  changing the form of the whole head.

@BigTuggz if the answer is correct, please mark it as such

@BigTuggz in that case you should probably remove the thickness around the lips in your nesh, and let the solidify modifier handle making your mesh thick for you. Shrinkwrap modifiers don't handle very well anything beyond a simple "layer" of mesh.


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How to attach all the textures in my scene to blender
I created a project on my computer but as my computer has trouble rendering heavy scenes I send it to a render farm, so it can be faster.
The problem starts when the botaniq assets (the plugin I use to add vegetation to the scene) don't render the textures, but the asset meshes appear. When I went to look for the tree materials, they were linked and even after I activated the external data option, nothing changed.

You'll have to ask the renderfarm you're using that question. We can only help with problems using Blender and its built-in addons.

You mention using linked data.
Packing "Resources" will embed things like texture files, but not the linked blend files themselves.
To do this, use "Pack Libraries" in the same menu.


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How to map a texture onto an object correctly?
I want to make a flappy Bird clone for practice and fun but I am struggling with blender and how to use the UV Editor correctly.
The pictures speak for themselves:

As you can see I am trying to apply the texture in the picture onto the object. But when I unwrap the object the coordinates get kind of inverted onto the editor on the left. When I rotate my object nothing changes. Also the coordinates on the left do not match the object at all ? I hope you understand what I mean. How can I change the way my object is unwrapped so I can save time trying to map the picture onto the object.
Quick update:
@Duarte Farrajota Ramos
I tried the method in the link you provided and it took me back to step 1:

Why is the plane not transparent when I enabled "Use Alpha" everywhere I could in Blender ?

You don't need all that geometry, a simple plane will suffice.

I tried to import the texture as a textured plane, but when I render it in my program it is not transparent and I the plane surrounding the texture is black. If you want I can give you a picture

No need, just use search https://blender.stackexchange.com/questions/27633/image-alpha-background-renders-black-when-using-import-images-as-planes/

Tried all of it and it didn't work though. I try to render it in eclipse using OpenGl and not in blender btw! I am using "export as Obj file", don't know if it has got anything to do with that

The "Project from view" UV projection is the one you want. Just make sure that first you are viewing the mesh face-on.

This helped me. I managed it now. Thank you !

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


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CollectionProperty to store Node or NodeGroup
Can CollectionProperty be used to store a NodeGroup or Node?. If so, how?
I would like to be able to access it as fast and performance-friendly as possible.
https://blender.stackexchange.com/a/101794/55508
That would be an answer to this, but still Idk how to call it later on a class or function.
Thanks

Define, populate, draw
Here I've extended answer from link posted in question with example on how to define, register and populate a collection xxxx on the scene object, containing all nodes from all materials in blend file.
Prepends the draw method to the text editor footer.
Note code is also updated for version 2.8x.
import bpy

class MyPropertyGroup(bpy.types.PropertyGroup):
    material : bpy.props.PointerProperty(
        name="Material",
        type=bpy.types.Material,
    )

    @property
    def node(self):
        mat = self.material
        if mat:
            return mat.node_tree.nodes.get(self.name)

# draw function
def draw(self, context):
    scene = context.scene
    layout = self.layout

    # NOTE: item is an instance of MyPropertyGroup
    for item in scene.xxxx:
        layout.prop(item, "material")
        node_selection_active = item.material is not None and item.material.use_nodes
        row = layout.row()
        row.enabled = node_selection_active
        if node_selection_active:
            row.prop_search(item, "name", item.material.node_tree, "nodes")
        else:
            row.prop(item, "name")

#register the class
bpy.utils.register_class(MyPropertyGroup)

# make it a collection on the scene for example
bpy.types.Scene.xxxx = bpy.props.CollectionProperty(type=MyPropertyGroup)

# test it, get the scene
scene = bpy.context.scene
# clear it
scene.xxxx.clear()
# populate it with all nodes of all materials.
for m in bpy.data.materials:
    if m.use_nodes:
        for n in m.node_tree.nodes:
            item = scene.xxxx.add()
            item.name = n.name
            item.material = m
# draw in footer
bpy.types.TEXT_HT_footer.prepend(draw)

Let's say I would like to have two lists, one for the materials and another for the nodes of the selected material from the first list.
My main problem right now is that I don't know how to fill the arguments of
row.template_list without PointerProperty since nodes can't be stored there.
Thanks a million


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how to make an hole into my object?
I have an 3d skull face and I got my eyes and nose merge into it. But I can't an hole into my face like carving my nose and eyes. I think it's because I fill my skull face with the beautify grid before merging element. Anyone have any idea how to do this? And with the beautify grid it didn't cover up all the face of the skull do you guys know how to fix this ?
Here's a gif of my skull and what i try to achieve:

Thank you!!

plz attach your file here https://blend-exchange.giantcowfilms.com/ so that we can inspect properly

It looks like you could use a Boolean Difference modifier to cut a hole into your main object.
In the gif it looks like the face you selected is connected to the object that is going to be used to cut a hole. In order to select the whole cutter object, select the face shown in the gif and press Ctrl+L. Then press P and separate it from the main object. Once separated, press TAB and go into Object Mode and select the object that is going to be cut. Go to the modifiers panel and add a Boolean modifier to the main object. Change the Operation to Difference and for Object select the object that is going to be used to cut the main object. Then press apply and there should be a hole in your main object.


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How to manipulate how bright an object is based on how much light hits it
Ok so I've been working on this scene with a bunch of flyers on a wall:

The problem is that the flyers on the wall under the main lightsource feel a little too dim, they should definitly be catching more light and I don't quiet understand why they don't.
Either way I tried to work around this in a couple of ways but both have failed to produce the result I'm looking for.
First I tried rotating the normals of the flyer planes more upwards in order to force them catching the light with following result:
The flyers sure did catch some extra light (I probably pushed the normals a little too far), but it coused more issues than it fixed. First the flyers got very desturated, second the flyers on the ground lost light when in reality they probably should be even brighter than the ones on the wall and third the ones on the side wall lost bightness but caused some kind of distorted lighting on the wall it self brightening it...
So I went for another approach and added a birghtness-contrast node to the flyer material and attempted to control it with a light input (though I don't think it actually did anything other then input some static value):
This resulted in a slightly better outcome:
However as you can see now the flyers on the left side that are in the shadow are far brighter than they should...
As a desperate move I have compsited the first and third render using AffinityPhoto to produce the result I wanted:
However I would like to know if there is a way to achive this result without taking multiple renders or using extrnal software, in an instance that I would like to create an animation for example and run into the same issue.
Basically I'd like to achive my final result with a single render.
Sorry if this ws a bit lenghty.
Scene .blend file: https://drive.google.com/file/d/1ry6L-4DBp64dCj5Wpse94yqsFyCF7fjy/view?usp=sharing

have you tried a contrast node applied to a Object index mask in the compostitor?

I tried it now and the result is the same as my 3rd outcome, it didn't fix my issue. This was certainly a useful tip though, I didn't know about object indexes before. Doing it this way is far more efficient than messing with the actual materails (I had to adjust 5 of them and rendered preview is much slower than the viewer node). Thanks!

one other thing you should try is to change the roughness and specular highlights: poster are usually made of plastic paper, which is glossier.
Also, can you provide a .blend file of the scene? It might be helpful to know what lights do you have (for example check that the world lighting is turned off) and what are your settings (have you tried reducing light bounces?).
Also, are you using Cycles or Eevee?

I've tried playing with specular and roughness before but found that it had neglageble effect, I'm using 4 spotlights for the wall and blenders forest HDRi for world lighting but it's turned down to 0.2 (I essentailly use it for some ambiance). I'm also using cycles. I'm uploading the .blend file to my google drive, I'll add it to the post once it's done.

Ok I've solved it, In the compositor I used the shadow pass and masked it with object inexes you mentioned so it would only add extra shadow over the flyers, which also allowed me to use a mix node to over expose the flyers in the center. This way I can get the reuslt I want in a single render and it would work for animation. Thanks you again for your input, it's been most helpful.


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Wrong mix mode on textures
What is wrong on this graph, please.
Is it bug in Blender, or is it my fault?

This is not a simple math multiply (and this is not commutative operation) but a filter. https://docs.blender.org/manual/en/latest/compositing/types/color/mix.html. To do what I suppose you want, set the mix factor to 1.

What effect are you trying to achieve exactly? i have an idea but this won't really work mathematically in this case. Are trying to isolate the corner of the corner along the Z axis or have a gradient which starts black and ends white at the opposite corner? Perhaps the effect would be better done with maths nodes using the vectors.

I was trying to obtain simple multiplication of two textures for further experiments. Thanks @lemon, Mix factor must be st to full 1.

As I supposed, it was my faulut, not blender bug. (Maybe blender's not-intuitivnes)
Thanks @lemon, Mix factor must be set to full 1.


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Ctrl+Shift+B, subdivides bevel instead of smoothing bevel. How do I smooth it?
This is my current mesh:

I want to turn the square hole into this shape:

I tried ⎈ CTRL + ⇧ Shift + B to bevel the vertices, and it gave me this:

But the problem is when I scrolled up, instead of giving me a smooth circle-like bevel, it simply subdivided the diamond:

How can I create the circle-like shape I desire here?

There are 18 blades try to make single blade and then array and rotate it

I don't know what you men by that @ateks?

i want to say that there are 18 side so make 1 side then rotate

@Accumulator are you gonna use Subsurf Modifier for this?

I'll present you method based purely on quad topology.

It's a little bit manual work, but nothing is worth more then nice quad base topology.
Make sure you have enabled F2 addon in User Preferences as it will speed up last step. You certainly don't need it. It will be just easier.

Delete 3 bottom vertices.
Add a Circle and set Vertices to 8/12/16/20/24... and so on. Just to have straight horizontal vertices along Circle. I have used 16 in this example.
Scale it down approximately between existing shape then scale it up with Vertex Snap and hover closest vertex. I've done it holding CTRL while scaling.
Remove top part of the Circle.
W > Remove Doubles to "merge" Circle with existing shape.
Select 2 vertices on one chosen side right before empty face, move mouse cursor to the other side and hold F (F2 addon).

I have two other methods on my mind but this seems to be the cleanest one so far.

I rather like @LukeD's answer, but I started writing this last night, and I like that it starts from where @Accumulator left off:
I'm no expert with the bevel tool, so this might not qualify as the answer to your original question, but the question I saw at the end was how to produce the desired shape. That I think I have a good answer:
For reference, I've labeled the points in your last screenshot:

Select and delete vertex A and vertex D.
Select vertices L and R, and snap the 3D cursor to the selection, so it should jump to C.
Select vertices L and B, duplicate them with [Shift]+[D], and rotate them 45 degrees around the 3D cursor.
Add vertices L and B to the selection, duplicate them with [Shift]+[D], and rotate them 22.5 degrees around the 3D cursor.
Steps 3 & 4 gave you 6 new points. These are where we will move points E, F, G, J, K and M to using this procedure 6 times:
A. Select the new vertex location.
B. Add the original vertex to the selection.
C. Merge the vertices to the first point.
(Optional) move vertex H and vertex N  slightly closer to C, to ensure all quads are properly convex.

This diagram should give an idea what the final quads would look like:

I've been away from blender for a few weeks, so feel free to add any hotkeys I may have forgotten. I hope you find this helpful.

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


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Is there a way to isolate the edge of a 2D Wireframe with geometry nodes?
So I have a 2D wireframe (no faces) on the left and I would like to achieve the result on the right with geometry nodes. Any ideas on how to do this?
I lost a couple of hours to try to solve this puzzle with no success.

It's actually a hard problem to solve I think. You can start exploring the convex hull node.

Sure, that seems to be one of the ways to go. but how would you do it if you did know from which edge you'd start? I know how to get the shortest path but not how to get the longest one. This was reffering to the comment you deleted

Convex hull doesn't seem to help at all since some of the edge vertices disappear inside it

Yeah I deleted the comment because I realized it was wrong. :) Convex hull doesn't cut it I know, but it's a step forward. You can also explore this method https://www.youtube.com/watch?v=mnSg5iOS4QU with the new, experimental simulation nodes

I thougt about turning this wireframe into mesh of faces, but still have no idea how to achive it. I would know how to fill multiple closed mesh loops but I dont know how to separate these rectangles that create this wireframe mesh  from one another. Any suggestions in this direction?

I litteraly hate simulation nodes, once they make true loop nodes I'll be the first to use them, but these simulation nodes seem like a lot of work for developers for only a fraction of the benefit.

Well,I have exhausted my GN knowledge. Good luck ;)

If your mesh also has faces, you can solve this by checking the number of faces connected to the edges, and feeding only this selection into the node Delete Geometry:

...But since your mesh has no faces, this is not a solution for you (but maybe for others).

Well, it doesn't have faces, that's the problem and that's why I specified that it's 2D wireframe and not mesh faces. I appreciate you trying to help, though, thanks

@VicMarco And that's why you're awarding a downvote? ...it would have been great if you explained that in your question...

Sorry I didn't mean to downwote as an offense to you, Do you get some negative consequensces if your post gets downvoted? I'll remove the downvote if that's the case. I just thought it was not useful to the solution of the probelm.

@VicMarco If the answer itself is a solution (for a particular way), then a downvote is not adequate feedback. Then, in your place, I would simply not rate the answer at all. A downvote should be used when the answer is fundamentally wrong or misleading.

Ok, I'm very sorry, friend, I wasn't my intention to offend somene who was actually trying to help. Sorry again :)
I'll try to be more careful in the future and I'll change it as soon it lets me, it seems to be locked for a certain amount of time now. Anyway, other suggestions? ;)

@VicMarco, you can retract your downvote, I think. Thanks

@VicMarco To answer your question about negative consequences: Yes, getting a question or answer downvoted makes the one who posting the question or answer lose 2 reputation points. And you lose 1 point for downvoting an answer as well. So for us longtime users with a lot of reputation this might be not a big problem, but for new users with not so much reputation you should consider if a downvote is necessary/reasonable.


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How to add extra meshes to an octagon created with the array modifier
In a previous question (How do I add a mesh to a face which is 45 degrees to either the X or Y axis?) one of the methods suggested was using the array modifier and an 'empty' which I am able to replicate. However when I add extra meshes to one face of my object it doesn't replicate it on all the other faces.
What I did was add a cylinder with 8 vertices. I then removed all but one of the faces of the octagon (I did this in edit mode selecting edges and deleted those edges). I then added an 'empty' at the origin of the initial octagon, added an array modifier to the now single face with a count of 8 and object offset selected and the object selection set to the empty. I then rotated the empty on the z axis 45 degrees and my octagon was draw as expected.
I now am trying to add two mesh cubes to all faces. I add them to one face and expect that to be replicated to the other 7 faces but it doesn't. I have tried adding before 'applying' the array modifier and after and it still will not work.

You need to add the cubes in Edit mode, not in Object mode

If you want the cubes to be part of your octagonal object, you need to add them in Edit mode, not in Object mode.

Thanks moonboots. I have often seen meshes added in edit mode and always wondered what is the 'criteria' for when to add meshes in edit mode and when to add them in object mode. I have always used object mode before.    Also how do I change dimensions by axis? When adding a mesh cube I can only find resizing the entire cube not say on the Z axis?

From an extensive internet search it seems that dimensions CANNOT be set in edit mode.  So is the only method of changing dimensions (in edit mode) via the scale 'tool' and so just a case of 'fiddling'  to get the size close to the ideal?

If you add a cube in Edit mode and want to change its size, just use the scale tool (S). What you can't do in Edit mode is applying the scale. As for creating a mesh in Edit mode or creating a new object in Object mode, it really depends on the situation, generally you create a new object if it's considered as an object in real life, and put all its pieces within this object, but you may have reasons why you want to keep the pieces as separate objects, for example you may prefer your robot to have separate pieces.

Thanks.  I thought that I could get around this by adding the extra mesh cubes in object mode and then selecting all and Join into a single mesh but could not get the array modifier to work correctly (to create the octagon). Pity. Maybe I should 'resort' to the other method suggested as I really prefer to add a window to all 8 sides (it's a pretend lighthouse) which has a frame and glass using 'bridge edge loops' to create the frame.

@JohnArnold If you are not able to create the extra objects in Edit Mode, you can do it in Object Mode and join them. When you join objects with Ctrl+J and they have modifiers on them, only the modifiers of the active object (that's the one with lighter orange, the others are darker orange) are kept, the others are lost. Also the joined object will get the origin of the active object. So you can add a cube in object mode, scale it to your liking etc. and then join it with the object that has the Array modifier. But this one has to be the active object.

Thanks Gordon. That works really well.


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How to bend in a particular area
I want to create a 'bracket' for a castor wheel in two directions (see image below the first bend on left marked 1) the second bend (marked 2) more of a twist.
I add seven loop cuts in the area for the first bend and then attempt to add modifier simple deform 'type' bend and the correct axis for the bend and then select Object - apply - all transforms but it does work.
I can get it to bend on the narrow edge but not of the wide edge eg I want the end to bend in the direction of the arrow NOT upwards. I have tried each axis without success.
What is the correct method?

Tell the truth, tempting as it sounds, using Simple Deform > Bend to do this  sort of thing is a bit of a nightmare.

Please advise which method is the preferred/easiest method.

Hello, @John .. sorry.. I didn't mean my comment to leave you in the air!. It was made after  Thor and lemon's answers below, both of which I thought were good solutions. I've added one more suggestion, which might suit you, too.

It should be more simple to model it flat, then use modifier for rounding the angles and give thickness:

Above only what you see selected is modeled.
Then bevel allows to round the angles. Bevel is with a percent in order to take into accound differences in edge lenghts (but you could also bevel manually).
And use a solidify modifier for the thickness.

Bridge Edge Loops can be a surprisingly powerful fix, here, and very quick:

.. although you lose some exactitude in curvature.
It can deal very reasonably with skewed junctions, as well:

.. don't forget to explore the difference between 'Blend Path' and 'Blend Surface' in the operator, especially in the second case.

Thanks Robin. There often seems to be 'more than one way to skin a cat'.

Bridge edge loops was completely new to me and seems easy to use although it seems one needs to get two meshes set up at correct location and angles to each other to ensure it works the way you want. Bends are not easy.

@JohnArnold looking closely at your case, from a modelling POV,  it seems to be a slightly skewed junction between 2 plates (boxes)   at known locations, fixed  and oriented to their respective parts, so this method might suit very well.  Bridge Edge Loops  is one of the most powerful tools in Blender, worth playing with a lot, to get the hang of what it can do.

something like this?
Here is my first guess, use a curve modifier.
The curve modifier has quirks, so I recommend studying it. I'm guessing this top-google result of a youtube video will cover the quirks, I'll try to cover them briefly too.
https://www.youtube.com/watch?v=9xNdPA65dJo
steps, some familiarity with blender is required

pick an origin, the curve must have the same origin, I chose the leftmost face, put the origin and cursor here .

add a curve, it should have the same origin as the mesh. .

add a "curve" modifier to the mesh,select our added curve,

edit the curve to reset the mesh to a neutral position. eg, orient the control points to be straight and to trace the center of the object staring at the common origin point.  note, ctrl+t will rotate the mesh's curve modifier, curves are kind of 2d, quirky.

now we have our mesh and curve prepared for deforming.
steps to control the deform

subdivide or move the end control point to just before the ribs of the mesh we want to deform, this helps keep them straight and not deformed. add another control point to note the end of the curve

rotate our tail's straight leg using "median point" transform pivot point mode, to our goal angle.

adjust the landing leg to a close approximation so we can work on the curviness of the curve  using "individual origins" transform pivot point mode, scale the nodes that control the bent parts arc to get a nice bend

the result will be art, lots of input and tweaking.
if desired, apply the curve modifier, or apply the curve modifier to a duplicate, to get access to the post-curved mesh data.

there are, i'll mention, exciting plugins being developed cad sketcher for example, with the goal of introducing CAD like features, such as constrained-arcs, with a pipeline that can possibly convert these shapes into meshes.

Thanks Thors but I am trying to bend the rectangle on the narrow edge not the wide edge and I can bend on the wide edge.

ORIGIN    just noticed that. In the youtube tutorials there was no mention of setting the origin probably because the authors were bending the entire object instead of just at a particular point. I'll try that later.

It seems using the bezier curve is the 'way to go'. Pity simple deform only seems to bend on the Z axis.

Axis management is tricky, be sure the direction the path object naturally goes in, matches the curve modifier  "Deform Axis". I happened to have my mesh length along my global Y axis, so I moved the origins to the lowest position along the Y axis, matched the origins, and then deformed along positive Y.
if you have an object "rotated along the curve" be sure to check the "twist" value of each node vertex. its picky!

I have located a tutorial which demonstrates that the simple deform will work on any axis if an 'empty' is added and used as the origin for the simply deform modifier which when rotates results in the bend (and then parented together).   Check out https://www.youtube.com/watch?v=pSLv2CFpNm8&ab_channel=AaronVandeWeijenberg


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Fix seams on texture
I am using a rig made by someone as a prop in my scene, but it has these borders / seams on the texture. I think it may be because the model is divided a lot, or it could be something else. Picture:

I googled this, but I didn't find anything about this problem. Can someone tell me how to fix this or show me a tutorial? Also, I am a beginner so excuse me if this is a dumb question.
Project file to recreate problem: http://www.mediafire.com/download/raedxiikrh3w75p/File.zip

Related: http://blender.stackexchange.com/q/3761/599. This is caused by lack of bleeding in the texture, see Leon Cheung's answer.


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How to render frames skipping every X , but leaving the filename increment by one
I know how to skip frames in blender, but it seems the filename follows the skipped frames.  So if I want to render very 10 frames starting at 0 and finishing at 50.  I would like to see this
image0.png
iamge1.png
image2.png
image3.png
image4.png
image5.png
but this is what I get
image0.png
iamge10.png
image20.png
image30.png
image40.png
image50.png

Could you scale that location of your keyframes down by a factor of 10, and just render every frame?

Maybe you could render using a python script that advances the current frame in the scene by the desired stepsize using a for loop. Then in every iteration it sets the name of the output file using bpy.context.scene.render.filepath = <path_with_correct_framenumber>.png and then calls bpy.ops.render.render( write_still=True ).

Based on the comment from @maddin45 I wrote this simple python script:
import bpy

def render_range(start, stop, step):
    # First make sure that are values are all ints and not floats.
    start = int(start)
    stop = int(stop)
    step = int(step)

    filepath = bpy.context.scene.render.filepath

    for frame in range(start, stop, step):
        bpy.context.scene.frame_current = frame

        bpy.context.scene.render.filepath = filepath + '%04d' % (frame / step)

        bpy.ops.render.render( write_still=True )

    bpy.context.scene.render.filepath = filepath

if __name__ = '__main__':
    render_range(0, 60, 10)

So basically this will loop through every 10'th frame starting at 0 and ending at 60(note that it does not include 60, but rather ends just before it).
To make it render another range(such as every 5'th frame starting at 10 and ending at 100) then change the last line from:
    render_range(0, 60, 10)

To:
    render_range(10, 105, 5) # Note that we add our step amount to our desired stopping point so that it will end at 100 instead of 95.

You can use the 'Time remapping' slider to quickly adjust the global timing of the animation.
If you want to render every 10 frames, set the New time to 10 (100/10), and also set the end frame to 1/10th of the actual length.


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Can not intersect duplicated loopcuts into model
Hi,
I can't intersect the duplicated loop cuts into the model.
I first made horizontal loop cuts, then i made some vertical loop cuts and duplicated those,
it would be a quick way to repeat the cuts for putting in the windows.
The problem is that the vertical loop cuts do not intersect with the horizontal loop cuts.
I tried intersecting them, cleaning, removing doubles, joining, boolean,  etc. etc,..
Need some help here!
Using Blender 2.70a

Try deleting the face loop under the duplicated portion, then using W>Bridge Edge loops (WE):

Thank you for the quick answer! its a bit more work but clear to me now, ty  :)

That is because you have overlapping (or not connected) geometry. If you extend the cube by extruding a face E instead of duplicating this wouldn't happen.

Thank you for the quick response, its very clear to me now!  :)


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3D printer file type support
For Blender 2.70, I'm trying to figure out:

Which 3D printer file formats Blender natively supports
Which 3D printer file formats Blender can support with the use of plugins/extensions/etc.
Which 3D printer file formats can be converted into another format that works with Blender
Which 3D printer file formats Blender cannot support at all, ever

The most important one of those is the last one (which file types can Blender not import/export/modify at all). Can someone point me to any documentation or help me figure out which file formats fall into which group?

Blender supports the STL (STereoLithography) format which is supported by all printers and considered as standard for prototyping.
Shapeways for example supports the file types: STL, OBJ, X3D, Collada or VRML97/2.
Blender comes with support of STL, OBJ, X3D and Collada.

Documentation on import formats
Documentation on export formats

When there is a public demand for a specific file format someone will create an import / export addon for it.

Thanks @stacker (I'd upvote you if I had the rep to do so) - if STL is a standard for prototyping, what file format is considered "viable for production" (and, does Blender support that format)? Thanks again!

@Venkat I'm not an expert on 3D printing. I just created a model and uploaded it to several sites which provide print services and all of them supported STL. This might be interesting: http://www.3dprinting-forums.com/viewtopic.php?f=33&t=6844


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How can I create a mask by baking?
So I have a plane and an object, I want to create mask image: white where the object is and black where it isn't. How can I perform this? I'm searching for universal solution.

This simplest I have found is to assign separate material to them; one white emissive and one with black emissive, and then bake a texture with the Bake Type set to Emit.

You can also bake it from Diffuse if you already have black/white materials on them. You should then bake it from Color only.

Yet another way of doing this is to remove any backplanes, bake a Combined map (or any map BUT normal) and use the Alpha output of the baked texture as mask.

If you need to use the Compositing Editor to get the final image extracted from the image, you can use this setup:

Open the Compositing Editor
Add an Image node and select your baked texture
Add a View node
Connect the Image Alpha to the Color of the View node.
Open the Image Editor and select the View Node as texture
Save the image from the Image Editor.

What if I already have material(s) on the object? Duplicating the object each time I change something and reassigning materials doesn't sound good to me...

Answer updated.

Well, if I already have red material, for example, it will be baked as red, not white. That's the issue.

You are a bit hard to please ;-) But I have updated it again.

If I save image, it still uses Color and Alpha. I couldn't find how can I save it like this.

No, that needs to be done in the compositor or in an external program such as gimp or photoshop. Or you can choose to use it as it is and only use the Alpha output.

What is compositor?


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How to rig separate object to specific bones?
I'm having issues, the hair is just a hair curve with geo node applied on it for thickness, I have a child of constraint added to it to follow the rig's neck or head bone, when I move the neck or head though I have issues with it slipping, is there a way I can make it so the hair doesn't slip at all, and works as if I parented it thru object mode, is there a way to have like the hair and the head bone work as if like I had parented the head object to the head object in object mode, have same location and no slipping

EDIT: I'm also having issues with scaling the whole model, I was going to use this model in another blender file but appending it and trying to scale to match my other scene I get most of the characters properties just scaled and randomly moved too much, how can I fix that as well?

do u want it like this? [1]: https://i.sstatic.net/PVNRu.gif

YESS that's exactly what I am looking for

Is there a reason why when I try to scale the whole object with head and body I get weird deformations? how can I fix that when I scale it also keeps the models location and stuff intact?

just scale the whole armature in object mode. Your head isn't rigged, so you have to rig the head too first.

delete the child of constraint of you hair + surface deform modifier

parent your hair to the "Neck" bone

Good to note that using a bone parenting or weights instead of a constraint usually comes down to whether you need to be able to change the parent during animation. If you need it, use a constraint. Otherwise, use the rest which are permanent but afaik faster to compute.

I've removed the head object from the surface of the hairs and then I added the Chid Of constraints and target to Rig head.
For the scale of the object, I added another Child of constraint to the objects to follow the head.

Here you go!


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How to achieve this effect in shading?
I was working on implementing a gradient texture with a noise texture, but only wanting the noise texture to effect a certain masked out area, I don't want noise texture effect in the top or bottom of from the border, I want them to be gradients, but just on that edge I want the noise/distortion effect, I have current node setup:

EDIT: I also want to be able to individually control the gradients, ie have two different colors if I wanted for the top and bottom half

in my opinion, you should accept the answer that is provided by Robin. Editing your question adding details is not fair at all (again: in my opinion).

right I realized that I should have clarified in the beginning, I have upvoted the answer and I'm hoping hopefully if Robin see's it again he can modify and tell me how to achieve my desired effect, if there is no response by tomorrow I will accept his answer as this is pretty similar to what I wanted anyways :)

As I understand your question, you want the Noise to be masked..
Here's one way. In this case, I found it easier to use Object-Space for the texture coordinates, putting 0 at the center without further adustment. But you could compensate, in some other space...

To conceal any boundary between the noise and the plain background the last stop in its mapping was drag-drop copied from the background color.
This shows mask, noise, and masked-noise :

Hey, thanks for responding, I want to be able to individually control the color for the top and bottom half of the gradient, in the shader you mentioned, I seem to only be able to control both, is there a way I can control them separately?

well, this is kind of after sale services... question edited... : (

@lemon wdym, confused about sale services haha?

@NunMatters Ahem.... (  * resisting temptation to wag finger  *)  .. Do  you want the color to show through your dark noise, or do you want the noise to be black-and-white, as in your original question ? Or do you want a noisy transition between colors, with no black or white? Or.. something else altogether ... maybe ?  I mean... who knows, eh?  :)

so basically I want like a gradient from dark to white on the top half before the noise edge, then the same type of gradient but a different color for the bottom half, I do also want to be able to have a different color for the noise, my end goal is to use all of this in a shader, so noisy will be a shader, same with the gradients as well, the .blend file is pretty close to what I want, but I want to be able to individually change colors for the top and bottom, so if I wanted top to be red and bottom half to be blue, the noise on ur .blend file does allow me to have a color so that is ok

@RobinBetts Thanks again btw! srry for not being too clear haha

@NunMatters late, here, will get to another guess at it tomorrow .. :)

Sure! will be looking forward to it, I have asked countless discord servers w/ no help so this is my only hope here haha

@NunMatters  .. and I've had to be AFK today.. sorry

@NunMatters  It's still actually  tricky to figure out exactly what you need.. there are so many variations possible. Here's a start at a group that makes a noisy transition down Y between 2 colors, disguising the boundaries between pure color and noise-mix:  https://blend-exchange.com/b/Or2YJv0X/


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Cycles render low on quality vs Evee
i am just a week into blender. I made a donut but the render result using Evee is what i intended and it looks better detailed than cycles engine render (shouldn't it be other way round?)
Details like texture, light wrap around the edges, outer rim in the center are missimg when i switch to Cycles engine
Am i missing some setting for cycles or is it how cycles is supposed to render?

Hi :). Sometimes Eevee might look as good/better than Cycles. Eevee's shadows/SSS/reflections are limited, so it's easier to not overdo it. Cycles excels in contact shadows, indirect light, but might be harder to fine tune :))

TLDR; probably overdone SSS, share the file to get relevant answers :))

@JachymMichal - i have attached the blend file for users perusal here just now


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Bones disappear/get deleted when applying pose as rest pose
So I was messing around with a really large model in blender and found that the bones are really small and hard to select, but I'm still able to pose the model in spite of this nuance after resizing it to be a bit smaller and displaying the bones as something else other than octahedral, like envelope or b-bones. However, when I try to apply a new pose as the rest position, all of the bones disappear entirely or get deleted, and I can't further pose it. What does this mean, and how do I work around this?
Here's an Imgur link to the process:
https://i.sstatic.net/crAYb.jpg

Can you add screenshots? That sounds really strange.

Sure thing. I added an Imgur link this time to show what was going on. It's very loaded and specific.

My first guess is that some scale is getting applied, and all the bones shrink. I might iterate through them with a script and increase their length.

For future reference, please edit such images into the question. There is a built-in image adder.


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Change 2 colors of a texture among the 4 colors of a texture in Cycles
I have a texture issue with my character. Indeed my character does not have the right colors except black and white. I tried changing the colors of the textures with Cycles but not sure how to do it. When I use Cycles and render the character has the correct skin color however this color affects the area around his eyes as well as his wings and ears which I don't want that color.
The texture colors of the 3d model before and after rendering:

Hi there, could you upload the .blend file using blendswap so other members can take a look at the problem? There isn't much info to work with here.

I have worked on the model but it is not the right color yet. I put on the left and on the right 2 cubes which must correspond to one of the colors of the model. The ears and wing membranes should be colored pink while the fur should be colored purple. Only the black and white colors seem to be correct (even if there is purple in the character's eye). Otherwise I'll show you how I proceeded in terms of nodes.

https://drive.google.com/file/d/1Hvm3zT9j9cz2zWc6iXOjVWTM2MBTOLAp/view?usp=sharing

https://drive.google.com/file/d/1gBxO2JU8W8SkcTbVsXPH9g9qTlY7v1IE/view?usp=sharing


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Having problem applying one effect on other object in toonshading (Inverted Hull Outline)
I'm new to this community.
I was trying to learn the toon shader method of rendering from a YouTube tutorial by tiptut.
I'm having trouble copying a modifier from one object to another. I was using the method used to put the border on the object but, I could only apply it to the mushroom cap and not the mushroom stem. I tried copying the modifier and also tried the whole proceeds again for the stem but it doesn't help. how do I fix this?
The steps used:

adding a new material to the stem object in the material tab

adding emission node and connecting it to the material output node(surface option)

selected the color used for the border and put it in the emission node.

added the solidify modifier to the object. in the modifier , I set material offset to 1 and ticked the flip normal option under normals setting.

in the material I ticked the backface culling option in the material being used (mushroom border)

after doing these steps I adjusted the thickness in the solidified material to get the desired border thickness.

I used these steps for putting the border on the mushroom cap but repeating the same won't work for the mushroom stem.
Can someone please guide me, on what am I doing wrong, or if there is an alternate way to get the same effect?

Have you checked the material index? The index starts at 0 for the first material. What does the stem look like when it's unselected (Alt+A)?

@Blunder I don't know how to check the material index or what it is, and the when de selected the stem looks exactly the same. the purplish border that you see on the cap ,its not visible on the stem.


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Mesh is Not Moving with the Armature
I imported an OBJ file to use as a mesh and followed the most-viewed YouTube videos on creating bones for models, as well as the instructions found in this link and I believe I'm doing everything correctly. Yet, the mesh is still not moving with the armature. I also looked at similar questions when writing this, such as this one and this one, but these did not appear to solve my problem either (or I did not understand how to apply the answers correctly).
To be exact about the process I used to get where I currently am with the model, I created bones for each of the mesh's arms and extended them, then connected them both to a parent bone in the middle of the mesh before making the armature the parent of the mesh and deforming the armature with automatic weights.

Here is a link to the file. Can anyone tell me what I need to do to get the mesh to move with the bones when the bones are reposed?

Link give access denied.  Please upload to blend-exchange instead. (How to add a blend file)

@MartyFouts I'm getting an internal error when uploading to blend-exchange with a 413 error code (size of file is too large). I made the link public, sorry about that!

This is too much vertex density, leading to bone heat failure (look for error messages on autoweights.)  See https://blender.stackexchange.com/questions/15964/heat-weighting-failed-to-find-solution-for-one-or-more-bones.  Even if you were to get this weighted, like manually, it would be impractical to pose.  You need to retopo the model to something lower poly.

And, btw, the reason the file is too big is 1) too many vertices and 2) uncompressed file.  Open a sidebar in file save dialog to see sidebar with options, including "compress" option.

@Nathan sounds like a decent answer to be posted as such, right? :o

@L0Lock it's approximately the 9000th version of the question.  It should be closed as a duplicate.

MartyFouts, I assumed as much but did not know how to check. Thank you @Nathan for confirming!

The way to check that always works:  After you try to parent with automatic weights, and before you do anything else, open the Info Window and look at the last few messages.  The failure message will be there.


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What is causing this issue for my vertices to not move?
I do not know what caused this, but I found a way to fix it was by adding loop cuts on the sides and then dissolving the loop that is not moving then adding the loop cut to replace it. I am unable to find answers for this on Google, so I resorted to asking here.
If there is a better way to fix this, let me know!
I tried merging by distance, with no changes (none were merged).

Do you have snapping enabled? Do you have modifiers on the object?

i am sorry, but we have no idea what you did and you didn't show us any settings you have made. so pls provide blend file so we can check it out. thx.

You will have to give us some context here, to give us a clue. This is proportional editing? Are there any other influences on the mesh? Best to share your file on https://blend-exchange.com/ .

You have proportional editing enabled, see the white circle when you move your verts. Press "O". Or you have a mirror modifier enabled with "Clipping" option

Yes, I had proportional on because I needed to use it for editing. I did not have snapping on. This only happens when I move the mesh in edit mode USING proportional to keep the mesh SYMMETRICAL that I was editing. Since I fixed this error, I do not have the faulty mesh still. This happens when I also import other creator's meshes and the vertices that SHOULD move don't (usually 3-4 verts on the other side). I just wanted to know what could be CAUSING the vertices to not move with a mesh I didn't even rig or weight paint yet!


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how to make piston with offset pivot point (angled damped track)
I want to make a piston with offset pivot point.

The idea is that the armature 1 should rotate following the armature 2 in the X and Y axes without bending between bones B1 and B2 using damped track constraint or something like that.
i've tried it with IK and copy rotation, but I didn't go well. Are there any other ways to achieve that?
EDIT: I attached the file

https://blender.stackexchange.com/questions/102990/how-can-one-rig-a-stirling-engine-piston https://blender.stackexchange.com/questions/86804/rigging-an-umbrella-like-object

@DuarteFarrajotaRamos thanks, but i couldn't find a solution there

can u pls add a link to maybe yt video, where we can see the animation you wanna have? thx

@Chris yeah, you're right that's a good idea. but unfortunately i don't have one. instead of a video i attached the blend file, if that's ok

is this what you want to achieve? [1]: https://i.sstatic.net/ToIE7.gif

@Chris thanks! not exactly
https://imgur.com/EVMcy0R the orange should be the pivot point and blue angle should not change

Here's how I understand the problem, starting with a picture of labeled points:

Given those points:

BC should not rotate relative to AB in any pose.

BC should point at E in all poses.

DE should point at B in all poses.

We control from the position of A and E (and F, but F doesn't really matter for anything here.)

All bones shown maintain their rest poses lengths, but the distance between C and D can change.

We can do that with IK.

Shown here at rest on left, pose on right:

Notice hierarchy on outliner.  We've added an additional bone, "ik3", parented to BC.  It targets EF with an IK constraint 3 bones long, with stretch enabled.  On the bone's IK settings, it is locked in all axes but Y, with 1.0 stretch enabled for it:

(and really, it doesn't matter if its locked or not in Y in this case, that's just a general thing for other problems of this nature.)
Bone BC, meanwhile, has all axes locked for purposes of its IK, in order to maintain its relationship with AB.  Neither AB not BC have stretch enabled.
We haven't yet met our third rule, that D points at B, but that's a simple matter:

A damped track constraint solves it nicely, although depending on your mesh, you may wish to use a combination of locked tracks instead.
Edit: BTW, I'm doing everything here with bones in a single armature, which is, believe me, a much more convenient way to rig than to have a bunch of single bone armatures.  Sometimes, you can use objects, or single bone armatures, to do the same things as bones, even though it's much less convenient; but here, you just can't run IK except with bone constraints, and the chained bones need to all be part of the same armature.  This isn't something inherent to IK, just a Blender limitation.
Ed2: Maybe worth noting that this rig can be streamlined--- since BC never changes relative to AB, these can be combined into a single bone AC.  Doing so would, maybe, shave a few nanonseconds off calculation time, at the cost, maybe, of making it a little harder to understand what's happening.

yes!!! that's exactly what i needed. who would have thought that such an easy goal has such a tricky solution. thanks a lot, Nathan, you're my savior!


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What is the best way to UV unwrap a brick texture on a circular shape with the bricks aligned?
I want to UV unwrap a gothic flying buttress and some other gothic objects (like gothic arches for example) which are often made of bricks. But no matter how I try to UV unwrap them, the bricks don't align with each other because the object has a curved edge, the same goes for the underside of the gothic arches. Is there a way to keep the bricks aligned using only one texture?

You could come up with a true 3D brick texture.. if  you don't mind that arches are not built that way.. really you need a radial set of blocks around the arch..

I don't think that there's any automatic way, you can first unwrap with the Cube Projection mode, it will work on some sides:

It won't work on some other sides, you can still move the UVs in order to correct:

But it will always fail between some sides, imagine that you have a fabric with a 2D pattern that you need to wrap around an object, there's no way the pattern could align everywhere. Maybe make sure that the bad edges are invisible?
You could still make something perfect in Texture Paint mode if you paint the texture onto the surface with the Draw brush in Stencil mode, with this solution you could precisely rework all the seams between faces.


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Script Help for overlapping edges between objects
I am working on a project that involves drawing grease pencil edges using the "mark freestyle edge" feature on edges that do not intersect with edges from other objects. I am using RBDLab to fracture objects, and I want to avoid marking the edges of these fractures as freestyle edges.
Essentially, when an object is fractured, and I add a grease pencil to the collection, line art appears at every fracture. I want to maintain the appearance of the object's normal outlines as if it wasn't fractured, at least until the fractures separate.
I've consulted with ChatGPT about whether this could be achieved by using a method involving the distance or bounding box over an edge. This method would detect if an edge between two objects shares very similar attributes like distance or potential collision via bounding box.
Here are screenshots showing intersections between objects:

I want to be able to mark these edges as "non-unique" and then mark every other edge that is not "non-unique" as "mark freestyle edge"
Here is the script that so far does mostly everything right but screws up a little.
First, this is what the original object looks like:

I marked out the edges I would like to "mark as freestyle edge".
Now here is the script outcome:

See, it MOSTLY works quite well (I kept messing randomly with the different thresholds, couldn't get something super consistent). I'm not sure what else I can do to make it work better as it gets all the right edges, but... all the internal edges are completely missed out as seen in the following example:

Now here is the script:

import bpy

print("Hello World")

And here is the blend file!
https://www.dropbox.com/scl/fi/juxfpyhpoffvxui3bvtey/Low_Poly_Ship_Test.blend?rlkey=shmn9ut9z9fyyjo70y5glo7mp&st=xxvy1ik3&dl=0
If anyone can help me out with confidence, knowing that they can make this work, I'd be willing to pay you for your time, if the scripts work as I described it should and none of those lines are visible, I think 100-200 is fair. I absolutely need this script to be corrected/ changed to work, and I already think there is a great start.

PS. some extra notes-
An edge from 1 object may be 5 inches in length
An edge from a neighboring object might have 2 edges in a straight line that make up that 5 inch length, but almost like the edge is subdivided, this might be a reason a few edges might not be detected right
Also, maybe it would work better with planes? But that would take some trial and error
If anyone has any ideas at all, please let me know, I've tried geo nodes for a week now, and I'm completely stumped. Scripting using ChatGPT has been awful.
Thanks for reading, hope to hear from someone soon!

Please use the code insertion markdown instead of a screenshot of you script.

Will do as soon as I get to my computer!

I included the script in the blend file; it wouldn’t let me properly format it on stack exchange (I’m still a total noob here, is there any other way I can upload it? Maybe through drop box the same way as a notes file?

When you [edit] your message, you have multiple buttons at the top of the editor that help you format things. You can manually use the markdown syntax (which I prefer to use for inserting scripts), you can find a guide by clicking the ? icon on the right side of the editor toolbar. I edited your answer to give you an example of code insertion, please replace my mockup code by your own script. Then you will be able to remove the script's screenshot to avoid cluttering your question for nothing

As an extra side note: We have our own unofficial file sharing site: Blend-Exchange, which is more practical for us. I also advise you to check our share your file, it's full of good-to-know tips and explanations for sharing file here or any other website.


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Is there a way to re-link a mesh after applying transformations?
Is there a way to re-link a mesh after applying transformations? I have a set of wheels that I Duplicate Linked ⎇ AltD so that they share a mesh, but now that I'm at the unwrap stage I realize I hadn't applied transformation/scale/rotation before duplicating, and the UVs are funky because of it.
I can most definitely fix my original set of wheels and redo the duplication, but I figure there might be an easier way to re-link them.
Thank you!

(dialog box that creates the new unlinked mesh)

Does this answer your question? Edit multiple text value simultaneously the last part of the answer

Ctrl-L > Object Data?

Before answering the question, you should know that you don't need to apply location or rotation before doing UVs. Only scale matters here. So the best solution is to not put yourself in that situation in the first place.
Now, if you really want to apply every transform or you already did:
Select the objects in object mode and press ⎈ CtrlL > Link Mesh Data. But because you applied their location, they would need to be moved to the right place again.


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BGE character goes through object
I made a cylinder and removed the top face, so I made a bucket, but when my character jumps inside, I fall right through. The bucket is huge. It has to be. Adding collision bounds means I can't go in the bucket at all. I also tried putting collision bounds on my character, but still failed.

I haven't used the BGE for a decade, but I reckon physics on meshes without depth aren't the best.
If your bucket is literally a cube minus a face, then you can add and apply a Solidify Modifier to give it some depth.
Also, make sure you applied that object's scale with ⎈ CtrlA.
Then, also check that object's physic settings:
Collisions are set to "Convex Hull" by default if I remember correctly, it will not work for concave shapes like a bucket, you need to set it to Mesh instead.
There might be other settings to play with, like the margins, damping, ... Though by then it should just tweak how the impact looks like, not whether or not it actually works.


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Cannot fix this hole
I have holes in some faces and not on all does the F work.
Can any one help me?

EDIT:
I tried to delete the face like lemon said with X and "only face" and then this is the result:

That can be overlapping faces. Two faces on each other and inverted normals for each. Try to remove one "X" then 'only face'

I edit my question with a picture of what happens then...

Filling it later with F did work though. I will try that with the rest too

OK, so come back to vertex selection mode (ctrl+tab then vertex) and delete the vertex in the center. Now you should have a "real hole" and would be able to create a face with F.

There is no vertex in the center. With 2 it worked but i am at one now where i delete the face and then fill it and it will still show the hole

You should edit your question and upload your file (or part of it) using this link http://blend-exchange.giantcowfilms.com/

It's added now.

yes. This is due to the solidify modifier. The faces it is adding are odd due to some ngons in your model. Is it really needed here? What I advice it to remove it, check the model and (eventually) add it afterwards

Hi, I checked your .blend file and I agree with lemon, if you remove the solidify modifier the problem disappears. Also make sure you don't have N-gons, I found that one of them is actually one of the weird-looking faces while I was checking your model.

Rapidly remodeled if that can help


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About anvil modelling problem caused by mirror modifier
In this model, I have used extrude, loop cut, inset for creating the model and the modifiers that I used was boolean, mirror modifier along the y axis and the subsurf modifier. The problem is why there seems to be a line between the mirror and the object where I lined  it blue? Is there anyway to solve this ? At first, I think maybe there is a face between the model and the mirror but I have deleted it so I think the problem lies somewhere else.
I have made the vertices along the center and scale their 'y' location to 0.
And I have found some problem that some parts of the  meshes would go beyond the center even if I have already clipping turned on. I cannot find any face that is between the mirror and the model so I don't think that is the problem and I also have removed the doubles
my blender file

Do you have 'merge' and 'clipping' options enabled in your mirror modifier?

@ajwood  I have enabled both 'merge' and 'clipping' in my mirror modifier

@arcv some parts of you second screenshot are surprising given that you have clipping enabled (e.g., the bottom-most vertex along the centre line is farther left than I would have thought possible). Try selecting all of the vertices along the center and scale their 'y' location to zero (sy0). Then set the object origin to (average location of the) select vertices.

@ajwood I have found something that is strange and updated my question, what causes this?

I think some of your vertices got past the clipping point before you enabled clipping. Now that you have clipping on, with the edge loop selected, grab/move them all back toward the correct side of the model. They should get "stuck" when they arrive at the axis of symmetry.

@ajwood tried but doesn't work. It seems like the edge loop that has problems is the one near the mirror , other edge loop doesn't seem to have this problem since when I move them near the mirror, the clipping works just fine. I have also uploaded my blender file

In you attached .blend file, with the vertices you already have selected, go to right ortho view (numpad 3), and click+drag the green 'Y' handle to the left.

Here's the answer to the problem.  First, grab the center loop and move it towards the center till the clipping does not allow it to go any further.  This makes sure that all of the vertices on the center loop are at the center of the model.  Next, you must move the mirror modifier up above the subdivision surface modifier.  This is a general rule of thumb that will remove the seam problem.
Glad to be of help!


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Creating a cleaner UV Map for Dice?
I'm working on a game which will require creating lots of different dice (different combinations of faces).
I can produce the meshes just fine, but when I go to UV unwrap them, they get all shifted out of place, which makes coloring them a lot trickier.
Since the indented parts just need to be one color, and the colored parts just need to be another, I'd like the mesh to just be a very neatly unfolded square.
Are there any tricks I can use to get my UV map to unfold more evenly and regularly?
Here is an example of what I am seeing. This is with a basic 6-sided dice that has pips. The real dice I want to do are even less regular, so the inside of them gets really wild.

Ideally, I'd want it to largely unfold things flat and more regularly (i.e., 6 mostly regular squares and and easier delineation between the indents that I could more or less just flood fill with color)
I'd like something that looks more like this:

Can you post an image of your mesh and current uv map, so we can get a better idea of your issue?

Check out the Quad Unwrap preinstalled Addon and this.


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Built-in Cycles Bevel Shader customization
There is a new feature now in master that can be used by downloading daily build of Blender:
https://builder.blender.org/download/
It's bevel shader for Cycles. I tested it and it works great. However, I have a few questions:

How to exclude some edges from the influence of bevel shader?
How to set different bevel radius per edge? Can bevel weight value be used somehow?
How to exclude selected intersecting geometry from creating bevel?

If you need that level of customization you should probably be using manually bevel geometry in the first place. This also seems to be a development feature, not sure if many people here are aware of it yet.

You can simply use any attribute for the bevel radius.
I painted some vertex colors for example and connected them with the bevel radius input.

1.
I found a workaround for some of my questions. The trick is to use different materials on different parts of the mesh, this way it's possible to have varying degrees of bevel. It's not an ideal solution though, because it does not solve the case when bevels are intersecting.

2.
Another option is to use Render Bevel addon.
https://gumroad.com/l/render_bevel
https://twitter.com/JoseConseco3/status/938545842566369280


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Align camera to view precisely and automatically, without manual fiddling
I know there is a ton of questions and answers about this topic, but none answers my question sufficiently.
Let's say I have a viewport view that I want to render in Cycles. Pressing ALT CTRL Numpad 0 aligns the camera to this view, but it does not solve the whole problem. The thing is, I want PRECISELY this view on the render, preferably in one click, without manually moving the camera back-and-forth, changing sensor sizes etc. fiddling that will remove the unwanted border that appears and blocks the viewport partially. This whole activity wastes a lot of precious time especially if you do this 10 times a day.
What this dream action should do:

match the render resolution (proportions) to the resolution of the current view (can the resolution of current view be read by a Python script?)
make the entire view the camera view, without any borders, passe-partout etc. by automatically maneuvering sensor sizes etc. whatever is necessary to make it exactly the same view, the same camera lens angle.

Is it possible to write such a script that would do it all in one click?

Valid in context, though off topic.

"match the render resolution (proportions) to the resolution of the current view" Viewport size is pretty arbitrary and may end up being the random cumulative result of monitor resolution, window size, screen layout, open toolbars etc. Not sure it would be worth trying to match such arbitrary size

Are you aware of the camera fly mode that you can use to easily tweak the camera position and rotation? Too many things affect viewport framing in order to there being point in such script, but you can minimize the border by keeping the same lens and aspect ratio in both.

I'm aware of all these things, but the problem still exists. There is no one-click way to fully and automatically match the render to the current view. Screen-grabbing the viewport is not a solution either, as you can't multiply the resolution. The proportions can be arbitrary and that's the way it's supposed to be.

I created this script based on operator simple template.
import bpy

def main(context):
    if context.area.type == 'VIEW_3D':

        #set render resolution and lens data
        region=False;
        for reg in context.area.regions:
            if(reg.type=='WINDOW'): region=reg;

        if(region):
            context.scene.render.resolution_x=region.width
            context.scene.render.resolution_y=region.height
            context.scene.camera.data.lens=context.space_data.lens

        #set camera position
        context.scene.camera.matrix_world=context.space_data.region_3d.view_matrix
        context.scene.camera.matrix_world.invert()

        #I don't know why sensor width must be 64, but it works:
        context.scene.camera.data.sensor_width=64

        #set view from camera
        context.space_data.region_3d.view_perspective = 'CAMERA'

class SimpleOperator(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "object.set_render_size"
    bl_label = "set render size"

    def execute(self, context):
        main(context)
        return {'FINISHED'}

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

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

if __name__ == "__main__":
    register()

You can launch this script, then use set render size (you can set outer name if you want) operator.

Or you can add additional information to create an addon from this.

Why are you polling for active object, is this remnant of using the operator template? bl_idname and bl_label could be something more relevant to the actual operator task as well.

Yes, it is in template I will remove this.

How about context.area.type == 'VIEW_3D' for your poll will also remove the need for the if in main

Awesome, it works, but not exactly as it should. Please note, how the cubes I placed in the corners are not entirely fitting the camera image, they are cut in half: https://i.imgur.com/0FleKIN.gif Also it would be nice to make an addon out of it. PS. For a complete one-click solution the final view of the camera could be zoomed-in to fill the entire window, now the passe-partout is visible.

@jubi hm, that is because opened side panels, i think.

@jubi fixed the script, try new one

Thanks, I added some headers to make it work as a plugin and changed the name to be more appropriate http://zgodzinski.com/blender/Align%20Camera%20To%20View%20Auto.py

After AltCtrl + Numpad 0 you can press Home on the keyboard to make camera view fit the current view. Although  it will not change camera width/height aspect ratio to the current view, so after the fitting you can see either vertical or horizontal "grey zones".


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How to use multiple Effect Strips in Blender Video Sequence Editor?
I noticed that adding a second Effect Strip to a video sequence negates the effect of the former Effect Strip, eg. adding by Speed, the result does not include the Transform effect.
What is the reasoning behind such behavior? Is there any workaround other than rendering the sequence with one effect and then re-rendering is with another effect etc? That would be very cumbersome.

Try applying the effect to the effect rather than to the original clip.
I dunno about your transform-strip - but I just realised that rather than applying a cross to two videoclips that are both sped up (which won't work), I needed to do the cross between the speed strips instead, and now it works as expected.

Hey thanks that worked! (For me I needed alpha over and transform, so first I made the transform, then for the alpha over  Iselected the bottom-video clip, then the TRANSFORM effect strip, instead of the picture itself, and it worked :))

Be aware that you can get a bit lost in meta-strip-ception. That is deep meta strip embeds. You step in by selecting the metastrip and Tab keying. But they all look similar.
I suggest that you carefully name metastrips via properties and even add a simple color strip below the active video strip. This is to give you a visual que as to which meta you are inside.


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How to speed up Blender Video Sequence Editor rendering?
When rendering a simple video in FullHD right now (one video track, one audio track), the encoding process takes about one second per frame. Let's say I'd like to render a 5-minute clip in 24fps:
5*60*24 = 7200 frames
1s per frame = 7200/60 = 120 minutes of rendering time.
It seems very slow to me. Is there a way to speed up this process? Mabye use different codec? Or maybe I should render to RAW file and then encode it using an external tool? Right now I'm using x.264 coded with default settings.

You may want to use an actual video editing program that is designed for that type of work, the VSE will never be as good, and is just something that was added to Blender, as an afterthought. There is quite likely major optimization issues internally.

You can see my detailed answer here that I have written for a similar question about speeding up VSE rendering:
http://blender.stackexchange.com/a/44906/20611

@NᴏᴠɪᴄᴇIɴDɪsɢᴜɪsᴇ I've actually found the VSE to be able to render a video edit quicker than something like Premiere.

Using only colored effect strips and a track of music, I rendered 240 frames resulting in the following export times:
H264 = 16 secs
MP4  = 14 secs
xvid = 13 secs
This tests only the encoding engine. I would also suggest checking the dimensions of the media you are editing with. Any scaling (which the VSE will do automatically) impacts on render time. Try to make this 1:1 with the scene dimensions. Further to the issue of scaling you may want to alter the AntiAliasing value in the scene properties as well. Default is 8 samples.
Finally, in User Prefs, increase the 'sequencer cache' value to maximise your memory usage. And check that you are using the Sound Output Device SDL, in the same panel.

Were those frames very similar? Was the source material encoded in h264? In my case, the source material was a speed-modeling video recorded at 1 fps so almost every frame was drastically different than the previous one. I also suppose that it was recoded in h264 but I don't have access to this file from here to check it for sure. The dimensions of the output were exactly the same as dimensions of the input, no scaling. The only addition was a watermark layer (again, the same dimensions) alpha overed over the entire video. Here is the final product: https://www.youtube.com/watch?v=PdRiQu09qQA

Yes I did not include video so that the compression engines were not stressed, I was just testing the speed of file writing. It could be that you are having issues with memory, you can also specify a frame buffer per strip in the VSE strip properties panel. Your video is relatively short, so this is odd. Did you apply a speed effect for the timelapse? BTW I really liked the video!

You were absolutely right about scaling! I DID use scaling, while rendering the final video (from 2560x1440 to 1920x1080). When I set the final dimensions of the video to 2560x1440, the speedup is 2-fold, from 48 to 100 frames rendered per 30 seconds at the start of the video,


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Blender Freestyle - how to make line crossings glow more than lines themselves?
I'm trying to recreate the classic, vintage 1980s look of computer graphics - bright, glowing lines on dark background. However, after analyzing old computer graphics I found out that the intersections of lines glow more than the lines themselves - they turn into little glowing points.
Is there a way to simulate this using Freestyle settings or compositor?
For example:

You can use a blur node to get this effect.
The blurred lines will overlap a bit at the intersections, making them brighter.
For example:

Create a renderlayer which only renders freestyle lines by disabling everything else in Render layers > Layer > Include:

Set the freestyle line color to white in Render layers > Freestyle Line Style:

Composite (click for larger image):

Result (click for html5 version):

It is a great solution, I modified it a little to have multiple colors possible (removing the final color decision from the node tree): link

I achieved a similar effect by adding additional line types with an altered alpha and geometry that gets fatter at the node point.


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In sculpt mode, stroke:[curve] is not on top of mesh surface
its not even editing anything its just going through the mesh entirely. into the 3d abyss.

i want to do what this guy is doing here in this video:
https://www.youtube.com/watch?v=uideuXvJNX4

an answer from blenderartists.org from [zeauro] :

"The PaintCurve is relative to screen view. It is not stuck to 3D
Object.
In first video, he is not changing the point of view, while he is
creating the curve. In second video, he does not, too, for first two
strokes. Then, he is panning the view for the third one and you can
see tat curve is not moving with the 3D object.
They have meshes a lot more dense than yours. Sculpt mode is only
displacing vertices of mesh. You need to have enough vertices under
curve to see a result while pressing Enter or Draw Curve button. For
that, you need to remesh mesh or to use Dyntopo."

-------
me: “problem stems from assuming a tool works similar to tools in the program”
and it does affect mesh regardless of resolution i just need to make my circle/meshes bigger and ive used the differrent default blender meshes shown in the photo to prove it.


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Can I get into Python and code in my own brushes?
Say I want some behavior like the brushes on zbrush or want to combine 2 brushes at the same time will I be able to do that?
--want to get a sculpt brush like the polish brush from zbrush and
--the one pinch/crease brush form zbrush t

Hello, please narrow down your actual usecase. A few screenshots or diagrams help, too :)

Instead of that, you might have better time to mix the alphas of those two brushes in a program like Krita or Photoshop.
Then make the resulting alpha as a brush in Blender. Here is a tutorial that talks about that: https://youtu.be/JJtNfDKHzmo


text:
I want to delete some outlying parts of multiple models
I'm curious about a Python script that calls objects one by one from a file and deletes the red part (1mm) of the object as shown in Figure 1 attached below of the object.
Ex) Delete the red part (1mm) of the object as shown in Figure 1.

honestly - i have no idea what you mean with the "outer" part? all vertices with all faces which are not inside? or...?

I edited the post and uploaded it. Please check it.

i think this would be possible by using a boolean modifier...

How do I write a script?

Check the bounding box, create a cube, elongate it along all axes so its dimension are the same as the base object - 2 mm in each axis, then use a boolean modifier set to intersect

How do I write a script?


text:
I am curious about the script that is called on the screen of multiple ".shp" files
I'm curious about the script that loads multiple ".shp" files from a folder into a blender scene.
import bpy
import os

# Set the directory containing the Shapefiles
directory = r"E:\project\wonju\gdb\tint"

# Iterate through the files in the directory
for file in os.listdir(directory):
    # Check if the file is a Shapefile
    if file.endswith(".shp"):
        # Import the Shapefile
        bpy.ops.importgis.shapefile(filepath=os.path.join(directory, file))

Hello ! It looks like this has been generated by an AI tool, right ? From a quick glance over the internet you want to install the blendergis addon to import a shape file. https://github.com/domlysz/BlenderGIS

I have several ".shp" and want to call them in python.